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:
Squad Leader:
Elite:
Scavenger:
Technician: Brick Thief (2/1)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
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.