In Hand: Flesh to Iron, Mistbound, Blinding Speed, Hypersonic Assault, Lightning Reflexes, Know When to Turn Loose, Hypersonic Assault, Gatling Gun, Mistbound
In Play: Pushing the Limits
Trash: Hypersonic Assault, Flesh to Iron, Transmutative Recovery
-------------------------
Start of Turn: Take 2 damage [3]
Play a Card: Flesh to Iron, Hypersonic Assault (Dreamer [4], Final Breath [5], Citizen Hammer [1], Battle Forged [3], Trueshot [8]. None of these can deal damage for 1 turn)
Power: Team Leader, everyone draws a card. I get Adhesive Foam Grenade
Draw a Card: Keep Moving, Know When to Turn Loose (seriously, where are my proverbs and axioms? Don't Dismiss anything?
End of Turn:
-------------------------
HP: 3
In Hand: Mistbound, Blinding Speed, Lightning Reflexes, Know When to Turn Loose, Hypersonic Assault, Gatling Gun, Mistbound, Adhesive Foam Grenade, Keep Moving, Know When to Turn Loose
In Play: Pushing the Limits, Flesh to Iron
Trash: Hypersonic Assault x2, Flesh to Iron, Transmutative Recovery
Hand: Ball Lightning, Chain Lightning, Consecrated Ground, Gene-Bound Shackles,Holy Nova, Impromptu Intervention, Into the Stratosphere, Lightning Slash, Micro-Targetting Computer, Utility Belt
Trash: Dual Crowbars, End of Days, Impromptu Intervention, Lightning Slash, Localized Hurricane
-------------------------
Start of Turn:
Play a Card: Impromptu intervention, draw final dive, search deck for Grease Gun and put it into play. Play Holy Nova, (Dreamer [3], Final Breath [4], Citizen Hammer [X], Battle Forged [2], Trueshot [8]) All heroes regain 1 hp.
Use a Power:
Draw a Card:
End of Turn:
-------------------------
HP: 4
In Play: Grease Gun
Hand: Ball Lightning, Chain Lightning, Consecrated Ground, Final Dive, Gene-Bound Shackles, Into the Stratosphere, Jack Handle, Micro-Targetting Computer, Utility Belt
Trash: Dual Crowbars, End of Days, Impromptu Intervention(2), Lightning Slash, Localized Hurricane
I should be able to take out Trueshot next turn. Play Shotgun - blast with same, and then have Platform Bot finish her off. (Thank you Inspiring Presence.) Assuming The Dreamer doesn't roll out something that gives her DR.
End of Turn: The Dreamer deals no damage, then plays DEVASTATING AURORA, Whipacorn, Dark Hero.
Trueshot deals 5 projectile damage to Tempest [X].
Final Breath deals 5 Toxic damage to the Expat [X].
Battle Forged deals 6 energy damage to The Naturalist [X], plays Citizen Truth.
Siege-Breaker deals 4 irreducible fire damage to Tachyon [X].
VICTORY TO VILLAINY
DECK MAKEUP:
The Dreamer:
Dark Hero x2
Granite Oni x2
Grotesque Arachnoid x2
Macabre Spectre x2
Whipacorn x2
Citizen Dawn:
Citizen Summer
Citizen Winter
Citizen Truth
Citizen Dare
Citizen Hammer
Citizen Assault
Devastating Aurora x2
La Capitan:
La Paradoja Magnifica
Trueshot
Final Breath
Battle Forged
Siege-Breaker
Omnitron:
Electro-Pulse Explosive x2
I think The Dreamer is the best way to make a minion deck, because a) on her flip side she gets like four card plays a turn, b) you can't use AoE attacks without slaughtering her, and c) you have to wait for her deck to cycle instead of pounding on her (indeed, if it weren't for the Ship you'd need two cycles of the deck to get all the projections in her trash). Perhaps it's a particular strength of building around the Dreamer; even the strongest of heroes keep getting hit.
I think we're at 3, 3, 3, 1, X and the Whipacorn hit the Environment monster.
Oh, and I am slightly disappointed that the villain card that could deploy Omnitron components without worrying about losing them due to damage did not take advantage of the opportunity.
So plan: I will stop everything out there from dealing damage one more round at least. If we need it, I can lightning reflexes + mistbound as well. Hoping against hope that we see another grease gun come out from team leader.
Edit: nooo! I need a damage boost to stop seige breaker.
Edit Edit: With Citizen Truth coming up, I don't think we'll win. Shame though, without that second Aurora, we stood a decent chance.
BluehairedMeercat: Just so we are on the same page, I need you to stack the environment deck with Con's Bunker and Ancient Library, and then make sure the Dreamer plays nothing but projections. I promise to look the other way if Citizen Truth gets "lost" somehow and doesn't come out when Dreamer can play cards.
