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:
Squad Leader: Tenderfoot (1/2)
Elite:
Scavenger:
Technician: Older Brother (2/2)
Lookout:
In Play:
- Rook (2/2, lvl1)
Buildings:
Base HP: 20
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.