It’s not over just yet.
Note that your base was at 7 HP at the start of this turn (3 after it), due to Drakk dying last turn.
Tech StartingHand Workers
Tech 2 card(s)
Get Paid - ($9)
Scav gold - ($10)
Crashbarrow - ($7)
Crashbarrow trades with Starlet, overpowers to kill Fencer, you draw
Calamandra - ($5)
Expensive, pirate-empowered Pillage steals your 1 floating gold, deals 2 to your base - ($4)
Bombaster hits your base for 2
Mad Man trades with your Calamandra, mine to midband
Crash Bomber - ($3)
Argonaut - ($0)
Discard 1, draw 3
[I]Squad Leader[/I]: Crash Bomber (2/2A), resist 1
[I]Scavenger[/I]: Calamandra lvl 3 (3/4)
[I]Technician[/I]: Argonaut (3/4), resist 1
- Bombaster (2/2), resist 1
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Blood)
Tower HP: 4
I can bring CodexNewb down to 1 base HP, using Geiger’s maxband to flicker Mad Man. Or I can trade with Cala. If he has a Feral Strike in hand, he could do quite a lot of damage fast. Not enough to kill me, but more than enough to break tech 2 again, which would stop me from using Bugblatter to deal 1 unstoppable lethal damage next turn.
So I’ll leave him with 3 HP, and only River on board. Well, that and tech 3, and a full hand of cards. Admittedly, he might pull off some scary stuff, but I don’t think he could clear my board, set up a patrol, and break tech 2 all at once. And I probably need just one of those to finish.