Thank you for the prod!
XCAFS23 R3Part2: Player 1, Turn 2
P1 Miracle Grow vs P2 Balance/Blood/Strength
Link to all relevant rule changes
Starting Hand
Charge
Makeshift Rambaster
Mad Man
Bloodburn
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Gunpoint Taxman, Bird’s Nest
Main:
- Brogre trades Cub
- Rook (3)
- Worker (2)
- Tech 1 (0)
Workers
Bloodburn, Scorch
Patrol as below
- Discard 3 Draw 1 rs Draw 4
Board Info:
Buildings:
Base HP: 20
- Tech1 HP: 5
In Patrol:
Squad Leader: Rook (2/4a lvl 1)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
- Nautical Dog (1/1)
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
End of Turn Hand
Bombaster
Gunpoint Taxman
Bloodrage Ogre
Pillage
Careless Musketeer
End of Turn Discard
My Thoughts
I feel predictable with my techs but like what else would I tech?