Tech StartingHand Workers
Pillage (technician draw)
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Drakk - ($4)
Mad Man - ($3)
Nautical Dog, Mad Man and Bombaster trade with Rook, Drakk to lvl 3, Bird’s Nest to discard
Huntress - ($1)
Drakk to midband - ($0)
Discard 2, draw 2, reshuffle, draw 2
[I]Squad Leader[/I]: Huntress (3/3A)
[I]Technician[/I]: Drakk lvl 4 (2/3)
Base HP: 20
Tech I HP: 5
- Hand: 4
- Deck: 6
- Disc: 0
- Gold: 0
- Workers: 8
I’m definitely killing Rook this turn, the question is how.
Option 1: midband Drakk, Madman and Dog trade with Rook. PROs: my hand size stays up, and maxband Drakk puts a lot of pressure on Zhavier, which might make him delay tech 2. CONs: vulnerable to birds, which can safely kill Drakk in 2 turns (less with Zane shenanigans).
Option 2: Madman+Dog+Bombaster trade with Rook, play and patrol Huntress, midband Drakk. PROs: relatively safe against birds, I can level Drakk to heal him if necessary. CONs: fewer cards, less pressure.
Option 3: Charge Huntress, she hits Rook and survives, trade Dog to finish him. PROs: leaves me with the strongest board overall. CONs: Drakk is least safe.
All in all, I think option 2 is the best-balanced: Drakk poses a threat, and can’t be taken out by something as simple as midband Zane. If he dies, I’ll tech up next turn and go for frogs and Bugblatters as originally planned. If he survives, I might stay at tech 1 for a while to keep the pressure, possibly with a Heroes’ Hall.