well, with tree in my hand that tech break obviously didn’t cost me much, on the other hand I had two cadets in hand and just going for tech 2 at the normal pace while floating a ton also probably would have been not exactly easy for you to handle. But yes, I was very happy when I saw that PBR leaving the table.
Now let’s conclude this match. Even if I didn’t have as much board control as I have right now, the economy advantage is just crazy…
XCAFS24 FINALS part1 P2T5
P1 [Demonology]/Anarchy/Necromancy vs. P2 [green]/Finesse/Peace/Law
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Flagstone Spy (3/3)
Backstabber (3/3)
STARTING HAND
Playful Panda (2/2)
Drill Sergeant (3/3)
Young Treant (0/2)
Tiger Cub (2/2)
Flagstone Garrison (4)
Overeager Cadet (2/2)
Backstabber (3/3)
Drill Sergeant (4/4)+
Flagstone Spy (3/3)
Merfolk Prospector (2/2)+
WORKERS
Rampant Growth
Spore Shambler (2/3)++
Forest’s Favor
Ironbark Treant (3/2)
Backstabber (3/3)
NextHand
Flagstone Garrison (4)
Overeager Cadet (2/2)
Young Treant (0/2)
Flagstone Spy (3/3)
Tech 2 card(s)
Get Paid + float - ($10)
DS, RS 5, draw 1 - ($7)
cadet, draw 1, add a rune
move rune to old cadet who trades Zane, River to midband
worker
river to maxband - ($5)
tiger with discount, draw 1, add a rune #1 - ($4)
DS, draw 1, rune #2 - ($1)
panda, wisp arrives, draw 1, runes #4 - ($0)
MP for free, no rs allowed, runes #6
distribute runes
Float ($0)
Discard 3, reshuffle, draw 4
Board Info:
In Patrol:
Squad Leader: Overeager Cadet (4/4)++
Elite:
Scavenger: Tiger Cub (2/2)
Technician:
Lookout: Merfolk Prospector (1/1)
In Play:
- Rich Earth
- Verdant Tree (3)
- Flagstone Garrison (4)
- River (3/4, lvl5)
- Drill Sergeant (5/5)++
- Drill Sergeant (5/5)++
- Playful Panda (2/2)
- wisp (0/1)
Buildings:
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Peace)
Tower HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
Thoughts
this should be it