I’m not trying to pressure you by playing quick deliberately here - it’s just that there aren’t too many sensible options for me with an empty board
Tech StartingHand Workers
Behind the Ferns
Tech 2 card(s)
Get Paid + scavenger - ($8)
Worker - ($7)
Tech 2 Present - ($3)
Bloodrage Ogre - ($1)
Drakk to midband - ($0)
Discard 2, draw 2, reshuffle, draw 2
[I]Squad Leader[/I]: Bloodrage Ogre (3/2+1A)
- Drakk lvl 4 (2/3)
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Present)
- Hand: 4
- Deck: 8
- Disc: 0
- Gold: 0
- Workers: 8
So he did go for the “sacrifice loads to clear my board” line. And, as my edit above showed, that doesn’t put me in the world’s greatest position. I still feel like I might just be ahead here, since he’s gone down to 3 cards in hand - but it’s very hard for me to judge.
I don’t see an alternative to building Tech 2 here. I clearly have MANY ways of clearing his Lobber out of the way, but don’t have the cash to generate the 5 damage to his tech building that would be the only way to maybe just about justify all this investment. So I’ve just gone with tech 2 and sticking my biggest unit in squad leader. I am after all about to draw into a load of big Tech 2 units, as well as Calamandra spells that, unless he kills Drakk (which is very possible but which I can’t assume he will), I also can’t play without a Tech 2. Killing Lobber here seems counterproductive in that it will let him draw a card, and it can only do 2 attack or 1 building damage.
So I have to hope that he can’t break my Tech 2 with his 3 cards in hand. He can do 1 damage with Lobber, and if he has a Chameleon Lizzo in hand, or a Monkey+Fire spell (there may be other possibilities too) he can do the other 4. But that’s something I have to chance. None of these options for him care about what I’m patrolling with, so it would be counterproductive to skip Tech 2 and play some patrollers (killing his lobber too) only to go down on cards and have him break Tech 1!
Note that I can’t afford to midband Drakk now, unless I play Nautical Dog instead of Ogre. This seems a weak play, given that there is no real advantage to Drakk’s midband until I can attack on my next turn (other than doing more damage to his unit if he does attacks Drakk). Indeed, I’ve actually workered the Dog - initially I workered the Rambaster, but I think it’s better to keep that. I shouldn’t need a Frenzied 1/1 much past this point, particularly if I get midband Drakk, and the Rambaster seems a good card to have around when I can see two things being likely in the upcoming play: a need to break his Tech 2/Tech 3, and him not having many patrollers.
The biggest concern I have now has to be if he races for Tech 3 and gunships. It occurs to me now that my Immortal will not make the blindest bit of difference to that - other than being able to smash his Tech building in one shot if I can clear the patrollers. I’ve certainly got plenty of firepower in the Present Tech 2 options and Calamandra spells that I’m teching - although thanks to his worker trashing I’m very restricted in what I can afford to play each turn! (I only noticed when deciding what to tech that for some unknown reason I haven’t teched a Hyperion yet, so that’s gone in. BtF too for “easy” tech building destruction. A second Hyperion would arguably be better, but I could do with at least some cheap cards, and I can’t rely on my Tech 2 being operational either.)
So I have no idea who’s ahead in this game now - a large amount depends on what his 3 cards are. The worst case for me is if he breaks Tech 2 but leaves Drakk alive - then depending on my draw I may have to suicide Drakk to get Calamandra out to play a strong spell.
I always type my “thoughts” before doing my discard/draw - I find it’s a good way to catch anything stupid before I “lock it in” by drawing. It means I can get pleasantly or unpleasantly surprised by seeing my next hand - and in this case it’s most definitely unpleasant! If he breaks Tech 2 I’m reduced to just playing a Bombaster and levelling a hero (and workering one of my Tech 2s!), and even if he doesn’t I can only play 1 of my 3 really good units. On the plus side he can’t break tech 2 while also having many patrollers, and if he keeps staying low on cards it’s bound to give him a poor turn at some point (I hope).
Final thought: should I have patrolled Ogre in Scavenger instead of Technician, to help with my gold shortage? Possibly, but Lobber for Ogre is still a good trade for P2 to make, and I’d rather have him to attack with next turn if possible.