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Episode 12: The Chairman

132 posts · 8963 views · started 2013-09-26 14:03 UTC
BL
BlueHairedMeerkat
2013-09-26 14:03 UTC
#1

The Chairman

VS

The Argent Adept (Matchstickman)

Nightmist (Ronway)

Bunker (grysgrl)

The Scholar (PlatinumWarlock)

Ra (phantaskippy)

IN

Wagner Mars Base

 

Post, call dibs, post starting hand. Also note that if you don't get a place in this one, (or if one play-by-forum game of Sentinels isn't enough for you  :stuck_out_tongue: ) phantaskippy is also running a campaign game, in which you're much less likely to die horribly than here :smiley:

GR
grysqrl
2013-09-26 14:07 UTC
#2

I'm interested in trying the campaign game, but if it turns out you need one more here I can jump in both.

MA
Matchstickman
2013-09-26 14:08 UTC
#3

Sod it.

I know I'll get frustrated at the non-instant grat of this game but I'm in this time around, singing my way around the globe as Argent

Starting hand: Syncopated Onslaught, Instrumental Conjuration (x2), Inventive Preparation

Come fellows, I know this great bar on Wagner Mars Base, they do a fantastic Tahitian Sunset, we'll just have to clear out a few thugs first...

PH
phantaskippy
2013-09-26 14:38 UTC
#4

I'd like to say that in my game you are not going to be much less likely to die, and the Earth has a pretty good chance of being destroyed.

Mine's on Mars too.  

If you still have a slot late tonight I will jump in.  Organized crime moving off Earth, that is amazing.

PL
PlatinumWarlock
2013-09-26 14:39 UTC
#5

I, too, signed up for the campaign game.  But if you need another player, I'll gladly jump in both--however, since grysgrl said the same thing first, I'll defer to her choice first.

MA
Matchstickman
2013-09-26 14:45 UTC
#6

Stop being so nice, fill up the spaces so this game can kick off!

Less than 30 minutes, this is not a good sign  :stuck_out_tongue:

RO
Ronway
2013-09-26 14:57 UTC
#7

Have no fear! Ronway is here, as NightMist

Hand: Scouring Mist, Mist-Fueled Recovery, MistBound, Planar Banishment.

 

Edit: Stepping out for a bit, so if it comes to my turn here is what I plan on doing no matter what, play Mistbound on Chairman, discarding Scouring Mist and Mist-Fueled Recovery. Use my base power to deal myself 2 and draw 2. I'll post drawn cards later.

PL
PlatinumWarlock
2013-09-26 15:31 UTC
#8

Sure, you know what--I'm in with The Scholar.

Opening Hand:  Expect the Worst, Truth Seeker, Know When to Cut Loose, Solid to Liquid.

GR
grysqrl
2013-09-26 16:35 UTC
#9

Ok. I'll take Bunker.

Opening Hand: Grenade Launcher, Heavy Plating, Adhesive Foam Grenade, Turret Mode

PH
phantaskippy
2013-09-27 01:25 UTC
#10

I'm in for Ra

Opening Hand:  Excavation, Excavation, Flesh of the Sun God, Imbued Fire.

 

EN
Envisioner
2013-09-27 04:08 UTC
#11

A pity that J. Edgar Space Hoover refuses to acknowledge the existence of the Space Mafia.

BL
BlueHairedMeerkat
2013-09-27 08:09 UTC
#12

ROUND ONE

The Chairman

HP:  35

In Play:  The Operative - 45

Trash: Enforcers x2, Thief x2, Hired Gun x2, Informant x2, Crooked Cop x2

Additional Effects: ST: If there are any Underbosses in the trash, flip The Chairman.

ET:Reveal an Underboss from the villain deck and put it into play.

The Chairman is immune to damage.

Whenever a villain target is destroyed, The Operative deals the hero with the highest HP 3 melee damage.

Reduce damage dealt to The Chairman and The Operative by 1.

------------------------------

Start of Turn:  No Underbosses in the villain trash.

Play a Card:  The Broker enters play.

End of Turn:  The Fence enters play.

An Informant enters play.

A Thief enters play.

Destroy a hero Ongoing or Equipment card - none in play.

------------------------------

HP:  35

In Play:  The Operative - 45

The Broker - 5

The Fence - 6

Informant - 2

Thief - 2

Trash: Enforcers x2, Thief, Hired Gun x2, Informant, Crooked Cop x2

Additional Effects: ST: If there are any Underbosses in the trash, flip The Chairman.

ST: Play the top card of the villain deck.

ET: Reveal an Underboss from the villain deck and put it into play.

ET: Put  a Thief and an Informant from the villain trash into play.

ET: Destroy a hero Ongoing or Equipment card.

The Chairman is immune to damage.

Whenever a villain target is destroyed, The Operative deals the hero with the highest HP 3 melee damage.

Reduce damage dealt to The Chairman and The Operative by 1.

When a hero card is destroyed, The Chairman and The Operative regain 3HP.

When a hero card is played, play the top card of the villain deck.

MA
Matchstickman
2013-09-27 11:22 UTC
#13

Er... are we doing this on advanced? I have no objections either way but I'm getting mixed signals from ANY underboss and no mention of the damage decrease to the C&O.

"Hmmm, I spy with my little eye, something being with U.C. Unsavory Characters"

 

Argent Adept 24

Hand: Syncopated Onslaught, Instrumental Conjuration (x2), Inventive Preparation

 

Start: Nothing happens

Play: Play Syncopated Onslaught

Give us that sweet, sweet Villain card play from the Informant

BL
BlueHairedMeerkat
2013-09-27 13:05 UTC
#14

Yes, we're doing Advanced; I was in a hurry and missed the Operative's Advanced text.

The Contract enters play, increasing damage dealt to hero targets by 1.

RO
Ronway
2013-09-27 14:40 UTC
#15

Argent is probably just increasing some damage of 2 heroes that aren't me, so i'll post my turn, or at least part of it.

 

NightMist

HP: 27

Hand: Mist-Bound, Planar Banishment, Mist-Fueled Recovery, Scouring Mist

In play:

Trash:

-----------------------------------------------------

Start of hero turn:

Play a card: Mist Bound on Chairman, Discarding Mist-Fueled Recovery and Scouring Mist.

Power: Investigate, 3 Infernal damage to NightMist (24), draw 2 cards Oblivion and Call Forth.

Draw: Astral Premonition

End of Turn: N/A

-----------------------------------------------------

HP: 25

Effects: Villain cards cannot be played.

BL
BlueHairedMeerkat
2013-09-27 15:22 UTC
#16

Prison Break, to no effect.

MA
Matchstickman
2013-09-27 16:33 UTC
#17

Nightmist has foreseen seen my plan!

 

Power: Use Syncopated Onslaught on Bunker and Ra

Draw: Arcane Cadence

 

 

Argent Adept

HP: 24

Hand: Arcane Cadence, Instrumental Conjuration (x2), Inventive Preparation

In play: Syncopated Onslaught

Trash:

-----------------------------------------------------

HP: 24

Effects: Bunker and Ra deal +1 Damage

 

 

GR
grysqrl
2013-09-27 16:59 UTC
#18

Bunker

HP: 28

Hand: Grenade Launcher, Heavy Plating, Adhesive Foam Grenade, Turret Mode

In play: N/A

Trash: N/A

Effects: +1 damage dealt (from Argent Adept)

-----------------------------------------------------

Start: N/A

Play: Grenade Launcher (no villain play due to Mistbound)

Power: Grenade Launcher

  • 3 projectile damage to the Contract[4]
  • 3 projectile damage to the Informant[0]. The Operative deals 4 damage to Ra.
  • 2 projectile damage to the Thief[0]. The Operative deals 4 damage to the Scholar.

