Tech StartingHand Workers
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Jaina and Nautical Dog trade into Jandra; Garth levels to 4 and heals the sparkshot damage
Summon Lobber - ($4)
Summon Zane - ($2)
Lobber and Bloodrage Ogre kill Garth; Zane levels twice to L3
Level Zane to 4; Zane whacks your Tech 1 for 3 damage - ($1)
Discard 2, draw 4
- Captain Zane L4 (haste) 3/3
Base HP: 20
Tech I HP: 5
- Hand: 4
- Deck: 0
- Disc: 7
- Gold: 1
- Workers: 7
Annoying. Garth is set to level up when Jaina dies, making him an obnoxious 2/4. However, I can triple-level Jaina and ping Jandra if I want, trading with BRO.
Looks like Bloodburn won’t come down this turn, because I can only spare 2 gold. Probably best to worker it at this point, my engine is moving fast, and I can use Firebird to deal with skeletons.
Lines of play:
Level Jaina three times (2), Lobber (1), BRO and Jaina ping finish off Jandra, Naut. Dog and Lobber finish off Garth, giving Jaina two free levels, I float a gold to prep for max level Jaina next turn.
Result: 3/3 L6 Jaina, 4 cards in hand, float (1)
Trade Jaina and Naut. Dog into Jandra, Garth levels to 4 (2/4), BRO and Zane (3) trade into Garth, leaving 3 gold. I could play Bloodburn in advance of this, gaining two runes.
Result: Bloodburn (2 runes), 4 cards in hand
I could also summon Lobber to trade into Garth instead of Zane, giving me a L3 Zane that plunks into Tech 1.
Result: L5 Zane, 4 cards in hand
Alternative to Zane: Bombaster for a ping next turn (inferior to Bloodburn line); better, Zane into Scorch, letting Zane plunk into T1.
Result: L3 Zane, 4 cards in hand
So my real choice is between an almost-maxband Zane and an almost-maxband Jaina. Zane is able to immediately take action and trade into something, potentially stealing resources for me and also potentially able to nudge an SQL out of place. Jaina maxband is potentially able to outright kill something in the patrol zone. 3 damage doesn’t deal with any of the 3-health squad leader options, but Ember Sparks finishes it off, and I’m guaranteed that next turn. This unfortunately takes up 3 gold of my next turn, and even counting the floated gold in, I’m left with 3 gold which can’t build T2.
Maxband Zane deals 3 damage to T1, though, and barring Summon Skeletons, I can Rambaster the following turn to break T1. What’s interesting is that this only costs (3) and nets a gold if Zane knocks a skeleton into Scavenger, giving me 4 gold next turn to build T2. Zane can also build T2 if he kills a 3/3 this way and summons Musketeer, or if I use Mad Man instead and don’t break T1. I think Zane offers me more options, then.
Note to self: teching Bloodlust next turn to help Firebird come out with haste.