End of the Villain Turn: Dawn hits Omnitron-X, Argent or Expatriette for 3 (or 4) damage.
Spring heals the villains for 1HP each.
Autumn destroys any ongoings of the person hit by Dawn (so if it's Argent, that'll get rid of Alacritous Subdominant and cause Anubis to hit Expat or Omni for 2).
If Dawn is going to flip this turn, do you guys think I should hold off on entering Turret Mode?
I'd like to get either a Gatling Gun or an OmniCannon out in preparation for when Dawn flips back; I'm almost tempted to drop into Recharge Mode to pick up some cards to get it out.
I see your logic--she already has 1 Citizen in play. If we can manage to get 4 straight minions in four plays (Timeshift, Channel the Eclipse, normal play, end-of-turn play), she'd flip.
That's banking on a lot of luck, right there...I'd almost just as soon take the turn gearing us up, rather than banking on 4 straight Citizens.
She only needs H-1, which is 3 in a 4 player game. There are already two in play (she counts as a Citizen too) so I figure we Timeshift, if it's another Cit, we flip here on her turn, if not, we can discard it
Used Vernal Sonata to put Technological Advancement on top of the deck. (I'd say I changed it to Reset, but that would require doing things out of order lol)
Since we're going to lose four from Blinding Blasts, we might as well discard to get rid of Challenge of Fire. Yeah, it's metagaming, but feh... *sigh* So much for going into Turret Mode.
We can let Citizen Sweat destroy my Recharge Mode, as she's the last Villain anything to go.
And, don't we have the option of putting Channel the Eclipse in the trash from Timeshift? It should be gone.
So I assume we want to discard that Channel the Eclipse from the Timeshift to avoid one of the blinding blasts. Also, I can drop 2 cards to help get rid of the challenge
Whoops - kind of forgot Timeshift could discard stuff... That'll push Sweat down to the main play, the first Blast to the end-of-turn and the second Blast to the top of the deck. I shall edit accordingly...
Oh, wow! My bad, then! That doesn't quite bone us the way I thought it had...maybe I get to hang onto my Turret Mode for a round?
I'm still willing to throw out two cards to get rid of Challenge of Fire--if we can get 4 more (like from Expatriette and O-X who are going to lose their cards anyway) that'd be the requisite 6. If I'm going into Turret Mode anyway, I won't need the cards, even though Foam Grenade is looking glorious right now.
Okay, discarded two cards to help with Challenge. Operating under the assumption that it's been destroyed. Also, I can lose my Defensive Blast for the ongoing destruction. Not doing me much good.
Name Omnitron-X
HP: 4
Hand: None
In Play: Focused Plasma Cannon
Trash: Reset, Disruptive Flechettes, Technological Advancement x 2, Gaussian Coil Blaster x 2, Electro-Deployment Unit, Focused Plasma Cannon, Reactive Plating Subroutine, Defensive Blast
Additional Effects:
-----------------
Start of Hero Turn: Focused Plasma Cannon does 2 irreducible damage to Mdjai (4)
Play a Card: none
Use a Power: Timeshift - Citizen Dawn
Draw a Card: Ablative Coating
End of Hero Turn:
-----------------
HP: 4
Hand:
In Play: Focused Plasma Cannon
Trash: Reset, Disruptive Flechettes, Technological Advancement x 2, Gaussian Coil Blaster x 2, Electro-Deployment Unit, Focused Plasma Cannon, Reactive Plating Subroutine, Defensive Blast
(O-X, you can hang onto your Defensive Blast. As I mentioned earlier, I'm going to drop into Turret Mode, so I can destroy Recharge Mode)
(I'm also going to put Armor Plating onto the top of my deck from Vernal Sonata--think I could get a TimeShift next round?)
(Expatriette--I left Mdjai alive with 1 hp, because my only other targets for Grenade Launcher were Citizens. I figured that the 2hp were worth more at this stage in the game, considering that we have to keep the Citizens alive for Dawn to Flip back. Mdjai's all yours!)
Name Bunker
HP: 12
In Hand: Turret Mode
In Play: Grenade Launcher, Flak Cannon, Maintenence Unit
I'd love a Timeshift on me, as I can't play cards and that Armored Plating would come in really handy, as I'm likely to be at the highest hp for the rest of the game thanks to Maintenance Unit. Plus, it'l let me destroy the Swinging Blades with no damage taken.
