Well only one of us has good answers for immortals…
XCAFS23 round 7 part 2 P1T9
P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Research & Development
Star-Crossed Starlet (3/2)
STARTING HAND
Temporal Distortion
Ready or Not
Hyperion (4/5)
Feral Strike
Temporal Distortion
Granfalloon Flagbearer (2/2)
WORKERS
Fruit Ninja (2/2)
Spark
Helpful Turtle (1/2)
Older Brother (2/2)
Wither
Timely Messenger (1/1)
Brick Thief (2/1)
Bloom
Feral Strike
NextHand
Hyperion (4/1)
Research & Development
Nimble Fencer (2/1)
Temporal Distortion
Tricycloid (4/3)
Tech 2 card(s)
Get Paid + float - ($13)
tric pings your tric
TD tric into bear - ($11)
tric from hand kills your tric - ($6)
Cal - ($4)
max discard & draw
worker - ($3)
flagbearer - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
Squad Leader: Barkcoat Bear (5/5)
Elite: Tricycloid (4/4)*
Scavenger: Tenderfoot (1/2)
Technician: Nimble Fencer (2/3)
Lookout:
In Play:
- Max (3/4, lvl5)
- Cal (2/3, lvl1)
- Granfalloon Flagbearer (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Tech Lab HP: 4 (Finesse)
Economy Info:
Cards:
- Hand: 5
- Deck: 8
- Disc: 0
Gold:
- Gold: 0
- Workers: 13
Thoughts
that game state is so horribly complicated. there are just soo many threats I have to consider while the different lines to build up my own pressure all feel so limited against his defense and aggressive answer options… and no matter how I patrol there is always a card combination against which the patrol is just plain stupid