Draw: Recharge Mode

End: N/A

-----------------------------------------------------

HP: 28

Hand: Heavy Plating, Adhesive Foam Grenade, Turret Mode, Recharge Mode

In play: Grenade Launcher

Trash: N/A

Effects: +1 damage dealt (from Argent Adept)

PL
PlatinumWarlock
2013-09-27 17:52 UTC
#19

The Scholar

HP: 25

Hand: Expect the Worst, Truth Seeker, Know when to turn loose, Solid to Liquid

In play: N/A

Trash: N/A

Effects:

-----------------------------------------------------

Start: N/A

Play: Truth Seeker

Power: Truth Seeker:  2 Melee damage to The Contract [2]; Scholar draws Don't Dismiss Anything

Draw:  Grace Under Fire

End: N/A

-----------------------------------------------------

HP: 25

Hand: Expect the Worst; Know When to Turn Loose; Solid to Liquid; Don't Dismiss Anything; Grace Under Fire

In play: Truth Seeker

Trash: N/A

Effects:

 

(Next round, I'm absolutely playing Don't Dismiss Anything...get ready for some carnage!)

PH
phantaskippy
2013-09-28 00:27 UTC
#20

RA

HP: 26

Hand: Excavation, Excavation, Flesh of the Sun God, Imbued Fire

In play: N/A

Trash: N/A

Effects:

-----------------------------------------------------

Start: N/A

Play: Imbued Fire

Power: Pyre, deal 4 fire damage to The Contract (0) 3 to Bunker

Draw:  Drawn to the Flames

End: N/A

-----------------------------------------------------

HP: 26

Hand: Drawn to the Flames, Excavation(2), Flesh of the Sun God.

In play: Imbued Fire

Trash: N/A

Effects:  All Fire Damage +1, all heroes deal fire damage

GR
grysqrl
2013-09-28 01:24 UTC
#21

I assume that the Contract's bonus damage goes away before the Operative gets retribution, right? If so, then damage to Bunker should be 3, not 4.

EN
Envisioner
2013-09-28 06:56 UTC
#22

(Psst, you guys, the thread still says Players Wanted.)

BL
BlueHairedMeerkat
2013-09-28 09:31 UTC
#23

Yeah, I would assume that the Operative loses the damage bonus.

I have no idea what you're talking about. whistles

Wagner Mars Base

In Play:

Trash:

-------------------------

Start of Turn:

Play a Card:  Fire in the Biosphere

End of Turn:  All targets take 3 fire damage (AA - 21, NM - 21, Bunker - 22, Scholar - 22, Ra - 23). Each of you must either destroy one of your ongoings or take 3 more damage (unless Ra ditches Imbued Fire, then 2).

-------------------------

In Play:  Fire in the Biosphere

Trash:

BL
BlueHairedMeerkat
2013-09-28 09:38 UTC
#24

ROUND TWO

The Chairman

HP:  35

In Play:  The Operative - 43

The Broker - 2

The Fence - 3

Trash: Enforcers x2, Thief x2, Hired Gun x2, Informant x2, Crooked Cop x2, Prison Break, The Contract

Additional Effects: ST: If there are any Underbosses in the trash, flip The Chairman.

ST: Play the top card of the villain deck.

ET: Reveal an Underboss from the villain deck and put it into play.

ET: Put a Thief and an Informant from the villain trash into play.

The Chairman is immune to damage.

Whenever a villain target is destroyed, The Operative deals the hero with the highest HP 3 melee damage.

Reduce damage dealt to The Chairman and The Operative by 1.

When a hero card is destroyed, The Chairman and The Operative regain 3HP.

Villain cards cannot be played.

------------------------------

Start of Turn:  The Chairman flips.

Play a Card:  The Chairman is Mistbound.

End of Turn:  The Deputy enters play.

An Informant enters play.

A Thief enters play.

A Crooked Cop enters play.

Destroy a hero Ongoing or Equipment card. The Fence heals The Operative.

------------------------------

HP:  35

In Play:  The Operative - 45

The Broker - 2

The Fence - 3

The Deputy - 9

Informant - 2

Thief - 2

Crooked Cop - 5

Trash: Enforcers x2, Thief, Hired Gun x2, Informant, Crooked Cop, Prison Break, The Contract

Additional Effects: ST: Play the top card of the villain deck.

ST: Crooked Cops regain 3HP.

ET: Reveal an Underboss from the villain deck and put it into play.

ET: Put  a Thief, an Informant and a Crooked Cop from the villain trash into play.

ET: Destroy a hero Ongoing or Equipment card.

The Chairman is immune to environment damage.

Increase damage dealt by Thugs by 5.

The first time the Chairman is dealt damage each turn, deal the source of that damage 5 melee damage.

Whenever a villain target is destroyed, The Operative deals the hero with the highest HP 3 melee damage.

Reduce damage dealt to The Chairman and The Operative by 2; reduce damage dealt to Underbosses by 1.

When a hero card is destroyed, The Chairman and The Operative regain 3HP.

When a hero card is played, play the top card of the villain deck.

Villain cards cannot be played (until the start of Nightmist's turn).

PH
phantaskippy
2013-09-28 13:51 UTC
#25

Oh, and I'm boosting that fire damage with imbued fire.  so everything gets hit for three, I will ditch it if people want before we would take the second dose of burning.

Also with the thief out one of us would take damage just to lose our card anyway.

BL
BlueHairedMeerkat
2013-09-28 14:08 UTC
#26

Thanks, fixed. And the Thief will just take the Grenade Launcher if all of you destroy your ongoings...

PL
PlatinumWarlock
2013-09-28 14:20 UTC
#27

doesnt the fire in the biosphere hit villain targets too? If so, the broker and the Fence would be dead before the villain turn begins…

PH
phantaskippy
2013-09-28 14:21 UTC
#28

I have an idea, if we keep our cards, and someone sacrifices to keep mistbound out, we could leave the fires burning and I can flesh of the sun god all of us.  That way Nightmist doesn't damage herself (or any of us with oblivion) and we trade the damage I would do with my power for fire burning all villain targets for 3 damage.

Chairman doesn't have any way to make us pay for that strategy either.  We'll just need some environment destruction handy in case Oxygen leak comes out, actually nevermind, we can destroy leak ar villain turn end anyway.

RO
Ronway
2013-09-28 16:24 UTC
#29

Well, Mistbound is a one-shot, so it's not in play.

It looks like he already accounted for the Fire hitting the Villains, no one else has hit the Broker and Fence sadly, so they are barely hanging on.

 

Edit: Also I am completely fine with the Imbued Fire + Flesh combo, though it will be about 3 rounds before I play Oblivion, as I want to play Call Forth and hopefully Amulet, so when I do hit Chairman and he responds by hitting me, I will redirect it back so he'll hit himself again.

MA
Matchstickman
2013-09-28 16:36 UTC
#30

I would prefer not to lose Syncopated Onslaught (to either effect), that way I can take out the informant on my turn and we can all play cards without the Chairman going all crazy on us.

I would be happy to take the extra point of damage and then lose Imbued Fire to the thief... or I could lose S.O. (again, to the Thief) and play Inventive Preparation in preparation for Scholar's DDA, any opinions? (either way I'm taking the double dip from Biospehere)

 

EDIT: Didn't see the Flesh in hand, I'll lose Synocapted and hope someone else can take out The Informant without playing too many cards.

RO
Ronway
2013-09-28 16:44 UTC
#31

Personally, if Scholar didn't destroy Truth Seeker to save damage from Bioshere, perhaps that would be something that might be worth losing instead?

MA
Matchstickman
2013-09-28 16:53 UTC
#32

*sigh* I had jokes ready for losing Onslaught and everything, what should we lose other heroes?

PH
phantaskippy
2013-09-28 21:26 UTC
#33

I think we should all take the damage, then probably the scholar drop truth seeker for teh thief.  That way we are still pretty well set up and we can use the fires to work for us.  We'll be down health, but this team can work around that with as much potential healing as we have.

PL
PlatinumWarlock
2013-09-28 22:34 UTC
#34

I’m all right to lose truth seeker, as I don’t have an elemental form in play to support.