Timeshifting Dawn won't get her to flip this turn, and the odds of us getting two Citizens in her normal two draws are significantly higher now.
(At last, we can get rolling! As soon as we get Truth out of the way, there's some carnage coming out...)
Name Bunker
HP: 21
In Hand: Upgrade Mode, Recharge Mode (x), Maintainence Unit,
In Play: Grenade Launcher
Trash: Flak Cannon, Turret Mode (x2), Grenade Launcher, Ammo Drop, Recharge Mode
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Maintainence Unit
Use a Power: Grenade Launcher (3 damage to Anubis (10), net 2 to Truth (5) and 2 to Shamise (4) )
Draw a Card: Decommissioned Hardware
End of Hero Turn:
-----------------
HP: 21
Hand: Upgrade Mode, Decommisioned Hardware, Recharge Mode (x2)
In Play: Grenade Launcher, Maintainence Unit
Trash: Turret Mode (x2), Flak Cannon, Ammo Drop, Recharge Mode
Additional Effects:
Name: Expatriette
HP: 20
Hand: Hollow Points, Quick Draw
In Play: “Pride”
Trash: Shock Rounds, Liquid Nitrogen Rounds, Arsenal Access, Tactical Shotgun, Assault Rifle, Arsenal Access, Flak Jacket
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Hollow Points on “Pride”
Use a Power: “Pride” 5 to Truth
Draw a Card: Unload
End of Hero Turn:
-----------------
HP: 20
Hand: Reload, Unload
In Play: “Pride”
Trash: Shock Rounds, Liquid Nitrogen Rounds, Arsenal Access, Tactical Shotgun, Assault Rifle, Arsenal Access, Quick Draw, Flak Jacket, Hollow Points
Additional Effects:
[When Citizen Truth goes down, Anubis hits Bunker for 2.]
The Tomb of Anubis
In Play: Anubis - 10
Shamise - 4
Rod of Anubis
Trash: Swarm of Scarabs, Cast Into The Underworld, Akana, Judgement of Anubis
Additional Effects:
---------------------------------------------------------------------------------------
Start of Environment Turn:
Play a Card: Mdjai enters play.
End of Environment Turn: Shamise deals 2 damage to either Citizen Spring or Citizen Autumn
Mdjai hits all non-environment targets for 1 damage.
---------------------------------------------------------------------------------------
In Play: Anubis - 10
Shamise - 4
Rod of Anubis
Mdjai - 10
Trash: Swarm of Scarabs, Cast Into The Underworld, Akana, Judgement of Anubis
Additional Effects: Damage dealt to environment targets is reduced by 1.
“You gotta have blue hair."
-Reckless
Round 7
Citizen Dawn - Leader of the Citizens of the Sun
Citizen Dawn - 79
Cards in Play: Citizen Spring - 3/5
Citizen Autumn - 5/3
Trash: Devastating Aurora x2, Citizen Tears, Return With The Dawn x2, Healing Light, Citizen Truth
Additional Effects: Damage dealt by Citizens increased by 1.
-----------------------------------------------------------------------------------
Start of the Villain Turn:
Play a Villain Card: Citizen Winter enters play.
End of the Villain Turn: Dawn hits Omnitron-X, Argent or Expatriette for 3 (or 4) damage.
Spring heals the villains for 1HP each.
Autumn destroys any ongoings of the person hit by Dawn (so if it's Argent, that'll get rid of Alacritous Subdominant and cause Anubis to hit Expat or Omni for 2).
Winter hits all heroes for 3 damage.
----------------------------------------------------------------------------------
Citizen Dawn - 80
Cards in Play: Citizen Spring - 4/6
Citizen Autumn - 6/4
Citizen Winter - 4
Trash: Devastating Aurora x2, Citizen Tears, Return With The Dawn x2, Healing Light, Citizen Truth
Additional Effects: Damage dealt by Citizens increased by 1.
“You gotta have blue hair."
-Reckless
If it's Expat who takes the damage, she doesn't lost her gun since it's equipment and we can start wiping Citizens this round
I'll take the Dawn damage
I vote Autumn takes the hit. I figure we'll probably keep Spring alive?
