[details=Status review]Defense Power:
2f; 1^, 3, 3, 1 // 4, 5, 1f, 1f
Attacking Power:
3, 1, 1, 1f, 1-3
Plus maybe Elite Training and/or Nether Drain and/or DS runes
Sparkshot would cost effectively 4 gold, leveling (after draining Arg) would cost 2 gold, or 4 if I can’t kill Arg. Bouncing something costs 3-4 gold as well.
Doing math indicates that I can reach ~14 to 15 total attack, but would have to waste one point somewhere, so I can’t get Arg. I do still want to Nether Drain Arg, because I can beat another 3/3, but 2 4/4 birds attacking next turn would be overwhelming. My 9 gold would then go for:
3 to draw a card (in various ways)
1 to Nether Drain
1 to level Garth to the next applicable band
and then 1 for a Worker and 3 for a Garrison seems like the best mix of board position and future potential. So, let’s do that!
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9 gold (9)
Level Garth to 4 (6)
First Skeleton kills Wisp
Sac First Skeleton to draw
Sac 2nd Skeleton to draw
Flagstone Garrison (3)
Overeager Cadet, draw
Nether Drain Arg, Garth to L6 (2)
Garth deals 2 damage to the Elemental
Max Garth (1), putting a Drill Sergeant into play from the discard
Overeager Cadet, draw, 1 rune
Worker (0)
Move rune to Nullcraft, MyCraft kills YourCraft
Fading Argo kills Stewardess
Discard 4, rs, Draw 5
SQL - Overeager Cadet (3/2 +1)
Scavenger - Drill Sergeant (4/3)
Technician - Overeager Cadet (3/2)
Fading Argo (3/1) [2]
Nullcraft+ (2/1)
L7 Garth (3/4)
Battle Suits
Base - 20
Tech I - 5
Tech II - 5
Spec: Peace
Tower - 4
Flagstone Garrison - 4
10 workers, 0 gold
Hand: 5
Deck: 1
Discard: 0
[details=Summary]Tech in Drill Sergeant and Knight of the Conclave
Hand:
Forgotten Fighter
Neo Plexus
Overeager Cadet
Tinkerer
Flagstone Garrison
Deck/draws (in order):
Overeager Cadet
Elite Training
Nether Drain
Drill Sergeant
Worker Tinkerer (Elite Training might still prove useful, and I can always tech in more & better units)
Next Hand:
Forgotten Fighter
Elite Training
Drill Sergeant
Nether Drain
Knight of the Conclave
Deck: Neo Plexus
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