Tech StartingHand Workers
Sacrifice the Weak
Jandra, the Negator
Tech 2 card(s)
Get Paid - ($7)
Garth casts Deteriorate on Mox, sidelining it
Maxband Garth, resurrecting Crashbarrow from discard - ($1)
2 Skeletons trade with Scav Cadet, you get 1g
Crashbarrow trades with Lookout Cadet, OPs to Fargo, you draw
Haunt and Horror break Tech I, your base to 18, Haunt dies to Tower
Zombie and Garth break Tech II, your base to 16
Garth makes a Skeleton - ($0)
Discard 3, draw 4, reshuffle, draw 1
* Squad Leader: Skeleton (1/1A)
* Scavenger: Skeleton Javelineer (1/1, jav rune)
* Lookout: Skeleton (1/1)
* Horror (3/2)
* Skeletal Archery
* Zombie (2/1)
* L7 Garth (3/3)
* Base HP: 16
* Tech I HP: 5
* Tech II HP: 5 (Blood)
* Hand: 5
* Deck: 6
* Disc: 0
* Gold: 0
* Workers: 7
Ok, so I didn't expect to see either Future spec, or Battle Suits. The Battle Suits play seems weird, my stuff all has no hp anyway, so 2 power + a tower shot is enough to finish me off already. It makes me worry that EricF has something sinister up his sleeve, that I haven't seen. The Future play is perhaps easier to see - Omegacrons will get him back into the game, although at a huge cost to his economy...
My choice this turn boils down to which 2 of his 3 buildings to take out. I want to destroy Tech I, Tech II and Tower, but I only have enough power to do 2. The gamble play would be to leave Tech II standing. He probably hasn't teched any Tech II stuff before T4, and may not have even teched it then. Tech II gives him access to 2 heroes though, which could be annoying. Taking out Tower and Tech II is the safe play, as it mostly wipes his board (I can't do anything about Mox or Plas), but it potentially gives him access to 4/4s which will be tough for me to chew through. Killing both Tech buildings is kind of in the middle. It stops Cadets hitting the table for free, and Glaxx/HE/BC, but it leaves my forces in a worse state, and makes my long-range skeletons fairly useless.
I'm not sure which is the best idea, but I think I'm gonna go for Tech buildings. It ensures that there are only 2 to destroy next turn, and hopefully I'll be able to do that, whereas it's very possible I have 3 to destroy next turn otherwise.
I'm patrolling to play around Elite Training, which I think EricF may well have teched. If he has Nullcraft, Forgotten Fighter and Elite Training, then he can deal with my patrol and still have a 5/5 leftover to kill whatever he wishes, probably my Tech II. That will definitely put him back in the game (although he needs to commit everything bar his hero to do it, so I can probably keep his Tech I down the following turn... I really hate skipping a worker this turn, but I need another blocker otherwise I crumble way too easily...