In Hand: Hairtrigger Reflexes, Swift Bot, Champion Bot, RPG Launcher, Wrecking Uppercut, Raptor Bot,
Tactical Shotgun, Mental Divergence
In Play: Platform Bot [3]
Trash: Wrest the Mind, Stealth Bot, Platform Bot, Brainstorm, Twist the Ether
------------------------- Start of Turn:
Play a Card: RPG Launcher Destroy Amphibious Chupacabra Deal 1 fire damage to Dark Hero [2] Deal 1 fire damage to Whipcorn [6]
Power: Load -> Play Raptor Bot
Draw a Card: Bee Bot
End of Turn: Platform Bot hits Dark Hero for 3-1 points [x] Raptor Bot hits Whipacorn for 3 points [3]
------------------------- HP: 3
In Hand: Hairtrigger Reflexes, Swift Bot, Champion Bot, Wrecking Uppercut (x2), Tactical Shotgun, Raptor Bot, Mental Divergence, Bee Bot
In Play: Platform Bot [3], Raptor Bot [2]
Trash: Wrest the Mind, Stealth Bot, Platform Bot, Brainstorm, Twist the Ether, RPG Launcher
Comment:
Got Dark Hero out of the way, put another target in play, and tried to chip villains down so that after the Hypersonic Assault if the Environment plays something that preys on low HP non-environment cards it will have villains to chew on. IF we're more concerned with getting a "high" HP hero target out I can replace Raptor Bot with Champion Bot and give the Whipacorn 3 HP back.
In Hand: Mistbound, Blinding Speed, Lightning Reflexes, Know When to Turn Loose, Hypersonic Assault, Gatling Gun, Mistbound, Adhesive Foam Grenade, Keep Moving, Know When to Turn Loose
In Play:
Trash: Hypersonic Assault x2, Flesh to Iron, Transmutative Recovery, Pushing the Limits, Flesh to Iron
-------------------------
Start of Turn:
Play a Card: Lightning Reflexes, Mistbound on Dreamer (discard Know when to turn loose and Keep Moving), Hypersonic Assault Dreamer [2], Whipacorn [2], Chupacabra [2], Trueshot [8], Battleforged [1], Final Breath [3]
Power: Team Leader, everyone draws a card. I get Blinding Speed
Draw a Card: HUD Goggles
End of Turn:
-------------------------
HP: ?
In Hand: Mistbound, Blinding Speed, Adhesive Foam Grenade, Gatling Gun, Know When to Turn Loose
In Play:
Trash: Hypersonic Assault x2, Flesh to Iron, Transmutative Recovery, Pushing the Limits, Flesh to Iron, Lightning Reflexes, Mistbound, Hypersonic Assault, Know When to Turn Loose, Keep Moving
-------------------------
Effects: No villain damage (except siege), no villain cards
Hand: Ball Lightning, Chain Lightning, Consecrated Ground, Final Dive Gene-Bound Shackles, Into the Stratosphere, Lightning Slash, Micro-Targetting Computer, Utility Belt
Trash: Dual Crowbars, End of Days, Grease Gun, Impromptu Intervention(2), Lightning Slash, Localized Hurricane
-------------------------
Start of Turn:
Play a Card: Into the Stratosphere, place Siege Breaker back on top of the deck. Deal Final Breath 2 projectile Damage.
Trash: Dual Crowbars, End of Days, Holy Nova, Impromptu Intervention(2), Into the Stratosphere, Lightning Slash, Localized Hurricane
Can I salvage Yard for Omni's card play? If not I'll do salvage/grease next round using his play.
I honestly forgot I switched a salvage yard in for I think the second Gene-bound shackle. I'm glad I did.
I don't even remember what is in my own deck.
Also if no one minds I have a great idea for Match #5 that I'd like to do, have the villain ready to go. If someone else is dying to go that's cool too.
Cupacabra is mentioned in Tachyon's turn, but it was nuked by RPG in Expat's turn. (Wouldn't do damage anyways due to Whipacorn hit.)
And with a known card on top of the villain deck (Siege Breker) I can play Wrecking Uppercut to get it discarded. Will have to see what the environment deck brings forth first of course. If both bots survive I can take out both the Whipacorn and Trueshot as well as getting Siege Breaker discarded.
Hand: Temporal Grenade, Sudden Contract, By Any Means, Surge of Strength, The Predator's Eye (2), Cornered Beast, Natural Form's Power, Durasteel Chains, Displaced Armory
Play: Jim's Hat, Natural-Born Vigor, The Deadly Crocodile
Trash: Displaced Armory (2), Flying Smash, Inspiring Presence, Fling Into Darkness, Team Communication
Effects: Damage dealt by the Naturalist is increased by 1
Start:
Play: Durasteel Chains
Play: Displaced Armory - find Compounded Bow from my deck and put it into play; deal 3 projectile damage to Whipacorn [X]
Power: Compounded Bow - deal 3 projectile and 3 lava lamp damage to Trueshot [3]
Power: The Deadly Crocodile - deal 4 melee damage to Trueshot [X]
Draw: Team Communication
End:
HP: 3
Hand: Temporal Grenade, Sudden Contract, By Any Means, Surge of Strength, The Predator's Eye (2), Cornered Beast, Natural Form's Power, Team Communication
Play: Jim's Hat, Natural-Born Vigor, The Deadly Crocodile, Durasteel Chains, Compounded Bow
Trash: Displaced Armory (3), Flying Smash, Inspiring Presence, Fling Into Darkness, Team Communication
Effects:
Damage dealt by the Naturalist is increased by 2 [Crodile Form, Durasteel Chains]
Damage dealt to the Naturalist is decreased by 1 [Durasteel Chains]
If someone else is able to take out Trueshot, I would probably destroy Natural-Born Vigor at the start of my turn to regain some HP instead of killing her.
If no one else has a card play on Omni's turn, I can play The Ultimate Target on Dreamer, so I have a chance to take out whatever she plays next before it can hit us.