Name Omnitron-X
HP: 13
Hand: Reactive Plating Subroutine, Defensive Blast, Gaussian Coil Blaster
In Play: Gaussian Coil Blaster, Electro-Deployment Unit, Focused Plasma Cannon
Trash: Reset, Disruptive Flechettes, Technological Advancement x 2
Additional Effects:
-----------------
Start of Hero Turn: Gaussian Coil Blaster deals 1 damage to Anubis (9), 2 to Autumn (2) and Winter (2)
Electro-Deployment unit activates: Play Gaussian Coil Blaster
Focused Plasma Cannon activates: 3 irreducible damage to Anubis (6)
Gaussian Coil Blaster # 2 deals 1 damage to Anubis (5), 2 to Autumn (dead) and Winter (dead)
Play a Card: Defensive Blast
Use a Power: Timeshift - Expatriette
Draw a Card: Focused Plasma Cannon
End of Hero Turn:
-----------------
HP: 13
Hand: Reactive Plating Subroutine, Focused Plasma Cannon
In Play: Gaussian Coil Blaster x 2, Electro-Deployment Unit, Focused Plasma Cannon, Defensive Blast
Trash: Reset, Disruptive Flechettes, Technological Advancement x 2
Additional Effects:
Who wants the Timeshift? I'm pretty well set up for some nuking at least.
Iron Legacy did nothing wrong.
Crap, I don't have my cards in front of me. Isn't all my stuff equipment too?
Iron Legacy did nothing wrong.
So far, Kharnel, it's all Equipment. I'll take the shift if no one minds.
Edit: Nevermind, Expat can have it
I'd recommend that Expatriette gets the TimeShift--she's a bit further from being set up than myself, Argent Adept, or O-X.
Name: Argent Adept
HP: 16
Hand: Vernal Sonata x2, Inspiring Supertonic, Inventive Preparation, Sarabande of Destruction
In Play: Musaragni's Harp, Syncopated Onslaught
Trash: Syncopated Onslaught, Polyphoric Flare,Instrumental Conjuration x 2, Xu's Bell, Drake's Pipes, Vernal Sonata, Arcane Cadence x2, Alacritous Subdominant
-----------------
Start of Hero Turn:
Play a Card: Vernal Sonata (each hero regains 1 HP and puts a card on top of their deck) I chose Instrumental Conjuration
Use a Power: Use the Harp to increase damage for Expat and Bunker and do 1 damage to Anubis
Draw a Card: Instrumental Conjuration
End of Hero Turn:
-----------------
HP: 17
Hand: Vernal Sonatal, Inspiring Supertonic, Inventive Preparation, Sarabande of Destruction, Instrumental Conjuration
In Play: Musaragni's Harp, Syncopated Onslaught
Trash: Syncopated Onslaught, Polyphoric Flare,Instrumental Conjuration Xu's Bell, Drake's Pipes, Vernal Sonatax2, Arcane Cadence x2, Alacritous Subdominant
(Edited--totally Missed that Vernal Sonata, Adept! Editing my turn to reflect this.)
Placing (Turret Mode onto the top of my deck!)
Name Bunker
HP: 16
In Hand: Upgrade Mode, Recharge Mode (x2), Decommissioned Hardware
In Play: Grenade Launcher
Trash: Flak Cannon, Turret Mode, Ammo Drop, Recharge Mode
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Decommissioned Hardware (pulling Flak Cannon from trash)
Use a Power: Grenade Launcher (net 2 damage to Anubis (3), 3 damage to Dawn (77) and net 1 damage to Mjdai (9) )
Draw a Card: Turret Mode
End of Hero Turn:
-----------------
HP: 16
Hand: Upgrade Mode, Recharge Mode (x2), Turret Mode
In Play: Grenade Launcher, Maintenence Unit, Flak Cannon
Trash: Turret Mode, Flak Cannon, Ammo Drop, Recharge Mode, Decommissioned Hardware
Additional Effects:
Anubis actually has 3HP left; Omnitronks didn't deal with the damage reduction.
“You gotta have blue hair."
-Reckless
Just edited to reflect that!
