It’s time for creative unconventional turns… Let’s see where this takes me!
XCAFS23 round 8 part 1 P2T3
P1 [Feral]/Present/Discipline vs. P2 [Finesse]/Feral/Present
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Temporal Distortion
Hyperion (4/5)
STARTING HAND
Spark
Nimble Fencer (2/3)
Tenderfoot (1/2)
Bloom
Helpful Turtle (1/2)
WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Spark
NextHand
Nimble Fencer (2/3)
Timely Messenger (1/1)
Wither
Brick Thief (2/1)
Discard
Older Brother (2/2)
Bloom
Tenderfoot (1/2)
Helpful Turtle (1/2)
Temporal Distortion
Hyperion (4/5)
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
fencer pings off two points of armor from ironbark - ($4)
bloomed max kills ironbark - ($2)
Float ($2)
Discard 2, draw 4
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
- Max (3/3, lvl1)+
- Nimble Fencer (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 6
Gold:
- Gold: 2
- Workers: 8
Thoughts
urgs, him having the ironbark is what I really feared after his t2. Now I cannot tech up and his feral strike setup really is scary. so creative an answer it has to be…
Taking the gamble here that he did not go for twins or argo + double feral strike. If I loose this bet I will probably just loose the game. But this combination would be weird as one part aims for a longer time in tech 1 whilst the other wants to go asap to tech 2…
Against every other tech choice my calculation got me to good enough situations, let’s see whether I overlooked something important.