Yeah well, the past haunts some of us quite a bit
If you had a fencer instead of the spitter in T3 it would have looked completely different…
XCAFS24 round 3 P2T6
P1 [Demonology]/Disease/Finesse vs. P2 [Past]/Necromancy/Feral
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Nether Drain
STARTING HAND
Time Spiral
Bone Collector (3/3)
Feral Strike
Feral Strike
Seer (2/1)
Bone Collector (1/1)–
Nether Drain
WORKERS
Hardened Mox (1/1)
Forgotten Fighter
Plasmodium (4/4, fc 3)
Battle Suits
Neo Plexus (2/2)
Bone Collector (1/1)–
NextHand
Feral Strike
Nether Drain
Tinkerer (1/2)
Feral Strike
Temporal Research
Tech 1 card(s)
fading, rememberer finds Fargo
Get Paid - ($10)
prynn to l5 - ($6)
golgo kills SL
prynn attacks orpal, fading 4, gets three runes
Seer, rune #5 to prynn - ($5)
make skel & sac to RS 4 draw 1 - ($4)
NC pings orpal, old seer trades orpal, prynn to maxband
prynn banishes maestro
Cal, skel & rememberer break tech 2, 3 runes to golgo
Garth kills Vandy, levels fizzle
sac old skel to draw
prynn banishes a fencer
nether drain, prynn to level 5 - ($3) - I always wanted to get this abuse up and running
BC - ($1)
worker - ($0)
rebuild tech 2
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader: Fading Argonaut (2/3, fade 3)
- Elite:
- Scavenger: Bone Collector (3/3)
- Technician: Seer (2/1)
- Lookout:
In Play:
- Cal (1/2, lvl5, resist 1 to my units)—
- Rememberer (3/3, fading 1)
- Garth (3/2, lvl7)
- Yesterday’s Golgort (6/1, fading 4)
- prynn (0/1, lvl5, fading 1)—
- Nullcraft (1/1)
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Past)
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 2
- Disc: 0
Gold:
- Gold: 0
- Workers: 11
Thoughts
one gold short of hoping for lethal with doom grasping orpal, so let’s go for the 83% chance to play around with the winmore combo around nether drain