You'd think a robot would be better at math. Fixed.
Iron Legacy did nothing wrong.
Timeshift nets the SMG. VS replaces the Tactical Shotgun.
Name: Expatriette
HP: 17
Hand: Reload, Unload
In Play: “Pride”, Submachine Gun (Timeshift)
Trash: Shock Rounds, Liquid Nitrogen Rounds, Arsenal Access, Assault Rifle, Arsenal Access, Flak Jacket, Hollow Points
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Reload (Hollow Points in play on SMG)
Use a Power: Submachine Gun (All non-hero for 4 projectile before any DR, if any) Anubis first, Shamise, Mdjai, Spring, then Dawn for 5
Draw a Card: Tactical Shotgun
End of Hero Turn:
-----------------
HP: 17
Hand: Unload, Tactical Shotgun
In Play: “Pride”, Submachine Gun
Trash: Shock Rounds, Liquid Nitrogen Rounds, Arsenal Access, Assault Rifle, Arsenal Access, Quick Draw, Flak Jacket, Reload, Hollow Points
Additional Effects:
The Tomb of Anubis
In Play: Shamise - 1
Rod of Anubis
Mdjai - 6
Trash: Swarm of Scarabs, Cast Into The Underworld, Akana, Judgement of Anubis, Anubis
Additional Effects: Damage dealt to environment targets is reduced by 1.
---------------------------------------------------------------------------------------
Start of Environment Turn:
Play a Card: The Challenge of Fire enters play.
End of Environment Turn: Shamise deals 2 damage to Omnitron-X.
Mdjai hits all non-environment targets for 1 damage.
The Challenge of Fire hits all non-environment targets for 2 damage. [SMASH, go the broken components!]
---------------------------------------------------------------------------------------
In Play: Shamise - 1
Rod of Anubis
Mdjai - 6
The Challenge of Fire
Trash: Swarm of Scarabs, Cast Into The Underworld, Akana, Judgement of Anubis, Anubis
Additional Effects: Damage dealt to environment targets is reduced by 1.
“You gotta have blue hair."
-Reckless
If Dawn is going to flip this turn, do you guys think I should hold off on entering Turret Mode?
I'd like to get either a Gatling Gun or an OmniCannon out in preparation for when Dawn flips back; I'm almost tempted to drop into Recharge Mode to pick up some cards to get it out.
Any feedback is good feedback!
Round 8
Citizen Dawn - Merged with the Power of the Sun
Citizen Dawn - 69
Cards in Play:
Trash: Devastating Aurora x2, Citizen Tears, Return With The Dawn x2, Healing Light, Citizen Truth, Citizen Autumn, Citizen Winter, Citizen Spring
Additional Effects: Damage dealt by Citizens increased by 1.
-----------------------------------------------------------------------------------
Start of the Villain Turn: Dawn flips.
Play a Villain Card: Citizen Battery enters play.
End of the Villain Turn: Channel the Eclipse enters play.
Battery hits Expatriette for 3 damage.
Dawn hits herself for 2 damage [immune].
----------------------------------------------------------------------------------
Citizen Dawn - 69
Cards in Play: Citizen Battery
Channel the Eclipse
Trash: Devastating Aurora x2, Citizen Tears, Return With The Dawn x2, Healing Light, Citizen Truth, Citizen Autumn, Citizen Winter, Citizen Spring
Additional Effects: Citizen Dawn is immune to damage.
“You gotta have blue hair."
-Reckless
I assume we want to Timeshift Dawn this turn to see if we can flip her back?
I see your logic--she already has 1 Citizen in play. If we can manage to get 4 straight minions in four plays (Timeshift, Channel the Eclipse, normal play, end-of-turn play), she'd flip.
That's banking on a lot of luck, right there...I'd almost just as soon take the turn gearing us up, rather than banking on 4 straight Citizens.
She only needs H-1, which is 3 in a 4 player game. There are already two in play (she counts as a Citizen too) so I figure we Timeshift, if it's another Cit, we flip here on her turn, if not, we can discard it
It's H+1 on Advanced, is it not?
“You gotta have blue hair."
-Reckless
Just checked--it's H+1 on Advanced, which means we'd need 5 Citizens.
