Stalling is something I can live with, even though your Deck is better suited for such an end game. So let’s at least include a small tech break
XCAFS23 round 4 part 2 P2T6
P1 [Past]/Present/Future vs. P2 [Finesse]/Feral/Present
Link to all relevant rule changes
StartingHand Workers
STARTING HAND
Temporal Distortion
Immortal (5/5)
Older Brother (2/2)
Temporal Distortion
Feral Strike
Research & Development
WORKERS
Fruit Ninja (2/2)
Wither
Granfalloon Flagbearer (2/2)
Helpful Turtle (1/2)
Brick Thief (2/1)
NextHand
Timely Messenger (1/1)
Immortal (5/5)
Tenderfoot (1/2)
Bloom
Hyperion (4/5)
Discard
Temporal Distortion
Temporal Distortion
Feral Strike
Tricycloid (3/3)
Hyperion (4/5)
Older Brother (2/2)
Research & Development
Tech 0 card(s)
Get Paid - ($10)
discard to draw
immortal - ($4)
TD Hyperion into tric, shoots your tech 2 three times - ($2)
TD tric into tric, breaks tech 2 - ($0)
Float ($0)
Discard 4, draw 5
Board Info:
In Patrol:
Squad Leader: Immortal (5/5)
Elite:
Scavenger:
Technician: Tricycloid (4/4*)
Lookout:
In Play:
- Max (3/4, lvl5)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 2 (Present)
Economy Info:
Cards:
- Hand: 5
- Deck: 1
- Disc: 7
Gold:
- Gold: 0
- Workers: 10
Thoughts
really should have gone for the max discard draw last turn instead of having the secure neo kill… that additional 50% for TD would have been worth it…