[XCAFS24] Round1: P1 thehug0naut vs P2 zango

@thehug0naut I’m really looking forward to this format. Sounds like fun, let’s see where it takes us! GL & HF!

This game will be played with the following rule changes:

Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1; cannot target illusions
Lich’s Bargain Base damage increased from 4 to 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

my first draft picks are:
Neutral Starter & Ninjutsu

@thehug0naut friendly poke

1 Like

Interesting choices!!

I’ll choose Black Starter, Necromancy & Finesse

my first impulse was obviously to pick vandy in order to neglect you the chance for nightmare, but on second thought this seems like a rather interesting challenge as P2 with a better version of daymare against it:
Discipline and Strength it is!

Which let’s me play this match with:
netral starter plus all three white heroes

GL & HF!

2 Likes

I thought you were aiming at Neutral+White but taking Finesse kept you off any weird combos I wasn’t aware of and made taking Vandy more of a jank/bad option for you

Nightmare vs Daymare++ it is!

I don’t often play black so it’s a fun experiment for me too. One of the joys of this format is I don’t have to play it every game and I’m not going to play less games if I don’t pilot it well :grin:

GLHF and all that jazz!

P1T1


StartingHand Workers

STARTING HAND

Deteriorate
Poisonblade Rogue → Worker
Summon Skeletons
Pestering Haunt
Jandra, the Negator


WORKERS

Poisonblade Rogue


NextHand

Sacrifice the Weak
Skeletal Archery
Skeleton Javelineer
Graveyard
Thieving Imp


Discard

Summon Skeletons
Jandra, the Negator
Deteriorate


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Vandy - ($1)
Haunt

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: L1 Vandy Anadrose 2/3 [Sparkshot, Resist 1]

In Play:

  • Pestering Haunt 1/1 [Unstoppable, Can’t Patrol]

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5
Thoughts

Glad I got at least one of Haunt/Jav, otherwise would be a slow P1 start

1 Like

Feels good to be back in pbf, my last game was almost an eternity ago :sweat_smile:

And I consider myself very lucky that you did not open with the godhand, phew!

XCAFS24 round 1 P2T1

P1 [Necromancy]/Finesse/Future vs. P2 [Discipline]/Ninjutsu/Strength

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Wither
Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)
Spark
Fruit Ninja (2/2)


WORKERS
Fruit Ninja (2/2)


NextHand

Tenderfoot (1/2)
Bloom
Older Brother (2/2)
Brick Thief (2/1)
Timely Messenger (1/1)


Discard

Wither
Granfalloon Flagbearer (2/2)
Spark


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
rook - ($2)
turtle - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4, lvl1)
  • :psfist: Elite: Helpful Turtle (1/2)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Ufff what a starting split. the only good thing about this T1 hand is to be able to worker the ninja directly…

1 Like

P1T2


Tech StartingHand Workers

TECH

Nimble Fencer
Nimble Fencer


STARTING HAND

Skeleton Javelineer
Sacrifice the Weak
Graveyard
Skeletal Archery → Worker
Thieving Imp


WORKERS

Poisonblade Rogue
Skeletal Archery


NextHand

Nimble Fencer
Pestering Haunt
Nimble Fencer
Thieving Imp
Sacrifice the Weak


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tech I - ($4)
Jav - ($3)
Vandy hits Rook to 3HP, takes 2, Sparkshot Turtle
Haunt trades Turtle
Midband Vandy - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer 1/1A [Javelin]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L3 Vandy Anadrose 3/4 [Sparkshot]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

Can’t kill Rook but I can get to the Turtle with Sparkshot and Haunt. Concerned about Wither killing Vandy if she’s on 1HP so let’s midband her to make a kill a big commitment.

Shouldn’t Tech 1 cost 2? Or am I missing something.

Tech 1 costs 2 only for multi color penalty. Neutral decks have no color, hence no penalty.

