Tech StartingHand Workers
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Recruit Building Inspector - ($4)
Build Tech I (with multicolor penalty) - ($2)
Build a Heroes’ Hall - ($0)
Discard 3, reshuffle, draw 5
[I]Squad Leader[/I]: Vir Garbean (2/3+a)
[I]Scavenger[/I]: Building Inspector (1/1, Your first building each turn costs $1 extra)
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
- Hand: 5
- Deck: 4
- Disc: 0
- Gold: 0
- Workers: 7
I’m taking it all! Muahahahaha! I definitely don’t mind him spending $2 to take out my Aven when he’s also spending $3 for what is now a 1/2.
He skipped Tech I, which means I have free reign to build stuff. Exciting! Building Inspector will make his eventual Tech I pricey. I will Assimilate that Rich Earth, and if he dares play Verdant Tree, I’ll take that, too! Kidnapping is going in even though he won’t have any great units next turn. Hopefully we’ll draw it later when we do…
After the draw, I got both of my initial tech spells. Well, I can spend $6 to Kidnap a dinky peasant, or $3 to steal Rich Earth. This early in the game, that Rich Earth will pay off, and I’m denying it to him.
Not enough to Assimilate and build Tech II, but I could Assimilate and build a Jail, or Assimilate + Newsman + Drakk (no worker), or Assimilate + Newsman + Bigby and start stashing things. I’m tempted to skip worker because I want all of this stuff; Lawful Search will be useful for Community Service later. Also, Assimilate + Midband Vir is tempting. Wait! I can still afford workers because I’ll have Rich Earth! It’ll be a tough pick. I love this deck.
Here’s hoping I’m not about to eat a Flame Arrow or Ember Sparks. That would explain the Tech I skip.