Okay, I was expecting a lot, for example maxband Cal breaking tech 1 while you go for tech 2, but not you trading your 6g Cal for my 4g Max…
But I’ll take it!
I really love not having to fear feral strike A LOT!
XCAFS23 round 8 part 1 P2T4
P1 [Feral]/Present/Discipline vs. P2 [Finesse]/Feral/Present
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Immortal (5/5)
Feral Strike
STARTING HAND
Nimble Fencer (2/3)
Timely Messenger (1/1)
Wither
Brick Thief (2/1)
WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Spark
Wither
NextHand
Older Brother (2/2)
Immortal (5/5)
Brick Thief (2/1)
Tenderfoot (1/2)
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Cal - ($7)
fencer from hand plus old one trade/kill grave - ($5)
tech 2 - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
Squad Leader: Cal (3/4, lvl3)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
- Nimble Fencer (2/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info:
Cards:
- Hand: 4
- Deck: 7
- Disc: 0
Gold:
- Gold: 1
- Workers: 9
Thoughts
wohoo, no feral strike to be afraid of! so now he probably goes for immortals into now!ed elephants…