Play: The Formidable Rhinoceros, Mortal Form to Energy
Trash: Proverbs and Axioms
Effects:
reduce damage dealt to the Naturalist by 1
whenever the Naturals heals, he deals one target the same amount of energy damage
Start: Discard Transmutive Recovery
Play: HUD Goggles
Play: Transmutive Recovery - heal 2 HP [25]; deal 3 fire damage to Omnitron [60]; draw Enduring Intercession and Bring What You Need
Power: The Formidable Rhinoceros - draw Pushing the Limits and Lightning Reflexes
Draw: Proverbs and Axioms
End:
HP: 25
Hand: Ta Moko, Threatening Stomp, Natural Form's Power, Natural-Born Vigor, Enduring Intercession, Bring What You Need, Pushing the Limits, Lightning Reflexes, Proverbs and Axioms
Play: The Formidable Rhinoceros, Mortal Form to Energy, HUD Goggles
Trash: Proverbs and Axioms, Transmutive Recovery (2)
Effects:
reduce damage dealt to the Naturalist by 1
whenever the Naturals heals, he deals one target the same amount of energy damage
Play a Card: Run and Gun, deal Nuturalist 2-1 projectile damage [25], shuffle trash into deck, Play Hasten Doom, deal 2 toxic damage to all hero targets, play Armed and dangerous, reveal until S-84 Assault Drone [5] is revealed, put into play, shuffle others back into deck, play Technological Singularity, destroy all equipment, Deal Omnitron-X 10 lightning damage [9], Setback 4 [16], Expat 4 damage [17], Nightmist 0 [13], Naturalist 2-1 [23]
End of Turn: Play Hasten Doom, deal 2 toxic to all hero targets, play S-85 Repair Drone [4]. S-85 heals Omni 4 [63], S-84 deals Naturalist 5-1 energy damage [18], S-85 heals Omni 4 [67]
-------------------------
HP: 67
In Play: S-85 [4], S-84 [5], S-85 [4]
Trash: Run and Gun, Hasten Doom, Armed and Dangerous, Technological Singularity, Hasten Doom
-------------------------
Effects:
Start: No Components? Flip
End: Play the top card of the villain deck.
S-85 heals Omnitron for the number of drones in play +1.
S-84 deals its health in energy damage to the highest HP hero target.
S-85 heals Omnitron for the number of drones in play +1.
On my turn, I can let one player play the top 4 cards of their deck, with some flexibility as to order (using Syntactic Analysis x 2). Who is likely to use that most effectively?
Start of hero turn: Ouch 3 and 3 Fire damage to self, [8]
Play a card: Displaced Armory to get Jack handle from Trash. Deal all non-hero targets 2 fire! Omnitron takes 2 [61], the rest only take 1, but will be dead or close to it.
Use a power: Looking Up, gains tokens [18], 4 damage to Omnitron [57], 3 to the rest, killing all but the S-85 [1].
Draw a card: Salvage Yard
End of hero turn: N/A
--------------------------
HP: 8
Tokens: 18
Hand: Cause and Effect, MicroTargeting Computer, Dual Crowbars, Fumbling Fool
In play: , Looking Up (x2), By Any Means (Omnitron), Jack Handle
On my turn, I can let one player play the top 4 cards of their deck, with some flexibility as to order (using Syntactic Analysis x 2). Who is likely to use that most effectively?
I have a moderate chance of doing something awesome! But I can't promise anything.
Edit: Though a Herioc Interception + Threatening Stomp may let all heroes survive a round. Sedative Flechettes would be the only one that would cause problems.
Expat's deck is going to be a mix of one-shot damage cards with some equipment (Shotgun, Staff of Ra). However, there are also some Tempest cards mixed in that could be considered "duds" - Into the Stratosphere, Aquatic Correspondence, etc.