Assault can't hit me! He's not in play.
In the immortal words of Jayne Cobb... "We're humped!"
Recharge might be good for Bunker. Timeshifting Dawn might be a good idea. Figure 13 cards left, 7 are Citizens.
Used Vernal Sonata to put Technological Advancement on top of the deck. (I'd say I changed it to Reset, but that would require doing things out of order lol)
Name Omnitron-X
HP: 9
Hand: Reactive Plating Subroutine, Focused Plasma Cannon
In Play: Defensive Blast
Trash: Reset, Disruptive Flechettes, Technological Advancement, Gaussian Coil Blaster x 2, Electro-Deployment Unit, Focused Plasma Cannon
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Focused Plasma Cannon
Use a Power: Timeshift - Citizen Dawn
Draw a Card: Technological Advancement
End of Hero Turn:
-----------------
HP: 9
Hand: Reactive Plating Subroutine, Technological Advancement
In Play: , Defensive Blast, Focused Plasma Cannon
Trash: Reset, Disruptive Flechettes, Technological Advancement, Gaussian Coil Blaster x 2, Electro-Deployment Unit, Focused Plasma Cannon
Additional Effects:
Wow, that was rough. You know, in however many games I've played, I've never lost an O-X component?
Iron Legacy did nothing wrong.
Name: Argent Adept
HP: 14
Hand: Vernal Sonatal, Inspiring Supertonic, Inventive Preparation, Sarabande of Destruction, Instrumental Conjuration
In Play: Musaragni's Harp, Syncopated Onslaught
Trash: Syncopated Onslaught, Polyphoric Flare,Instrumental Conjuration Xu's Bell, Drake's Pipes, Vernal Sonatax2, Arcane Cadence x2, Alacritous Subdominant
-----------------
Start of Hero Turn:
Play a Card: Sarabande of Destruction
Use a Power: Vocalize Sarabande, Destroying Channel the Eclipse
Draw a Card: Arcane Cadence
End of Hero Turn:
-----------------
HP: 14
Hand: Vernal Sonatal, Inspiring Supertonic, Inventive Preparation, Arcane Cadence, Instrumental Conjuration
In Play: Musaragni's Harp, Syncopated Onslaught, Sarabande of Destruction
Trash: Syncopated Onslaught, Polyphoric Flare,Instrumental Conjuration Xu's Bell, Drake's Pipes, Vernal Sonatax2, Arcane Cadence x2, Alacritous Subdominant
(I'm going to go ahead and drop into Recharge Mode--Expatriette, do you think you can keep hold of the Environment Targets for a round or two?)
Name Bunker
HP: 13
In Hand: Upgrade Mode, Recharge Mode (x2), Turret Mode
In Play: Grenade Launcher, Flak Cannon, Maintenence Unit
Trash: Turret Mode, Ammo Drop, Recharge Mode, Decommissioned Hardware
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Recharge Mode
Use a Power: n/a
Draw a Card: Heavy Plating, Adhesive Foam Grenade
End of Hero Turn:
-----------------
HP: 13
Hand: Upgrade Mode, Recharge Mode, Turret Mode, Heavy Plating, Adhesive Foam Grenade
In Play: Grenade Launcher, Maintenence Unit, Flak Cannon, Recharge Mode
Trash: Turret Mode, Ammo Drop, Recharge Mode, Decommissioned Hardware
Additional Effects: -1 damage from all sources
It'll be a rough turn. How's that?
Name: Expatriette
HP: 14
Hand:Tactical Shotgun, Unload
In Play: “Pride”, Submachine Gun
Trash: Shock Rounds, Liquid Nitrogen Rounds, Arsenal Access, Assault Rifle, Arsenal Access, Flak Jacket, Hollow Points
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Tactical Shotgun
Use a Power: Shotgun Shamise
Draw a Card: RPG Launcher
End of Hero Turn:
-----------------
HP: 14
Hand: Unload, RPG Launcher
In Play: “Pride”, Submachine Gun, Tactical Shotgun
Trash: Shock Rounds, Liquid Nitrogen Rounds, Arsenal Access, Assault Rifle, Arsenal Access, Quick Draw, Flak Jacket, Reload, Hollow Points
Additional Effects:
[The Rod of Anubis has gone to whoever wants it.]