RO
Ronway
2013-09-28 22:49 UTC
#35

NightMist

HP: 18

Hand: Planar Banishment, Oblivion, Call Forth, Astral Premonition

In Play:

Trash: Mist-Bound, Mist-Fueled Recovery, Scouring Mist

-----------------------------------------------------

Start of hero turn:

Play a card: Call Forth, discarding Astral Premonition to reveal 4 relics. 2 Starshield Necklaces, 1 Amulet of the Elder God, and Elder Ring.

Power: Investigate, 3 Fire damage to NightMist (15), draw 2 cards Mist Form and Astral Premonition

Draw: Elder Ring

End of Turn: N/A

-----------------------------------------------------

HP: 15

Hand: Planar Banishment, Oblivion, Astral Premonition, Mist Form, Starshield Necklaces (2), Amulet of the Elder God (1), and Elder Ring (2)

In Play: N/A

Trash: Mist-Bound, Mist-Fueled Recovery, Scouring Mist, Call Forth, Astral Premonition

Additional EffectsN/A

Notes: I could actually Oblivion next round if Argent plays Inventive Preperation and allows a card play for NightMist. Though we probably won't need it, as long as we can get all non-villain character cards to 3 HP for the lovely Fire in the Biosphere. The only thing that will cause some trouble is an oxygen leak comes out.

MA
Matchstickman
2013-09-28 22:53 UTC
#36

With that, we have a majority (3), ain't democracy grand Scholar?

 

Argent Adept

 

HP: 18

 

Hand: Arcane Cadence, Instrumental Conjuration (x2), Inventive Preparation

 

In Play: Syncopated Onslaught

 

Trash:

 

Effects:

 

------------------------------

 

Start of Turn:

 

Play: Instrumental Conjuration - find Xu's Bell, draw Scherzo of Frost & Flame

 

Power: Use Xu's Bell

Perform - Syncopated Onslaught on Bunker and Scholar

Accompany - 2 Fire to the Informant [0]

The Operative deals 3 damage to Ra [20->17]

 

Draw: Vernal Sonata

 

End of Turn:

 

------------------------------

 

HP: 18

 

Hand: Arcane Cadence, Instrumental Conjuration, Inventive Preparation, Scherzo of Frost & Flame, Vernal Sonata

 

In Play: Syncopated Onslaught, Xu's Bell

 

Trash: Instrumental Conjuration

 

Effects: Bunker & Scholar deal +1 damage

 

GR
grysqrl
2013-09-29 02:19 UTC
#37

Bunker

HP: 19

Hand: Heavy Plating, Adhesive Foam Grenade, Turret Mode, Recharge Mode

In play: Grenade Launcher

Trash: N/A

Effects: +1 damage dealt (from Argent Adept), all damage is fire (Ra), +1 to fire damage (Ra)


Start: N/A

Play: Heavy Plating

Power: Grenade Launcher

  • 3 projectile damage to the Broker[0] The Operative deals [s]4 damage to Ra[/s] 3 damage to Scholar
  • 3 projectile damage to the Fence[0]. The Operative deals [s]3 damage to Bunker[/s] 2 damage to Bunker
  • 3 projectile damage to the Thief[0]. The Operative deals [s]4 damage to Scholar[/s] 3 damage to Argent Adept
Draw: Ammo Drop

End: N/A


HP: 17

Hand: Adhesive Foam Grenade, Turret Mode, Recharge Mode, Ammo Drop

In play: Grenade Launcher, Heavy Plating

Trash: N/A

Effects: +1 damage dealt (from Argent Adept), all damage is fire (Ra), +1 to fire damage (Ra), damage dealt to Bunker is reduced by 1

BL
BlueHairedMeerkat
2013-09-29 09:55 UTC
#38

Your Operative damages are too high, and there was one on AA's turn; it should be 3 to Ra, 3 to the Scholar, 2 to Bunker and 3 to AA.

GR
grysqrl
2013-09-29 12:18 UTC
#39

Good catch. I updated my post assuming that AA's post is updated for damage to Ra.

MA
Matchstickman
2013-09-29 12:58 UTC
#40

Sorry, I forgot about the hit from The Operative when I killed The Informant.

As I see it Informant attack hits Ra for 3 [20->17],

Broker hits Bunker for 2 [20->18],

Fence hits Scholar for 3 [19->16],

Thief hits Argent for 3 [18->15]

Leaving us at AA [15] Mist [15] Bunker [18] Scholar [16] Ra [17]

Right?

PL
PlatinumWarlock
2013-09-29 16:14 UTC
#41

The Scholar

HP: 16

Hand: Expect the Worst, Don't Dismiss Anything, Know when to turn loose, Solid to Liquid, Grace Under Fire

In play: N/A

Trash: Truth Seeker

Effects:

-----------------------------------------------------

Start: N/A

Play: Don't Dismiss Anything:  Every hero may either flip the top card of the their deck and put it into play or put a card from their trash on top of their deck.  The Scholar flips a card:  Flesh to Iron.

Power: Better Living--Scholar regains 1 hp [17]

Draw:  Transmutive Recovery

End: N/A

-----------------------------------------------------

HP: 17

Hand: Expect the Worst; Know When to Turn Loose; Solid to Liquid; Grace Under Fire; Transmutive Recovery

In play: Flesh to Iron

Trash: Don't Dismiss Anything; Truth Seeker

Effects:  -2 Damage from all sources!

 

RO
Ronway
2013-09-29 16:16 UTC
#42

NightMist plays the top card of the deck, Mists of Time, takes 3 damage (12). Switches Trash and deck.

Haha! Full trash and a Mist-Fueled Recovery in my trash, hopefully it will be 1 of the 3 cards I draw next round so I can gain bunches of HP!

MA
Matchstickman
2013-09-29 16:24 UTC
#43

Argent Adept flips over... Polyphoric Flare.

Argent takes 3 fire damage [15->12] (stupid Ra)

Xu's Bell twigs off Syncopated Onslaught giving +1 damage to myself and Ra

The accompany does 3 Fire damage to the Crooked Cop [5->2]

Additional Effects: +1 damage dealt by Argent, Bunker, Scholar and Ra (but not Nightmist, ha ha!)

PH
phantaskippy
2013-09-29 16:56 UTC
#44

DDA puts Flesh of the Sun God into play.

yeah. . .

 

 

PH
phantaskippy
2013-09-29 18:02 UTC
#45

RA

HP: 26

Hand: Drawn to the Flames, Excavation, Excavation, Flesh of the Sun God

In play: Flesh of the Sun God, Imbued Fire

Trash: N/A

Effects:  Ra is immune to fire, all fire damage +1, all heroes deal fire damage.

-----------------------------------------------------

Start: N/A

Play: Drawn to the Flames

Power: Flesh of the sun God, Hero Character cards are immune to fire damage.

Draw:  Scorched Earth

End: N/A

-----------------------------------------------------

HP: 26

Hand:  Excavation(2), Flesh of the Sun God, Scorched Earth

In play: Drawn to the Flame, Flesh of the Sun God, Imbued Fire

Trash: N/A

Effects:  All Fire Damage +1, all heroes deal fire damage, all heroes are immune to fire damage.

GR
grysqrl
2013-09-29 22:08 UTC
#46

DDA puts Auxiliary Power Source into play for Bunker.

BL
BlueHairedMeerkat
2013-09-30 08:02 UTC
#47

Wagner Mars Base

In Play: Fire in the Biosphere

Trash:

-------------------------

Start of Turn:

Play a Card:  Pervasive Red Dust

End of Turn:  All targets take 3 fire damage. Heroes are immune. Crooked Cop dies, Bunker takes 3-1 retaliatory damage.

Destroy H equipment cards (which is all of them, I think?)

-------------------------

In Play:  Fire in the Biosphere, Pervasive Red Dust

Trash:

BL
BlueHairedMeerkat
2013-09-30 08:07 UTC
#48

ROUND TWO

The Chairman

HP:  35

In Play:  The Operative - 43

The Deputy - 6

Trash: Enforcers x2, Thief x2, Hired Gun x2, Informant x2, Crooked Cop x2, Prison Break, The Contract, The Broker, The Fence

Additional Effects: ST: Crooked Cops regain 3HP.

