This was a bit of a messy turn, I hope I didn’t miss some crucial little detail…
BTW, your tech 2 and HH aren’t showing (and so is the 1 damage I put on your tech 1)
P1T5
Tech StartingHand Workers
TECH
Firehouse
Molting Firebird
STARTING HAND
Mad Man
Molting Firebird
Bloodlust
Gunpoint Taxman
WORKERS
Scorch
Bloodrage Ogre
Nautical Dog
Pillage
NextHand
Hotter Fire
Makeshift Rambaster
Charge
Bombaster
Discard
Careless Musketeer
Bloodlust
Gunpoint Taxman
Mad Man
Firehouse
Molting Firebird
Tech 2 card(s)
Get Paid - ($8)
Skip worker
Drakk - ($6)
Molting Firebird - ($2)
Bloodlust on Firebird and Drakk (sorry Flagbearer, I can’t afford to target you) - ($0)
Firebird breaks tech 2, rains fire on everyone else, your base to 18
Firebat kills Tax Collector, Bloodburn @1
Musketeer trades with Bigby, Zane to maxband, shoves Scribe to elite, Bloodburn @2
Bloodburn finishes Scribe, @1
Zane kills Flagbearer, Bloodburn @2
Drakk kills Newsman, Bloodburn @3
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Zane lvl 6 (4/2)
- Drakk lvl 1 (1/2)
- Bloodburn, 3 runes
- Firebat (3/1)
- Molting Firebird (4/2)
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5 (Fire)
Economy Info:
Cards:
Gold:
Thoughts
I can do a lot of damage with a Bloodlusted Firebird, more than enough to justify skipping a worker. I could even break both tech buildings, but I’d have to sacrifice Drakk for that, and I’d rather not. So I’ll settle for breaking tech 2 and clearing the board, especially given that Frozen probably hasn’t teched any more tech 1 units than those currently on the board.
Most importantly, I don’t see anything Frozen could do to prevent me from keeping the tech 2 down next turn.