The Tomb of Anubis
In Play: Mdjai - 6
The Challenge of Fire
Trash: Swarm of Scarabs, Cast Into The Underworld, Akana, Judgement of Anubis, Anubis, Shamise
Additional Effects: Damage dealt to environment targets is reduced by 1.
---------------------------------------------------------------------------------------
Start of Environment Turn: Do we have six discards for the Challenge of Fire?
Play a Card: Judgement of Anubis enters play, dragging Anubis back.
End of Environment Turn: Mdjai hits all non-environment targets for 1 damage.
The Challenge of Fire hits all non-environment targets for 2 damage, if not destroyed.
Anubis hits all non-environment targets for 2, destroys Judgement.
---------------------------------------------------------------------------------------
In Play: Mdjai - 6
[The Challenge of Fire]
Anubis - 20
Trash: Swarm of Scarabs, Cast Into The Underworld, Akana, Judgement of Anubis x2, Shamise
Additional Effects: Damage dealt to environment targets is reduced by 1.
“You gotta have blue hair."
-Reckless
[Timeshift brought out a second Channel the Eclipse]
Round 9
Citizen Dawn - Merged with the Power of the Sun
Citizen Dawn - 69
Cards in Play: Citizen Battery - 4[2]
Trash: Devastating Aurora x2, Citizen Tears, Return With The Dawn x2, Healing Light, Citizen Truth, Citizen Autumn, Citizen Winter, Citizen Spring, Channel the Eclipse x2
Additional Effects: Citizen Dawn is immune to damage.
-----------------------------------------------------------------------------------
Start of the Villain Turn:
Play a Villain Card: Citizen Sweat enters play.
End of the Villain Turn: Blinding Blast; Each hero target takes 2 damage, each player discards 2 cards.
Battery hits Expatriette or Argent for 3 damage.
Sweat destroys 1 hero ongoing.
----------------------------------------------------------------------------------
Citizen Dawn - 69
Cards in Play: Citizen Battery - 4[2]
Citizen Sweat - 5
Trash: Devastating Aurora x2, Citizen Tears, Return With The Dawn x2, Healing Light, Citizen Truth, Citizen Autumn, Citizen Winter, Citizen Spring, Channel the Eclipse x2, Blinding Blast
Additional Effects: Citizen Dawn is immune to damage.
“You gotta have blue hair."
-Reckless
Since we're going to lose four from Blinding Blasts, we might as well discard to get rid of Challenge of Fire. Yeah, it's metagaming, but feh... *sigh* So much for going into Turret Mode.
We can let Citizen Sweat destroy my Recharge Mode, as she's the last Villain anything to go.
And, don't we have the option of putting Channel the Eclipse in the trash from Timeshift? It should be gone.
So I assume we want to discard that Channel the Eclipse from the Timeshift to avoid one of the blinding blasts. Also, I can drop 2 cards to help get rid of the challenge
[Edited--Removed, because I was totally wrong!]
Whoops - kind of forgot Timeshift could discard stuff... That'll push Sweat down to the main play, the first Blast to the end-of-turn and the second Blast to the top of the deck. I shall edit accordingly...
“You gotta have blue hair."
-Reckless
Oh, wow! My bad, then! That doesn't quite bone us the way I thought it had...maybe I get to hang onto my Turret Mode for a round?
I'm still willing to throw out two cards to get rid of Challenge of Fire--if we can get 4 more (like from Expatriette and O-X who are going to lose their cards anyway) that'd be the requisite 6. If I'm going into Turret Mode anyway, I won't need the cards, even though Foam Grenade is looking glorious right now.
Which means Omni can Timeshoft away the other Blinding Blast this turn
Okay, discarded two cards to help with Challenge. Operating under the assumption that it's been destroyed. Also, I can lose my Defensive Blast for the ongoing destruction. Not doing me much good.
