XCAFS23 R4Part1: Player 2, Turn 5
P2 Miracle Grow vs P1 Anarchy/Fire/Demonology
Link to all relevant rule changes
Starting Hand
Mad Man
Makeshift Rambaster
Blooming Ancient
Doubling Barbarbarian
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except turn 1)
All Teched Cards
Surprise Attack x2
Doubling Barbarbarian, Might of Leaf and Claw
Blooming Ancient x2
Gunpoint Taxman x2
Main:
- Arg + maxband (3)
- Mad Man (2)
- Makeshift Rambaster (0)
- Rambaster and mad Man break HH, your base to 16
Workers
Pillage, Careless Musketeer, Bloodburn, Scorch
Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
Base HP: 18
- Tech1 HP: 5
- Tech 2 HP: 5 Growth
- Tech Lab HP: 4 Strength
In Patrol:
Squad Leader: Wisp (0/1a)
Elite: Arg (1+1/5 lvl 5)
Scavenger:
Technician:
Lookout:
In Play:
- Water Elemental (3/3)
- Makeshift Rambaster (1/2)
- Mad Man (1/1)
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 7
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Charge
nautical dog
Blooming ancient
Gunpoint taxman
End of Turn Discard
My Thoughts
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