[XCAFS24] FINALS part2: P1 zango vs P2 thehug0naut

Awesome turn off yours! I had TD and now in hand for the good old hasted elephant after the immortal attack (which you showed me). So it’s definitely going to last a little longer, but the threat density in my deck is a thing, especially with what I already have on the board.
Let’s patrol such that you probably can break through, but it’s going to be a tough decision whether you can allow yourself an attack or not :wink:

XCAFS24 FINALS part2 P1T6

P1 RED[Truth]/Feral/Present vs. P2 PURPLE[Demonology]/Anarchy/Necromancy

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Ferocity
Now!


STARTING HAND
Temporal Distortion
Hyperion (4/5)
Spectral Hound (3/3)
Mad Man (1/1)
Now!
Bloodrage Ogre (3/2)


WORKERS
Bloodburn
Careless Musketeer (2/1)
Pillage
Charge
Bloodrage Ogre (3/2)


NextHand

Feral Strike
Bombaster (2/2)
Tricycloid (3/3)
Makeshift Rambaster (1/2)


Discard

Mad Man (1/1)
Temporal Distortion
Now!
Ferocity
Now!


Tech 2 card(s)
Get Paid - ($8)
Immortal attacks Maestro
MM trades maestro - ($7)
hyperion kills Garth, cal to maxband, you draw, I draw - ($2)
Cal attacks tech 2, takes 1
Tric attacks tech 1, takes 1
hound - ($1)
worker - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Spectral Hound (3/3)
  • :target: Lookout:

In Play:

  • Cal (4/4, lvl5) [resist 1 for all my units]
  • Immortal (5/1)
  • Tricycloid (3/2)
  • Hyperion (4/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

and only when hugo prevented me from casting a feral strike I did realize that there indeed would have been a different card which would have made my last hand even better… lol. But now I’m quite happy that I didn’t have it back then.
I’m still convinced that this game is over, he needs to kill Tric to prevent the double tech break, which will only work with Guide+NC and if he chooses to do that, I don’t see him being able to bring enough troops to prevent me from just storming through and break the buildings in the classical way, completely independent from what I’ll draw. The only real threat that I see is if he has guide+maestro+2 or 3 virtuosos, but even then I can do the double break and then start to get real value from the immortal