Mhmm, okay
XCAFS23 R4Part2: Player 1, Turn 5
P1 Miracle Grow vs P2 Anarchy/Fire/Demonology
Link to all relevant rule changes
Starting Hand
Blooming Ancient
Charge
Pillage
Blooming Ancient
Gunpoint Taxman
Events of Turn:
Upkeep:
- Get Gold (7+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Surprise Attack, Dinosize
Earthquake x2
Blooming Ancient x2
Gunpoint Taxman, Bird’s Nest
Main:
- Tweetie Bird kills Nautical Dog, you draw 1
- Maxband Rook, he and Big Bird break your tech2, your base to 15 (3)
- Gunpoint Taxman (1)
- Worker (0)
Workers
Pillage, Bombaster, Careless Musketeer, Bloodburn, Scorch
Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
Base HP: 20
- Tech1 HP: 5
In Patrol:
Squad Leader: Gunpoint Taxman (3/3A)
Elite:
Scavenger: Wisp (0/1)
Technician: Mad Man (1/1)
Lookout:
In Play:
- Rook (4/6 lvl 8)
- Big Bird (1/1)
- Tweetie Bird (1/1)
- Bird’s Nest
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 5
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Earthquake
Earthquake
Nautical Dog
Makeshift Rambaster
Bloodrage Ogre
End of Turn Discard
My Thoughts
Turning this MF into a base race, issuing a “come at me bro” here and should be all but checkmate for a tech break next turn… Probably a hero’s hall in addition?