I was planning on Grease Gun this turn so we won't take damage, I'd like to do that on Omni's turn so I can draw, but it isn't a priority.
There are 9 cards left in Dreamer's deck. Three are projections.
Hopefully we get another stall card this round that can get us through to where Dreamer has one card in her deck, and let's hope that isn't a projection.
I can wrathful Siege Breaker if need be.
If we get a DDA or I get Impromptu/Grease Gun it's a win. Tachyon getting Hypersonic would give us a chance, but not a gaurantee.
In Hand: Hairtrigger Reflexes, Swift Bot, Champion Bot, Wrecking Uppercut (x2), Tactical Shotgun, Mental
Divergence, Bee Bot, Arsenal Access
In Play: Platform Bot [3], Raptor Bot [2]
Trash: Wrest the Mind, Stealth Bot, Platform Bot, Brainstorm, Twist the Ether, RPG Launcher
------------------------- Start of Turn:
Play a Card:Wrecking Uppercut 3 points to Final Breath [x] Villain deck discards top card (bye-bye Siegebreaker!)
Power: Load -> Play Hairtrigger Reflexes
Draw a Card: Turret Bot
End of Turn: Platform Bot hits Battleforged for 3 points [x] Raptor Bot noms on Platform Bot in frustration [1]
------------------------- HP: 3 In Hand: Swift Bot, Champion Bot, Wrecking Uppercut, Tactical Shotgun, Mental Divergence, Bee Bot, Turret Bot
In Play: Platform Bot [1], Raptor Bot [2], Hairtrigger Reflexes
Trash: Wrest the Mind, Stealth Bot, Platform Bot, Brainstorm, Twist the Ether, RPG Launcher, Wrecking Uppercut
------------------------- Effects: Whenever a non-hero target enters play Expat can shoot it for 1 point of damage
Comment:
A couple of different options, but I went for one that gets us past Siegebreaker and sets ups preliminary damage on whatever comes out.
Ooo... quick question before this finalizes. Is Raptor Bot allowed to "pass" or is it required to attack a target if one is available? If it can, the turn stands and if not I will change it so that Platform Bot finishes Final Breath and Raptor Bot noms Battleforged. But that means that the villain deck does not discard and I do a different play than Wrecking Uppercut.
Edit: Will have him nom Platform Bot since I agree with getting Siegebreaker out of the way.
I feel like its better to get Siege Breaker into the trash, even if Raptor bot has to chew on platform bot. That means Dreamer has exactly 8 cards left so we can for sure get all her projections out in two turns.
Team Leader Tachyon
HP: 1
In Hand: Mistbound, Blinding Speed, Adhesive Foam Grenade, Gatling Gun, Know When to Turn Loose, HUD Goggles, Blinding Speed
In Play:
Trash: Hypersonic Assault x2, Flesh to Iron, Transmutative Recovery, Pushing the Limits, Flesh to Iron, Lightning Reflexes, Mistbound, Hypersonic Assault, Know When to Turn Loose, Keep Moving
-------------------------
Start of Turn: Draw 2 from Ancient Library (because with grease gun, why not?), environment plays a card, I get Don't Dismiss Anything, Adhesive Foam Grenade
Play a Card: HUD Goggles, Adhesive Foam Grenade
Power: Team Leader, everyone draws a card. I get Don't Dismiss Anything
Draw a Card: Gatling Gun
End of Turn:
-------------------------
HP: ?
In Hand: Mistbound, Blinding Speed, Adhesive Foam Grenade, Gatling Gun, Know When to Turn Loose, Don't Dismiss Anything, Don't Dismiss Anything, Gatling Gun, Blinding Speed
In Play: HUD Goggles
Trash: Hypersonic Assault x2, Flesh to Iron, Transmutative Recovery, Pushing the Limits, Flesh to Iron, Lightning Reflexes, Mistbound, Hypersonic Assault, Know When to Turn Loose, Keep Moving, Adhesive Foam Grenade
-------------------------
Effects: No environment cards
Start:
End:
Static:
Notes: Poor dreamer tried so hard to kill us, I almost feel bad that she won't be able to finish the job.
Note: Wrecking Uppercut stays in play and thus Siegebreaker should be discarded. Raptor Bot hit Platform Bot for 2 (3-1). (A nice suggestion since that option did not occur to me.)
And Mongolian Death Worm is pinged by Expat [7] upon appearance. To [4] after Absolution Hit.
Since the contents of the villain deck were inadvertantly revealed it looks like the 8 cards that are left are 3 projections, an EPE, and 4 citizens. We get to see half of them while under the protection of Grease Gun. Then things get interesting again since Dreamer's damage before she plays three cards will finish us off as things currently stand.
We have this.If Tachyon plays DDA I can put inventive back on top of my deck, and then play it on Omni-X's turn to pull grease gun #2 into play from the deck.That gets us through the end of the deck and all the projections into play. Then I can end of days If needed the next turn. We survived long enough to get the cards we needed.
Once I saw the villain I figured the issue was going to be just that. Surviving the Dreamer pounding us long enough for enough projections to come back out. The load of citizens, crew, and THAT CARD just made it more difficult.
The dreamer is a jerk :(
Naturalist
So, that was fun.