Oh my god what a blunder on my side. I was so worried about det + haunt killing turtle that I overlooked this obvious line… This one extra damage on rook is probably going to matter… a lot…

XCAFS24 round 1 P2T2

P1 [Necromancy]/Finesse/Future vs. P2 [Discipline]/Ninjutsu/Strength

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Training Grounds (4)
Training Grounds (4)


STARTING HAND
Bloom
Timely Messenger (1/1)
Tenderfoot (1/2)
Brick Thief (2/1)
Older Brother (2/2)


WORKERS
Fruit Ninja (2/2)
Bloom


NextHand

Brick Thief (2/1)
Wither
Helpful Turtle (1/2)
Training Grounds (4)


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
rook kills SL
tech 1 - ($4)
tenderfoot - ($3)
brother - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Older Brother (2/2)
  • :target: Lookout:

In Play:

  • Rook (2/2, lvl1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

59,5% for him to have stw + fencer or two fencers… well this sucks! and the opening split hurts a second time significantly as I really really don’t want to worker bloom, but well, what can you do… As I now am even farther behind against probably the strongest deck in the current format I’ll have to take some risks. let’s see where it takes me.

I was wondering if it was a missed Sparkshot. I’ve done that myself so many times, definitely a feels bad moment

P1T3


Tech StartingHand Workers

TECH

Dark Pact
Metamorphosis


STARTING HAND

Pestering Haunt
Nimble Fencer
Nimble Fencer
Sacrifice the Weak
Thieving Imp → Worker


WORKERS

Poisonblade Rogue
Skeletal Archery
Thieving Imp


NextHand

Summon Skeletons
Jandra, the Negator
Graveyard


Discard

Skeleton Javelineer
Dark Pact
Metamorphosis
Sacrifice the Weak


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Vandy kills Tenderfoot, takes 1
Fencer x2 - ($2)
Haunt
First fencer kills Brother, takes 2, you draw
Second Fencer kills Rook, takes 2, Vandy maxbands, doom Haunt
Heroes’ Hall - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L5 Vandy Anadrose 4/5 [Sparkshot]
  • Nimble Fencer 2/1
  • Nimble Fencer 2/1
  • Pestering Haunt 1/3 [Doomed]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Haunt is merely a way to keep both Fencers alive for Graveyard next turn, or at least to force him into spending a bunch of cards to try and kill them off before then. Considered no HH but wanted more pressure to make his early mistake compound.

Ok, bad turns to worse as you hit the 59,5% for any two out of stw/fencer/fencer. But going down to three cards should hopefully provide me with the much needed breathing space. And PS: I was lucky myself, Messenger came from technician draw.

XCAFS24 round 1 P2T3

P1 [Necromancy]/Finesse/Future vs. P2 [Discipline]/Ninjutsu/Strength

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Vigor Adept (5/5)
Bird’s Nest


STARTING HAND
Training Grounds (4)
Wither
Helpful Turtle (1/2)
Brick Thief (2/1)
Timely Messenger (1/1)


WORKERS
Fruit Ninja (2/2)
Bloom
Helpful Turtle (1/2)


NextHand

Timely Messenger (1/1)
Training Grounds (4)
Granfalloon Flagbearer (2/2)
Spark


Tech 2 card(s)
technician draw
Get Paid + float - ($8)
Worker - ($7)
Messenger trades a fencer - ($6)
thief, pings your tech 1 - ($4)
tech 2 - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Brick Thief (2/1)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

actually I think this HH plus going down to three cards is not an ideal move. with early maxbanded Vandy and the risk of not having a fencer in the next cycle, it completely makes sense, but the two early gold and low card count really reduces the pressure in the following two turns. at least that’s what I’m hoping for… T5 maxband rook plus birds is what I’m hoping for in order to survive this nightmare - let’s see whether I can pull that one off.

“Breathe while you still can”
-Sun Tzu, on playing codex vs Nightmare

P1T4


Tech StartingHand Workers

TECH

Maestro
Leaping Lizard


STARTING HAND

Summon Skeletons
Graveyard
Jandra, the Negator → Worker


WORKERS

Poisonblade Rogue
Skeletal Archery
Thieving Imp
Jandra, the Negator


NextHand

Deteriorate
Dark Pact
Nimble Fencer


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II Finesse - ($2)
Graveyard - ($0)
Fencer trades Thief, to Graveyard, you draw
Vandy hits Tech II to 1HP

Float ($0)
Discard 1, draw 1, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L5 Vandy Anadrose 4/5 [Sparkshot]
  • Graveyard -/3
  • Nimble Fencer [Buried]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

