No problem - ironically, that actually ends up working out better for me (although you do end up with an extra gold)
[details=Summary]Hand:
Fading Argonaut
Boot Camp
Temporal Research
Calypso Vystari
Calypso Vystari
Deck: Stewardess & Overeager
Discard: Neo Plexus + 2 teched cards
Defense: 4, 1 // 4, 3, 3, 5
Attack: 3, 2, 1
+Zane
+Stewardess?
+Elite Training / Chaos Mirror / Sharks?
+Boot Camp?
Let’s see… I really, really, want to hit the Tech II, and don’t care too much about the 10 hp worth of other board. A single Boot Camp on the Executioner let’s me do that, so let’s see where that leads:
10 gold
Onimaru (8)
Boot Camp Executioner (7), draw 1
Calypso (6), draw 1
Overeager, rs and draw 1 of 4
Zane (4) <- note, I don’t have enough gold left for Sharks, so that’s off the table
Calypso (3), draw 2nd of 4
(one of those 4 is a Boot Camp, which I could play to ensure I draw something I tech 2x of)
Chaos Mirror, swap 3 ATK to Mox
Nullcraft kills Skeleton
Overeager + Zane break Tech II
Mox kills something… let’s say Garth?
Patrol 3 guys against 3 attackers; skip worker & get rune on Mox OR make a worker
I could also just trade off more things, with something like:
10 gold
Calypso x2 (8)
Overeager + Nullcraft kill Executioner
Overeager + Stewardess (bouncing Skeleton) (5) - redraw 2/4 cards
Mox + Zane kill something? this doesn’t look like it’s going anywhere good
10 gold
Onimaru (8)
Boot Camp Executioner (7)
Stewardess (4) kills Skeleton
Overeager trades with BC
Overeager, rs and draw 1 of 5
Zane (2)
Zane, Mox, and Nullcraft break Tech II
Calypso x2 + Overeager (0)
Patrol with 4-5 things against 3 attackers <- this seems better
So, tech in 2x Drill Sergeant, planning to not play them this turn, and use them after attacking with everything that survives the next turn to draw into everything all over again and have a million runes, which should be good enough. Garth threatens nothing relevant, so I actually want to leave him in play to block other heroes.
Draw order:
Overeager
Stewardess
reshuffle
Neo Plexus
Overeager Cadet
Boot Camp
//I’ll go ahead and make a Worker here rather than play the 2nd Calypso, to gaurantee myself 2x Drill Sergeant next hand, and let me tech only 1 card next turn if desired.
Worker the Temporal Research (clearly I don’t need the draw kickstart)
[/details]
9 gold + scav (10)
Onimaru (8)
Boot Camp the Executioner out of the way (7), draw
Overeager Cadet trades with Bone Collector
Play an Overeager Cadet, draw last card in deck
Stewardess of the Undone, bounce the skeleton token (4). Reshuffle and draw 1 of 5 cards.
Zane (2)
Zane, Mox, and Nullcraft team up to break your Tech II
Calypso (1), draw
Overeager Cadet, draw
Worker (0)
Discard 3, Draw 2, rs, Draw 3 (edit to account for 1 extra draw from Overeager cadet)
SQL - Overeager Cadet (3/2 +1)
Scavenger - Stewardess of the Undone (3/3)
Tech - Calypso Vystari (3/2)
Lookout - Overeager Cadet (3/2)
Hardened Mox (2/1)
L1 Zane (2/2)
Nullcraft (1/1)
L1 Onimaru (2/3)
Base - 20
Tech I - 5
Tech II - 5
Spec: Peace
Flagstone Garrison - 4
Battle Suits
10 workers, 0 gold
Hand: 5
Deck: 1
Discard: 0