THE HEROES MUST DIE. All are welcome, the usual rules apply (grab four hero decks and make a shiny super-deck), roll up, roll up.
THE HEROES MUST DIE. All are welcome, the usual rules apply (grab four hero decks and make a shiny super-deck), roll up, roll up.
The randomizer tells me that I will be combining Wraith, Unity, Bunker, and KNYFE (though I am happy to negotiate if someone has their heart set on one of them).
Randomized 3: Scholar, Sentinels, Tempest I'll add Haka.
Question: If I used scholar's forms on the Sentinels character cards I'd get the bonuses to one, or all heroes?
Can you spell out the question a little bit?
Let's say I have solid to Liquid and Mortal to energy in play, and I'm using the 4 sentinels as my character card, and tempests heal all for 2 is used.
What happens? do they all heal 3 and deal 3 damage, or just one does that and the rest heal 2.
Oh dear gods... All of them heal three and deal three, I guess.
Is there not enough interest in this any more? I for one would like to see the heroes get beaten down at least once...
dpt has posted in the thread and is, therefore, obligated to build a deck and play.
I may try to put a deck together. I just need to see what I want to build
If y'all need a fifth I would be interested
I was just asking a question! I'm just an interested observer: I'm in too many PBF games to commit to this one right now.
At the moment, we need a third! Jump on in.
I'll fill things out with something built from the leftover decks after the other four select. That will be different enough from my ongoing series of attacker decks - unless I get left with a pile of attack decks of course. 
I randomized and got Legacy, Naturalist and Omni X. I'm thinking a support deck but let me know if anyone wants one of those. I'll wait to pick a fourth hero
Bunker is my character card, by the way.
Randomizer says Nightmist Ra and Expat....I have to think that's a crazy damage build. I'll pick a 4th after the other randomize
OK. Nine left, and the random 4 are:
Chrono Ranger, Fanatic, Mr Fixer, Visionary
That leaves Absolute Zero, Argent Adept, Setback, Naturalist for trading and filling out.
I'll work on getting a deck built out tomorrow.
(edited for later switch-outs)
I think I'm going to trade in the Naturalist for Parse and Tachyon if everyone is ok with that.
Got a deck ready - it's Fanatical Chrono-Fixer! Using Fanatic - Exorcise Power as character card.
Hard to characterize since my "tests" gave results all over the place. One time it acted very support deck-ish and another it turned into Hoist Chain Horror.
So we have:
grysqgl - Bunker, The Wraith, Unity, KNYFE - Ready
phantaskippy - The Sentinels, The Scholar, Tempest, Haka - Ready
Humble-Knight - America's Greatest Legacy, Omnitron-X, Parse - Ready
cmschex - Expatriette, Nightmist, Ra, Tachyon - Almost ready
Oaktree - Fanatic, Chrono-Ranger, Mr Fixer, Visionary - Ready
Bunker is go.
Legacy the robot is ready, using Grandpa's card. I also cut tachyon
I'll take Tachyon. I'll have the deck tonight. Leaning toward base Expat for my power
The ULTIMATE Sentinels are ready, and ridiculous.
My deck is a tank/support deck with ongoing destruction. I have almost 0 damage though
That's fine. If I remember correctly, I'll be a glass cannon, so tank all you like.
I'm going to go ahead and kick this off. Behold:
Akash'Bhuta - The Iron Lady
Akash'Bhuta - 200
In Play:
Trash:
-----------------------------------------------------------------------------
ST:
Play: Rule From The Front - 4 melee damage to each non-villain target, and each player must discard two cards.
ET:
-----------------------------------------------------------------------------
Akash'Bhuta - 200
In Play:
Trash: Rule From The Front
Effects: Whenever an environment target enters play, play the top card of the villain deck.
Whenever a villain target enters play, discard the top card of the environment deck.
When the environment trash is shuffled into the environment deck, flip Akash'Bhuta.
Reduce damage dealt to Akash'Bhuta by 1.
Hero HP: Bunker - 24, Legacy - 26, The Idealist - 7, Dr. Medico - 9, Mainstay - 10, Writhe - 10, Expatriette - 25, Fanatic - 26
(We are, of course, playing in the Final Wasteland.)
