Not so sure – giving Black $$ to spend early isn’t such a great idea. By the way, your lvl 1 Garth is 1/3 not 2/3.
P1 Turn3
[details=Tech StartingHand Workers][spoiler]
TECH
Might of Leaf and Claw
Might of Leaf and Claw
STARTING HAND
Nautical Dog
Careless Musketeer
Mad Man
Scorch
Bombaster
WORKERS
Pillage
Bloodburn
Scorch
[/spoiler][/details]
[details=NextHand][spoiler]
Gunpoint Taxman
Chaos Mirror
Makeshift Rambaster
Charge
[/spoiler][/details]
[details=Discard][spoiler]
Bloodrage Ogre
Careless Musketeer
Mad Man
Might of Leaf and Claw
Might of Leaf and Claw
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bombaster - ($3)
Nautical Dog - ($2)
Tech 1 - ($0)
Zane kills Skeleton
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Bombaster (2/2)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Nautical Dog (1/1)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Zane lvl 6 (4/3)
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 0
- Disc: 5
[B]Gold:[/B]
- Gold: 0
- Workers: 7
Edit: Bombaster not Ogre in action list
[details=Thoughts][spoiler]
Though I had a flashy T1, does not feel like I’m ahead here, only that I’ve mostly caught up my early economy disadvantage. Problem is that Black can use the $$ I’ve given really well. Next turn he could maxband Garth to bring in a Plague Spitter or Baron as well as a Skeleton, which at least match Zane plus whatever I spend this turn’s spare $3 on. Alternatively he could build Tech 2 protected by a Plague Spitter or Bone Collector+Skeleton (or even Lich’s Bargain !?), then maxband Garth T4 to bring in a Dozer or other Tech 2 unit. Maybe I should have left Zane at midband last turn – he’s a bigger combat threat before he’s used up his maxband ability.
My go-to plan for this deck against Black is usually MoLaC at the earliest opportunity, as there’s no means of removal other than Zarramonde (at which point I’m likely dead in any case). This still looks the best plan, though it can be disrupted if he gets in a well-timed (T5) Carrion Curse or an Imp/Shadow Blade hit. As it happens my first 3 workers are all non-units (incl. Scorch this turn), but I still need to be careful not to get too upgrade/spell-heavy.
Options for this turn (in addition to building Tech 1): (1) Scorch Skeleton, Zane kills Garth. Expensive, gives away a Technician draw, and I’m left with 4/3 Zane vs his $7 spend from a 5-card hand, not great. (2) Passive approach – play Bombaster this turn, Taxman next, let him attack my units so I pick up bonuses until I hopefully get to play MoLaC. (3) Play Bombaster in SQL and Nautical Dog in Technician, to set up a Chaos Mirror off the Dog next turn. Aim to take out his SQL, then do damage with Zane + Bombaster. I go down a card, which I may regret later if I’m hit with discards or am looking to activate MoLaC quickly. If he deteriorates the Dog, this ends up like (2) with him down a card and me with $1 less.
On balance prefer option (3) if he goes for the T3 Tech 2 build (as I get the chance to kill Garth before he maxbands), and (2) otherwise. Since I’m more worried by the T3 Tech 2 line, I’ll go for option (3).
[/spoiler][/details]