The latest matchup: Grand Warlord Voss (Advanced) invades the Ruins of Atlantis:
The heroes assembled to stop him:
Setback (dpt)
Unity (grysqrl)
The Sentinels (PlatinumWarlock)
Dark Visionary (oaktree)
Dark Watch Expatriette (Powerhound_2000)
Post your hero claims below.
I'll take Dark Watch Expat
Starting Hand : Tactical Shotgun, Arsenal Access, Reload x2
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Unity please.
Starting hand: Swift Bot, Flash Forge, Powered Shock Wave, Robot Reclamation
I'm sensing a draw 2 first turn here.
Setback, please.
Update: Starting hand: Wrong Time and Place, Fumbling Fool, Surprising Fortune, Looking Up
Looking up to start off with, yay.Is there enough demand for two games at once? I could set up another, if so. (I want to be sure PlatinumWarlock gets a chance to play!)
I can bail if PlatinumWarlock doesn't get a seat and we don't have enough for two games.
Hard to say on that dpt. I definitely agree that PlatinumWarlock should get a chance to play in a game after running the last one.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Just start a new one and see if the spots get taken.
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.
-Robert E. Howard, "The Tower of the Elephant"
Thanked for the consideration. I'll go with The Sentinels.
Opening hand: team communication, positive energy (x2), horrifying dichotomy
I just committed to some other games, so can't start another myself. But I think we're probably good.
Just need a Dark Viz player
oooo... Open Spot. I'll take Dark Visionary!
Starting Hand:
Mental Divergence, Prophetic Vision (x2), Mass Levitation. Lots of environment manipulation cards, which are arguably more useful for Atlantis.
Grand Warlord Voss Advanced - Round 1
Grand Warlord Voss (90) - Conquering Alien Warlord
In Play:
Gene-Bound Psi-Weaver (3)
Gene-Bound Shock Infantry (3)
Gene-Bound Bionaut (3)
Gene-Bound Guard (3)
Gene-Bound Firesworn (3)
Start of Turn: n/a
Play: Gene-Bound Banshee (3)
End of Turn:
Psi-Weaver deals all heroes 2 Psychic damage
Shock Infantry deals Setback 3 Lightning damage (26)
Bionaut deals The Idealist 2 Toxic damage (7)
Firesworn deals Expatriette 2 Fire damage (26)
Banshee deals Visionary 3 sonic damage (20)
========================
Effects:
-Reduce damage to Voss by 2 for each Minion in play
-Reduce damage dealt by heroes by 1 (Advanced text)
-Reduce damage dealt to villain targets by 1 (Guard)
(Start of Turn)
-At start of turn, flip Voss if there are no minions in play
-At start of turn, if there are 10 or more minions in play, heroes lose
(End of Turn)
-Psi Weaver deals all hero targets 2 psychic damage
-Shock Infantry deals hero with highest HP 3 Lightning damage
-Bionaut deals hero with lowest HP 2 Toxic damage
-Firesworn deals hero with the highest HP 2 fire damage
-Banshee deals hero with most ongoings in play 3 sonic damage
==========
Grand Warlord Voss (90) (DR 13)
Gene-Bound Psi-Weaver (3) (DR 1)
Gene-Bound Shock Infantry (3) (DR 1)
Gene-Bound Bionaut (3) (DR 1)
Gene-Bound Guard (3) (DR 1)
Gene-Bound Firesworn (3) (DR 1)
Gene-Bound Banshee (3) (DR 1)
==========
Setback - 26
Unity - 24
Mainstay - 12
Writhe - 12
Dr Medico - 11
The Idealist - 7
Dark Visionary - 20
Dark Watch Expatriette - 26
I'll take the 3. I'm sure there will be plenty more to go around.
And so it begins!
Setback
HP: 26
Unlucky Pool: 0
Hand: Wrong Time and Place, Fumbling Fool, Surprising Fortune, Looking Up
In play:
Start of hero turn:
Play a card: Looking Up
Use a power: Looking Up. Add 3 tokens to my unlucky pool (3). Deal 3-2 Melee damage to Gene-Bound Guard (2).
Draw a card: Plucky Break.
End of hero turn:
HP: 26
Unlucky Pool: 3
Hand: Wrong Time and Place, Fumbling Fool, Surprising Fortune, Plucky Break
In play: Looking Up
Trash:
Additional effects: At the start of your turn, if you have 10 or more tokens, Setback deals himself 3 psychic damage.