Name Omnitron-X
HP: 4
Hand: None
In Play: Focused Plasma Cannon
Trash: Reset, Disruptive Flechettes, Technological Advancement x 2, Gaussian Coil Blaster x 2, Electro-Deployment Unit, Focused Plasma Cannon, Reactive Plating Subroutine, Defensive Blast
Additional Effects:
-----------------
Start of Hero Turn: Focused Plasma Cannon does 2 irreducible damage to Mdjai (4)
Play a Card: none
Use a Power: Timeshift - Citizen Dawn
Draw a Card: Ablative Coating
End of Hero Turn:
-----------------
HP: 4
Hand:
In Play: Focused Plasma Cannon
Trash: Reset, Disruptive Flechettes, Technological Advancement x 2, Gaussian Coil Blaster x 2, Electro-Deployment Unit, Focused Plasma Cannon, Reactive Plating Subroutine, Defensive Blast
Additional Effects:
Iron Legacy did nothing wrong.
I'll pitch my two, although I was looking forward to giving the RPG to Anubis.
Dont worr about Anubis, I'll take the damage from Dawn
HP: 6
Hand: Arcane Cadence
In Play: Musaragni's Harp, Syncopated Onslaught, Sarabande of Destruction
Trash: Syncopated Onslaught, Polyphoric Flare,Instrumental Conjuration Xu's Bell, Drake's Pipes, Vernal Sonatax2, Arcane Cadence x2, Alacritous Subdominant, Instrumental Conjuration, Vernal Sonatal, Inspiring Supertonic, Inventive Preparation,
-----------------
Start of Hero Turn:
Play a Card: Arcane Cadence - reveal a lot, play Vernal Sonata , everyone regain HP and put a card on their deck, I put Insturmental Conjuration
Use a Power: Vocalize Sarabande, Destroying Anubis
Draw a Card: Instrumental Conjuration
End of Hero Turn:
-----------------
HP: 7
Hand: Instrumental Conjuration, Rhapsody of Vigor
In Play: Musaragni's Harp, Syncopated Onslaught, Sarabande of Destruction
Trash: Syncopated Onslaught, Polyphoric Flare,Instrumental Conjuration Xu's Bell, Drake's Pipes, Vernal Sonatax3, Arcane Cadence x3, Alacritous Subdominant, Inspiring Supertonic, Inventive Preparation, Scherzo of Frost and Flame
(O-X, you can hang onto your Defensive Blast. As I mentioned earlier, I'm going to drop into Turret Mode, so I can destroy Recharge Mode)
(I'm also going to put Armor Plating onto the top of my deck from Vernal Sonata--think I could get a TimeShift next round?)
(Expatriette--I left Mdjai alive with 1 hp, because my only other targets for Grenade Launcher were Citizens. I figured that the 2hp were worth more at this stage in the game, considering that we have to keep the Citizens alive for Dawn to Flip back. Mdjai's all yours!)
Name Bunker
HP: 12
In Hand: Turret Mode
In Play: Grenade Launcher, Flak Cannon, Maintenence Unit
Trash: Turret Mode, Ammo Drop, Recharge Mode (x3), Decommissioned Hardware, Upgrade Mode, Adhesive Foam Grenade
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Turret Mode
Use a Power: Flak Cannon (net 3 to Mjdai (1) ); Maintenance Unit (regain 2 HP)
Draw a Card: n/a
End of Hero Turn:
-----------------
HP: 14
Hand: n/a
In Play: Grenade Launcher, Maintenence Unit, Flak Cannon, Turret Mode
Trash: Turret Mode, Ammo Drop, Recharge Mode (x3), Decommissioned Hardware, Adhesive Foam Grenade, Upgrade Mode
Additional Effects:
Quick Draw to top of deck.
Name: Expatriette
HP: 12
Hand:
In Play: “Pride”, Submachine Gun, Tactical Shotgun
Trash: Shock Rounds, Liquid Nitrogen Rounds, Arsenal Access, Assault Rifle, Arsenal Access, Flak Jacket, Reload, Hollow Points, Unload, RPG Launcher
Additional Effects:
-----------------
Start of Hero Turn:
Play a Card: Pass
Use a Power: Shotgun Mdjai (Yeah, it's overkill. Your point?)
Draw a Card: Quick Draw
End of Hero Turn:
-----------------
HP: 12
Hand: Quick Draw
In Play: “Pride”, Submachine Gun, Tactical Shotgun
Trash: Shock Rounds, Liquid Nitrogen Rounds, Arsenal Access, Assault Rifle, Arsenal Access, Quick Draw, Flak Jacket, Reload, Hollow Points, Unload, RPG Launcher
Additional Effects:
(There's a Rod of Anubis up for grabs, ladies and gents; somebody take it.)