Trash: Chain Lightning, Energy Burn (x2), Arsenal Access, Staff of Ra, Tactical Shotgun -------------------------------------------------------- Start of Turn:
Play: Prejudice
Power: Load - Play Lightning Slash 6 fire damage to Omnitron [51]
Draw: Into the Stratosphere
End of Turn: ------------------------------------------------------- HP - 15
In Play: Imbued Fire, Prejudice
Hand: Ball Lightning, Into the Stratosphere
Trash: Chain Lightning, Energy Burn (x2), Arsenal Access, Staff of Ra, Tactical Shotgun, Lightning Slash
Effects: Increase all fire damage by 1 (Imbued Fire) Change the damage type of of dealt by hero targets to fire (Imbued Fire)
Setback reveals Cash Out and Impomptu Invention. Firstly, Impromptu Invention, which draws, Ultimate Target. Search the deck for Jim's Hat, and put it into play. Play Cause and Effect, destroying Training Simulator, hit Omnitron for 19 (18 tokens+IF+By Any Means-Advanced) damage, twice! [13]. If any other Non-hero target is in play, it's probably dead!
Play Cash Out, remove all 18 tokens, draw Sudden Contract, High Risk Behavior, Displaced Armory, Impromptu Invention, Silver Lining, Cash Out, Cause and Effect, Fumbling Fool, Silver Lining, Looking Up, Grease Monkey Fist, Salvage Yard, Meditation, Dual Crowbars, Meditation, Jack Handle, Meditation, and Micro Targeting Computer.
Each player may discard 1 card, if 4 do, each hero regains 2 HP. I will totally discard Dual Crowbars!
Edit: I'm all for the EPE to be put on top, I doubt it will get a chance to fire...
Expat will discard Into the Stratosphere. (Useful for burying something like an EPE for a turn, but I suspect the damage from Ball Lightning will be more important.)
Naturalist discards Enduring Intercession. Everyone heals 2. Naturalist deals 3 fire damage to Omnitron [10]. I also vote for EPE on top.
Naturalistish
HP: 20
Hand: Ta Moko, Threatening Stomp, Natural Form's Power, Natural-Born Vigor, Bring What You Need, Pushing the Limits, Lightning Reflexes, Proverbs and Axioms
Play: The Formidable Rhinoceros, Mortal Form to Energy
Trash: Run and Gun, Hasten Doom, Armed and Dangerous, Technological Singularity, Hasten Doom, S-85(2), S-84
-------------------------
Start of Turn:
Play a Card: EPE [15]
End of Turn: Play Armed and Dangerous, reveal until Explosives Launcher is revealed, put into play, shuffle other cards back in, play Run and Gun, deal Naturalist 2+1-1 damage [20], shuffle trash into villain deck, play Sedative Flechettes, each hero target takes 6+1 damage, destroy all ongoing cards, Explosives Launcher deals each hero target 3+1 fire damage.
-------------------------
HP: 6
In Play: EPE [15], Explosives Launcher [6]
Trash: Armed and dangerous, Run and Gun, Sedative Flechettes.
-------------------------
Effects:
Start: No Components? Flip
EPE deals its health as Lightning damage to all hero targets.
End: Play the top card of the villain deck.
Explosives Launcher deals each hero target 3 fire damage
Static: Damage dealt to Devices is -1.
Hero Status:
Omnitron-X: X
Setback: X
Expatriette: 4
Nightmist: X
Naturalist: 10
All Ongoing cards destroyed.
Wow, incredible luck there to make Omni look good with his last gasp.
I feel like Tom Hanks at the end of "Saving Private Ryan". I am lying there gravely wounded and will pull a pistol and start plinking away at the advancing steel monster.
Yeah, it is obviously over. I'm quite sad I didn't get to run off 10-12 cards in one turn and have everyone dead, also that I didn't get to Caspit's Playground/Tech Singularity, that would have been awesome. Also no Terraforming on the flip side with three cards out, come on, that would have played almost the entire deck.
Bah, Cheating Heroes still more powerful than cheating Villains.
Should have gone Miss Information with one too few clues in the deck. Just put random crappy cards in, see how many rounds it takes before the heroes figure out the game is unwinnable.
A fun cheating Villain idea would be Akash'bhuta with a bunch of cards that give the environment extra plays. If you just want to be annoying, give Iron Legacy bestial vitality and a few entombs, and have him play through his entire deck and win before the heroes ever get a turn.
Yeah, Dreamer with Akash's limbs and Iron Legacy with, say, Galvanise x2 and Entomb x3 are both nigh-unwinnable, hence their not being broken out until the vilain-builders get a bit more desperate. Also Matriarch Ambus-Blade who fills hir trash on turn one, though that one has the vague possibility of being beaten... I think building a deck that's actually unwinnable (Dreamer short of projections, Miss Info short on clues, etc.) is rather unfair though.