Bunker
This is gonna be brutal. Starting hand: For the Greater Good, Flash Forge, Hasty Augmentation, Razor Ordnance
Discard For the Greater Good and Hasty Augmentation for Rule From the Front
HP: 24
Hand: Flash Forge, Razor Ordnance
Play:
Trash: For the Greater Good, Hasty Augmentation
Effects:
-----------------------------------------------------
Start:
Play: Razor Ordnance
Power: Initialize - draw Inspired Repair
Draw: Turret Mode
End:
-----------------------------------------------------
HP: 24
Hand: Turret Mode, Flash Forge, Inspired Repair
Play: Razor Ordnance
Trash: For the Greater Good, Hasty Augmentation
Effects:
Legacy’s starting hand is segmentation fault, inspiring presence, extra sensory awareness and synactic analysis.
I hate the iron lady. Discard syntactic analysis and segmentation fault
Im just going to go because I’m going to be more effective earlier in the turn order.
Play: extrasensory awareness
Power: extrasensory awareness, reveal top 3 and I can discard one, put the other 2 in any order and shuffle her deck if I wish
Draw: Take down
Well I was going to give power uses but I think this deck is too dangerous to not mess with
Also take down thus early is great, I can keep her contained for the moment
PL531 Compound Upsilon, Hasten Doom, Flying Assault
Guys, im thinking discard hasten doom, to avoid more card plays and shuffle. What do you think?
So we have Akash, Spite, Iron Legacy and Baron Blade. . .
we might be in trouble this time.
I'll discard Ground Pound and Haka of Restoration.
Hand is Team Communication and Proverbs and Axioms.
If I was designing this villain, the only thing from akash would be ger character card.
Primevil eruption from Akash, then the 4 hasten doom and 2 devious disruption from Baron. The 5 drugs from Spite, and all the one shots and ongoings from IL.
Basically when she flips we all die.
I assume the environment is Final Wasteland? EDIT: Yes! I missed it earlier. Do we have a winner in the villain deck-construction battles?
I'm not sure it even makes sense for me to construct a deck in the face of that...
When we have the 5 drugs out, I assume Galvanize will be in, so +2 damage from that, and we'll get 2 villain cards most turns, with hasten playing a third. . .
I think we need to play this out just to see what happens.
The Sentinels!
HP:
I=7
D=9
M=10
W=10
----------
Start:
Play a card: Team communication, draw Unique Capabilities, Mortal to Energy, Solid to Liquid, and Keep moving.
Play Unique Capabilities, put Hippocratic Oath into play, Draw Positive Energy
Play Keep moving, put Mortal to Energy form into play, shuffle deck
Play Proverbs and Axioms, draw Team Communication, Each Sentinel Character card will choose to heal 2, dealing 2x4 damage to Akash. [192]
Power: Block, all sentinels take -1 damage.
draw: Offensive Transmutation.
End: Idealist, Medico and Mainstay regain 1hp, deal 1x3 damage to Akash. [189]
--------------------------------------------
HP:
I=10
D=12
M=13
W=12
HAND: Offensive Transmutation, Mortal Form to Energy, Positive Energy, Solid to Liquid, Team Communication.
IN PLAY: Hippocratic Oath, Mortal Form to Energy.
TRASH: Ground Pound, Haka of Restoration, Keep Moving, Proverbs and Axioms, Team Communication, Unique Capabilities.
Everyone draws one card and either regains 2hp or deals themselves 3 damage and uses a power.
Bunker draws Throwing Knives and heals 2 HP.
Fanatic Initial Hand:
Grease Gun, End of Days, Displaced Armory, Driving Mantis
Discard Driving Mantis and Displaced Armory.
===
Draw End of Days and heal 2 HP.
If I'd known I was gonna draw that... Oh well. Fanatic currently loaded with nuclear options.
Medico actually heals someone rather than deal damage
And Legacy heals 2 [28] and draws Ablative Coating
Gah, that was stupid. I should have saved Displaced Armory and used it to fish out another copy of Grease Gun.
Apologies.
Do we want a Grease Gun play right off, or save it for a round or so? (Hmm, I guess so, since my alternative is draw 2 or play End of Days) 
Well if we want another uber turn by the sentinels we need to take damage. On the other hand getting a free round sounds nice. Remember I also have take down which is going to be good against her
Opening hand: Fleet of Foot, Tactical Shotgun, Elder Ring, Staff of Ra
Discard Elder Ring and Staff of Ra. Draw RPG Launcher from Proverbs
Expat
HP: 27
Hand: RPG Launcher, Fleet of Foot, Tactical Shotgun
Play:
Trash: Elder Ring, Staff of Ra
Effects:
-----------------------------------------------------
Start:
Play: Fleet of Foot. Draw Elder Ring. Play Tactical Shotgun
Power: Load Elder Ring
Draw: Fire Blast
End:
-----------------------------------------------------
HP: 27
Hand: RPG Launcher, Fire Blast
Play: Tactical Shotgun, Elder Ring
Trash: Elder Rings, Staff of Ra, Fleet of Foot
Effects: Everybody draw. Expat damage is +1
Bunker draws Smoke Bombs.