ET: Reveal an Underboss from the villain deck and put it into play.

ET: Put a Crooked Cop from the villain trash into play.

The Chairman is immune to environment damage.

Increase damage dealt by Thugs by 5.

The first time the Chairman is dealt damage each turn, deal the source of that damage 5 melee damage.

Whenever a villain target is destroyed, The Operative deals the hero with the highest HP 3 melee damage.

Reduce damage dealt to The Chairman and The Operative by 1.

------------------------------

Start of Turn:  

Play a Card:  "Rook City Is Mine!"; Meteor Storm and Maintenance Level enter play.

End of Turn:  The Muscle enters play.

A Crooked Cop enters play.

An Enforcer enters play.

------------------------------

HP:  35

In Play:  The Operative - 43

The Deputy - 6

Crooked Cop - 5

The Muscle - 8

Enforcer - 6

Trash: Enforcers, Thief x2, Hired Gun x2, Informant x2, Crooked Cop, Prison Break, The Contract, The Broker, The Fence

Additional Effects: Stuff I'll sort out when not pressed for time...

MA
Matchstickman
2013-09-30 12:35 UTC
#49

A meteor storm!? I like my drinks on the rocks but this is ridiculous

Argent Adept

HP: 12

Hand: Arcane Cadence, Instrumental Conjuration, Inventive Preparation, Scherzo of Frost & Flame, Vernal Sonata

In Play: Syncopated Onslaught

Trash: Instrumental Conjuration, Polyphoric Flare, Xu's Bell

-----------------------------------------------------

Start of hero turn: Previous boosts from Syncopated Onslaught go away

Play a card: Arcane Cadence... Instrumental Conjuration in my hand, Counterpoint Bulwark on top of my deck, Inspiring Supertonic on the bottom of my deck, Counterpoint Bulwark in my Trash, Inspiring Supertonic in play (Yes, you read that right, 2 duplicates!)

Power: Perform - Nightmist may use a power now

Draw: Counterpoint Bulwark

End of Turn: Complain bitterly about not getting a Saraband of Destruction

-----------------------------------------------------

HP: 12

Hand: Arcane Cadence, Counterpoint Bulwark, Instrumental Conjuration, Inventive Preparation, Scherzo of Frost & Flame, Vernal Sonata 

In Play: Syncopated Onslaught, Inspiring Supertonic

Trash: Instrumental Conjuration, Polyphoric Flare, Xu's Bell, Counterpoint Bulwark, Arcane Cadence

Additional Effects: Immune to damage (via Meteor Storm), Immune to fire damage (via FotSG)

 

EDIT: When it gets to the environment turn I will discard Counterpoint Bulwark to help get rid of Pervasive Red Dust, putting Xu's Bell back in play... and if we want shuffle my trash to remove Maintenance Level

RO
Ronway
2013-09-30 13:16 UTC
#50

Thanks to Argent Adept, I am able to use my super awesome power to draw 2 cards, Call Forth and Astral Premonition!

NightMist

HP: 12

Hand: Planar Banishment, Oblivion, Astral Premonition, Mist Form, Starshield Necklaces (2), Amulet of the Elder God (1), and Elder Ring (2)

In Play:

Trash: Every card that is not Mist-Bound, Mist-Fueled Recovery, Scouring Mist or in my hand

-----------------------------------------------------

Start of hero turn:

Play a card: Starshield Necklace

Power: Investigate, draw 2 cards, Mistbound, Mistfueled Recovery

Draw: Scouring Mist

End of Turn: Discard a 4 Astral Premonition to regain 4 HP

-----------------------------------------------------

HP: 16

Hand: Planar Banishment, Oblivion, Astral Premonition, Mist Form, Starshield Necklaces, Amulet of the Elder God (1), and Elder Ring (2), Call Forth, Mistfueled Recovery, and Scouring Mist.

In Play: Starshield Necklace

Trash: Every card that is not in my hand.

Notes: I will be willing to toss an Elder Ring for Pervasive Red Dust and retrieve an Amulet from the trash. Even though I would really like to play Mistfueled Recovery next round, I will shuffle my trash into my deck to get rid of Maintenance Level.

PY
Pydro
2013-09-30 13:20 UTC
#51

:sunglasses:

MA
Matchstickman
2013-09-30 13:22 UTC
#52

We're immune to damage thanks to the Meteor Swarm, no damage would be dealt by the Enforcers but if you want to discard a card to fuel your eventual recovery it's all good.

 

Ah, you edited your turn as I was posting, ignore this post... I would really benefit from a strike through option.

RO
Ronway
2013-09-30 13:41 UTC
#53

I find it quite easy to ignore your post.

 

I'm thinking next round I will get Elder Ring in play, just to add some extra power for when I do play Oblivion, as I may save it for when a Prison Break is played.

GR
grysqrl
2013-09-30 14:24 UTC
#54

Bunker

HP: 16

Hand: Adhesive Foam Grenade, Turret Mode, Recharge Mode, Ammo Drop

In play: None (stupid dust)

Trash: Grenade Launcher, Heavy Plating, Auxiliary Power Source

Effects:

-----------------------------------------------------

Start:

Play: Ammo Drop

Power:Initialize - draw Flak Cannon

Draw: Recharge Mode

End:

-----------------------------------------------------

HP: 16

Hand: Adhesive Foam Grenade, Turret Mode, Recharge Mode (2), Flak Cannon

In play: Ammo Drop

Trash: Grenade Launcher, Heavy Plating, Auxiliary Power Source

Effects:

PL
PlatinumWarlock
2013-09-30 15:54 UTC
#55

The Scholar

HP: 17

Hand: Expect the Worst,  Know when to turn loose, Solid to Liquid, Grace Under Fire; Transmutive Recovery

In play: Flesh to Iron

Trash: Truth Seeker, Don't Dismiss Anything

Effects:

-----------------------------------------------------

Start: I drop Solid to Liquid to fuel my continued Flesh to Iron

Play: Transmutive Recovery:  I regain 2 hp [19] and draw 2 cards:  Don't Dismiss Anything and Grace Under Fire.

Power: Better Living--Scholar regains 1 hp [20]

Draw:  Solid to Liquid

End: N/A

-----------------------------------------------------

HP: 20

Hand: Expect the Worst; Know When to Turn Loose;  Grace Under Fire (x2); Don't Dismiss Anything; Solid to Liquid

In play: Flesh to Iron

Trash: Don't Dismiss Anything; Truth Seeker; Solid to Liquid; Transmutive Recovery

Effects:  -2 Damage from all sources!

(With so many targets out right now, I'd love to be able to drop one of these Grace Under Fires on The Operative, but Don't Dismiss Anything is too tempting to pass up.  Adept, if you have something that allows for a card play, it'd be much appreciated!)

MA
Matchstickman
2013-09-30 16:04 UTC
#56

I was just looking at the probilities of getting a Prison Break to help fuel your Grace under Fire that would put 14 targets in play, fun but unlikely. I might be able to get you a card play but they're all immune to damage thanks to Meteor Swarm. I could also get us all a look at the top of our deck for your DDA. Ooo, it's the same card so I could do both next turn but they would still be immune to damage.

PL
PlatinumWarlock
2013-09-30 16:11 UTC
#57

Doing it on DDA might be worth it, even if we can't deal damage.  The only one of us with many high-damage one-shots is Ra, and being able to get set up that quickly is pretty awesome.  

Plus, I can't help but note you have a Vernal Sonata over there... ;)

MA
Matchstickman
2013-09-30 16:13 UTC
#58

I was just looking at a way to do all kind of fun stuff with a Vernal/DDA combo next turn... but it's all stymied by Nightmist not having a deck, curse you Nightmist!

RO
Ronway
2013-09-30 16:54 UTC
#59

But NightMist will have a deck, because of shuffling the trash into the deck to get rid of Maintenance Level, unless we aren't doing that?

PH
phantaskippy
2013-09-30 16:55 UTC
#60

4 environment cards in play and scorched earth in hand.  Stupid meteor shower.