So does anyone else want a crack at villain-building, or should I take another run at it?
It actually would have dealt 1 and done 0 damage. I'll change it eventually.
Make sure you are applying the DR 1 that omni has on this side when you deal it damage.
Nightmist
HP: 18
Hand: Updated Intel, Mistbound, Team Communication, Amulet of the Elder Gods, Heroic Interception
In Play:
Trash: Mistbound, Extrasensory Awareness, Recompile
Start:
Play: Team Communication. Draw Gauge, Snap Decision, Buffer Overflow, Data-Mining. Play Mistbound. Discard Heroic Interception and Data-Mining.
Power: Investigation. Take 2 infernal damage (16) and draw Starshield Necklace and Buffer Overflow.
Draw: Critical Multiplier.
HP: 16
Hand: Updated Intel, Amulet of the Elder Gods {3}, Gauge, Snap Decision, Buffer Overflow (x2), Starshield Necklace {1}, Critical Multiplier.
In Play:
Trash: Mistbound (x2), Recompile, Extrasensory Awareness, Team Communication, Heroic Interception, Data-Mining.
Effects: Villain cards cannot be played until the start of my next turn.
Next turn I'll need a setup round to play Snap Decision, then I'll start rocking the Critical Multipliers if the game lasts that long.
Just generally.
I'm going to be sad if you end this without Omni playing another card this whole game.
Well, I am playing a Deck of Denial... But I don't have another Mistbound handy, and I don't think we'll finish off Omnitron on the coming round.
A little confused about my HP. I'll change it if needs be.
Naturalistish
HP: 22
Hand: Ta Moko, Natural Form's Power, Transmutive Recovery (2), Mortal Form to Energy
Play: The Formidable Rhinoceros
Trash: Proverbs and Axioms
Effects:
Start:
Play: Mortal Form to Energy
Power: The Formidable Rhinoceros - draw Threatening Stomp and Natural-Born Vigor
Draw: HUD Goggles!
End:
HP: 22
Hand: Ta Moko, Threatening Stomp, Natural Form's Power, Natural-Born Vigor, Transmutive Recovery (2), HUD Goggles
Play: The Formidable Rhinoceros, Mortal Form to Energy
Trash: Proverbs and Axioms
Effects:
Freedom Tower
In Play: Medical Ward
Trash:
-------------------------
Start of Turn: Each target regains 1hp. I'll guess Naturalist deals 1 damage to Omnitron [84]
Play a Card: Training Simulator
End of Turn:
-------------------------
In Play: Medical Ward, Training Simulator.
Trash:
Start of turn all targets regain 1hp and a villain target from the villain trash enters play.
COSMI-AMBUBLADE-ITRON!
HP: 84
In Play:
Trash: Hasten Doom, EPE, S-85, S-84
-------------------------
Start of Turn:
Play a Card:
End of Turn: cricket chirp.
-------------------------
HP: 84
In Play:
Trash: Hasten Doom, EPE, S-85, S-84
-------------------------
Effects:
Start: No Components? Flip
End: Play the top card of the villain deck.
Static: Damage dealt to Devices is -1.
Hero Status:
Omnitron-X: 19
Setback: 20
Expatriette: 21
Nightmist: 16
Naturalist: 23 -1 taken, mortal to energy
P-Bot: 3 -1 taken
Omnitron has DR on this side. I shouldn't have been able to deal him damage during the environment phase. I'll hit myself for 0 instead.
He also has By Any Means on him, which cancels out the DR! Woo!
Ah. Forgot about that. Good call. Murder the computer.
Omnitron-X - Don'cha wish you had drones like me, big bro?
HP: 20
Hand: Bee Bot, Platform Bot, Swift Bot, Stealth Bot, Innervation Ray x2, Electro-Deployment Unit
In play: Electro-Deployment Unit, Elemental Exochassis, Platform Bot [3]
Trash: Technological Advancement x2, Bee Bot x2, Flash Forge, Cryo Bot, Elemental Exochassis, Ablative Coating
Additional effects: Reduce Cold, Fire, Lightning and Energy damage dealt to OX by 2.
