I can’t think of a compelling reason to continue this. I’m unable to break both your Tech 2 and Tech 3 buildings, and even if I killed Drakk and took out the Tech 3, it might buy me one turn before annihilation. Your robust economy allowed you to work the hell out of your heroes, which mitigated the card starvation I had ended up hoping for. I don’t know if bringing out the Imp on the first turn, instead of Jandra, would have made a difference. I don’t think I necessarily misused her, but things sure went sideways quick in this one.
Jandra, the Negator
Sacrifice the Weak
Tech 0 card(s)
Get Paid + float - ($13)
Nope. No Work today.
I don't Rebuild Tech 2. The rubble is better off left alone.
Zane Maxbands - ($6)
Zane Deteriorates the Turtle and shoves it to Scavenger. - ($5)
The Turtle expires. We both profit from death. - ($6)
Surprise Attack - ($1)
Zane orders his fish onward, to your Base.
It suffers slight cosmetic damage due to the watery onslaught.
Zane follows, delivering a vicious headbutt to the edifice.
Severely concussed, he staggers away in search of aspirin.
Discard 3, draw 5
Base HP: implosion
Tech I HP: 5
Tech II HP: 5 (Blood)
Tower HP: 4
I might have extended it another turn if I could have broken his Tech 2 and Tech 3 buildings. Killing Drakk and breaking his Tech 3 wasn't a sure way to stave off defeat (if he has hasted Tech 2 units along with the five damage I was leaving on the board). Plus, I really couldn't come up with a compelling reason to prolong this. The mine is useful as long as it's churning out the gold. The extra funds allowed him to consistently and effectively Maxband his heroes, which in turn mitigated the fact that he only had three cards in hand most of the game. Nicely done, but I'm not convinced it's a consistent avenue to winning. Who am I kidding, though? I'm gonna try it the next time Codex hits the table around here.