[details=Thoughts][spoiler]
Well, I was disappointed that I had forgotten green has buffs (again?). But I drew a Charge off the Technician, which is not as cheap as Now!, but will do the trick if I want. I did not draw Pillage, which is truly sad.
Okay. I could (and nearly did) bring in Zane, Charge the BRO to take out BC, kill the wisp with Mad Man, and hurl Zane and Bloodburn at his Tech I for 3 damage. Worker Bombaster and that leaves me drawing 3 cards.
I could instead max Zane for 7, shift the wisp to Scav. for another $1, have Zane take out the BC (leaving him a 4/1, and still worker, and drop the Mad Man in patrol. And still worker. That makes it much harder for him to kill Zane next turn. It doesnāt damage his Tech I, but it makes him much more likely to survive a turn. And I could still poke his Tech I for 1 with Bloodburn.
Next option: max Zane, shifting the BC to Elite and poking it for 1. Have Mad Man and Bloodburn trade with it. No worker for me, but I can patrol a 4/4 Zane. And he doesnāt draw from Technician. No worker seems bad. Thatās the kind of thing I normally do.
Of course, if I want to get some use out of Argonaut, I should worker and build Tech I this turn. That would be 3 of my 8 gold. Is there any way I can take out BC with my remaining 5? (Could have done it with BRO and Now! if Geiger was still aroundā¦). Hmmm. I could spend 5 to midband Zane, Bloodburn the BC to knock of armor, and have Zane and BC trade. Thatās a really bad trade, especially since it maxxes Arg and gives him an Elemental on my turn, so he can attack with it next turn. Other option: I could spend 3 to pop a Bombaster on it, 1 to throw a Mad Man at it, and 1 to Bloodburn it to death. I have no patrol, but I have a Tech?
Letās try that last one. Itās still ridiculously Aggro and inefficient, but it gives me an economy, and Iāll have Argo next turn with hero support. Workering Charge? Man, thatās another hand full of stuff I donāt want to worker, but whatevs. I get a float! And Iām teching Warp Gate Disciple, so this 4-card draw will give me a turn to get Tech II up before I likely draw it.
[/spoiler][/details]
P2T3
Tech StartingHand Workers
TECH
Shuriken Hail
Warp Gate Disciple
STARTING HAND
Mad Man
Bombaster
Bloodrage Ogre
Now!
Charge
WORKERS
Makeshift Rambaster
Scorch
Charge
NextHand
Argonaut
Pillage
Careless Musketeer
Nautical Dog
Discard
Mad Man
Bombaster
Now!
Bloodrage Ogre
Shuriken Hail
Warp Gate Disciple
Tech 2 card(s)
Get Paid + float - ($8)
Draw from technician bonus
Worker - ($7)
Bloodburn exhausts to deal 1 to Bone Collector, knocking off its armor; @1 rune
Recruit Mad Man - ($6)
Mad Man suicides into BC for 1; BB @2 runes
Recruit Bombaster - ($4)
Bombaster pops, taking out BC; Bloodburn @4 runes - ($3)
Build Tech I - ($1)
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
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[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Bloodburn (@4 runes)
[B]Buildings:[/B]
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Base HP: 20
-
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 0
- Disc: 6
[B]Gold:[/B]
- Gold: 1
- Workers: 8