 

RA

HP: 17

Hand:  Excavation, Excavation, Flesh of the Sun God, Scorched Earth

In play: Drawn to the Flames, Flesh of the Sun God, Imbued Fire, 

Trash: N/A

Effects:  Ra is immune to fire, all fire damage +1, all heroes deal fire damage.

-----------------------------------------------------

Start: N/A

Play:  Flesh of the Sun God!!!  Double Flesh of the sun god, OMG overpowered!!

Power: Flesh of the sun God, Hero Character cards are immune to fire damage.

Draw:  Summon Staff.

End: N/A

-----------------------------------------------------

HP: 17

Hand:  Excavation(2), Scorched Earth, Summon Staff

In play: Drawn to the Flame, Flesh of the Sun God(2), Imbued Fire

Trash: N/A

Effects:  All Fire Damage +1, all heroes deal fire damage, all heroes are immune to fire damage.

DP
dpt
2013-09-30 17:11 UTC
#61

But there is a strikethru option. Use [ s ] and [ /s ] without the spaces.

MA
Matchstickman
2013-09-30 17:13 UTC
#62

We wouldn't have under my exciting plan. But it doesn't work so it's all moot.

MA
Matchstickman
2013-09-30 17:15 UTC
#63

I have tried that here before and not had it work, stop showing me up!

PH
phantaskippy
2013-09-30 17:35 UTC
#64

yes stop it

BL
BlueHairedMeerkat
2013-09-30 20:49 UTC
#65

Wagner Mars Base

In Play: Fire in the Biosphere, Pervasive Red Dust, Meteor Storm, Maintenance Level

Trash:

-------------------------

Start of Turn: Everyone discards a card for the Red Dust, then puts an equipment from their trash into play.

Everyone shuffles their trashes into their decks to be rid of the Maintenance Level.

Play a Card:  Villainous Weaponry

End of Turn:  All targets take 3 fire damage, to which they are immune.

-------------------------

In Play:  Fire in the Biosphere, Meteor Storm, Villainous Weaponry [5]

Trash: Pervasive Red Dust, Maintenance Level

BL
BlueHairedMeerkat
2013-09-30 20:59 UTC
#66

ROUND THREE

The Chairman

HP:  35

In Play:  The Operative - 43

The Deputy - 6

Crooked Cop - 5

The Muscle - 8

Enforcer - 6

Trash: Enforcers, Thief x2, Hired Gun x2, Informant x2, Crooked Cop, Prison Break, The Contract, The Broker, The Fence

Additional Effects: ST: Crooked Cops regain 3HP.

ST: The Muscle deals each hero target 2 damage.

ET: Reveal an Underboss from the villain deck and put it into play.

ET: Put a Crooked Cop and an Enforcer from the villain trash into play.

ET: The hero target with the lowest HP discards a card or Enforcers deal them 5 melee damage.

The Chairman is immune to environment damage.

Increase damage dealt by Thugs by 5.

The first time the Chairman is dealt damage each turn, deal the source of that damage 5 melee damage.

Whenever a villain target is destroyed, The Operative deals the hero with the highest HP 3 melee damage.

Reduce damage dealt to The Chairman and The Operative by 2; reduce damage dealt to Underbosses by 1.

------------------------------

Start of Turn:  

Play a Card:  Perfect Human Specimens, for a little healing.

End of Turn:  A Crooked Cop enters play.

An Enforcer enters play.

------------------------------

HP:  35

In Play:  The Operative - 43

The Deputy - 6

Crooked Cop - 5

The Muscle - 8

Enforcer - 6

Crooked Cop - 5

Enforcer - 6

Trash: Thief x2, Hired Gun x2, Informant x2, Prison Break, The Contract, The Broker, The Fence, Perfect Human Specimens

Additional Effects: Additional Effects: ST: Crooked Cops regain 3HP.

ST: The Muscle deals each hero target 2 damage.

ET: Reveal an Underboss from the villain deck and put it into play.

ET: Put a Crooked Cop and an Enforcer from the villain trash into play.

ET: The hero target with the lowest HP discards a card or Enforcers deal them 5 melee damage [x2]

The Chairman is immune to environment damage.

Increase damage dealt by Thugs by 5.

The first time the Chairman is dealt damage each turn, deal the source of that damage 5 melee damage.

Whenever a villain target is destroyed, The Operative deals the hero with the highest HP 3 melee damage.

Reduce damage dealt to The Chairman and The Operative by 3; reduce damage dealt to Underbosses by 2.

GR
grysqrl
2013-09-30 21:10 UTC
#67

Bunker's Environment Actions

Fire in the Biosphere: I'm planning to take the damage from this. Do we want to destroy it?

Pervasive Red Dust: Bunker will discard Recharge Mode to put Heavy Plating into play from the trash.

Meteor Storm: I'm assuming we want to get rid of this?

Maintenance Level: I'm happy to leave this in place if Nightmist can get a bunch of healing from it.

PH
phantaskippy
2013-09-30 21:12 UTC
#68

I discard Excavation, then shuffle it back into my deck.

RO
Ronway
2013-09-30 21:13 UTC
#69

I'm fine with no healing because of it, I have otherways to heal and my trash will get super full again eventually.

MA
Matchstickman
2013-09-30 21:16 UTC
#70

Fire- I like it around as it's damaging the villains and not us. Unless Ra gets bored then we can destroy it

Meteor- I can skip my turn to get rid off... no I'll let Nightmist destroy it with Planer Banishment

GR
grysqrl
2013-09-30 21:21 UTC
#71

Ok. Shuffling my trash into my deck.

MA
Matchstickman
2013-09-30 21:23 UTC
#72

More guns? Who leaves guns just lying around?

Environment turn: Get Xu's Bell back in play thanks to Red Dust

 

Argent Adept

HP: 12

Hand: Instrumental Conjuration (x2), Inventive Preparation, Scherzo of Frost & Flame, Vernal Sonata

In Play: Syncopated Onslaught, Inspiring Supertonic, Xu's Bell

Trash:

-----------------------------------------------------

Start of hero turn:

Play a card: Inventive Preparation enters play

Power: Xu's Bell-

Perform- [s]Nightmist can use a power[/s] Nope, you didn't see that. Nightmist and Bunker get +1 damage

Accompany- Nightmist can play a card (Not that I'm forcing you to play Planar Banishment now, when you wont take damage from it or anything)

Draw: Telamon's Lyra

End of Turn

-----------------------------------------------------

HP: 12

Hand: Instrumental Conjuration (x2), Scherzo of Frost & Flame, Telamon's Lyra, Vernal Sonata

In Play: Syncopated Onslaught, Inspiring Supertonic, Xu's Bell, Inventive Preparation

Trash: 

Additional Effects: +1 damage dealt by Bunker and Nightmist

RO
Ronway
2013-09-30 21:36 UTC
#73

I then play Planar Banishment thanks to Argent reveal a 2, destroy Meteor Storm and Villianous Weaponry.

 

NightMist

HP: 16

Hand: Oblivion, Astral Premonition, Mist Form, Starshield Necklaces, Amulet of the Elder God, and Elder Ring (2), Call Forth, Mistfueled Recovery, and Scouring Mist.

In Play: Starshield Necklace, Amulet of the Elder God

Trash: Planar Banishment, Mist Form.

-----------------------------------------------------

Start of hero turn:

Play a card: Elder Ring

Power: Investigate, draw 2 cards, Oblivion and Mist Fueled Recovery.

Draw: Oblivion

End of Turn: Discard a 4 Scouring Mist to regain 4 HP

-----------------------------------------------------

HP: 20

Hand: Oblivion(3), Astral Premonition, Mist Form, Starshield Necklaces, Amulet of the Elder God, Call Forth, Mistfueled Recovery (2), Mistbound

In Play: Starshield Necklace, Amulet of the Elder God, Elder Ring

Trash: Planar Banishment, Mist Form, Scouring Mist

Notes: Next Round is going to hurt quite a bit. Also the first time each turn that Operative will deal damage to me, I will discard two to redirect it at Chairman so that way Chairman will beat on Operative for us. Also if The Muscle still live to hit us, I will redirect that at Chairman as well. Would be great if he'll be low enough for Chairman to do the killing blow.