HP: 1
Hand: Temporal Grenade, Displaced Armory, Sudden Contract, By Any Means, Flying Smash, Surge of Strength, Predator's Eye, Natural-Born Vigor, Natural Form's Power, Cornered Beast
Play: The Deadly Crocodile
Trash: Jim's Hat, Displaced Armory, Team Communication, Fling Into Darkness
Effects: Damage dealt by the Naturalist is increased by 1
Start:
Play: Flying Smash - deal 4 melee damage to Citizen Winter [X], Final Breath [7], Battle Forged [8]
Power: The Deadly Crocodile - deal 3 melee damage to Macabre Spectre [X]
Draw: Inspiring Presence
End:
HP: 1
Hand: Temporal Grenade, Displaced Armory, Sudden Contract, By Any Means, Inspiring Presence, Surge of Strength, Predator's Eye, Natural-Born Vigor, Natural Form's Power, Cornered Beast
Play: The Deadly Crocodile
Trash: Jim's Hat, Displaced Armory, Team Communication, Fling Into Darkness, Flying Smash
Effects: Damage dealt by the Naturalist is increased by 1
Wasn't Omnitron at 17 before the villain turn? That would make the final HP tallies wrong. Meaning one of Naturalist/Expatriette is actually dead.
No, it was at 14, I forgot to change my second HP listing.
Edit: I can take the incap though, if I were to live, I would totally just Rampage killing the Dreamer...
Expatriette
"With my last breath I strike at thee!"
HP: 1
In Hand: Brainstorm, Hairtrigger Reflexes, Twist the Ether, Swift Bot, Champion Bot, Platform Bot, RPG
Launcher, Wrecking Uppercut, Raptor Bot
In Play: Twist the Ether (next to The Dreamer)
Trash: Wrest the Mind, Stealth Bot, Platform Bot
-------------------------
Start of Turn:
Play a Card: Brainstorm
Draw Wrecking Uppercut, Platform Bot
1 damage each to Final Breath [6], Battle Forged [7], Citizen Hammer [2]
Power: Load -> Play Platform Bot
Draw a Card: Tactical Shotgun
End of Turn:
Platform Bot hits Battle Forged for 3 points [4]
-------------------------
HP: 1
In Hand: Hairtrigger Reflexes, Swift Bot, Champion Bot, RPG Launcher, Wrecking Uppercut (x2), Tactical Shotgun
In Play: Twist the Ether [next to The Dreamer], Platform Bot [3]
Trash: Wrest the Mind, Stealth Bot, Platform Bot, Brainstorm
Team Leader Tachyon
HP: 5
In Hand: Flesh to Iron, Mistbound, Blinding Speed, Hypersonic Assault, Lightning Reflexes, Know When to Turn Loose, Hypersonic Assault, Gatling Gun, Mistbound
In Play: Pushing the Limits
Trash: Hypersonic Assault, Flesh to Iron, Transmutative Recovery
-------------------------
Start of Turn: Take 2 damage [3]
Play a Card: Flesh to Iron, Hypersonic Assault (Dreamer [4], Final Breath [5], Citizen Hammer [1], Battle Forged [3], Trueshot [8]. None of these can deal damage for 1 turn)
Power: Team Leader, everyone draws a card. I get Adhesive Foam Grenade
Draw a Card: Keep Moving, Know When to Turn Loose (seriously, where are my proverbs and axioms? Don't Dismiss anything?
End of Turn:
-------------------------
HP: 3
In Hand: Mistbound, Blinding Speed, Lightning Reflexes, Know When to Turn Loose, Hypersonic Assault, Gatling Gun, Mistbound, Adhesive Foam Grenade, Keep Moving, Know When to Turn Loose
In Play: Pushing the Limits, Flesh to Iron
Trash: Hypersonic Assault x2, Flesh to Iron, Transmutative Recovery
-------------------------
Effects:
Start: take damage
End:
Static: Reduce damage to me by 2
Naturalist draws Durasteel Chains
I draw Impromptu Invention because of leadership.
Tempest: Restorer of Shadow
HP: 3
In Play:
Hand: Ball Lightning, Chain Lightning, Consecrated Ground, Gene-Bound Shackles,Holy Nova, Impromptu Intervention, Into the Stratosphere, Lightning Slash, Micro-Targetting Computer, Utility Belt
Trash: Dual Crowbars, End of Days, Impromptu Intervention, Lightning Slash, Localized Hurricane
-------------------------
Start of Turn:
Play a Card: Impromptu intervention, draw final dive, search deck for Grease Gun and put it into play. Play Holy Nova, (Dreamer [3], Final Breath [4], Citizen Hammer [X], Battle Forged [2], Trueshot [8]) All heroes regain 1 hp.
Use a Power:
Draw a Card:
End of Turn:
-------------------------
HP: 4
In Play: Grease Gun
Hand: Ball Lightning, Chain Lightning, Consecrated Ground, Final Dive, Gene-Bound Shackles, Into the Stratosphere, Jack Handle, Micro-Targetting Computer, Utility Belt
Trash: Dual Crowbars, End of Days, Impromptu Intervention(2), Lightning Slash, Localized Hurricane
Non-hero targets cannot deal damage.
Quick! First person that responds gets to play a card! (Didn't feel like looking at what everyone had available.
Inspiring Presence; everyone gets 1 HP and we all deal extra damage
Expat draws Mental Divergence due to Leadership.
