This cursed MM now made my patrol look even dumber than it felt twice… Okay, tbh this time it wasn’t as neck breaking as last turn, but still…
When was the last time you got to turn 7 and both players have a combined number of tech buildings of ONE?
XCAFS24 FINALS part3 P2T6
P1 [Balance]/Feral/Growth vs. P2 [Finesse]/Peace/Law
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Overeager Cadet (2/2)
Boot Camp
STARTING HAND
Judgment Day
Tiger Cub (2/2)
Ironbark Treant (3/2) (-2/+AA)
Verdant Tree (3)
Community Service
WORKERS
Rampant Growth
Rich Earth
Forest’s Favor
General’s Hammer
NextHand
The Art of War
General’s Hammer
Community Service
Judgment Day
Spore Shambler (2/3)++
Discard
Playful Panda (2/2)
Judgment Day
Young Treant (0/2)
Merfolk Prospector (1/1)
Ironbark Treant (3/2) (-2/+AA)
Tiger Cub (2/2)
Verdant Tree (3)
Community Service
Overeager Cadet (2/2)
Boot Camp
Tech 2 card(s)
technician draw & scavenger - ($1)
Get Paid - ($10)
maxband Bigby - ($4)
Judgment Day - ($0)
Float ($0)
Discard 4, draw 5
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger: Bigby (3/4, lvl5)
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 8
Economy Info:
Cards:
- Hand: 5
- Deck: 1
- Disc: 10
Gold:
- Gold: 0
- Workers: 9
Thoughts
I’d love to get the turnaround with pulling a big tech 2 unit out of his hand with CS, but if I whiff it’s game over, so let’s play it as safe as possible. At the same time I really don’t see a follow up play on my side. I’m going to be overrun very very soon.