I believe that’s the proper response to Tech II Green.
P1T7:
Tech
2x Kidnapping
Starting Hand
Fire Dart, Fire Dart, Firehouse, Hotter Fire, Nautical Dog (workered)
9 workers => Collect (9)
Play Hotter Fire (6)
Exhaust Firebat to deal 3 damage to your Tech II, destroying it (2 damage to your base) (5)
Worker a card => 10 workers (4)
Play Firehouse [4 HP] (1)
Discard 2 cards, draw 4
Patrol Zone
Squad Lead: Bamstamper Lizzo 5/3 +:psblueshield:
Elite: Gunpoint Taxman 4/3 anti-air
Scavenger:
Technician:
Lookout:
Status
Buildings: Tech I [5 HP], Tech II–Fire [5 HP], Tower [4 HP], Firehouse [4 HP]
Other: Firebat 3/3, Hotter Fire
Base: 20 HP
Gold: 1
Economy
Workers: 10
Hand: 4
Deck: 7
Discard: 0
[details=Hidden Information]
Workered: Charge, Bombaster, Bloodburn, Mad Man, Pillage, Nautical Dog (RIP)
Hand: Fire Dart, Kidnapping, Bloodrage Ogre, Careless Musketeer
Deck: Fire Dart, Scorch, Surprise Attack, Flame Arrow, Kidnapping, Doubleshot Archer, Makeshift Rambaster
Probably Teching: nothing, I can wait a turn to see what I need to tech[/details]