I should be able to take out Trueshot next turn. Play Shotgun - blast with same, and then have Platform Bot finish her off. (Thank you Inspiring Presence.) Assuming The Dreamer doesn't roll out something that gives her DR.
The Final Wasteland
In Play:
Trash: Abominable Snowman, Horrid Skunk Ape, New Jersey Devil
--------------------------------------------------------
Start of Turn:
Play a Card: Amphibious Chupacabra
End of Turn:
-------------------------------------------------------
In Play: Amphibious Chupacabra - 6
Trash: Abominable Snowman, Horrid Skunk Ape, New Jersey Devil
Effects:
“You gotta have blue hair."
-Reckless
Round Five
The Dreamer - Friendship is Magic
The Dreamer - 3
In Play: Trueshot - 8, Final Breath - 4, Battle Forged - 2
Trash: La Paradoja Magnifica, Electro-Pulse Explosive, Devastating Aurora, Citizen Hammer, Citizen Winter
Beneath The Dreamer: Whipacorn, Grotesque Arachnoid, Dark Hero, Granite Oni, Macabre Spectre
--------------------------------------------------------
Start of Turn:
Play a Card: Siege-Breaker
End of Turn: The Dreamer deals no damage, then plays DEVASTATING AURORA, Whipacorn, Dark Hero.
Trueshot deals 5 projectile damage to Tempest [X].
Final Breath deals 5 Toxic damage to the Expat [X].
Battle Forged deals 6 energy damage to The Naturalist [X], plays Citizen Truth.
Siege-Breaker deals 4 irreducible fire damage to Tachyon [X].
VICTORY TO VILLAINY
DECK MAKEUP:
The Dreamer:
Citizen Dawn:
La Capitan:
Omnitron:
I think The Dreamer is the best way to make a minion deck, because a) on her flip side she gets like four card plays a turn, b) you can't use AoE attacks without slaughtering her, and c) you have to wait for her deck to cycle instead of pounding on her (indeed, if it weren't for the Ship you'd need two cycles of the deck to get all the projections in her trash). Perhaps it's a particular strength of building around the Dreamer; even the strongest of heroes keep getting hit.
Right, who's up next? :D
“You gotta have blue hair."
-Reckless
So, Trueshot, Final Breath, and Battle Forged were all Hypersonic Assaulted - they can't deal damage. Only Siege Breaker and Whipacorn should hit us.
NOT DEAD YET!
I think we're at 3, 3, 3, 1, X and the Whipacorn hit the Environment monster.
Oh, and I am slightly disappointed that the villain card that could deploy Omnitron components without worrying about losing them due to damage did not take advantage of the opportunity.
3/3/3/1/x sounds right.
Assuming 3/3/3/1/X is correct:
Naturalist
HP: 3
Hand: Temporal Grenade, Displaced Armory, Sudden Contract, By Any Means, Surge of Strength, The Predator's Eye, Cornered Beast, Natural Form's Power, Natural-Born Vigor, Durasteel Chains
Play:
Trash: Jim's Hat, Displaced Armory, Flying Smash, Inspiring Presence, The Deadly Crocodile, Fling Into Darkness, Team Communication
Effects:
Start:
Play: Displaced Armory - take Jim's Hat from the trash and put it into play; deal some meaningless damage
Play: Natural-Born Vigor
Power: Transform - put The Deadly Crocodile into play
Power: The Deadly Crocodile - deal 2 (3-1) melee damage to Dark Hero [3]
Draw: The Predator's Eye
End:
HP: 3
Hand: Temporal Grenade, Sudden Contract, By Any Means, Surge of Strength, The Predator's Eye (2), Cornered Beast, Natural Form's Power, Durasteel Chains
Play: Jim's Hat, Natural-Born Vigor, The Deadly Crocodile
Trash: Displaced Armory (2), Flying Smash, Inspiring Presence, Fling Into Darkness, Team Communication
Effects: Damage dealt by the Naturalist is increased by 1
So plan: I will stop everything out there from dealing damage one more round at least. If we need it, I can lightning reflexes + mistbound as well. Hoping against hope that we see another grease gun come out from team leader.
Edit: nooo! I need a damage boost to stop seige breaker.
Edit Edit: With Citizen Truth coming up, I don't think we'll win. Shame though, without that second Aurora, we stood a decent chance.
So, I could change one of my card plays to give you a damage boost against Siege Breaker. Truth will be a problem, yes.
MISTBOUND YES!
I can stratosphere Siege Breaker, you mistbound and hypersonic and we live another round!
Then I need to find a grease gun.
Sounds like a plan.
BluehairedMeercat: Just so we are on the same page, I need you to stack the environment deck with Con's Bunker and Ancient Library, and then make sure the Dreamer plays nothing but projections. I promise to look the other way if Citizen Truth gets "lost" somehow and doesn't come out when Dreamer can play cards.
*thinks*
Nah.
“You gotta have blue hair."
