I’ll do my very best to stick to this evaluation
Even though this turn does not give much of a fancy play…
XCAFS24 FINALS part2 P1T4
P1 RED[Truth]/Feral/Present vs. P2 PURPLE[Demonology]/Anarchy/Necromancy
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Temporal Distortion
Tricycloid (3/3)
STARTING HAND
Scorch
Bombaster (2/2)
Charge
Makeshift Rambaster (1/2)
WORKERS
Bloodburn
Careless Musketeer (2/1)
Pillage
Charge
NextHand
Feral Strike
Bloodrage Ogre (3/2)
Nautical Dog (1/1)
Hyperion (4/5)
Mad Man (1/1)
Discard
Spectral Hound (3/3)
Makeshift Rambaster (1/2)
Scorch
Bombaster (2/2)
Temporal Distortion
Tricycloid (3/3)
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
tech 2 - ($2)
Float ($2)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader: Huntress (3/3)
Elite:
Scavenger: Cal (4/5, lvl5) [resist 1 for all my units]
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 4
Tech II HP: 5 (Present)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 6
Gold:
- Gold: 2
- Workers: 8
Thoughts
So I’m indeed the first to reach tech 2, nice! Let’s offer Cal at the cost of further staying on tech 1 level and if he doesn’t take the bait, he’ll get steamrolled by feral strike. I like! Only sacrificing Vandy and having Nether Drain in hand gives a bit of both, but then I really like my next hand with a guaranteed hyperion and my ability of easily killing Garth AND breaking a tech building (even though it’s not going to be easy to decide whether tech 1 or tech 2 is the greater threat)