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Speaking of contingency plans, there were likely ways to have prepared for the fight such as carrying potions... attack/colorless/skill/power, draw, dupe, distilled chaos, fairy, fear/weak, fire/explosive, flex, gambler's, liquid memories, smoke bomb, stance, ghost in a jar, focus, essence of darkness, cunning, ambrosia. That's quite a long list of things that could have likely saved you. Would be interested in seeing this "surprisingly strong" deck myself :P
I chose to get the wrong cards at turn 2. That's right. Thanks for coming.
RNG would have killed me and I barely passed.
I had that relic that prevented me from getting potions.
It was surprisingly strong considering how my game poorly started and how the deck managed to steamroll pretty much everything until that elite.
It was an echo form / creative ai / buffer deck that basically made killing me impossible. I had enough defensive cards and lots of lightning cards.
Did you read what people were writing about the daggers? If you weren't able to kill them in two turns, your deck wasn't as great as you thought. Not drawing any defenses in turn 2 wouldn't have been as relevant if those daggers were dead.
How long have you played that game? Can you imagine getting only defensive cards on the first turn and absolutely none on the second turn? How isn't this being f**** by rng?
Maybe you'll take it from me (with almost 2000 hours in the game): dealing with the randomness is a core part of the challenge. As others tried to explain: getting a bad hand on a crucial turn is something you should expect to happen. Several approaches are possible: you can prevent bad hands by tailoring your deck with good cards and plenty of draw/energy; you can have contingencies like potions in place; you can collect enough HP to tank the hit; or you can avoid elite fights that you aren't prepared for.
Granted: if you haven't encountered Reptomancer before, or never learned about her turn two antics, this is hard to do and you might end up dead. Then you accept the lesson the game taught you and go again...
...or you complain on the forums and act stubborn when people with more experience tell you that you probably messed up long before you got to Reptomancer in the first place. The cherry on top is you admitting you could beat the fight after a simple reload and still acting like the game threw you an unfair curve ball. Why not admit you were wrong in your assessment? No shame in that.
No, you chose to play the wrong cards/target the wrong enemies at turn 1. For that matter, there were also a few crucial choices earlier in the run that you made wrong, so it's more like you chose the wrong cards to end up having at turn 2. It's more complicated than that, of course, but that's the general idea. As for your targeting, OBVIOUSLY you try to kill at least one of the knives before turn 2 ends. If you can't at least do that, or sufficiently mitigate the incoming damage, you built your deck wrong. But at this point, what I really want to know is why you won't share a screenshot from the run history for that specific run. What, are you embarrassed about your deck or something? Maybe you realize it wasn't as well-balanced as you initially thought it was, or that you DID make some mistakes while constructing it?
Then you passed. The only hit point that matters is the last one, after all.
That tends to happen. A deck that steamrolls everything usually hits a wall, eventually. There's always something designed to counter certain types of overpowered decks that easily crush everything else. A well-balanced deck doesn't always steamroll that much, but it's still consistent in how it wins battles and gives you what you need, when you need it. Well...
...as long as you actually have what you need in your deck in the first place, of course.
Dunno about that guy, but I'VE played it long enough to have that happen a ton, on A20, and know better than to ♥♥♥♥♥ about it. In Act 1 fights, like Gremlin Nob, it's more due to luck and not having the proper resources, but in Act 3, you come to understand that it's more about the choices you made leading up to it. And if you've prepared well, you can still deal with it.
Sounds like your decks don’t have enough defensive options or a high enough density then. Having a deck that relies mostly just on ending the fight before the enemies can really rack up damage really only works in act 1 or if you have a wrath/divinity heavy focus on watcher. Act 3 starts throwing things at you that really ensure you aren’t just relying entirely on being a glass cannon and actually have some damage mitigation. Sure, a crap hand might happen once in a blue moon and shouldn’t be enough to be a run ender unless there have been other misplays building up to it (especially on low ascensions), but if it’s happening consistently then it’s a deck balance issue.
I didn't see a single card in the last run I did that was saving me from enemies doing 30+ damage in Act 3.
Maybe you will have better luck
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What ascension were you on, and what character were you using? Also, you can just post a ss.