Fanatic draws Psychic Maelstrom.
=====
Fanatic Chrono-Fixer
HP: 28
Hand: Grease Gun, End of Days (x2), Psychic Maelstrom
In Play: (none)
Trash: Displaced Armory, Driving Mantis
---------------------------------------------------------------------------------------------------------
Start of Turn:
Play: Grease Gun
Power: skipped
Draw: skipped
End of Turn:
---------------------------------------------------------------------------------------------------------
HP: 28
Hand: End of Days (x2), Psychic Maelstrom
In Play: Grease Gun
Trash: Driving Mantis, Displaced Armory
Additional Effects:
Non-hero targets can not deal damage. Fanatic can not use powers. Fanatic can not draw cards.
(Grease Gun)
===
Comment: Turn to build up a bit without damage and see what rolls out. Stifles my build, but this might also allow other synergies to get going. Can still change if we think we want to take the damage of the next 2-3 villain cards right now.
Draw Technological Advancement.
And discard Hasten Doom, then shuffle the villain deck.
The Final Wasteland
In Play:
Trash:
----------------------------------------------------------------------
ST:
Play: Con's Bunker
ET: Each hero target regains 1HP.
----------------------------------------------------------------------
In Play: Con's Bunker
Trash:
Effects: ST: Destroy Con's Bunker or play the top card of the environment deck.
ET: Each hero target regains 1HP.
Akash'Bhuta - The Iron Lady
Akash'Bhuta - 196
In Play:
Trash: Rule from the Front, Hasten Doom
-----------------------------------------------------------------------------
ST:
Play: Galvanized.
ET:
-----------------------------------------------------------------------------
Akash'Bhuta - 196
In Play: Galvanized
Trash: Rule From The Front, Hasten Doom
Effects: Whenever an environment target enters play, play the top card of the villain deck.
Whenever a villain target enters play, discard the top card of the environment deck.
When the environment trash is shuffled into the environment deck, flip Akash'Bhuta.
Increase damage dealt by Akash'Bhuta by 1. Reduce damage dealt to Akash'Bhuta by 1.
Galvanized is indestructible.
Hero HP: Bunker - 27, Legacy - 29, The Idealist - 11, Dr. Medico - 13, Mainstay - 14, Writhe - 13, Expatriette - 28, Fanatic - 29
I don't think you gave people their 1HP from Con's bunker in the HP summary.
Bunker
HP: 27
Hand: Turret Mode, Flash Forge, Inspired Repair, Smoke Bombs, Throwing Knives
Play: Razor Ordnance
Trash: For the Greater Good, Hasty Augmentation
Effects:
-----------------------------------------------------
Start:
Play: Inspired Repair - draw and play Stun Bolt
Power: Stun Bolt - deal 0 projectile damage to Iron Lady [185]; reduce her damage by 1
Draw: Grenade Launcher
End:
-----------------------------------------------------
HP: 27
Hand: Grenade Launcher, Turret Mode, Flash Forge, Smoke Bombs, Throwing Knives
Play: Razor Ordnance, Stun Bolt
Trash: For the Greater Good, Hasty Augmentation, Inspired Repair
Effects: Iron Lady deals -1 damage until the start of my turn
Who was healed 1 point by Medico?
the sentinels other than writhe.
And Akash and The Final Wasteland laugh at the play of Grease Gun. (sigh) 
Looks like this character's horoscope for the game reads, "Every decision you make will be the wrong one."
Play: Take Down
Power: Gung ho Expat
Draw: Inspiring Presence
End: Grease Gun is finally activated
Expat regains to full health and blasts Akash for 5 (180)
Hey Skippy, I don't think you recognize something. Whenever Medico heals he would deal damage. However HippOath converts all his damage into healing, which is a good thing. It means if you play your second Mortal form to energy, you get to heal 2 other heroes everytime Medico heals, which is even better when I play Inspiring Presence next round. This also means you can create healing loops where you heal Medico to full while creating many other instances of healing for other heroes
The damage will be dealt by the target of the healing, so that would only work when Medico is healed, not when he heals the other Sentinels. It will get used at some point I'm sure.
It does, however, mean that Akash is up by 4 health and you may distribute 1, 1 and 2 HP amongst the other heroes.