That’s why I played the Haunt, made sure I got at least one Fencer buried

Omg, second big blunder on my side - I only realized my vulnerability to Det until after I posted this turn. Yes I wanted to go for risky moves against nightmare, but doing two big blunders in three turns really is not the level of gameplay I’m expecting from myself… :see_no_evil:

XCAFS24 round 1 P2T4

P1 [Necromancy]/Finesse/Future vs. P2 [Discipline]/Ninjutsu/Strength

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Earthquake
Earthquake


STARTING HAND
Spark
Training Grounds (4)
Granfalloon Flagbearer (2/2)
Timely Messenger (1/1)
Tenderfoot (1/2)


WORKERS
Fruit Ninja (2/2)
Bloom
Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)


NextHand

Training Grounds (4)
Wither
Bird’s Nest
Older Brother (2/2)


Discard

Brick Thief (2/1)
Spark
Tenderfoot (1/2)
Earthquake
Earthquake


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
TG - ($6)
grave - ($4)
Messenger hits tech 2 - ($3)
rook - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook (2+1/4, lvl1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Grave (2+1/3, lvl1)
  • :target: Lookout:

In Play:

  • Training Grounds (4)
  • Timely Messenger (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 1 (Discipline)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

I was reallly hoping for him to not have value in his 3 tech 0 cards. At least it was not det… Now the finesse engine really is an as big threat as Meta, which I will not be able to stop both at once while progressing my own game plan. Hence I’ll have to either gamble on stopping only one of his two plans and stick to my own plan or to focus on going against both of his plans while not progressing my own plan, which equals accepting a slower but then unstoppable defeat. Hence I choose a swiss cheese defense.

Post draw: seriously? Bottom decking my only tech 2 unit?

@thehug0naut friendly poke

1 Like

Yeah I saw that, but luckily for you I didn’t have the necessary in hand to exploit it!

Apologies for the delay, had a couple of days where I was pretty mobbed and had little brain space for codex. All good again now

P1T5


Tech StartingHand Workers

TECH

Grounded Guide
Hooded Executioner


STARTING HAND

Deteriorate → Worker
Dark Pact
Nimble Fencer
DP Draw 1 → Maestro
DP Draw 2 → Leaping Lizard


WORKERS

Poisonblade Rogue
Skeletal Archery
Thieving Imp
Jandra, the Negator
Deteriorate


NextHand

Metamorphosis
Sacrifice the Weak
Summon Skeletons


Discard

Dark Pact
Hooded Executioner
Grounded Guide
Leaping Lizard


Tech 2 card(s)
Get Paid - ($8)
Dark Pact, my base takes 2, draw 2 - ($7)
Worker - ($6)
Maestro - ($3)
Fencer from the Grave
River - ($1)
Vandy and Fencer kill Rook, each take 3, River midbands, Fencer to Graveyard
Fencer from Hand, exhaust to break Tech II

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 River Montoya 2/4A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Maestro 3/5
  • :target: Lookout:

In Play:

  • L5 Vandy Anadrose 4/2 [Sparkshot]
  • Nimble Fencer 2/3
  • Graveyard -/3
  • Nimble Fencer [Buried]

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 4
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Great pull off Dark Pact, would have been an even nastier turn if I had teched Guide instead of Lizard!

Don’t much like workering Deteriorate but I think vs hero spam I won’t really need it as much as good / cheap units and he’ll have to still patrol around it. Also good to keep my deck nice and lean. Just need to hope I draw into meta to max out my threat.

I’m expecting maxband Grave with TG, Grave attack to kill River and then sword to kill Vandy or Maestro, plus whatever units he brings to the party, but that still leaves me plenty of threat via Fencers, Garth and/or Meta next turn. My patrolling River in SQL is a little attempt at to make it look like I’m not playing for Meta, in case that pushes him towards hitting my Finesse engine over Vandy

well then I really do consider myself lucky, but your current draw 2+2 from the new cycle hitting 3 out of 5 teched cards also really doesn’t sound bad… :wink:
You being able to kill Rook AND break tech 2 really is bad news, so I’ll take that citation by the word and enjoy a few breaths while I still can.

