Get outta here, Rook.
I think I scuppered my chances on Turn 6 by not trashing the Gargoyle, but we’ll see.
Sacrifice the Weak
Jandra, the Negator
Tech 0 card(s)
Get Paid + float + scavenger - ($13)
Garth Torken - ($11)
Sacrifice the Weak, Gargoyle dies - ($9)
Nether Drain, Rook goes down to level 6 (midband), Garth hits level 3 - ($8)
Garth raises a Skeleton - ($7)
Doom Grasp, Skeleton dies, Rook dies, Garth hits level 5 (midband) - ($3)
Maxband Garth, Blackhand Resurrector arrives from discard - ($1)
Pestering Haunt hits Tech III down to 4 HP
Discard 0, reshuffle, draw 2
Squad Leader: Garth L7 3/4+1A
Technician: Blackhand Resurrector 3/3
- Pestering Haunt 1/1 (unstoppable, can’t exceed 1 attack)
- Second Chances (first non-token unit I lose outside of combat comes back)
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Past)
Tech Lab HP: 4 (Necromancy)
Huh, he traded River to save gold for Tech III. I can clear his board, in that case. That tech lab threatens hasted Blademasters, which are more worrying to me than Zarramonde. It also threatens Maestro, so no reason to tech in the Slow-Time Generator I was considering. I don’t think it significantly changes my approach, though, given the removal capabilities I already have.
Fetching the Resurrector back seems like the best option while I’m vaguely likely to be able to defend it. I’m not sure how to best patrol, though. Garth in SQL seems reasonable to block a Fencer boosted by Grounded Guide, the main thing I’m worried about is if FrozenStorm has a Blademaster in hand. I think I therefore want to patrol the Resurrector too for the bonus, it makes it vulnerable to Shadow Blade but I doubt FrozenStorm will have it.
… Eh, Taxman in hand is OK. I’ll have to hope for a good Technician draw if the Resurrector gets killed.