Getting rid of the Training Simulator would also help for when that other Terraforming pops up here in a little bit. This is probably the worst possible environment for those things. I will also be away from the computer most of the day. For now, though, here's The Sentinels' simplified turn so things can continue moving. I'll come back and properly format it when I'm no longer on mobile. Play phase: Mainstay punches the EPE for 3 [4] and his buddy Writhe emerges from the shadows to Fling it the rest of the way into Darkness [X_X]. Power phase: Medico heals Mainstay for 3 HP [13]. That way he'll be tied for highest once everyone else draws a card so he can start tanking (and cross his fingers against a Singularity).
The Sentinels; Round 4, Start of Turn
The Idealist: 11
Dr. Medico: 13
Writhe: 14
Mainstay: 14
Hand: Sentinels Tactics, Aura of Vision, Dark Delusions, Second Chance, Blackout, Fling into Darkness, Good Hero-Bad Hero, Coordinated Assault,Restorative Burst, Human Shield, Unique Capabilities
In Play: Durasteel Chains
Trash: Unique Capabilities, Team Communications, Hippocratic Oath
Top of Deck: ?
Bottom of Deck: Caliginous Form, Horrifying Dichotomy
===================================================================
Start of Turn: --
Play: Fling into Darkness: Mainstay deals theEPE 3 [4] and Writhe destroys it [X]
Power: M.D.: Heal Mainstay for 3 [13]
Draw: Telekinetic Wallop
End of Turn: --
===================================================================
The Sentinels; Round 4, End of Turn
The Idealist: 11
Dr. Medico: 13
Writhe: 14
Mainstay: 14
Hand: Sentinels Tactics, Aura of Vision, Dark Delusions, Second Chance, Blackout, Good Hero-Bad Hero, Coordinated Assault, Restorative Burst, Human Shield, Unique Capabilities, Telekinetic Wallop
In Play: Durasteel Chains
Trash: Unique Capabilities, Team Communications, Hippocratic Oath, Fling into Darkness
Top of Deck: ?
Bottom of Deck: Caliginous Form, Horrifying Dichotomy
Additional Effects: Reduce Damage dealt to Mainstay by 1. Increase damage dealt by Mainstay by 1.
===================================================================
[Edit to include Tachyon & Setback's turns]
The Sentinels; Round 4, Start of Environment Turn
The Idealist: 11
Dr. Medico: 13
Writhe: 14
Mainstay: 14
Hand: Sentinels Tactics, Aura of Vision, Dark Delusions, Second Chance, Blackout, Good Hero-Bad Hero, Coordinated Assault, Restorative Burst, Human Shield, Unique Capabilities, Telekinetic Wallop, Team Communications, Positive Energy
In Play: Durasteel Chains
Trash: Unique Capabilities, Team Communications, Hippocratic Oath, Fling into Darkness
Top of Deck: ?
Bottom of Deck: Caliginous Form, Horrifying Dichotomy
Additional Effects: Reduce damage dealt to The Sentinels by 1. Reduce Damage dealt to Mainstay by 1. Increase damage dealt by Mainstay by 1.