Reduce damage dealt to Platform Bot by 1.
Start of turn: Electro-Deployment Unit plays Electro-Deployment Unit plays Swift Bot.
Play a card: Play two copies of Innervation Ray.
Use a power: Timeshift brings into play Raptor Bot.
Draw a card: Turret Bot, Flash Forge
End of turn: Platform Bot deals 3 energy damage to Omnitron [81].
Raptor Bot deals 4 melee damage to Omnitron [77].
HP: 20
Hand: Bee Bot, Platform Bot, Stealth Bot, Turret Bot, Flash Forge
In play: Electro-Deployment Unit x2, Innervation Ray x2, Elemental Exochassis, Platform Bot [3], Swift Bot [6].
Trash: Technological Advancement x2, Bee Bot x2, Flash Forge, Cryo Bot, Elemental Exochassis, Ablative Coating
Additional effects: Reduce Cold, Fire, Lightning and Energy damage dealt to OX by 2.
Reduce damage dealt to Platform Bot by 1.
“You gotta have blue hair."
-Reckless
Setback - Go Lucky Jack Handle!
HP: 21
Tokens: 11
Hand: Cause and Effect, MicroTargeting Computer, Displaced Armory, Dual Crowbars, Terrible Tech Strike
In play: Utility Belt, Looking Up, By Any Means (Omnitron), Jack Handle.
Trash: Impromptu Invention, Sudden Contract
--------------------------
Start of hero turn: Looking Up, Setback has 10 or more tokens in his unlucky pool. Setback deals Omnitron 2 damage [75]
Play a card: Terrible Tech Strike! Deal Omnitron 2 and 1 damage [72].
Use a power: Risk! Gain a Token [12], put Looking Up into play. Use Looking Up to gain tokens [15], and hit Omnitron [69]
Draw a card: Fumbling Fool
End of hero turn: N/A
--------------------------
HP: 21
Tokens: 15
Hand: Cause and Effect, MicroTargeting Computer, Displaced Armory, Dual Crowbars, Fumbling Fool
In play: Utility Belt, Looking Up (x2), By Any Means (Omnitron), Jack Handle
Trash: Impromptu Invention, Sudden Contract, Terrible Tech Strike
Additional effects:
Increase Damage dealt to Omnitron by 1.
When Setback deals damage, deal it to all non-hero targets.
Expatriette of the Future
"Time for a little Arthur Brown!"
HP - 22
In Play: Staff of Ra, Tactical Shotgun
Hand: Prejudice, Ball Lightning, Imbued Fire
Trash: Chain Lightning, Energy Burn (x2), Arsenal Access
--------------------------------------------------------
Start of Turn:
Play: Imbued Fire
Power: Tactical Shotgun
6 fire damage to Omnitron [63]
Draw: Lightning Slash
End of Turn:
-------------------------------------------------------
HP - 22
In Play: Staff of Ra, Tactical Shotgun, Imbued Fire
Hand: Prejudice, Ball Lightning, Lightning Slash
Trash: Chain Lightning, Energy Burn (x2), Arsenal Access
Effects:
Increase all fire damage by 1
Change the damage type of of dealt by hero targets to fire.
http://www.youtube.com/watch?v=NOErZuzZpS8 (for those who do not get the Arthur Brown reference)
Nightmist
HP: 17
Hand: Critical Multiplier, Snap Decision, Starshield Necklace, Buffer Overflow (x2), Gauge, Amulet of the Elder Gods, Updated Intel
In Play:
Trash: Mistbound (x2), Recompile, Extrasensory Awareness, Team Communications, Heroic Intercerption, Data-Mining
Start: Mistbound expires
Play: Snap Decision enters play.
Power: Investigation. Deal myself 3 fire damage (14). Draw Syntactic Analysis (x2).
Draw: Tome of Elder Magic
HP: 14
Hand: Critical Multiplier, Starshield Necklace {1}, Buffer Overflow (x2), Gauge, Amulet of the Elder Gods {3}, Updated Intel, Syntactic Analysis (x2), Tome of Elder Magic {4}
In Play: Snap Decision
Trash: Mistbound (x2), Recompile, Extrasensory Awareness, Team Communications, Heroic Intercerption, Data-Mining
Effects: At start of your turn, you may discard 1 card. If you do, you may play a card.
