thank you for these kind words, but everything else is just out of the question. Life first, codex second and always trying to be kind and understanding is what I’m aiming for
XCAFS24 FINALS part2 P1T3
P1 RED[Truth]/Feral/Present vs. P2 PURPLE[Demonology]/Anarchy/Necromancy
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Feral Strike
Hyperion (4/5)
STARTING HAND
Pillage
Huntress (3/3)
Mad Man (1/1)
Spectral Hound (3/3)
Makeshift Rambaster (1/2)
WORKERS
Bloodburn
Careless Musketeer (2/1)
Pillage
NextHand
Bombaster (2/2)
Charge
Scorch
Makeshift Rambaster (1/2)
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
midband cal kills SL - ($3)
Bogre kills River, you gain 1, Cal to maxband
hound - ($2)
huntress - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger: Huntress (3/3)
Technician:
Lookout: Spectral Hound (3/3)
In Play:
- Cal (4/5, lvl5) [resist 1 for all my units]
Buildings:
Base HP: 20
Tech I HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
now that’s what I call an awesome feral strike setup. Obviously he can get rid of Cal easy enough in the next two turns, but then my Present tech 2 setup also sounds nice, especially with this board advantage that I have right now