not that it really matters, but let’s bring this to a proper end without doing illegal things…
XCAFS24 FINALS part2 P1T7
P1 RED[Truth]/Feral/Present vs. P2 PURPLE[Demonology]/Anarchy/Necromancy
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Feral Strike
Spectral Hound (3/3)
STARTING HAND
Bombaster (2/2)
Feral Strike
Makeshift Rambaster (1/2)
Tricycloid (3/3)
Scorch
Huntress (3/3)
WORKERS
Bloodburn
Careless Musketeer (2/1)
Pillage
Charge
Bloodrage Ogre (3/2)
Scorch
NextHand
Feral Strike
Temporal Distortion
Nautical Dog (1/1)
Temporal Distortion
Now!
Tech 2 card(s)
technician draw
Get Paid - ($9)
Immortal kills Guide and resets, fencer dies
Cal breaks tower, takes one, base to 18
Tric breaks tech 2, base to 16
Hyperion breaks tech 1, base to 14, I draw
MSR suicides into Starlet - ($7)
huntress - ($5)
Worker - ($4)
rebuid tech 2
Float ($4)
Discard 3, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
Squad Leader: Huntress (3/3)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
- Cal (4/3, lvl5) [resist 1 for all my units]
- Immortal (5/5)
- Tricycloid (3/2)
- Hyperion (4/1)
Buildings:
Base HP: 18
Tech I HP: 4
Tech II HP: 5 (Present)
Economy Info:
Cards:
- Hand: 5
- Deck: 9
- Disc: 0
Gold:
- Gold: 4
- Workers: 10