Next turn is going to be fun.
Naturalistish
HP: 23
Hand: Ta Moko, Threatening Stomp, Natural Form's Power, Natural-Born Vigor, Transmutive Recovery (2), HUD Goggles
Play: The Formidable Rhinoceros, Mortal Form to Energy
Trash: Proverbs and Axioms
Effects:
Start: Discard Transmutive Recovery
Play: HUD Goggles
Play: Transmutive Recovery - heal 2 HP [25]; deal 3 fire damage to Omnitron [60]; draw Enduring Intercession and Bring What You Need
Power: The Formidable Rhinoceros - draw Pushing the Limits and Lightning Reflexes
Draw: Proverbs and Axioms
End:
HP: 25
Hand: Ta Moko, Threatening Stomp, Natural Form's Power, Natural-Born Vigor, Enduring Intercession, Bring What You Need, Pushing the Limits, Lightning Reflexes, Proverbs and Axioms
Play: The Formidable Rhinoceros, Mortal Form to Energy, HUD Goggles
Trash: Proverbs and Axioms, Transmutive Recovery (2)
Effects:
Freedom Tower
In Play: Medical Ward, Training Simulator
Trash:
-------------------------
Start of Turn: Each target regains 1hp. I'll guess Naturalist deals 2 damage to Omnitron [59], I'll assume you want the Repair Drone in play.
Play a Card: Security station
End of Turn:
-------------------------
In Play: Medical Ward, Training Simulator, Security Station
Trash:
Start of turn all targets regain 1hp and a villain target from the villain trash enters play.
Start of turn a villain target from the trash enters play.
Start of turn a player mey discard their hand to destroy an environment card.
If you want the S-85 or EPE instead of the repair drone let me know.
It'll be two damage to Omnitron, what with the Imbued Fire.
“You gotta have blue hair."
-Reckless
COSMI-AMBUBLADE-ITRON!
HP: 59
In Play: S-85 Repair Drone [4]
Trash: Hasten Doom, EPE, S-85, S-84
-------------------------
Start of Turn:
Play a Card: Run and Gun, deal Nuturalist 2-1 projectile damage [25], shuffle trash into deck, Play Hasten Doom, deal 2 toxic damage to all hero targets, play Armed and dangerous, reveal until S-84 Assault Drone [5] is revealed, put into play, shuffle others back into deck, play Technological Singularity, destroy all equipment, Deal Omnitron-X 10 lightning damage [9], Setback 4 [16], Expat 4 damage [17], Nightmist 0 [13], Naturalist 2-1 [23]
End of Turn: Play Hasten Doom, deal 2 toxic to all hero targets, play S-85 Repair Drone [4]. S-85 heals Omni 4 [63], S-84 deals Naturalist 5-1 energy damage [18], S-85 heals Omni 4 [67]
-------------------------
HP: 67
In Play: S-85 [4], S-84 [5], S-85 [4]
Trash: Run and Gun, Hasten Doom, Armed and Dangerous, Technological Singularity, Hasten Doom
-------------------------
Effects:
Start: No Components? Flip
End: Play the top card of the villain deck.
S-85 heals Omnitron for the number of drones in play +1.
S-84 deals its health in energy damage to the highest HP hero target.
S-85 heals Omnitron for the number of drones in play +1.
Static: Damage dealt to Devices is -1.
Hero Status:
Omnitron-X: 7
Setback: 14
Expatriette: 15
Nightmist: 11
Naturalist: 18 -1 taken, mortal to energy
P-Bot: 1 -1 taken
S-Bot: 2
All equipment destroyed.
Omnitron-X - OW
HP: 7
Hand: Bee Bot, Platform Bot, Stealth Bot, Turret Bot, Flash Forge
In play: Platform Bot [1], Swift Bot [2].
Trash: Technological Advancement x2, Bee Bot x2, Flash Forge, Cryo Bot, Electro-Deployment Unit x2, Innervation Ray x2, Elemental Exochassis x2, Ablative Coating
Additional effects: Reduce damage dealt to Platform Bot by 1.
Start of turn:
Play a card: Play Flash Forge; discard Bee Bot to find a Focused Plasma Cannon, play Focused Plasma Cannon.
