That’s been a tough one, especially seeing that you can so easily attack for 20 damage, even if I break through and break your tech 2 building… Max is just soo strong, especially with battle suits for the hyperion. This fifth damage from a flickered one really makes a huge difference.
But well, I think I finally found a line that seems rather good. Now please surprise me with purple wonders ![]()
XCAFS23 round 7 part 2 P1T7
P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Feral Strike
STARTING HAND
Brick Thief (2/1)
Bloom
Temporal Distortion
Feral Strike
Hyperion (4/5)
WORKERS
Fruit Ninja (2/2)
Spark
Helpful Turtle (1/2)
Older Brother (2/2)
Wither
Timely Messenger (1/1)
Brick Thief (2/1)
NextHand
Hyperion (4/1)
Nimble Fencer (2/1)
Feral Strike
Immortal (5/5)
Tricycloid (5/5)**
Tech 1 card(s)
Get Paid - ($10)
Max - ($8)
midband Cal - ($4)
TD Hyperion into tric - ($2)
tric kills Prynn, Cal to maxband, you draw
worker - ($1)
Tech Lab finesse - ($0)
Float ($0)
Discard 4, reshuffle, draw 5
Board Info:
In Patrol:
Squad Leader: Tenderfoot (1/2)
Elite:
Scavenger: Nimble Fencer (2/3)
Technician: Tricycloid (3/3)
Lookout: Max (2/3, lvl1)
In Play:
- Cal (4/5, lvl5)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Tech Lab HP: 4 (Finesse)
[b]Economy Info:[/
Cards:
- Hand: 5
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 11
Thoughts
puh, that’s some defense. yes, tech 2 break is possible but with immortal probably not worth it… have to take the gamble whether to better protect max from tric or from now/hyperion. chose the former due to it leaving his own defense lower then when he just snipes max down and profits from the level bonus while keeping his patrol intact.
Post draw: Uff, almost all my fatties are in my next hand… Not good…