Hi,
i just had a situation where smart ordering of spells would have granted me lethal with Lux' Final Sparks, but the expected behaviour did not occur, leaving me quite frustrated, since i cannot rely on simple logic to solve complex game states in order to win games.
This was the scenario:
Opponent: attacks with 4 (barriered) units and plays judgement against my blockers. He is at 4 health and 0 mana. After blocking, i would survive his attack. 2 of his barriered units had 2 health (so 2 sparks could kill his Nexus if done correctly).
Me: Lux on board, at 4/6. Spells in hand: Single Combat (2), Deny (4) and Twin Disc (3). I have enough mana to play them all.
So my idea for lethal was the following:
- one of his barriered 2-health units is blocked and will survive the attack
- the other barriered 2-health unit is unblocked and will survive the attack as well
- cast Single Combat on one of his barriered units, this will make my Lux progress go to 6/6, giving me the first Final Spark
- cast Deny against his Judgement, this will then bring my Lux progress from 0/6 to 4/6
- cast Twin Disc on some shit to make my Lux progress go to 6/6 again, giving me the second Final Spark
- after the attack, cast both Final Sparks in his 2-health units for lethal (4 health Nexus)
The Spell Stack (from left to right) looked the following:
1. my Single Combat (played AFTER Deny)
2. my Deny against Judgement (played BEFORE Single Combat)
3. his Judgement, being denied
So in theory, the order of spell execution should be correct, right?
- Single Combat is executed first, updating my Lux's progress to 6/6 and giving me a Final Spark.
- Then Deny is executed, updating the progress from 0/6 to 4/6
But what actually happened was that my Lux's progress somehow was at 0/6 after both spells were executed, not at 4/6 as expected.
Is this a bug? Or is there some behaviour that i missed or dont know?