[details=Summary]Neo Plexus
Battle Suits
Forgotten Fighter
Temporal Research -> Worker (with assured Garrisons coming down against Black (who can’t answer them directly), I don’t need the backup draw spell
Overeager Cadet
2 options: suicide Prynn, play Zane, clear the board and leave me with L6 Zane, 4/2 Plasmoid, Overeager, and Anemone with +2 gold and a haunt
OR: leave Garth alive, and have 4/2 Plasmoid, Overeager, and 5 gold worth of other stuff (could be leveled Prynn, suicided or L4 3/1 Zane, or something else. Drawing more cards doesn’t really help at the moment.
I think the first plan, where I keep a full hand and wind up with Zane vs. Nothing is going to serve me best going forward.
My next turn looks like: 7 gold, worker TS, Tech II Peace, play Fading Argo (or Nullcraft if it’s somehow worth it - maybe to block Gargoyle?). If I (1/5) draw the Garrison, then I could skip the Tech II and get a Stewardess, which isn’t that great, so maybe I want 2x Garrison just to guarantee that I have one Turn 5. The problem is that the rest of my hand will be Neo Plexus, Battle Suits, and Forgotten Fighter, plus a random re-draw, which has a high chance of leaving me with zero units in hand anyway. So, I’ll hedge with one Garrison, one Sergeant. Next turn grab the second Overeager, and either the second Sergeant (or second Garrison if it hit the 1/5) or an applicable spell.
Tech in Garrison + Drill Sergeant
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Note that you forgot to list your Tech I in the summary
Plasmodium arrives
6 gold (6)
Prynn trades with Elite Skeleton (Garth to L3)
Zane (4)
Zane to L4 (1)
Zane kills Javelineer, we both get a gold (2)
Max Zane (0), pushing skeleton to Scavenger, we both get another gold (1)
Worker (0)
Plasmodium kills Garth
Overeager Cadet (0)
Discard 3, Draw 4, rs, Draw 1.
Scavenger - Overeager Cadet (2/2)
L6 Zane (4/4)
Plasmodium (4/2)
Base - 20
Tech I - 5
7 workers, 0 gold
Hand: 5
Deck: 4
Discard: 0