Okay. So I have a lot of options this turn.
First, I could just build Tech II and play Lobber and Dog, or Tech II and max Zane (shove something, kill something). But I’m not cycling this turn, so I don’t actually need my Tech II until next turn (maybe later, depending on how low I go on cards: #dangerous thinking).
I could spend a lot of resources to kill Argo, then kill River, getting free levels! But levels on Zane are wasted if there’s nothing else to shove around.
I probably don’t want to leave River around, because her sideline can open up hero kills more easily. I probably don’t want to leave Argo around (at least, not without some damage), because it’s silly efficient doing double duty as offense and defense. (Heheh.)
I really wish Lobber could hit heroes/patrollers; I’d just scorch and lob River to death, get the free maxband on Zane, shove Argo, then kill it.
I could Scorch River, then max Zane to shove her to Scav and kill her. That gets me up to $8 and uses $5 of it. I’d still have 3 left over for worker, Lobber, NDog. It would leave me with a two-card hand next turn, but I could put both of my units in Scav/Technician, and put 4/4 Zane on the back line. Or I could kill Argo with Rambaster and Zane, but then 4/1 Zane is vulnerable to Wither. Risky risky. Riskier than leaving Argo on the table to be supplemented by Fencers? And if Bigby pops out with Injunction, do I really want my only Tech unit (Lobber) patrolling?
I could max Zane to shove Argo, turning it into 3/3. Zane kills River (Zane 4/2) we both draw. If I draw a Detonate I’ll have not enough money to play it, which would be very sad.
2a) If I draw Mad Man, I could Lobber for $1, MM for $1, trade them into Argo (efficient!) and Rambast the Tech I for 3, but skip worker (real bad!). Now I’m drawing a 3-card hand.
2b) If I draw anything else, it’s Lobber for $1, worker for $1, and I’m drawing a 4-card hand. And Lobber and Rambaster could trade with Argo, which is still a good trade in my book. My ideal in this case is to draw Pillage or Charge. 1/5 chance of being really sad with Detonate. But killing Argo leaves my 4/2 Zan vulnerable so the smart move might be to hit the argo with Rambaster and patrol the Lobber in Scav. Still really vulnerable to Fencer.
I could shove Argo as above, but have Lobber and and Rambaster trade with River. Same problems but if I kill the Argo I’m down one HP for Zane. Nyet.
I could Scorch Argo in place, making it a 3/3 ($3 of $7 spent). Lobber suicides into Argo ($4 of $7), making it 3/1. Max Zane, shoving Argo to death in Scav ($6 of $8). Worker ($7 of $8). NDog ($8 of $8). We’re back to the 2-card hand. But I could kill River with Zane, drawing a card (3-card hand). And have him (4/2) protected by a 1/1, probably in Technician. This really maximizes Zane’s abilities. And without Argo, that might be just enough protection for Zane to live a turn. I’m spending $7 to kill a $3-cost card, but getting $1 back (so $6 for $3), and getting River dead (so $6 for $5 and card stability).
I could Scorch Argo ($3 of $7), Lobber Argo ($4 of $7), Rambast Argo, kill River with Midband Zane, who survives, maxxes, heals, and draws me a card. Wastes Zane’s ability. But I have a 4/4 Zane. Worker for $1 ($5 out of $7). NDog for $1 ($6 out of $7). Let’s do that.
My number 5 was way off. I must have been tired/distracted. I missed that Lobber does what Bombaster does for cheaper, and an exhausted Zane can’t attack again. Fixed.
And… I drew the Pillage! Pretty good! If I drew Detonate I still could have played it, but I would have had to skip worker which negates the whole point. It’s too bad (or lucky for me) he didn’t float. I could have skipped worker to drop Bombaster and Pillage. (;
I want to save Pillage to drive home my econ advantage later if the opportunity arises. So I need to decide to play and worker Bombaster and NDog, and I don’t know which to do to which. One’s better defense, and more flexible offense, the other floats me money. What will I do next turn with my 3-card hand? I’ll have $8. $4 goes to Tech II. $3 goes to Detonate. If I’m lucky in my draw, $1 goes to Mad Man if crucial, or worker otherwise. If I float now by playing NDog, I can do both.
What if things go crazy and I skip Tech II again? BRO+Charge for $4, Detonate for $3, worker for $1, or Mad Man. So, same situation.
All things equal, I think I’d rather have a Bombaster patrolling this turn then an NDog this and a MM next, even if it means I have a more expensive unit in my deck competing with Marauders.
Speaking of, I teched a Flame Arrow, in case Injunction hits my Tech II and Zane dies.
Tech StartingHand Workers
Tech 2 card(s)
Get Paid - ($7)
Rambaster suicides into Argo, knocking off armor
Recruit Lobber - ($6)
Lobber suicides into Argo, dealing 2 damage
Zane casts Scorch, burning Argo to death - ($3)
Zane (3/3) hits River (2/3), killing her and surviving; we both draw a card, Zane maxxes and heals; Zane’s maxband shoves…uh… wait… damn. Zane composes himself and strikes a cool thumbs-up pose!
Worker - ($2)
Recruit Bombaster - ($0)
Discard 1, draw 3
[I]Elite[/I]: Bombaster (2+1/2)
- Captain Zane, Lv. 6 (4/4)
Base HP: 20
Tech I HP: 5
- Hand: 3
- Deck: 1
- Disc: 6
- Gold: 0
- Workers: 8
Makin’ it happen. And I remembered the Elite slot!
@Barrelfish You’re up. (: