We need the tower. I think putting the shambler in squad lead means that he’s safe unless a card is used. The deck won’t shuffle next turn, so I won’t be able to rush tech 2. Thus I might as well get centaurs.
Vandy will want to maxband to heal, but she’ll not be happy about buffing either of my units. If she maxbands by killing Argagarg, she’ll only target her own. I’ll tech some spells to give me flexibility for which tech 2 to go for next turn if I have the tempo.
#heh, the only draw that doesn’t have a clean Centaur kill
Tech 2-Step and 2nd Fencer
7 gold (8)
Tap Vandy and discard to fetch Shadow Blade (7)
Deteriorate the Wisp, you draw
Imp deals 2 to Centaur, and dies
Shadow Blade Centaur, you discard something (4)
Nimble Fencer, breaks your Tower (2)
Bone Collector, Javelineer, and Haunt break your Tech I (which was still at 5 hp) - your Base is now at 16.
Worker (1)
Discard 0, Draw 2. Float 1 gold.
Technician - Skeleton (1/1)
Javelineer (1/1) w/rune
L3 Vandy (3/1) resist 1
Bone Collector (3/3) #didn’t actually take a damage
Nimble Fencer (2/2)
Pestering Haunt (1/1)
Try to keep up the defense. I don’t think I should plan for tech 2 in the near future. I could have used Garg to kill his technician, but it’s probably not worth giving him any more cards.
Sacrifice The Weak
Soul Stone #heh, not the best draw, again. Probably won’t matter, though.
Attack (assuming I pay 2 or kill Arg): 1, 1, 1, 2, 3, 4, +2, +1 SacTheWeak = 15
Defense: 4, 1 // 16 … that is just shy of “actual Lethal” so let’s do some more building breaking and plan on Double Dark Pact for a gaurantee kill shot next turn. That does mean putting something on patrol vs. Arg and Pumped Up Panda, though.
Tech another 2-Step and a Starlet, not that it should matter.
8 gold (9)
Pestering Haunt trades with Wisp
Max Vandy (7), Doom Panda and Javelineer
Sacrifice The Weak (5), Skeleton token and Elemental die
Vandy breaks the Tower
Bone Collector and Nimble Fencer break the Tech I. Your Base is down to 12.
Hero’s Hall (3)
Discard 1, Draw 1, rs, Draw 2. Float 3 gold.
Tech Star-Crossed Starlet #2 and Appel Stomp (these almost certainly don’t matter)
Pact Draws:
Graveyard — Tech 0
Two-Step
Maths:
Defense: 4, 5, 2 // 12? or 4, 5
Attack: 4+spark, 3, 2, 1, +2/+2, 3, SacTheWeak (4) = 22ish - just short of lethal. Looks like the Tower is falling, yet again!
8 gold (11)
Dark Pact Myself
Sacrifice the Weak Skeleton and Spore Shambler (9)
River (7)
2-Step on Collector and Fencer
Collector kills Arg (River to L3)
Shadow Blade Tiger Cub (4)
Fencer breaks the Tower
Vandy deals another 4 to your Base, leaving it at 6: hey look, your Tech building survives this time!
Tech II Finesse (0)
Discard 1, Draw 3
Technician - Skeleton (1/1)
Dancing Bone Collector (5/3)
Dancing Nimble Fencer (4/3)
L5 Vandy (4/4) resist 1
L3 River (2/4) w/ 2-Step