-Reckless
Expatriette
HP: 3
In Hand: Hairtrigger Reflexes, Swift Bot, Champion Bot, RPG Launcher, Wrecking Uppercut, Raptor Bot,
Tactical Shotgun, Mental Divergence
In Play: Platform Bot [3]
Trash: Wrest the Mind, Stealth Bot, Platform Bot, Brainstorm, Twist the Ether
-------------------------
Start of Turn:
Play a Card: RPG Launcher
Destroy Amphibious Chupacabra
Deal 1 fire damage to Dark Hero [2]
Deal 1 fire damage to Whipcorn [6]
Power: Load -> Play Raptor Bot
Draw a Card: Bee Bot
End of Turn:
Platform Bot hits Dark Hero for 3-1 points [x]
Raptor Bot hits Whipacorn for 3 points [3]
-------------------------
HP: 3
In Hand: Hairtrigger Reflexes, Swift Bot, Champion Bot, Wrecking Uppercut (x2), Tactical Shotgun, Raptor Bot, Mental Divergence, Bee Bot
In Play: Platform Bot [3], Raptor Bot [2]
Trash: Wrest the Mind, Stealth Bot, Platform Bot, Brainstorm, Twist the Ether, RPG Launcher
Comment:
Got Dark Hero out of the way, put another target in play, and tried to chip villains down so that after the Hypersonic Assault if the Environment plays something that preys on low HP non-environment cards it will have villains to chew on. IF we're more concerned with getting a "high" HP hero target out I can replace Raptor Bot with Champion Bot and give the Whipacorn 3 HP back.
Team Leader Tachyon
HP: 3? 1? (I'm not really sure)
In Hand: Mistbound, Blinding Speed, Lightning Reflexes, Know When to Turn Loose, Hypersonic Assault, Gatling Gun, Mistbound, Adhesive Foam Grenade, Keep Moving, Know When to Turn Loose
In Play:
Trash: Hypersonic Assault x2, Flesh to Iron, Transmutative Recovery, Pushing the Limits, Flesh to Iron
-------------------------
Start of Turn:
Play a Card: Lightning Reflexes, Mistbound on Dreamer (discard Know when to turn loose and Keep Moving), Hypersonic Assault Dreamer [2], Whipacorn [2], Chupacabra [2], Trueshot [8], Battleforged [1], Final Breath [3]
Power: Team Leader, everyone draws a card. I get Blinding Speed
Draw a Card: HUD Goggles
End of Turn:
-------------------------
HP: ?
In Hand: Mistbound, Blinding Speed, Adhesive Foam Grenade, Gatling Gun, Know When to Turn Loose
In Play:
Trash: Hypersonic Assault x2, Flesh to Iron, Transmutative Recovery, Pushing the Limits, Flesh to Iron, Lightning Reflexes, Mistbound, Hypersonic Assault, Know When to Turn Loose, Keep Moving
-------------------------
Effects: No villain damage (except siege), no villain cards
Start:
End:
Static:
Naturalist draws Displaced Armory.
I draw Wrathful Retribution for Team leader.
Tempest: Restorer of Shadow
HP: 3
In Play:
Hand: Ball Lightning, Chain Lightning, Consecrated Ground, Final Dive Gene-Bound Shackles, Into the Stratosphere, Lightning Slash, Micro-Targetting Computer, Utility Belt
Trash: Dual Crowbars, End of Days, Grease Gun, Impromptu Intervention(2), Lightning Slash, Localized Hurricane
-------------------------
Start of Turn:
Play a Card: Into the Stratosphere, place Siege Breaker back on top of the deck. Deal Final Breath 2 projectile Damage.
Use a Power: Skip
Draw a Card: SALVAGE YARD!!!!!
End of Turn:
-------------------------
HP: 3
In Play:
Hand: Ball Lightning, Chain Lightning, Consecrated Ground, Final Dive, Gene-Bound Shackles, Jack Handle, Micro-Targetting Computer, Salvage Yard, Utility Belt, Wrathful Retribution
Trash: Dual Crowbars, End of Days, Holy Nova, Impromptu Intervention(2), Into the Stratosphere, Lightning Slash, Localized Hurricane
Can I salvage Yard for Omni's card play? If not I'll do salvage/grease next round using his play.
I honestly forgot I switched a salvage yard in for I think the second Gene-bound shackle. I'm glad I did.
I don't even remember what is in my own deck.
Also if no one minds I have a great idea for Match #5 that I'd like to do, have the villain ready to go. If someone else is dying to go that's cool too.
Sure why not! Play your Salvage Yard.
SALVAGE YARD!!!
I take Dual Crowbars and Grease Gun back to my hand.
YES! Games not over yet!
I think Tachyon is the one at 1 HP. Was 2nd Hero to take 4 from Siegebreaker at start of turn.
Draw Arsenal Access from Leadership.
No equipment in Trash, therefore no change due to Salvage Yard being played.
For villains I think this is their current HP:
Final Breath [1], Battle Forged [1], Trueshot [9], Whipacorn [2], DREAMER [2]
Cupacabra is mentioned in Tachyon's turn, but it was nuked by RPG in Expat's turn. (Wouldn't do damage anyways due to Whipacorn hit.)
And with a known card on top of the villain deck (Siege Breker) I can play Wrecking Uppercut to get it discarded. Will have to see what the environment deck brings forth first of course. If both bots survive I can take out both the Whipacorn and Trueshot as well as getting Siege Breaker discarded.
The Final Wasteland
In Play:
Trash: Abominable Snowman, Horrid Skunk Ape, New Jersey Devil, Amphibious Chupacabra
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Start of Turn:
Play a Card: Ancient Library (&$@!)
End of Turn:
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In Play: Ancient Library
Trash: Abominable Snowman, Horrid Skunk Ape, New Jersey Devil, Amphibious Chupacabra
Effects:
“You gotta have blue hair."