Unity
HP: 24
Hand: Swift Bot, Flash Forge, Powered Shock Wave, Robot Reclamation
Play:
Trash:
Effects:
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Start:
Play: -skip-
Power: -skip-
Draw: Brainstorm and Champion Bot
End:
--------------------------------------------------------------------------------------------
HP: 24
Hand: Champion Bot, Swift Bot, Brainstorm, Flash Forge, Powered Shock Wave, Robot Reclamation
Play:
Trash:
Effects:
shouldn't that be 3-2 damage? One for the guard, and one for advanced Voss?
Yes, it's 3-2 damage for 1 damage to the Guard
The Sentinels
HP: Idealist [7]; Dr. Medico [11]; Writhe [12]; Mainstay [12]
Hand: Team Communication, Positive Energy (x2); Horrifying Dichotomy
In play: n/a
-------------------------------------
Start of hero turn:
Play a card: Team Communication. I draw Dark Delusions, Horrifying Dichotomy, Sentinel Tactics, and Second Chance. I play Horrifying Dichotomy. Dr Medico deals net 1 damage to Gene Bound Guard [1], then Writhe deals net 1 damage to Gene Bound Guard [x].
Use a power: MD: Idealist heals 3 HP [10]
Draw a card: Blackout
End of hero turn:
---------------------------------------
HP: Idealist [10]; Dr Medico [11]; Writhe [12]; Mainstay [12]
Hand: Positive Energy (x2); Horrifying Dichotomy; Dark Delusions, Sentinel Tactics, Second Chance, Blackout
In play: n/a
Trash: Team Communication, Horrifying Dichotomy
Additional effects: n/a
DARK VISIONARY
HP: 20
Hand: Mental Divergence, Mass Levitation, Prophetic Vision (x2)
In play: n/a
-------------------------------------
Start of hero turn:
Play a card: Prophetic Vision - Look at top 3 cards of environment deck and put 1 on top and 2 on the bottom of the environment deck. (The Kraken on top of deck; Hallway Collapse and Pillars of Hercules to bottom of deck)
Use a power: Turmoil - Reveal the top 2 cards of the villain deck and put 1 on top and 1 on the bottom of the villain deck. (Gene-Bound Guard on bottom of villain deck and First Lieutenant Vyktor on top of deck)
Draw a card: Brain Burn
End of hero turn:
---------------------------------------
HP: 20
Hand: Mental Divergence, Mass Levitation, Prophetic Vision, Brain Burn
In play: n/a
Trash: Prophetic Vision
Additional effects: n/a
===
Comment: Begin deck manipulation activities. Nothing combat related yet drawn. Mental Divergence will only be useful as a sacrifice card, or if someone needs an ongoing card recovered, and a slight chance we want a Forced Deployment blasted at the #4 spot in turns. Brain Burn might be useful if we want to drain out the villain discard pile of minions to weaken Forced Deployment potential.
Ruins of Atlantis reveals The Kraken, Hallway Collapse and Pillars of Hercules
Voss reveals Vyktor and Gene Bound Guard
Anyone have any opinions on what to bury?
If we're willing to take the Hallway Collapse damage it will take out the minion pile (no DR affect on that). Downside of that is it is not good for the Sentinels in particular. Otherwise I'd favor having the Kraken out to chew on a minion per turn for the time being. Not so fond of Pillars of Hercules unless everyone thinks the extra play/power/draw is worth the villain plays - which I don't think it is.
For the villain deck I'd favor Vyktor over another Gene-bound guard, especially if we stomp the minions before hand.
The Hallway Collapse would flip Voss, of course. He'd then be playing another card, which you haven't controlled. I think it's probably worth it. If we go with the Kraken, we'd have it kill off the Psi-Weaver, of course. But if you do flip Voss, it's worth considering the Guard; it will be much easier to kill on Voss' flipped side. I could take him out myself using Plucky Break, although I might rather work on build-up.
I'll be taking out the psi weaver if that helps any. I'd prefer to see Vyktor and the Kraken
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
As much as I'd like to flip Voss this round and start the damage onslaught, that Hallway Collapse would massacre my manz.
I'd recommend the Kraken on top, as well as Vyktor.
Dark Watch Expatriette
HP: 26
Hand: Tactical Shotgun, Arsenal Access, Reload x2
--------------------------------------------------------------------------
Start
Play: Tactical Shotgun
Power: Tactical Shotgun - deal 3 projectile damage to Psi-Weaver[x]
Draw: Quick Draw
End
--------------------------------------------------------------------------
HP: 26
Hand: Arsenal Access, Reload x2, Quick Draw
Play: Tactical Shotgun
Trash:
Effects:
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Vyktor and Kraken on top of respective decks then. Villains take less damage, but heroes also take a lot less as well.
