Tech StartingHand Workers
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Hooded Executioner, boost, SQL Gunpoint Taxman dies - ($2)
Midband Grave - ($0)
Grappling Hook, scavenger Gunpoint Taxman moves to Lookout
Grave readily kills Gunpoint Taxman, takes 3 damage
Discard 2, draw 3, reshuffle, draw 1
Squad Leader: Fox Viper 2/1+1A (sparkshot)
Technician: Hooded Executioner 3/3
- Grave L3 3/1 (sparkshot, readiness, 3 damage)
- Savior Monk 2/2 (healing 1)
Base HP: 20
Tech I HP: 5
OK, let’s think about this. 2 gold gets me the Executioner, I want that no matter what. 3 gold kills off a Taxman, so I can kill Squad Leader easily. That leaves me 2 more gold, so I can midband Grave or play Safe Attacking. If I midband, he can kill the other Taxman, otherwise I’d be trading two things with it, and then I have both starting units to block against Mox, Plasmodium, and Zane. I could Grappling Hook the Taxman out of Technician too, if I want.
What’s going to be best to tech in? I’ll have 4 gold free next turn, so I could rely on Grave to kill any threats, or I could bring in the Twins, so I don’t need anything urgently for next turn. Maybe something to deal with Birds in case they show up? I think I’ve got enough board to get away with Versatile Style, then I’ve got some insurance against Anarchy. Then maybe a Focus Master to work around all these 3-vs-3 matchups.
Everything dies to Plasmodium, so I think I’m best off putting Fox Viper in front so Mox can’t kill it, and Zane would have to midband to survive against it. Hopefully there aren’t sharks incoming.
… Nice, no draw on the Focus Master so I can get it on time if I tech up next turn.