Did I mention that I think that Garrison is OP? But how well green starter synergizes with the peace plan I had no clue, tbh
Edit in thoughts only
XCAFS24 FINALS part1 P2T4
P1 [Demonology]/Anarchy/Necromancy vs. P2 [Finesse]/Peace/Law
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Drill Sergeant (3/3)
Flagstone Garrison (4)
STARTING HAND
Ironbark Treant (3/2)
Merfolk Prospector (1/1)
Overeager Cadet (2/2)
Tiger Cub (2/2)
Flagstone Garrison (4)
Drill Sergeant (3/3)
Young Treant (0/2)
Overeager Cadet (2/2)
Flagstone Garrison (4)
WORKERS
Rampant Growth
Spore Shambler (2/3)++
Forest’s Favor
Ironbark Treant (3/2)
NextHand
Young Treant (0/2)
Drill Sergeant (3/3)
Tiger Cub (2/2)
Playful Panda (2/2)
Flagstone Garrison (4)
Tech 2 card(s)
Get Paid + float - ($12)
exhaust tree
build instant tech 2 - ($8)
Garrison - ($5)
cadet, draw 1
DS, draw 1 - ($2)
MP, draw 1, add a rune - ($1)
cadet, RS 3, draw 1, add a rune
give MP one rune
Worker
Float ($1)
Discard 3, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
Squad Leader: Overeager Cadet (2/2)
Elite:
Scavenger: Merfolk Prospector (2/2)+
Technician: Overeager Cadet (2/2)
Lookout:
In Play:
- Rich Earth
- Verdant Tree (3)
- Flagstone Garrison (4)
- River (2/3, lvl1)
- Drill Sergeant (4/4)+
Buildings:
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Peace)
Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 0
Gold:
- Gold: 1
- Workers: 9
Thoughts
never thought I would run that early in a game into a situation where I don’t want to worker because I want all of my cards to stay in my deck
Looking forward to tech my first Backstabber ever next turn… If only to worker it directly, but it will still be the first time ever for me to tech that card