And given choice of Kraken-chow I nominate the Banshee since I suspect the Sentinels will get more on-goings out.
Ruins of Atlantis
Start of Turn:
Play: The Kraken (15)
End of Turn: Kraken deals 5 melee damage to Gene Bound Banshee (x)
Grand Warlord Voss Advanced - Round 2
Grand Warlord Voss (90) - Conquering Alien Warlord
In Play:
Gene-Bound Shock Infantry (3)
Gene-Bound Bionaut (3)
Gene-Bound Firesworn (3)
Villain Trash:Gene-Bound Guard ,Gene-Bound Banshee,Gene-Bound Psi-Weaver
Start of Turn: n/a
Play: First Lieutenant Vyktor
End of Turn:
Shock Infantry deals either Setback or Expat 4 Lightning damage (22)
Bionaut deals The Idealist 3 Toxic damage (7)
Firesworn deals either Setback or Expat 3 Fire damage (23)
========================
Effects:
-Reduce damage to Voss by 2 for each Minion in play
-Reduce damage dealt by heroes by 1 (Advanced text)
-Increase damage dealt to heor targets by 1 (Vyktor)
(Start of Turn)
-At start of turn, flip Voss if there are no minions in play
-At start of turn, if there are 10 or more minions in play, heroes lose
(End of Turn)
-Shock Infantry deals hero with highest HP 3 Lightning damage
-Bionaut deals hero with lowest HP 2 Toxic damage
-Firesworn deals hero with the highest HP 2 fire damage
==========
Grand Warlord Voss (90) (DR 6)
Gene-Bound Shock Infantry (3)
Gene-Bound Bionaut (3)
Gene-Bound Firesworn (3)
First Lieutenant Vyktor (5)
==========
Setback - 23
Unity - 24
Mainstay - 12
Writhe - 12
Dr Medico - 11
The Idealist - 7
Dark Visionary - 20
Dark Watch Expatriette - 22
I'll take the 4 damage
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Given my cards I'll repeat what I did in Round 1 in Round 2. Alternative to mucking with the environment deck again is Brain Burn in order to put the three minions on the bottom of the deck in order to lessen the pain of a Forced Deployment. However, if I keep doing Turmoil I hopefully can prevent that in any case.
Setback
HP: 23
Unlucky Pool: 3
Hand: Wrong Time and Place, Fumbling Fool, Surprising Fortune, Plucky Break
In play: Looking Up
Play a card: Wrong Time and Place
Use a power: Looking Up. Add 3 tokens to my unlucky pool and deal 3-1 damage to Vyktor (3).
Draw a card: Exceeded Expectations
HP: 23
Unlucky Pool: 6
Hand: Fumbling Fool, Surprising Fortune, Plucky Break, Exceeded Expectations
In play: Looking Up, Wrong Time and Place
Trash:
Additional effects: At the start of your turn, if you have 10 or more tokens, Setback deals himself 3 psychic damage.
The first time a hero target would be dealt damage each turn, redirect that damage to Setback, or remove X tokens from your unlucky pool to redirect that damage to a target, where X = the amount of damage.
Unity
HP: 24
Hand: Champion Bot, Swift Bot, Brainstorm, Flash Forge, Powered Shock Wave, Robot Reclamation
Play:
Trash:
Effects:
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Start:
Play: Brainstorm - draw Brainstorm and Raptor Bot; deal no damage
Power: -skip-
Draw: Powered Shock Wave
End:
--------------------------------------------------------------------------------------------
HP: 24
Hand: Champion Bot, Raptor Bot, Swift Bot, Brainstorm, Flash Forge, Powered Shock Wave (2), Robot Reclamation
Play:
Trash: Brainstorm
Effects:
The Sentinels
HP: Idealist [7]; Dr. Medico [11]; Writhe [12]; Mainstay [12]
Hand: Positive Energy (x2); Horrifying Dichotomy; Dark Delusions; Sentinel Tactics; Second Chance; Blackout
In play: n/a
-------------------------------------
Start of hero turn:
Play a card: Sentinel Tactics.
Use a power: Telekinetic Jab: Idealist deals net 1 psychic damage to the Bionaut (2).
