Sorry for the delay, took me a while to figure out what I wanted to do here.
Tech StartingHand Workers
Tech 2 card(s)
Get Paid + float - ($10)
Summon maxband Drakk - ($3)
Play Gunpoint Taxman - ($1)
Taxman, with haste and frenzy from Drakk, trades with Inverse Power Ninja and steals 1 gold - ($2)
Jaina trades with Sparring Partner, sparkshot kills Aged Sensei - you get 1 gold and a card, levels fizzle
Worker - ($1)
Discard 2, draw 4
[I]Scavenger[/I]: Drakk lvl 6 (3/4)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Tower HP: 2
- Hand: 4
- Deck: 4
- Disc: 5
- Gold: 1
- Workers: 10
The way I see it, I had three options for this turn:
(1) build a tech III and turtle behind a Steam Tank. That puts IsotopeX in the awkward position of worrying about two tech buildings, but he could probably deal with the Steam Tank with his current board and play a bigger threat of his own next turn.
(2) bring in maxband Zane, shove the IPN out of SQL for Jaina to trade with, kill scavenger for +1 gold, then play Steam Tank. That leaves him with an all but empty board, but Zane on 1 health is an easy kill for the bird - giving IsotopeX free levels and, more importantly, keeping me from playing two of my teched spells next turn.
(3) bring in maxband Drakk, and clear his patrol with a hasted unit and Jaina. This way I’m only left with Drakk on board, but I can play another hasted unit next turn, plus any of my teched spells - which should be enough to stop even two big units. So that’s what I ended up going with.
Finally, I teched the Gunships despite not building tech III yet, in the hopes that I’ll get to build it next turn, before the reshuffle. I probably won’t be teching anything else this game, for better or worse.