Use a power: Timeshift brings into play Defensive Blast.
Draw a card: Champion Bot, Raptor Bot
End of turn: Platform Bot deals 4 fire damage to Omnitron [63].
HP: 7
Hand: Platform Bot, Stealth Bot, Turret Bot, Champion Bot, Raptor Bot
In play: Platform Bot [1], Swift Bot [2], Focused Plasma Cannon, Defensive Blast
Trash: Technological Advancement x2, Bee Bot x3, Flash Forge x2, Cryo Bot, Electro-Deployment Unit x2, Innervation Ray x2, Elemental Exochassis x2, Ablative Coating
Additional effects: Reduce damage dealt to Platform Bot by 1.
“You gotta have blue hair."
-Reckless
On my turn, I can let one player play the top 4 cards of their deck, with some flexibility as to order (using Syntactic Analysis x 2). Who is likely to use that most effectively?
Setback - Burns so good!
HP: 14
Tokens: 15
Hand: Cause and Effect, MicroTargeting Computer, Displaced Amory Dual Crowbars, Fumbling Fool
In play: Looking Up (x2), By Any Means (Omnitron)
Trash: Impromptu Invention, Sudden Contract, Terrible Tech Strike, Utility Belt, Jack Handle
--------------------------
Start of hero turn: Ouch 3 and 3 Fire damage to self, [8]
Play a card: Displaced Armory to get Jack handle from Trash. Deal all non-hero targets 2 fire! Omnitron takes 2 [61], the rest only take 1, but will be dead or close to it.
Use a power: Looking Up, gains tokens [18], 4 damage to Omnitron [57], 3 to the rest, killing all but the S-85 [1].
Draw a card: Salvage Yard
End of hero turn: N/A
--------------------------
HP: 8
Tokens: 18
Hand: Cause and Effect, MicroTargeting Computer, Dual Crowbars, Fumbling Fool
In play: , Looking Up (x2), By Any Means (Omnitron), Jack Handle
Trash: Impromptu Invention, Sudden Contract, Terrible Tech Strike, Utility Belt, Displaced Armory
Additional effects:
Increase Damage dealt to Omnitron by 1. (By Any Means)
When Setback deals damage, deal it to all non-hero targets. (Jack handle)
I have a moderate chance of doing something awesome! But I can't promise anything.
Edit: Though a Herioc Interception + Threatening Stomp may let all heroes survive a round. Sedative Flechettes would be the only one that would cause problems.
Expat's deck is going to be a mix of one-shot damage cards with some equipment (Shotgun, Staff of Ra). However, there are also some Tempest cards mixed in that could be considered "duds" - Into the Stratosphere, Aquatic Correspondence, etc.
Expatriette of the Future
HP - 15
In Play: Imbued Fire
Hand: Prejudice, Ball Lightning, Lightning Slash
Trash: Chain Lightning, Energy Burn (x2), Arsenal Access, Staff of Ra, Tactical Shotgun
--------------------------------------------------------
Start of Turn:
Play: Prejudice
Power: Load - Play Lightning Slash
6 fire damage to Omnitron [51]
Draw: Into the Stratosphere
End of Turn:
-------------------------------------------------------
HP - 15
In Play: Imbued Fire, Prejudice
Hand: Ball Lightning, Into the Stratosphere
Trash: Chain Lightning, Energy Burn (x2), Arsenal Access, Staff of Ra, Tactical Shotgun, Lightning Slash
Effects:
Increase all fire damage by 1 (Imbued Fire)
Change the damage type of of dealt by hero targets to fire (Imbued Fire)
Psst! Lightning Slash deals 6 damage. By Any Means and Imbued Fire are both increasing it.
I have bots and stuff, and thus could get great things out, but then they might all die.
“You gotta have blue hair."
-Reckless
Unity's favorite store?
Nightmist
HP: 11
Hand: Critical Multiplier, Starshield Necklace {1}, Buffer Overflow (x2), Gauge, Amulet of the Elder Gods {3}, Updated Intel, Syntactic Analysis (x2), Tome of Elder Magic {4}
In Play: Snap Decision
Trash: Mistbound (x2), Recompile, Extrasensory Awareness, Team Communications, Heroic Intercerption, Data-Mining
Start: Discard Buffer Overflow. Play Syntactic Analysis on myself. Play Astral Premonition {4} and draw Snap Decision.