-Reckless
Round Six
The Dreamer - Friendship is Magic
The Dreamer - 2
In Play: Trueshot - 9, Final Breath - 1, Battle Forged - 1, Whipacorn - 2
Trash: La Paradoja Magnifica, Electro-Pulse Explosive, Devastating Aurora x2, Citizen Hammer, Citizen Winter
Beneath The Dreamer: Whipacorn, Grotesque Arachnoid, Dark Hero x2, Granite Oni, Macabre Spectre
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Start of Turn:
Play a Card: Grumble
End of Turn: Grumble grumble grumble
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The Dreamer - 2
In Play: Trueshot - 9, Final Breath - 1, Battle Forged - 1, Whipacorn - 2
Trash: La Paradoja Magnifica, Electro-Pulse Explosive, Devastating Aurora x2, Citizen Hammer, Citizen Winter
Beneath The Dreamer: Whipacorn, Grotesque Arachnoid, Dark Hero x2, Granite Oni, Macabre Spectre
“You gotta have blue hair."
-Reckless
Naturalist
HP: 3
Hand: Temporal Grenade, Sudden Contract, By Any Means, Surge of Strength, The Predator's Eye (2), Cornered Beast, Natural Form's Power, Durasteel Chains, Displaced Armory
Play: Jim's Hat, Natural-Born Vigor, The Deadly Crocodile
Trash: Displaced Armory (2), Flying Smash, Inspiring Presence, Fling Into Darkness, Team Communication
Effects: Damage dealt by the Naturalist is increased by 1
Start:
Play: Durasteel Chains
Play: Displaced Armory - find Compounded Bow from my deck and put it into play; deal 3 projectile damage to Whipacorn [X]
Power: Compounded Bow - deal 3 projectile and 3 lava lamp damage to Trueshot [3]
Power: The Deadly Crocodile - deal 4 melee damage to Trueshot [X]
Draw: Team Communication
End:
HP: 3
Hand: Temporal Grenade, Sudden Contract, By Any Means, Surge of Strength, The Predator's Eye (2), Cornered Beast, Natural Form's Power, Team Communication
Play: Jim's Hat, Natural-Born Vigor, The Deadly Crocodile, Durasteel Chains, Compounded Bow
Trash: Displaced Armory (3), Flying Smash, Inspiring Presence, Fling Into Darkness, Team Communication
Effects:
If someone else is able to take out Trueshot, I would probably destroy Natural-Born Vigor at the start of my turn to regain some HP instead of killing her.
If no one else has a card play on Omni's turn, I can play The Ultimate Target on Dreamer, so I have a chance to take out whatever she plays next before it can hit us.
Siege Breaker is next.
I was planning on Grease Gun this turn so we won't take damage, I'd like to do that on Omni's turn so I can draw, but it isn't a priority.
There are 9 cards left in Dreamer's deck. Three are projections.
Hopefully we get another stall card this round that can get us through to where Dreamer has one card in her deck, and let's hope that isn't a projection.
I can wrathful Siege Breaker if need be.
If we get a DDA or I get Impromptu/Grease Gun it's a win. Tachyon getting Hypersonic would give us a chance, but not a gaurantee.
Ok. If you're going to Grease Gun, then disregard my notes. I can wait a round for both.
If I were to adhesive foam grenade the environment, would that mean everyone else could use ancient library for free?
Yes, that is the case. Also it is amazing.
We're going to end up pulling this off, you just wait and see.
Expatriette
HP: 3
In Hand: Hairtrigger Reflexes, Swift Bot, Champion Bot, Wrecking Uppercut (x2), Tactical Shotgun, Mental
Divergence, Bee Bot, Arsenal Access
In Play: Platform Bot [3], Raptor Bot [2]
Trash: Wrest the Mind, Stealth Bot, Platform Bot, Brainstorm, Twist the Ether, RPG Launcher
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Start of Turn:
Play a Card: Wrecking Uppercut
3 points to Final Breath [x]
Villain deck discards top card (bye-bye Siegebreaker!)
Power: Load -> Play Hairtrigger Reflexes
Draw a Card: Turret Bot
End of Turn:
Platform Bot hits Battleforged for 3 points [x]
Raptor Bot noms on Platform Bot in frustration [1]
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HP: 3
In Hand: Swift Bot, Champion Bot, Wrecking Uppercut, Tactical Shotgun, Mental Divergence, Bee Bot, Turret Bot
In Play: Platform Bot [1], Raptor Bot [2], Hairtrigger Reflexes
Trash: Wrest the Mind, Stealth Bot, Platform Bot, Brainstorm, Twist the Ether, RPG Launcher, Wrecking Uppercut
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Effects:
Whenever a non-hero target enters play Expat can shoot it for 1 point of damage
Comment:
A couple of different options, but I went for one that gets us past Siegebreaker and sets ups preliminary damage on whatever comes out.
Ooo... quick question before this finalizes. Is Raptor Bot allowed to "pass" or is it required to attack a target if one is available? If it can, the turn stands and if not I will change it so that Platform Bot finishes Final Breath and Raptor Bot noms Battleforged. But that means that the villain deck does not discard and I do a different play than Wrecking Uppercut.
Edit: Will have him nom Platform Bot since I agree with getting Siegebreaker out of the way.
