It’s been an intense game. The opponent’s Demon/Fire/Balance deck has been pressuring you all game, although your Past/Peace/Balance deck has managed to get Tech II and Tech III operational simultaneously. That’s the good news. The bad news is that your base is at 3 hp thanks to an all-out attack on your opponent’s last turn, and your opponent can summon Jaina next turn (and has 5 cards in hand, so it’s highly likely that a burn spell is incoming if he can summon Jaina). Plus he also has a bunch of stuff in play:
Opponent’s Patrol:
Squad Lead - Potent Basilisk (3/5 +1) deathtouch, untargteable
Lookout - Faerie Dragon (4/2) flying
Behind the lines:
- Pestering Haunt (1/1)
- Lobber 1 (3/1) (Feather Rune)
- Lobber 2 (2/2)
- Wandering Mimic (4/4)
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Balance)
- Tech III HP: 5
-
Heroes’ Hall HP: 4
12 workers, 0 floating gold
Your resources are as follows:
L8 Midori (4/5) Flying
L7 Prynn (3/5) {4 time runes}
Overeager Cadet (3/3) -from Midori’s mid-band
Overeager Cadet (3/3)
Flagstone Garrison - 4
Buildings: Tier I - 3, Tier II (Peace) - 5, Tier III - 5, Tech Labs (Past) - 4,
Base: 3
Workers: 12 + 2 float
Hand (5):
Tiny Basilisk
Fading Argonaut
Ebbflow Archon
Ebbflow Archon
Moment’s Peace
Deck (6):
Nullcraft
Battle Suits
The Art of War
The Art of War
Moment’s Peace
Rewind
Discard: empty
It’s the start of your turn… what’s the play?