Well this should get interesting
XCAFS23 R4Part1: Player 2, Turn 6
P2 Miracle Grow vs P1 Anarchy/Fire/Demonology
Link to all relevant rule changes
Starting Hand
Gunpoint Taxman
Nautical Dog
Charge
Blooming Ancient
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except turn 1)
All Teched Cards
Bird’s Nest, Stampede
Surprise Attack x2
Doubling Barbarbarian, Might of Leaf and Claw
Blooming Ancient x2
Gunpoint Taxman x2
Main:
- Blooming Ancient (5)
- Zane, BA +1 (3)
- Nautical Dog, BA +1 (2)
- Give 2 runes and Args blessing of Midband to Water Elemental, kills Vandy takes 3 after armor, Zane to level 3
- Charge Nautical Dog, trade with Elite (0)
- Mad Man trades technician, you draw 1
- Zane and Rambaster break your tech 2, your base to 12
Workers
Pillage, Careless Musketeer, Bloodburn, Scorch
Patrol as below
- Discard 1 Draw 1 rs Draw 2
Board Info:
Buildings:
Base HP: 18
- Tech1 HP: 5
- Tech 2 HP: 5 Growth
- Tech Lab HP: 4 Strength
In Patrol:
Squad Leader: Blooming Ancient (2/4a)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
- Water Elemental (5/2, ++)
- Makeshift Rambaster (1/2)
- Arg (1/5 lvl 5)
- Zane (2/2 lvl 3)
Economy Info:
Cards:
- Hand: 3
- Deck: 11
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Might of Leaf and Claw
Gunpoint Taxman
Bombaster
End of Turn Discard
My Thoughts
Tight one but think this is the best play