Also: you can bold a word/line/phrase by surrounding it with double-asterisks on both sides, or italicize it with single-asterisks or underscores on both sides. It’s not required, but I like to bold anything I do that affects my opponent’s board or their ability to play cards, build buildings, etc., so they don’t miss the most important stuff.
Tech StartingHand Workers
Tech 2 card(s)
Get Paid - ($7)
Draw from Technician
Worker - ($6)
Summon Zane - ($4)
Zane casts Chaos Mirror, swapping Fencer’s ATK with Newsman’s - ($2)
Newsman kills Mad Man, taking 1 damage
Zane kills Fencer, taking no damage
Build Tech I - ($0)
Discard 2, draw 2, reshuffle, draw 2
[I]Technician[/I]: Traffic Director (1/1, Untargetable)
- Reputable Newsman (0/2, You can’t play spells or upgrades costing $2)
- Captain Zane, Lv. 1 (2/2, Haste)
Jail HP: 3 (Your unit played from hand goes here and doesn’t enter play until a new unit is played)
Base HP: 19
Tech I HP: 5
- Hand: 4
- Deck: 4
- Disc: 0
- Gold: 0
- Workers: 8
I drew a CM!
It took me a long time to figure out this turn. Manufactured Truth with a Fencer in play, CM, Zane’s own shenanigans all gave me a ton of options. I could have midbanded Zane, CM’d Newsman and Fencer, had Fencer kill Drakk to max Zane, then have Zane+TD take out Tech I. But he has useful Tech 0’s, he has 3 ATK on the board, and it sounds like he’s got Vandy tricks up his sleeve.
Ultimately, I decided that Jail-neutered Drakk ain’t that bad, even with his midband, unless he has units. And he’ll have to play another Fencer or Rambaster plus something else (going down further on cards) to get something with haste out. If he could kill my patroller, max Drakk (for 3) could take out my Jail, or midband Drakk could take out Zane, maxxing; but Bombaster can’t kill TD because TD is untargetable. And this gets me a worker and Tech I. Also, TD won’t kill Drakk, leaving him stuck with the little goblin if he doesn’t play a haste unit.
I’ve teched in two 1-cost Tech I units who both play well with CM: Hound gives me half-decent attack to swap onto my weenies; Calypso sidelines after a CM is played. Both leave plenty of money for spells and hero levels, and Quince and Geiger are both cheap and fun.
After the draw… A Hound and I re-drew the first CM. If he has the 2nd Fencer/Rambaster in hand, and if he’s willing to go down on cards to take TD out, and if he kills Zane, then this will be disappointing. He’s certainly got options at that point. But if Zane’s still alive, double-CM is insanely efficient, especially with the Hound drop.