ROUND 1
Trapped between serving two masters, the Emperor, and the Machine, you have purposefully escaped to Thandar with gold, entirely building a new Empire under your sole control. Then, you will return to the Stars and destroy your two masters once and for all. Your goal is to keep any rival commanders away from your operations. Battle your round one opponent and then decide if you will focus on the tinkerers guild Or the Smithy shop to gain the materials you need to rebuild Alignment tech.Setup: Level 9 Wizard (you have 3 CP and can only use 2 for Health Upgrades for this entire event) You can access both Armors and switch once each round by losing six health or discarding two cards. Runic Robes (no change- as printed) Cybernetic Spellcaster Gloves (with health of 25 requirement)- If you have two or more actions in play, gain 1 combat or 3 health. If you have also sacrificed a card this turn, gain 4 combat or 4 health instead.
Battle your opponent, then go to Round 2A if you are pursuing the Tinkerers or Round 2B if you are demanding support from the local Smithy shop.