Let’s get crazy!
Tech StartingHand Workers
Tech 2 card(s)
Get Paid - ($8)
Scavenger gold - ($9)
Death Rites - ($5)
Lich’s Bargain, my base to 14, I trash a worker - ($3)
Garth sacs Skeleton, I draw, your Javelineer dies, you get 1 gold.
Garth makes and sacs a Skeleton, I draw, your lookout dies - ($2)
Calamandra trades with Jaina, levels fizzle.
Rambasa Twin #1 trades with Executioner, you draw, Haunt dies and Graveyard explodes.
Rambasa Twin #2 and Garth break tech 2, your base to 18.
Sparring Partner - ($1)
Worker - ($0)
Discard 3, draw 4, reshuffle, draw 1
Squad Leader: Zombie (2/2A)
Scavenger: Sparring Partner (2/2)
- Garth lvl 7 (3/3)
- Rambasa Twin (3/1)
- Horror (3/3)
Base HP: 14
Tech I HP: 5
Heroes’ Hall HP: 4
Death Rites doesn’t have great value with all these weenies, but I can still use it to get at the tech 2 and explode the Graveyard. I’ll have ~4 attackers left, which probably isn’t enough to re-break tech 2 next turn, but I’ll get to reshuffle. So let’s tech some more removal, and hope for the best!
Skeleton draws give me Spartner, which is great, and Snapback, which is a tad unfortunate. The question that remains is what to worker. I like having Safe Attacking to offset the tower, so I guess I’ll worker Flagbearer despite the risk of Kidnappings, since my units are generally cheaper than the spell.