Play: Play Syntactic Analysis. Setback reveals the top two cards of his deck, and may play, draw, or discard them in any order.
Power: Astral Premonition. Discard Snap Decision. Reveal the top two cards of the villain deck, and put on on the top and one on the bottom.
Draw: Astral Premonition {2}
End:
HP: 11
Hand: Critical Multiplier, Starshield Necklace {1}, Buffer Overflow, Gauge, Amulet of the Elder Gods {3}, Updated Intel, Tome of Elder Magic {4}, Astral Premonition
In Play: Snap Decision, Astral Premonition
Trash: Mistbound (x2), Recompile, Extrasensory Awareness, Team Communications, Heroic Intercerption, Data-Mining, Buffer Overflow, Syntactic Analysis (x2), Snap Decision
Effects: Setback reveals the top two cards of his deck, and may play, draw, or discard them in any order.
Sorry, not such a high-powered turn this time.
Reveals: EPE and Run and Gun.
Let's wait till after Setback's card plays to resolve that, although I guess we should probably take our chances with Run and Gun.
Setback reveals Cash Out and Impomptu Invention. Firstly, Impromptu Invention, which draws, Ultimate Target. Search the deck for Jim's Hat, and put it into play. Play Cause and Effect, destroying Training Simulator, hit Omnitron for 19 (18 tokens+IF+By Any Means-Advanced) damage, twice! [13]. If any other Non-hero target is in play, it's probably dead!
Play Cash Out, remove all 18 tokens, draw Sudden Contract, High Risk Behavior, Displaced Armory, Impromptu Invention, Silver Lining, Cash Out, Cause and Effect, Fumbling Fool, Silver Lining, Looking Up, Grease Monkey Fist, Salvage Yard, Meditation, Dual Crowbars, Meditation, Jack Handle, Meditation, and Micro Targeting Computer.
Each player may discard 1 card, if 4 do, each hero regains 2 HP. I will totally discard Dual Crowbars!
Edit: I'm all for the EPE to be put on top, I doubt it will get a chance to fire...
And awesomeness ensues! I will discard Astral Premonition {2}.
And I will leave the EPE on top. Of course we'll get two villain card plays, and don't know what the second one will be.
Expat will discard Into the Stratosphere. (Useful for burying something like an EPE for a turn, but I suspect the damage from Ball Lightning will be more important.)
Naturalist discards Enduring Intercession. Everyone heals 2. Naturalist deals 3 fire damage to Omnitron [10]. I also vote for EPE on top.
Naturalistish
HP: 20
Hand: Ta Moko, Threatening Stomp, Natural Form's Power, Natural-Born Vigor, Bring What You Need, Pushing the Limits, Lightning Reflexes, Proverbs and Axioms
Play: The Formidable Rhinoceros, Mortal Form to Energy
Trash: Proverbs and Axioms, Transmutive Recovery (2), Enduring Intercession, HUD Goggles
Effects:
Start: Discard Ta Moko
Play: Pushing the Limits
Play: Lightning Reflexes
Play: Natural-Born Vigor
Play: Natural Form's Power
Power: The Formidable Rhinoceros - draw Dominion and Fleet of Foot
Power: Natural Form's Power - heal 2 HP [22]; deal 3 fire damage to Omnitron [7]
Draw: Resilient Hide and Threatening Stomp
End:
HP: 22
Hand: Threatening Stomp (2), Bring What You Need, Proverbs and Axioms, Dominion, Fleet of Foot, Resilient Hide
Play: The Formidable Rhinoceros, Mortal Form to Energy, Natural Form's Power, Natural-Born Vigor, Pushing the Limits
Trash: Proverbs and Axioms, Transmutive Recovery (2), Enduring Intercession, HUD Goggles, Ta Moko, Lightning Reflexes
Effects:
Freedom Tower
In Play: Medical Ward, Security Station
Trash: Training Simulator
-------------------------
Start of Turn: Each target regains 1hp. Naturalist deals 2 damage to Omnitron [6]
Play a Card: Entry Point - goes on top of one of the two.
