So, what I want to do is: Summon and max Drakk, recruit Musketeer with haste, have it exhaust to kill wisp for Scav. bonus, then pillage his float and the scav bonus, and play the mine. But that leaves no worker, which is unacceptable.
I could do the same thing, but with BRO instead of Musketeer, trade with the elemental (thus negating using up all of Arg’s major tricks, and leaving Drakk as a solid patroller, threatening excitement next turn. That would mean no mine, but I could worker. This is better, because elemental is a threat, and wisp is not.
I am leaning towards Drakk, pillage the float, BRO, mine, worker, float $3. It puts me down on cards, but I don’t mind that much. I’m teching Bloodlust and Mythmaking, so I’ll have a whole turn to get Tech II and Tech Lab up. It’s too bad I didn’t draw into MM this turn. I would have liked to spend less on my patrollers. Alternatively, I could put out Vandy instead of Drakk, and have an expensive Pillage, which might be worth it to hurt his $ and to guarantee I can pull Drakk him later when I need him?
If I build Tech II and Tech Lab this turn, I give him a heads-up on what’s coming, but I could tech in DeGrey earlier, as he deals nicely with wisp and elemental. Moreover, I would be able to bring out 2 heroes next turn, helping me with cards and letting one hero protect Drakk. It would cost 5 for the Tech II and 1 for the Tech Lab (less essential this turn, maybe?). That leaves me with 4 for some combination of Drakk+Pillage, BRO, Mine. If I put off the Tech Lab, I could even float 1. If I do Drakk and Mine, he’ll die, and the mine might, too. If I do Drakk and BRO, it might be harder to keep my Tech guarded and still have the money the following turn. Enh. He doesn’t have Tech II. Why do I need it?
I’m clearly workering Musketeer, because if I don’t draw into Bloodlust with TQ+DG, Charge is just as good. The real risk is drawing DG first without TQ.
I’m going way down on cards, but it should be okay as long as he kills Drakk. If he doesn’t, I’ll punish him for it with at least 3 attack, plus some haste stuff next turn. If he kills Drakk, I’ll be able to summon him the turn TQ comes out. If he leaves Drakk alive, Boulder will probably protect him for another turn, barring a bad draw. Moreover, he’s got 7 workers, and no rich earth, and he skipped his mer-money this past turn to kill Rook, so stealing his float will really hurt him, probably more than the card will hurt me. We’re in a base race to Tech II, and because I skipped it this turn he’ll get there first, but when I get there I’ll hit a lot harder.
I’m not quite sure putting Drakk in Technician instead of BRO is the right play. BRO is actually the bigger threat. But he doesn’t know what my other Tech I is, so he has to be scared of a hasted, frenzied Twighlight Baron, Gargoyle, or Crash Bomber. Next turn I should have $14 including the mine, so this should be interesting. If necessary, I could bring in Vandy and fetch a Dark Pact to move things along at the right time. #overconfidence
If he has a buff for his wisp, he’ll take out my mine for harshness.
And the draw is… whew boulder in hand.
Tech StartingHand Workers
Tech 2 card(s)
Get Paid + float - ($9)
Scavenger bonus - ($10)
Worker - ($9)
Summon Drakk - ($7)
Recruit BRO - ($5)
Build Rickety Mine - ($3)
Drakk casts Pillage, - ($2)
stealing your float and doing 1 to your base - ($3)
Discard 1, draw 3
[I]Scavenger[/I]: Bloodrage Ogre (3/2)
[I]Technician[/I]: Drakk Ramhorn, Lv. 1 (1/3)
Rickety Mine HP: 3
Base HP: 20
Tech I HP: 5
- Hand: 3
- Deck: 1
- Disc: 5
- Gold: 3
- Workers: 8