PH
phantaskippy
2013-09-30 21:42 UTC
#74

I can do this all day.  After all there is another fire in the deck.  I am perfectly content to settle for one-shots and a whole lot of laughing while everything burns.

PL
PlatinumWarlock
2013-09-30 22:31 UTC
#75

The Scholar discarded Know When to Turn Loose, for what it's worth.

GR
grysqrl
2013-10-01 01:57 UTC
#76

Sorry, I lost track of whose turn it was.

Bunker

HP: 16

Hand: Adhesive Foam Grenade, Turret Mode, Recharge Mode, Flak Cannon

In play: Ammo Drop, Heavy Plating

Trash:

Effects: -1 damage taken (Heavy Plating), all damage dealt is fire (Ra), +2 damage dealt (AA, Ra)

-----------------------------------------------------

Start:

Play: Flak Cannon

Power:Flak Cannon - deals 3+2-2 damage to the Deputy[3]

Draw: Ammo Drop

End:

-----------------------------------------------------

HP: 16

Hand: Adhesive Foam Grenade, Turret Mode, Recharge Mode, Ammo Drop

In play: Ammo Drop, Heavy Plating, Flak Cannon

Trash:

Effects:-1 damage taken (Heavy Plating), all damage dealt is fire (Ra), +2 damage dealt (AA, Ra)

PL
PlatinumWarlock
2013-10-01 02:59 UTC
#77

The Scholar

HP: 20

Hand: Expect the Worst, Grace Under Fire (x2); Don't Dismiss Anything; Solid to Liquid

In play: Flesh to Iron

Trash: None (all shuffled in earlier)

Effects:

-----------------------------------------------------

Start: I drop Solid to Liquid to fuel my continued Flesh to Iron

Play: Don't Dismiss Anything:  Every Hero may either put the top card of their deck into play or put a card from the Trash on top of their deck.  The Scholar flips the top card of his deck and reveals Alchemical Redirection.

Power: Better Living--Scholar regains 1 hp [21]

Draw: Mortal Form to Energy

End: N/A

-----------------------------------------------------

HP: 21

Hand: Expect the Worst;   Grace Under Fire (x2); Mortal Form to Energy

In play: Flesh to Iron, Alchemical Redirection

Trash: Solid to Liquid; Don't Dismiss Anything

Effects:  -2 Damage from all sources; All damage deal to Hero Targets is redirected to The Scholar!

RO
Ronway
2013-10-01 03:10 UTC
#78

NightMist plays the top card, which is a Tome of Elder Magic... Dang.

PH
phantaskippy
2013-10-01 03:18 UTC
#79

DDA puts Summon Staff into play, call staff of Ra to my hand, draw Flame Barrier, play Staff of Ra. [20]

MA
Matchstickman
2013-10-01 10:07 UTC
#80

You should have Lemon Cannoned, I think the targets all die this round...

DDA flips out... Arcance Cadence!

Rhapsody of Vigor in hand, Inventive Prepararion on top, Polyphoric Flare on the bottom (it's useless to me, thanks Ra!... and even if we weren't immune The Scholar would redirect it to himself this turn!), Trash Eydisar's Horn, Play Akpunku's Drum.

Hand: Instrumental Conjuration (x2), Rhapsody of Vigor, Scherzo of Frost & Flame, Telamon's Lyra, Vernal Sonata
 
In Play: Syncopated Onslaught, Inspiring Supertonic, Xu's Bell, Inventive Preparation, Akpunku's Drum
 
Trash: Eydisar's HornArcane Cadence
GR
grysqrl
2013-10-01 12:05 UTC
#81

This is going to hurt. DDA flips External Combustion. Bunker deals himself 3 (2-1[HP]+1[AA]+1[RA]) 0 fire damage and all non-hero targets 5 (3+1[AA]+1[RA]) fire damage.

  • [s]Bunker [13][/s]Bunker stays at 16
  • Crooked Cop[0] - Operative deals 1 melee damage to Scholar [19]* , Bunker draws a card (Recharge Mode)
  • Crooked Cop[0] - Operative deals 1 melee damage to Scholar [18], Bunker draws a card (Grenade Launcher)
  • The Deputy[0] - Operative deals 1 melee damage to Scholar [17], Bunker draws a card (Maintenance Unit)
  • Enforcers[1]
  • Enforcers[1]
  • The Muscle[3]
  • The Operative[41]
  • The Chairman[31] - Chairman deals 3 melee damage to Scholar [14]
*This is before the Scholar's power phase, so he would heal up to 15 with Better Living.
MA
Matchstickman
2013-10-01 12:12 UTC
#82

We're all immune to fire, no (self dealing) damage to you Bunker!

EDIT: Plus all damage is redirected to The Scholar thanks to Alchemical Redirection

I make this

Chairman [31], Operative [41], The Muscle [3], Enforcers [1], Enforcers [1]

Argent [12], Nightmist [20], Bunker [16], Scholar [15], Ra [20]

GR
grysqrl
2013-10-01 12:16 UTC
#83

Ah! Excellent. Editing above.

RO
Ronway
2013-10-01 12:17 UTC
#84

Alchemical Redirection is in play, so NightMist and Scholar will remain at 20, while Scholar would take all three hits and then heal, to be at 18 HP (after his power).

Edit: Oh yes, he takes Bunker's damage from Chairman as well, so he'll be at 15.

BL
BlueHairedMeerkat
2013-10-01 12:19 UTC
#85

Bunker deals himself no fire damage, because Flesh of the Sun God, and The Operative and Chairman hit The Scholar [15 after healing], because Alchemical Redirection.

EDIT: Damn, ninja'd. Twice...

GR
grysqrl
2013-10-01 12:19 UTC
#86

I missed that too. Having a hard time keeping track of these things for some reason. He would actually take my final hit from the Chairman as well, then. More editing above.

MA
Matchstickman
2013-10-01 12:22 UTC
#87

The Operative was at 45, she healed from Perfect Human Specimen but the HP did not get updated, she goes down to 41 from your attack

GR
grysqrl
2013-10-01 12:27 UTC
#88

Even more editing!

PH
phantaskippy
2013-10-01 13:59 UTC
#89

The Flames only feed my power!!  (sorry adept)

 

RA

HP: 20

Hand:  Excavation, Flame Barrier Scorched Earth, Summon Staff

In play: Drawn to the Flames, Flesh of the Sun God(2), Imbued Fire, Staff of Ra

Trash:  Summon Staff

Effects:  Ra is immune to fire, all fire damage +1, all heroes deal fire damage.

-----------------------------------------------------

Start: N/A

Play:  Excavation:  Return Villainous Weaponry, Maintenance Level, and Meteor Shower to bottom of deck (in that order so meteor is on bottom)  Draw Flame Spike, Flame Blast, Flame Spike

Power: Flesh of the sun God, Hero Character cards are immune to fire damage.

Draw:  Living Conflagration

End: N/A

-----------------------------------------------------

HP: 20

Hand:  Fire Blast, Flame Barrier, Flame Spike(2), Living Conflagration, Scorched Earth, Summon Staff

In play: Drawn to the Flame, Flesh of the Sun God(2), Imbued Fire, Staff of Ra

Trash: Excavation, Summon Staff

Effects:  All Fire Damage +1, all heroes deal fire damage, all heroes are immune to fire damage.

 

So I can cover destruction and discards pretty well now, I can replace staff if needed and Flesh of sun god is thief fodder.

. . . and now back to your regularly scheduled burning.

(this is already my favorite game I have ever played as Ra)

BL
BlueHairedMeerkat
2013-10-01 16:56 UTC
#90

Regularly Scheduled Burning

In Play: Fire in the Biosphere

Trash: Pervasive Red Dust

-------------------------

Start of Turn: 

Play a Card:  Pervasive Red Dust.

