OK, back to rule-reality, my P2T2 to follow your original P1T2 turn/reshuffle.
P2 Turn2
[details=Tech StartingHand Workers][spoiler]
TECH
Nether Drain
Bone Collector
STARTING HAND
Graveyard
Sacrifice the Weak
Pestering Haunt
Deteriorate
Skeletal Archery
WORKERS
Jandra, the Negator
Graveyard
[/spoiler][/details]
[details=NextHand][spoiler]
Summon Skeletons
Bone Collector
Skeletal Archery
Nether Drain
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tower - ($2)
Deteriorate Wisp
Haunt
Tech1 - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Skeleton Javelineer (1/1) [Javelin]
-
[I]Technician[/I]: Skeleton (1/1)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Garth lvl 1 (1/3)
- Pestering Haunt (1/1)
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 4
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 7
[details=Thoughts][spoiler]
Doesn’t look good to delay Tech1 build for hero kill with no ability to summon from Garth’s max until T4.
So I’m left building a Tower to stop Cal discard-stealth killing Garth, and giving him a scav bonus to stop his Panda/Wisp clearing my patrol with a green starter buff for the hero kill. Don’t like the economy this is giving him on top of Rich Earth.
Still like the idea of Balance for Potent Basilisk destroying Rich Earth, but starting to get a good Skelly gang so Necro could work out better, let’s see. On top of usual Skelly buffs (Archery, Skeletal Lord) I can use Midori’s mid to stack on an additional +1/1.
For now teching a Bone Collector and Nether Drain (for value, since he’ll likely level Cal this turn).
[/spoiler][/details]