XCAFS24 round 1 P2T5

P1 [Necromancy]/Finesse/Future vs. P2 [Discipline]/Ninjutsu/Strength

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Bird’s Nest
Reversal


STARTING HAND
Older Brother (2/2)
Wither
Bird’s Nest
Training Grounds (4)


WORKERS
Fruit Ninja (2/2)
Bloom
Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)
Bird’s Nest


NextHand

Bird’s Nest
Vigor Adept (5/5)
Reversal
Tenderfoot (1/2)


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
rebuild tech 2
tower - ($6)
brother - ($4)
TG maxbands Grave
Grave readily kills River, levels fizzle
Grave swords Maestro (not Vandy!)

Float ($4)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Older Brother (2/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Timely Messenger (1/1)
  • :target: Lookout:

In Play:

  • Training Grounds (4)
  • Grave (4+1/3, lvl7)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 4
  • Workers: 10
Thoughts

puh, I would bet my mother in law that he has teched at least one meta. But if I sword vandy here, his virtuoso machine plus garth fetch will just wreck me directly, so let’s just hope for the best.
And now I’m happy that I bottom decked the adept :rofl:
But this game is sooo over - I really need a miracle!

PS: can you please do me a favor and create a random post in the tournament thread? I already created the last three posts in a row and spam protection rules neglect me the option to create a fourth one without anybody else replying. Thanks in advance!

Hope you enjoyed my haiku :grin:

I suspect you will enjoy this turn somewhat less but you are in fact still breathing

P1T6


Tech StartingHand Workers

TECH

Maestro
Nether Drain


STARTING HAND

Sacrifice the Weak
Metamorphosis
Summon Skeletons
Skeleton Javelineer


WORKERS

Poisonblade Rogue
Skeletal Archery
Thieving Imp
Jandra, the Negator
Deteriorate


NextHand

Pestering Haunt
Skeleton Javelineer
Metamorphosis
Hooded Executioner


Tech 2 card(s)
Technician draw
Get Paid + float - ($10)
Fencer suicides into Brother, deals 1 after armour, to Graveyard
Sac the Weak, Messenger dies, you draw - ($8)
Garth - ($6)
Metamorphosis, transform Vandy and Garth, second Maestro from Discard - ($0)
Fencer from the Grave, trades with Brother
Vandy breaks Tech II, takes 1, your base to 16
Skip Worker

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L7 Garth Torken 5/6A [++, Invisible, Readiness]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Maestro 3/5
  • :target: Lookout:

In Play:

  • L5 Vandy Anadrose 6/3 [++, Invisible, Readiness, Sparkshot]
  • Graveyard -/3
  • Nimble Fencer [Buried]
  • Nimble Fencer [Buried]
  • Maestro [Buried]

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 4
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

I don’t know if the psychology worked or not but we got a meta off. Unfortunately I had to retech a Maestro to get a tech break and that slows me down and leaves me at risk of my Graveyard bursting if he has Reversal in hand. If he doesn’t I’m in a very good spot even with Maxband Rook completely faceup. Speaking of, I need Nether Drain in deck to get rid of Two Lives and the threat of Earthquake for only 1g.

Well I have this awesome reversal in hand, so it really feels like I’m back in the game, but as both of your invisible demons are still alive that needs to be seen…

XCAFS24 round 1 P2T6

P1 [Necromancy]/Finesse/Future vs. P2 [Discipline]/Ninjutsu/Strength

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Vigor Adept (5/5)
Tenderfoot (1/2)
Reversal
Bird’s Nest
Training Grounds (4)


WORKERS
Fruit Ninja (2/2)
Bloom
Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)
Bird’s Nest


NextHand

Spark
Brick Thief (2/1)
Earthquake
Wither


Discard

Older Brother (2/2)
Timely Messenger (1/1)
Reversal
Training Grounds (4)
Vigor Adept (5/5)


Tech 0 card(s)
Get Paid + float - ($14)
tower spots Garth, reversal disables him - ($11)
Grave trades maestro, you draw, gy floods over
rook, directly to maxband from TG - ($9)
birds - ($7)
rebuild tech 2
tenderfoot - ($6)

Float ($6)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Rook (4+1/6, lvl8, twolives)

In Play:

  • Training Grounds (4)
  • Bird’s Nest
  • bird #1 (1/1)
  • bird #2 (1/1)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 6
  • Workers: 10
Thoughts

wow, I really am back in the game! ok, nether drain still is an easy answer, but everything else probably is game with my guaranteed earthquake next turn