Tech StartingHand Workers
Tech 2 card(s)
Get Paid - ($6)
Argagarg, Wisp arrives - ($4)
Max Argargarg, Water Elemental arrives - ($0)
Discard 3, draw 1, reshuffle, draw 4
Squad Leader: Water elemental (3/3A) Anti-air
Scavenger: Wisp (0/1)
Technician: Playful panda (2/2)
Lookout: Wisp (0/1)
- Rich Earth
- Argagarg L5 (1/5)
Base HP: 20
OK, what is the worst that could happen next turn? He will have 6 gold -1 for a worker and potential tech’d cards. Haste potential: Lobbers, mad man, rambaster, zane, scorch, bloodlust, ember sparks. The most would probs be zane and two lobbers - two would trade with a SQL WE, then another lobber into the panda, and one wisp, leaves me with one wisp, which is bloodburned (wait no - I can put it in lookout). Alt: Sparks, 2 wisps gone and one armour, BrOgre beats WE, zane beats panda, I’m left with just Argargarg. In this scenario, I want the dionsize to brak his tech 1. However, if he leaves at least 2 units alive, then I want the stampede. Does patrolling Arg help? Eh not really. Is this goign to happen? I think I will guess no, he has been slow so far --> stampede time.
There’s the stampede in my new hand. I guess if he kills off enough I go treant and cub maybe to refill, tech 1, economic victory with some expensive stuff later?