Tech StartingHand Workers
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Max Zane, bump skellie into technician; we both draw - ($5)
Crash Bomber trades with Rogue, deals 1 to your Tech 2
Zane breaks your tech 2
Summon Rambaster; it hits your tech 1 for 3 damage - ($3)
Scorch on your Tech 1, breaking it - ($0)
Discard 2, reshuffle, draw 4
- Captain Zane (haste) L6 4/4
- Makeshift Rambaster (haste) 1*/2
Base HP: 20
Hmmmm options. I have two main decision points: how to break the patrol zone and where to deal damage to buildings.
Line 1: trade Zane with scavenger (9), Crash Bomber the rogue and ping a building. 0 attack power in play, 9 gold to spend (1 for worker), hero slot available.
Line 2: max Zane (6), bump skellie into tech, draw mad man, trade bomber and rogue and ping a building. 4 attack power in play, 6 gold to spend (1 for worker)
Line 3: crash bomber the rogue, kill scavenger. 3 attack in play, 8 gold to spend (1 for worker)
So, I can either deal base damage or break tech 2.
First: can I double break? Line 2 gives me 5 damage on tech 2 from Zane and I can put Rambaster + Mad Man into play for 3. Scorch breaks tech 2 for 3 more. I skip my worker for it. Actually no, I don’t need Mad Man, silly me.
The alternative is 10 damage to base, then. That sets Bomber to 6. Tempting. But then I don’t have any way to deal direct base damage other than Drakk, because Crash Bomber needs tech 1.
I’m okay dealing 6 less damage and retaining momentum.