I feel like its better to get Siege Breaker into the trash, even if Raptor bot has to chew on platform bot. That means Dreamer has exactly 8 cards left so we can for sure get all her projections out in two turns.
Team Leader Tachyon
HP: 1
In Hand: Mistbound, Blinding Speed, Adhesive Foam Grenade, Gatling Gun, Know When to Turn Loose, HUD Goggles, Blinding Speed
In Play:
Trash: Hypersonic Assault x2, Flesh to Iron, Transmutative Recovery, Pushing the Limits, Flesh to Iron, Lightning Reflexes, Mistbound, Hypersonic Assault, Know When to Turn Loose, Keep Moving
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Start of Turn: Draw 2 from Ancient Library (because with grease gun, why not?), environment plays a card, I get Don't Dismiss Anything, Adhesive Foam Grenade
Play a Card: HUD Goggles, Adhesive Foam Grenade
Power: Team Leader, everyone draws a card. I get Don't Dismiss Anything
Draw a Card: Gatling Gun
End of Turn:
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HP: ?
In Hand: Mistbound, Blinding Speed, Adhesive Foam Grenade, Gatling Gun, Know When to Turn Loose, Don't Dismiss Anything, Don't Dismiss Anything, Gatling Gun, Blinding Speed
In Play: HUD Goggles
Trash: Hypersonic Assault x2, Flesh to Iron, Transmutative Recovery, Pushing the Limits, Flesh to Iron, Lightning Reflexes, Mistbound, Hypersonic Assault, Know When to Turn Loose, Keep Moving, Adhesive Foam Grenade
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Effects: No environment cards
Start:
End:
Static:
Notes: Poor dreamer tried so hard to kill us, I almost feel bad that she won't be able to finish the job.
Raptor Bot cannot pass, and the Mongolian Death Worm appears.
“You gotta have blue hair."
-Reckless
I draw Ball Lightning for Team leader.
Tempest: Restorer of Shadow
HP: 3
In Play:
Hand: Ball Lightning(2), Chain Lightning, Consecrated Ground, Dual Crowbars, Final Dive Gene-Bound Shackles, Grease Gun, Jack Handle, Micro-Targetting Computer, Utility Belt, Wrathful Retribution
Trash: End of Days, Impromptu Intervention(2), Lightning Slash, Localized Hurricane
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Start of Turn: Draw Holy Nova and Impromptu invention for Ancient Library. The Environment cries.
Play a Card: Impromptu invention, draw Absolution, search for Toolbox, put it into play, drawing Lightning Slash and End of days, play Absolution.
Use a Power: Absolution radiantizes the Worm. (HP!)
Draw a Card: Brutal Censure.
End of Turn:
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HP: 4
In Play: Absolution
Hand: Ball Lightning, Chain Lightning, Consecrated Ground, End of days, Final Dive, Gene-Bound Shackles, Jack Handle, Micro-Targetting Computer, Salvage Yard, Utility Belt, Wrathful Retribution
Trash: Dual Crowbars, End of Days, Holy Nova, Impromptu Intervention(2), Into the Stratosphere, Lightning Slash, Localized Hurricane
I'll be playing Grease Gun on Omnitron-X's turn. Thanks Omnitron! You're the best incapped robot friend a blind mechanic could have!
Naturalist draws Eye on the Prize.
Expat draws Flash Forge due to Leadership.
Note: Wrecking Uppercut stays in play and thus Siegebreaker should be discarded. Raptor Bot hit Platform Bot for 2 (3-1). (A nice suggestion since that option did not occur to me.)
And Mongolian Death Worm is pinged by Expat [7] upon appearance. To [4] after Absolution Hit.
Since the contents of the villain deck were inadvertantly revealed it looks like the 8 cards that are left are 3 projections, an EPE, and 4 citizens. We get to see half of them while under the protection of Grease Gun. Then things get interesting again since Dreamer's damage before she plays three cards will finish us off as things currently stand.
We have this.
If Tachyon plays DDA I can put inventive back on top of my deck, and then play it on Omni-X's turn to pull grease gun #2 into play from the deck.
That gets us through the end of the deck and all the projections into play. Then I can end of days If needed the next turn.
We survived long enough to get the cards we needed
Also would anyone be interested in doing a vengeance 5 version of this game?
We'd each need to run a villain, I have ideas for decks, adding 1 villain to each of the 5, and the decks mostly built.
Don't know if people would rather build the ones they run themselves or not.
Once I saw the villain I figured the issue was going to be just that. Surviving the Dreamer pounding us long enough for enough projections to come back out. The load of citizens, crew, and THAT CARD just made it more difficult.
Dammit, I really should have taken out the boat...
“You gotta have blue hair."
-Reckless
In that case your luck would have gone south due to me putting Brain Burn in Expat's deck for some silly reason.
So, we're on the environment turn, right?
The Final Wasteland
In Play: Ancient Library, Mongolian Death Worm - 5
Trash: Abominable Snowman, Horrid Skunk Ape, New Jersey Devil, Amphibious Chupacabra
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Start of Turn: The Death Worm dives back into the environment deck.
Play a Card: Mongolian Death Worm...
End of Turn:
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In Play: Ancient Library, Mongolian Death Worm - 8
Trash: Abominable Snowman, Horrid Skunk Ape, New Jersey Devil, Amphibious Chupacabra
Effects:
“You gotta have blue hair."
-Reckless
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