End of Turn:  All targets take 3 fire damage, to which some of them are immune. Three villains die and The Chairman gets hit, meaning six more damage to the Scholar [9].

5 Equipment cards must be destroyed.

-------------------------

In Play:  Fire in the Biosphere, Pervasive Red Dust

Trash: Pervasive Red Dust

MA
Matchstickman
2013-10-01 17:01 UTC
#91

We've got 9 equipment, we can leave 4 in play, what are they heroes?

I can happily lose my Drum, I would prefer not to lose the Bell

Ronway says

17:46 - Matchstickman: Merekat sighting!
17:47 - Ronway: Haha! I'm leaving in 4 minutes
17:49 - Ronway: I can totally toss Starshield without a problem
17:49 - Ronway: And Elder Ring... Just less damage, lame
17:49 - Matchstickman: Tome?
17:50 - Ronway: Oh yeah, forgot about that. So I can easily toss 2 then. Elder ring only if needed
 

 

The Scholar gets hit for 3, not 6. The Chairman is immune to Environment damage (and he would hit the thing that hit him, not a hero)

BL
BlueHairedMeerkat
2013-10-01 17:01 UTC
#92

ROUND FOUR

The Chairman

HP:  29

In Play:  The Operative - 39

Trash: Enforcers x2, Thief x2, Hired Gun x2, Informant x2, Crooked Cop x2, Prison Break, The Contract, The Broker, The Fence, The Deputy, The Muscle, Perfect Human Specimens

Additional Effects: ET: Reveal an Underboss from the villain deck and put it into play.

The Chairman is immune to environment damage.

Increase damage dealt by Thugs by 5.

The first time the Chairman is dealt damage each turn, deal the source of that damage 5 melee damage.

Whenever a villain target is destroyed, The Operative deals the hero with the highest HP 3 melee damage.

Reduce damage dealt to The Chairman and The Operative by 1.

------------------------------

Start of Turn:  

Play a Card:  Perfect Human Specimens, for a little more healing.

End of Turn:  

------------------------------

HP:  29

In Play:  The Operative - 39

Trash: Enforcers x2, Thief x2, Hired Gun x2, Informant x2, Crooked Cop x2, Prison Break, The Contract, The Broker, The Fence, The Deputy, The Muscle, Perfect Human Specimens

Additional Effects: ET: Reveal an Underboss from the villain deck and put it into play.

The Chairman is immune to environment damage.

Increase damage dealt by Thugs by 5.

The first time the Chairman is dealt damage each turn, deal the source of that damage 5 melee damage.

Whenever a villain target is destroyed, The Operative deals the hero with the highest HP 3 melee damage.

Reduce damage dealt to The Chairman and The Operative by 1.

GR
grysqrl
2013-10-01 17:28 UTC
#93

When 3 villain targets die, Bunker draws Adhesive Foam Grenade, Decommissioned Hardware, Upgrade Mode.

I'm planning to go into Upgrade Mode to get a bunch of cards out. I can throw out a couple of Adhesive Foam Grenades at the same time.

I'd rather not destroy any of my equipment, but if we don't have 5 equipment cards to destroy, I can lose the Flak Cannon and then use Decommissioned Hardware to get it back.

PL
PlatinumWarlock
2013-10-01 17:37 UTC
#94

Man, I took so much less of a beating than I thought I would...wow.  Not complaining, though!

RO
Ronway
2013-10-01 17:41 UTC
#95

My thoughts on equipment loss is the Drum, Necklace, Amulet, Tome, and Cannon. Reason being is, the Drum and Cannon are not going to be any use this round, where Argent plans on using the Bell, I plan on using my Ring, and Ra I think may play Flame Spike to get an additional power, so that will be increased damage. When we destroy the Red Dust, Bunker and Argent will easily be able to retrieve their lost item. Sound good to anyone else?

MA
Matchstickman
2013-10-01 17:44 UTC
#96

As much as it pains me, I agree with Ronway. I can't see a better plan

GR
grysqrl
2013-10-01 18:55 UTC
#97

Sounds good to me.

PH
phantaskippy
2013-10-01 19:13 UTC
#98

I can ditch my staff.  It is in play.  Then I can get it back with PRD and heal, I have no equip in my trash right now.

MA
Matchstickman
2013-10-01 19:13 UTC
#99

All that stands between us and your boss is you "Operative", and how long do you think you can stand against the combined might of all of us!

 

Argent Adept

HP: 12

Hand: Instrumental Conjuration (x2), Scherzo of Frost & Flame, Telamon's Lyra, Vernal Sonata, Rhapsody of Vigor

In Play: Syncopated Onslaught, Inspiring Supertonic, Xu's Bell, Inventive Preparation

Trash: Akpunku's Drum, Arcane Cadence, Eydisar's Horn

-----------------------------------------------------

Start of hero turn: My buffs to other drop

Play a card: Telamon's Lyra enters the field of battle

Power:

Strumming my [color=red]Lyra[/color]

[color=red]Perform- Inspiring Supertonic, to play my [/color][color=green]Bell[/color]

[color=green]Perform- Syncopated Onslaught- Ra & Nightmist gain +1 damage[/color]

[color=green]Accompany- Inventive Preparation- Nightmist gets a card play[/color]

[color=red]Accompany- Inventive Preparation- Nightmist gets a card play (again)[/color]

Draw: Inventive Preparation

End of Turn

-----------------------------------------------------

HP: 12

Hand: Instrumental Conjuration (x2), Inventive Preparation, Rhapsody of Vigor, Scherzo of Frost & Flame, Vernal Sonata

In Play: Syncopated Onslaught, Inspiring Supertonic, Xu's Bell, Inventive Preparation, Telamon's Lyra

Trash: Akpunku's Drum, Arcane Cadence, Eydisar's Horn

Additional Effects+1 damage dealt by Ra and Nightmist

RO
Ronway
2013-10-01 19:15 UTC
#100

For the first card, I will play Oblivion, revealing a 2 and a 3. Which in turn will do 5 and 6 damage, they each will only hit Chairman and Operative, so 4 and 5 damage. Chairman (26), Operative (36). Since I had dealt Chairman damage, he will hit me back, but instead redirected to Scholar for 3 (9).

Second card will be *drum roll* Oblivion, which is a 1 and a 4. so +3-1 to each, 3 and 6. Chairman (17) Operative (27).

 

NightMist

HP: 20

Hand: Oblivion, Astral Premonition, Mist Form, Starshield Necklaces, Amulet of the Elder God, Call Forth, Mistfueled Recovery (2), Mistbound

In Play: Elder Ring

Trash: Planar Banishment, Mist Form, Scouring Mist, Oblivion (2), Heedless Lash, Master of Magic, Mistbound, Tome of Elder Magic (2), Amulet of the Elder God, Starshield Necklace.

-----------------------------------------------------

Start of hero turn: N/A

Play a card: Mistboud, discard Mist Fueled Recovery and Call Forth.

Power: Investigate, draw 2 cards, Heedless Lash and Enlightenment.

Draw: Mists of Time

End of Turn: N/A

-----------------------------------------------------

HP: 20

Hand: Oblivion, Astral Premonition, Mist Form, Starshield Necklaces, Amulet of the Elder God,, Mistfueled Recovery, Heedless lash, Enlightnment, Mists of Time

In Play: Elder Ring

Trash: Planar Banishment, Mist Form, Scouring Mist, Oblivion (2), Heedless Lash, Master of Magic, Mistbound (2), Tome of Elder Magic (2), Amulet of the Elder God, Starshield Necklace, Call Forth, Mist Fueled Recovery.

Additional Effects: Chairman can't play cards. Mwahahaha!

Also at the start of the environment turn, i will toss a Enlightnment to help get rid of the Pervasive Red Dust, to get Amulet back into play.

