Tech StartingHand Workers
Inverse Power Ninja
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech 1 - ($4)
grappling hook bombaster to elite, grave trades, levels fizzle
rook - ($2)
hero’s hall - ($0)
Discard 3, reshuffle, draw 5
Squad Leader: Rook, lvl 1, (2/4+A)
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Option 1 - mid grave - 4/5 split, most likely lose grave to gg 7, worker 6 drak 4, lobber->sensei 3, dog->grave, gpt 1
Option 2 - trade away grave - 4/5 split, rook out front, can still lose rook and give free levels, but at least force early maxband for drak. gg 7, worker 6, mid drak 1, mad man/dog->rook
Option 3 - level 1 grave - 4/5 split, get hero’s hall, heal grave, gg 7, worker 6, zane->aged senei 4, lobber/dog->grave 3, gpt 1.
Two seems best. teching a twin and an IPN to have a solid patrol option either way. obviously a qhiff sucks and is a near death sentence for P2T3 regardless (hence not playing aged sensei to patrol as well).
build the hero’s hall for two reasons: 1. 2 gold pillage with GPT is way too tempting for anyone to pass up, 2. ill need it at some opint, so might at well do it now.
annnnnnnnd the whiff. well, let’s hope it even’s out this game.