Sentinel Tactics triggers! MD: Idealist heals 3 HP [10]
Draw a card: Unique Capabilities
End of hero turn:
---------------------------------------
HP: Idealist [10]; Dr Medico [11]; Writhe [12]; Mainstay [12]
Hand: Positive Energy (x2); Horrifying Dichotomy; Dark Delusions, Second Chance, Blackout, Unique Capabilities
In play: Sentinel Tactics
Trash: Team Communication, Horrifying Dichotomy
Additional effects: The first time one of The Sentinels deals damage in a turn, I may use a power.
DARK VISIONARY
HP: 20
Hand: Mental Divergence, Mass Levitation, Prophetic Vision, Brain Burn
In play: n/a
-------------------------------------
Start of hero turn:
Play a card: Prophetic Vision - Look at top 3 cards of environment deck and put 1 on top and 2 on the bottom of the environment deck. (Kraken put on top of deck; Kraken and Hallway Collapse put on bottom of environment deck)
Use a power: Turmoil - Reveal the top 2 cards of the villain deck and put 1 on top and 1 on the bottom of the villain deck. (Force Deployment put on top of deck; TGF Stalwart put on bottom of villain deck.)
Draw a card: Decoy Projection
End of hero turn:
---------------------------------------
HP: 20
Hand: Mental Divergence, Mass Levitation, Brain Burn, Decoy Projection
In play: n/a
Trash: Prophetic Vision (x2)
Additional effects: n/a
===
Comment: Tempted to play Brain Burn for the first time ever and bury three more minions on the bottom of the deck. However, I yielded to wanting to manipulate the environment deck again - if we know a Water Leak is coming we can make sure the Shock Trooper goes down.
At worst I'm shooting down the shock trooper
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
True. Putting the Brain Burn off another around might allow me to snag a bigger pile of minions too, but it will be at a price. We'll see what the cards say.
You've got a decoy. If it can survive a turn it'll take the damage
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Villain deck has TCF Stalwart and Forced Deployment
Environment has Kraken, Kraken and Hallway Collapse
If we could do the Forced Deployment, Visionary could Brain Burn away the stack of Minions, so the Deployment won't put any minions out at all...
Aside from that, I'd recommend a Kraken on top...
If you put a Kraken on top we will be rid of all but one minion. However, we likely become targets the next round. If you do the Collasped Hall then Setback is taking 24 damage and he only has 6 he can redirect.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Bear in mind that I have Wrong Time and Place out, so I will either take or redirect the first damage to heroes each turn. I can save up to redirect the Brain Burn damage.
EDIT: Assuming the Crushing Hallway doesn't kill me first. I vote for the Kraken, and then we can take out at least one of the Krakens next round.
Kraken and Forced Deployment on top seem like winners now.
Edit: so when the Kraken attack they should leave Vyktor alone. That way we have no damage coming this turn and Voss won't have any minions giving him DR outside of playing on advanced.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Dark Watch Expatriette
HP: 22
Hand: Quick Draw, Arsenal Access, Reload x2
--------------------------------------------------------------------------
Start
Play: Arsenal Access - Reveal Flak Jacket and "Pride". I put Flak Jacket into play and shuffle
Power: Tactical Shotgun - deal 3 projectile damage to Gene-Bound Shock Infantry[x]
Draw: "Pride"
End
--------------------------------------------------------------------------
HP: 22
Hand: Reload x2, Quick Draw, "Pride"
Play: Tactical Shotgun, Flak Jacket
Trash: Arsenal Access
Effects: If Expatriette would be dealt 3 or more damage from a single source, prevent all of it and destroy this card
The Flak Jacket should still be in play by Unity's turn who is more then welcome to turn it into a Golem.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
That's right. Hmm guess the firesworn should be left then. Best if we can kill him before the brainburn
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Concur with general thoughts.
Villain deck - Forced Deployment on top and TGF Stalwart on bottom.
Environment - Kraken on top and Hallway Collapse and Kraken on bottom.
I take the plan for this round is that Setback will redirect Brain Burn damage (if possible) and that Brain Burn will be used to pot the minion pile back under the deck to leave nothing for Forced Deployment to bring into play.
So we'll have the two Krakens take out Vyktor and the Bionaut, leaving the Firesworn.
I think I have enough tokens in my Lucky Pool to afford redirecting its damage; I think I'll send it to a Kraken, and maybe punch the Kraken myself as well, depending on Unity's schemes for that Flak Jacket.
Well, the Flak Jacket would look mighty nice on Swift Bot. I can either get Swift out this turn or I can play Flash Forge and delay a little bit, but have a better selection. That would be entirely up to the owner of the gear.
The flak jacket is open for use on a golem.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
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