The Tomb of Anubis
In Play:
Trash: Swarm of Scarabs, Cast Into The Underworld, Akana, Judgement of Anubis x2, Anubis, Shamise, The Challenge of Fire, Mdjai
Additional Effects:
---------------------------------------------------------------------------------------
Start of Environment Turn:
Play a Card: Swinging Blades enter play.
End of Environment Turn: Everyone gets Swinging Bladed for 3 damage.
---------------------------------------------------------------------------------------
In Play: Swinging Blades
Trash: Swarm of Scarabs, Cast Into The Underworld, Akana, Judgement of Anubis x2, Anubis, Shamise, The Challenge of Fire, Mdjai
Additional Effects: Damage dealt to environment targets is reduced by 1.
“You gotta have blue hair."
-Reckless
I'll take the rod.
[Blinding Blast gets Timeshifted to death.]
Round 10
Citizen Dawn - Merged with the Power of the Sun
Citizen Dawn - 69
Cards in Play: Citizen Battery - 1
Citizen Sweat - 2
Trash: Devastating Aurora x2, Citizen Tears, Return With The Dawn x2, Healing Light, Citizen Truth, Citizen Autumn, Citizen Winter, Citizen Spring, Channel the Eclipse x2, Blinding Blast x2
Additional Effects: Citizen Dawn is immune to damage.
-----------------------------------------------------------------------------------
Start of the Villain Turn:
Play a Villain Card: Luminous Leadership enters play.
End of the Villain Turn: Healing Light; shwoom, healing!
Battery hits Bunker for 3 damage.
Sweat destroys 1 hero ongoing.
----------------------------------------------------------------------------------
Citizen Dawn - 79
Cards in Play: Citizen Battery - 7
Citizen Sweat - 5
Luminous Leadership
Trash: Devastating Aurora x2, Citizen Tears, Return With The Dawn x2, Healing Light x2, Citizen Truth, Citizen Autumn, Citizen Winter, Citizen Spring, Channel the Eclipse x2, Blinding Blast x2
Additional Effects: Citizen Dawn is immune to damage.
“You gotta have blue hair."
-Reckless
Is Luminous Leadership the Timeshifted card? If so, would we want to get rid of it?
I'm okay with leaving Luminous Leadership--it'll help keep the Citizens alive until we nuke them all down once Dawn flips back.
Put Reset on top of the deck.
Name Omnitron-X
HP: 2
Hand: Ablative Coating
In Play: Focused Plasma Cannon
Trash: Reset, Disruptive Flechettes, Technological Advancement x 2, Gaussian Coil Blaster x 2, Electro-Deployment Unit, Focused Plasma Cannon, Reactive Plating Subroutine, Defensive Blast
Additional Effects:
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Start of Hero Turn: Focused Plasma Cannon does 2 irreducible damage to Battery (5)
Play a Card: Ablative Coating
Use a Power: Timeshift - Bunker
Draw a Card: Reset
End of Hero Turn:
-----------------
HP: 2
Hand: Reset
In Play: Focused Plasma Cannon, Ablative Coating
Trash: Reset, Disruptive Flechettes, Technological Advancement x 2, Gaussian Coil Blaster x 2, Electro-Deployment Unit, Focused Plasma Cannon, Reactive Plating Subroutine, Defensive Blast
Additional Effects:
Okay, timeshifting Bunker. Also, I'll have my Defensive Blast be the ongoing destroyed this turn since it wasn't last turn.
Iron Legacy did nothing wrong.
I'd love a Timeshift on me, as I can't play cards and that Armored Plating would come in really handy, as I'm likely to be at the highest hp for the rest of the game thanks to Maintenance Unit. Plus, it'l let me destroy the Swinging Blades with no damage taken.
Timeshifting Dawn won't get her to flip this turn, and the odds of us getting two Citizens in her normal two draws are significantly higher now.
If Bunker's taking care of the blades then I might put out Rhapsody of Vigor this turn to start healing us more
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