End of Turn:
-------------------------
In Play: Medical Ward, Security Station, Entry point
Trash: Training Simulator
Start of turn all targets regain 1hp and a villain target from the villain trash enters play.
Start of turn a player mey discard their hand to destroy an environment card.
Entry Point covers one of the other two and increases all villain damge by 1.
COSMI-AMBUBLADE-ITRON!
HP: 6
In Play:
Trash: Run and Gun, Hasten Doom, Armed and Dangerous, Technological Singularity, Hasten Doom, S-85(2), S-84
-------------------------
Start of Turn:
Play a Card: EPE [15]
End of Turn: Play Armed and Dangerous, reveal until Explosives Launcher is revealed, put into play, shuffle other cards back in, play Run and Gun, deal Naturalist 2+1-1 damage [20], shuffle trash into villain deck, play Sedative Flechettes, each hero target takes 6+1 damage, destroy all ongoing cards, Explosives Launcher deals each hero target 3+1 fire damage.
-------------------------
HP: 6
In Play: EPE [15], Explosives Launcher [6]
Trash: Armed and dangerous, Run and Gun, Sedative Flechettes.
-------------------------
Effects:
Start: No Components? Flip
EPE deals its health as Lightning damage to all hero targets.
End: Play the top card of the villain deck.
Explosives Launcher deals each hero target 3 fire damage
Static: Damage dealt to Devices is -1.
Hero Status:
Omnitron-X: X
Setback: X
Expatriette: 4
Nightmist: X
Naturalist: 10
All Ongoing cards destroyed.
Wow, incredible luck there to make Omni look good with his last gasp.
To make it simple, Setback will let Expat use a power once his turn comes around.
I feel like Tom Hanks at the end of "Saving Private Ryan". I am lying there gravely wounded and will pull a pistol and start plinking away at the advancing steel monster.
Yeah, it is obviously over. I'm quite sad I didn't get to run off 10-12 cards in one turn and have everyone dead, also that I didn't get to Caspit's Playground/Tech Singularity, that would have been awesome. Also no Terraforming on the flip side with three cards out, come on, that would have played almost the entire deck.
Bah, Cheating Heroes still more powerful than cheating Villains.
Should have gone Miss Information with one too few clues in the deck. Just put random crappy cards in, see how many rounds it takes before the heroes figure out the game is unwinnable.
That would be fun.
or not
I have to say, I like making super broken hero decks!
Though a big weakness in my deck is, the only power I had other than the base was Looking Up, whoops! Good thing it ended up working out in the end.
It is a lot of fun.
I really thought I had you with this deck, but then that darned future me with all those feelings had to ruin everything.
A fun cheating Villain idea would be Akash'bhuta with a bunch of cards that give the environment extra plays. If you just want to be annoying, give Iron Legacy bestial vitality and a few entombs, and have him play through his entire deck and win before the heroes ever get a turn.
Dreamer with a few Ensnaring Brambles would be sufficiently annoying as well.
Are you using mix and match environments as well?
"Do you not know that a man is not dead while his name is still spoken?"
- Terry Pratchett, Going Postal
Yeah, Dreamer with Akash's limbs and Iron Legacy with, say, Galvanise x2 and Entomb x3 are both nigh-unwinnable, hence their not being broken out until the vilain-builders get a bit more desperate. Also Matriarch Ambus-Blade who fills hir trash on turn one, though that one has the vague possibility of being beaten... I think building a deck that's actually unwinnable (Dreamer short of projections, Miss Info short on clues, etc.) is rather unfair though.
So does anyone else want a crack at villain-building, or should I take another run at it?
“You gotta have blue hair."
-Reckless
Not yet. One of those villain-oriented would probably be quite vicious.
For formal end of game:
1) If O-X incap allows Expat to draw a card it will be Energy Burn.
2) Setback incap allows Expat to play a card - Energy Burn played: Omnitron to 4 HP
3) Expat plays Ball Lightning: Omnitron to 1 HP
4) Expat power is Prejudice - Omnitron [x] from pistol fire
... Alternately we do something else that allows Naturalist-ish to stomp on him and then kick him into a nearby recycling bin.
I'd be interested in giving villain building a go. I'd also like to make a hero for one of these games, so I'm conflicted.
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