In my head it was obvious that you were going to go for free levels for Garth and make use of the two gold somehow differently. But this cycle timing of yours paired with midband Max really looks scary and I didn’t really see that coming…
XCAFS24 round 7 P1T5
P1 [RED]/Finesse/Bashing/Demonology vs. P2 [Present]/Anarchy/Necromancy
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Star-Crossed Starlet (3/2)
Maestro (3/5)
STARTING HAND
Mad Man (1/1)
Pillage
Leaping Lizard (3/5)
Dark Pact
Makeshift Rambaster (1/2)
Nimble Fencer (2/3)
Nautical Dog (1/1)
Maestro (3/5)
WORKERS
Scorch
Charge
Bloodburn
Careless Musketeer (2/1)
Pillage
NextHand
Nimble Fencer (2/3)
Grounded Guide (4/4)
Star-Crossed Starlet (3/2)
Bloodrage Ogre (3/2)
Bombaster (2/2)
Technician kill: rs 7, draw 1
Tech 2 card(s)
Get Paid + float - ($9)
Vandy - ($7)
DP my base - ($6)
Worker - ($5)
lizzo - ($4)
maestro - ($1)
fencer for free kills your SL
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader: Leaping Lizard (3/5)
Elite:
Scavenger:
Technician: Maestro (3/5)
Lookout: Vandy (2/3, lvl1)
In Play:
- Nimble Fencer (2/2)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 0
Gold:
- Gold: 1
- Workers: 9
Thoughts
well, he is bound to have both cards in hand that he teched turn 3. This plus maxband max flicker is quite some burst, but as hoped for at least now I have some defense up