Crap, crap, crap, no. What I should have done is build my tech 2 to give him another target and another thing to worry about. It’s not even a bluff, those leaping lizards could help me, desperate for gold as I am here. Unless I’m very lucky I’ll be too far behind next turn to even try that.
STARTING HAND
Jandra, the Negator
Dark Pact
Surprise Attack
Skeleton Javelineer
Surprise Attack
Summon Skeletons
WORKERS
Graveyard
Skeletal Archery
Metamorphosis
Poisonblade Rogue
Jandra, the Negator
NextHand
Pestering Haunt
Thieving Imp
Sacrifice the Weak
Metamorphosis
Discard
Dark Pact
Surprise Attack
Summon Skeletons
Surprise Attack
Gargoyle
Gargoyle
Thoughts
I could have sent Zane at her base instead of breaking the tower again. That would have put her to 6, which would guarantee death next turn unless she killed one of my heroes. I’m still wary about something like Flame Arrow, though, so I broke the Tower to make sure she can’t kill my heroes. I think she should be dead two turns from now.
Tech 2 card(s)
Get Paid - ($8)
Play Dark Pact to draw 2 and take 2 - ($8)
Worker - ($7)
Play Surprise Attack - ($2)
Build Tech 1 - ($1)
Play Skeleton Javelineer - ($0)
Sharks trade with Crash Bomber and Nimble Fencer - ($0)
Zane breaks your tower - ($0)
Vandy hits your base for 6, down to 10 - ($0)
One thing I noticed from reading your thoughts is that you wanted to Flame Arrow Vandy on turn 3. Even if you had drawn the Flame Arrow, you wouldn’t have been able to kill Vandy because she has resist 1.
Oh crap, I didn’t notice that! I thought it was unlikely you’d leave me a possible way to drop her.
Man, I had read about that attack yesterday morning when reading articles on the black deck, and thought I was prepared for it, but that has got to be the most polished form in existence. Sheer art, man.