So, I see two lines of play here:
Drakk to midband, CB, Pillage for 2, Iron Man, worker NDog. Arg boosts wisp, and frenzied wisp bounces weak knight back to hand. He has a 5-card hand, but still has a Knight and Orpal on the board. (Might get lucky and draw Lizzo next turn to deal with the Knight.) I have a big Iron Man, Drakk, Arg, CB, three of which can patrol against the Knight, probably favorably.
Drakk to max, CB with Haste, Pillage for 2, NDog, worker Iron Man. Again, wisp trades with Knight, but now CB trades with second Knight and hits Tech II for 1. He now has a 7-card hand, but only $9, so will likely waste some cards/can’t afford all that he wants. Only Orpal on the board to attack with. I only have NDog, Drakk, and Arg, only two of which can patrol against Orpal, possibly unfavorably. And I have to worry about River/Oni coming back.
Option 1 puts 7 attack on the board (9 if NDog and IM survive), and 9 HP, but leaves him with 4 or 5 attack (plus potential rune kills).
Option 2 puts 7 attack on the board (8 if NDog survives) but immediately spends 3 of it, and 5 HP, but leaves him with only 1 or 2 attack (plus potential rune kills). I’m out of cards either way, and he’s got a full hand either way, but this leaves him with less room for tricks. Let’s do it.
In the second option, I could skip NDog, leaving only Drakk in patrol. This would give me a 3-card hand next turn instead of 2-card. That might be wise. And a float! Still, feels SO wrong. It’s passing up on potential 3 damage next turn. But maybe not risking drawing Charge and Bloodlust and no units is better?
Teching Guargum and Stampede. May do the same next turn, or may add a Duck. On second thought, since I’ll be pushing a load of base damage, I’ll have the CB hit base instead of Tech II. Planning is weird.
Here’s hoping no Sickness/Spreading Plague. Well, I think Drakk can survive anything besides Spreading Plague, which would take him even in SQL, most likely. So let’s put him in Technician just in case.
Tech StartingHand Workers
Guargum, Eternal Sentinel
Guargum, Eternal Sentinel
Tech 2 card(s)
Get Paid - ($8)
Scavenger Bonus - ($9)
Summon max Drakk Ramhorn - ($2)
Recruit Crash Bomber, with haste! - ($1)
Drakk casts Pillage - ($0)
Stealing all of your float, and dealing 2 to your base, 'cause pirates - ($2)
Worker - ($1)
Arg exhausts to give Wisp +1/+a
Wisp (1/1+a, Frenzy 1) trades with your lead Knight, which bounces to your hand
Crash Bomber (2/2, Frenzy 1) trades with your technician Knight, which bounces to your hand. You draw a card! Your base takes 1 damage from the Bomber.
Discard 1, draw 3
[I]Technician[/I]: Drakk Ramhorn, Lv. 6 (3/4, your base takes 1 if he dies)
- Argagarg Garg, Lv. 5 (1/5)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Tech Lab HP: 4 (Bashing)
- Hand: 3
- Deck: 4
- Disc: 7
- Gold: 1
- Workers: 9
After the draw, I have Bloodlust, Charge, Regular 4-cost Rhino. Not bad. That Rhino can definitely attack. Playing all 3 would cost 8 of my 10, and would probably be a waste if the Rhino will have haste from Drakk. I don’t see him leaving base undefended, but in that unlikely scenario, then it might be worth hitting with 8 damage. Otherwise, we’ll plan on building Tech III next turn and just playing a hasty Rhino. Bloodlust is good for finishing off Knights, so if I’d gone with my first plan instead of this one, that might be useful. Might still be, if I hit a SQL Knight with Drakk and he can survive, but then I’ll just have to float $3, draw a 2-card hand, and build Tech III next turn.