EDIT: Actually, Akash is on 193HP; her Advanced side gives her damage reduction.
The sentinels are sad at the status of health in the game right now.
HP: (all full)
Start: Discard solid to Liquid to keep mortal to energy in play.
Play a card: Team communication, draw Aura of vision, Flesh to Iron, Keep Moving, Positive Energy.
Play a Card: Aura of vision
Use a power: block, all sentinels take -1 damage.
Draw a card: Don't Dismiss Anything.
End of turn: Expat is full, Sentinels are full, heal the other three 1 each.
---------------------------
HP: (all full)
Hand: DDA, Flesh to Iron, Keep Moving, Mortal form to Energy, Offensive Transmutation, Positive Energy(2)
In Play: Mortal Form to Energy, Hippocratic Oath, Aura of Vision.
Trash: Ground Pound, Haka of Restoration, Keep Moving, Proverbs and Axioms, Solid to Liquid, Team Communication(2), Unique Capabilities.
Expat
HP: 29
Hand: RPG Launcher, Fire Blast
Play: Tactical Shotgun, Elder Ring
Trash: Elder Rings, Staff of Ra, Fleet of Foot
Effects: Expat damage is +1
-----------------------------------------------------
Start:
Play: Fire Blast Akash for 6-1 (187)
Power: Tactical Shotgun for 5-1 (183)
Draw: Fleet of Foot
End:
-----------------------------------------------------
HP: 29
Hand: RPG Launcher, Fleet of Foot
Play: Tactical Shotgun, Elder Ring
Trash: Elder Rings, Staff of Ra, Fleet of Foot, Fire Blast
Effects: Expat damage is +1
I think Akash now has a DR of 2, with one Galvanized out plus her advanced text on this side.
Galvanized doesn't grant DR. It increases damage output.
I vote we let the bunker go away this turn. We don’t need the health and every play by the environment is onr less turn we have before she flips
Agreed. Plus it's one more card that she's playing. And we don't need more creatures chewing on us either.
Well, she can’t play cards right now so that’s not an issue
Meercat, I'm sorry about your well built villain, but as long as medico and one other sentinel has taken at least one damage by the end of the sentinels turn, I play Inspiring Presence, and the sentinels get out both of their remaining mortal forms, and they don't Block, they can create an infinite damage loop that will eventually kill akash, and there is nothing save an end of days to prevent that.
I could take a picture of the math, but to put it concisely, medico heals 1 point from HippOath, which allows him to heal 3 heroes by 2. They deals each other enough damage to keep them all able to heal, then with the third heal, medico heals himself again with the third instance. Inspiring Presence means that each iteration's damage and healing is increased by 1, for each instance. Eventually all the sentinels are in low enough health that they can stop hitting each other for every hit but instead hit Akash. Each iterations grows in magnitude of damage and healing until medico heals up to full on an incomplete heal (ie there were left over points of healing) where the process starts over at the level of healing that medico healed by (ie medico would be healed by 9 but he was only missing 5 so the next round of healing starts at 6). This can continue as long as they choose to prolong it.
Or they can choose not to do that
The damage would stop once it hit 13 though, Medico would stop being able to turn damage into healing.
So not infinite, it would probably be enough to kill her though before it ended.
Say Medico, Mainstay and Writhe are all at 12HP. Then Medico heals himself for 1 [13].
This heals Mainstay for 2 [14] (who then deals 3 damage to himself [11], Writhe [9], and Medico [10]), heals Writhe for 2 [11] (who then deals 2x3 damage to Akash) and heals Medico for 2 [12].
This heals Mainstay for 3 [14] (who then deals 4 damage to himself [10], Writhe [8], and Akash), heals Writhe for 2 [11] (who then deals 3x3 damage to Akash) and heals Medico for 1 [13].
So Medico's health can fluctuate between 10 and 13, while Mainstay and Writhe can go up and down as needed, and Akash is plinked to death. Nice job breaking it, phanta.
EDIT: I had plans for something similar, with The Scholar being able to heal himself completely every turn, but I didn't think to use The Sentinels as my hero so I could damage as well. That's rather brilliant.
It can be infinite, because you can cut the growth off when it would kill medico, and instead just start the loop over and let it build again. I tried to see how many steps it took and I was able to beat her from where she is now in 30 instances of healing but I'm sure it can be done with less
Hey, the Ranodmizer gave me Sentinels and Scholar.
I wated to build a very different deck, never thought of the infinite combo
Blame spiff and his randomizer.
No problem with it per say it's just a interesting coincidence