RO
Ronway
2013-10-01 19:19 UTC
#101

Not to try and take control of the game, but Bunker plans on going to Upgrade Mode, which means Flak Cannon isn't going to do much good this round. That means on your turn, you can focus on playing a damaging one-shot instead of trying to get your staff out. Infact if you play Flame Spike, you could toss your current staff as your second power while you are still Flesh of the Sun Godding, doing tons of damage then when we destroy Pervasive Red Dust, you can instantly retrieve it and put it back into play. That's just my thought on it, if you would rather toss the staff and keep the Cannon in play, it is 100% A-O-K by me.

PH
phantaskippy
2013-10-01 19:36 UTC
#102

Is cool, I'll just take my staff and go home if I can't play in the sand box.  Stupid Staff.

GR
grysqrl
2013-10-02 00:19 UTC
#103

Bunker

HP: 16

Hand: Grenade Launcher, Maintenance Unit, Adhesive Foam Grenade (2), Decomissioned Hardware, Ammo Drop, Turret Mode, Recharge Mode (2), Upgrade Mode

In play: Ammo Drop, Heavy Plating

Trash: Flak Cannon, External Combustion

Effects: -1 damage taken (Heavy Plating), all damage dealt is fire (Ra), +1 damage dealt (Ra)

-----------------------------------------------------

Start:

Play: Upgrade Mode

Play: Adhesive Foam Grenade

Power: -disabled-

Draw: Auxiliary Power Source

End:

-----------------------------------------------------

HP: 16

Hand: Grenade Launcher, Maintenance Unit, Adhesive Foam Grenade, Decomissioned Hardware, Ammo Drop, Turret Mode, Recharge Mode (2)

In play: Ammo Drop, Heavy Plating, Upgrade Mode

Trash: Flak Cannon, External Combustion, Adhesive Foam Grenade

Effects: -1 damage taken (Heavy Plating), all damage dealt is fire (Ra), +1 damage dealt (Ra), Upgrade Mode (2 plays, 0 power), no environment cards may be played

PL
PlatinumWarlock
2013-10-02 00:41 UTC
#104

"Ow.  Ow.  Ow.  Stop shooting me already!"  

The Scholar

HP: 9

Hand: Expect the Worst, Grace Under Fire (x2); Mortal Form to Energy

In play: Flesh to Iron, Alchemical Redirection

Trash: Solid to Liquid, Don't Dismiss Anything

Effects:

-----------------------------------------------------

Start: I drop Mortal Form to Energy to fuel my continued Flesh to Iron.  Alchemical Redirection expires.

Play: Expect the Worst.  I'm now Immune to damage and will regain 2 hp at the start of my next turn.

Power: Better Living--Scholar regains 1 hp [10]

Draw: Offensive Transmutation

End: N/A

-----------------------------------------------------

HP: 10

Hand: Grace Under Fire (x2); Offensive Transmutation

In play: Flesh to Iron, Expect the Worst

Trash: Solid to Liquid; Don't Dismiss Anything; Mortal Form to Energy; 

Effects:  -2 Damage from all sources; The Scholar is Immune to Damage until the start of his next turn.

MA
Matchstickman
2013-10-02 01:02 UTC
#105

As there's no Environment or Villain card play this "turn", we should start looking at what to discard/gain back for the Pervasive Red Dust again.

I'll be ditching Inventive Preparation and putting the Akpunku's Drum back into play.

 

With nothing much else to do I plan on Vernal Sonata-ing this turn if you are forced to discard something you really want back.

PL
PlatinumWarlock
2013-10-02 01:03 UTC
#106

I'll likely drop one of the Grace Under Fires.  I could really use some card draw, if anyone has such ability on-hand.

GR
grysqrl
2013-10-02 01:06 UTC
#107

I'll discard Ammo Drop and put Flak Cannon back into play.

PH
phantaskippy
2013-10-02 01:56 UTC
#108

"Here, you can have this.  Burning that is."

RA

HP: 20

Hand:  Fire Blast, Flame Barrier, Flame Spike(2), Living Conflagration, Scorched Earth, Summon Staff

In play: Drawn to the Flames, Flesh of the Sun God(2), Imbued Fire, Staff of Ra

Trash:  Excavation, Summon Staff

Effects:  Ra is immune to fire, all fire damage +1, all heroes deal fire damage. +1 burning (staff), +1 burning (Adept) Burn Burn Burn, Burn Burn the bad guys!

-----------------------------------------------------

Start: N/A

Play:  Flame Spike, Burn the operative for 3 damage. [24]

Power: Flesh of the sun God, Hero Character cards are immune to fire damage, Throw Flaming Staff of Ra at Operative for 5 more burning. [19]

Draw:  Wrathful Gaze

End: N/A

-----------------------------------------------------

HP: 20

Hand:  Fire Blast, Flame Barrier, Flame Spike, Living Conflagration, Scorched Earth, Summon Staff, Wrathful Gaze

In play: Drawn to the Flame, Flesh of the Sun God(2), Imbued Fire, Staff of Ra

Trash: Excavation, Flame Spike, The Staff of Ra, Summon Staff

Effects:  All Fire Damage +1, all heroes deal fire damage, all heroes are immune to fire damage.

 

I will discard Wrathful Gaze and put my staff back in play.

MA
Matchstickman
2013-10-02 02:24 UTC
#109

Because I am an impatient Bar Steward (never been more appropriate) and no card play is going on either turn, I'm going to leap in here.

Discard Inventive Preparation, put Akpunku's Drum in play

Fire in the Biosphere does 2 double on fire damage to The Operative [19->17] 

Argent Adept

HP: 12

Hand: Instrumental Conjuration (x2), Rhapsody of Vigor, Scherzo of Frost & Flame, Vernal Sonata

In Play: Syncopated Onslaught, Inspiring Supertonic, Xu's Bell, Inventive Preparation, Telamon's Lyra, Akpunku's Drum

Trash: Arcane Cadence, Eydisar's Horn, Inventive Preparation

-----------------------------------------------------

Start of hero turn: My buffs to other drop

Play a card: I watch Tempest pat a dog with Vernal Sonata Every hero heals 1 HP and everyone may take a card from their trash and put it on top of their deck. I choose Arcane Cadence.

Power:

Strumming my [color=red]Lyra[/color]

[color=red]Perform- Inspiring Supertonic, to ring my[/color] [color=green]Bell[/color]

[color=green]Perform- Syncopated Onslaught- Ra & Nightmist gain +1 damage[/color]

[color=green]Accompany- Inventive Preparation- Bunker gets a card play[/color]

[color=red]Accompany- Inventive Preparation- Ra gets a card play[/color]

Draw: Arcane Cadence

-----------------------------------------------------

HP: 13

Hand: Instrumental Conjuration (x2), Rhapsody of Vigor, Scherzo of Frost & Flame, Arcane Cadence

In Play: Syncopated Onslaught, Inspiring Supertonic, Xu's Bell, Inventive Preparation, Telamon's Lyra, Akpunku's Drum

Trash: Vernal Sonata, Eydisar's Horn, Inventive Preparation

PH
phantaskippy
2013-10-02 02:59 UTC
#110

Bunker's play won't deal damage, but mine will.

Fire Blast:  The Operative Burns for 7 damage [10].

Flame Spike to top of deck.

GR
grysqrl
2013-10-02 03:15 UTC
#111

Bunker's actions during AA's turn:

  • Play Maintenance Unit
  • Take External Combustion from the trash and put it on top of my deck
RO
Ronway
2013-10-02 03:20 UTC
#112

We have it this round I think. I put my Mistbound on top of my deck, which is a 4. I would then play Heedless Lash on my turn, which reveals the 4 I put on top. which will do 7-1 damage to Chairman (11), which will cause him to hit me back for 5 damage, which I will redirect by discarding 2 cards back at him. He reduces it by 1, so 4 damage (7). Since he has taken damage from a target, he will hit himself again for 5-1 damage (3). If Bunker plays Grenade Launcher thanks to Argent's extra play, on his turn he can play Adhesive Foam Grenade (gits and shiggles mostly) and Turret Mode. Meaning Grenade Launcher will do 4-1 damage to both Chairman (0) and Operative (7). Flak Cannon would then do 5-1 to Operative (3).  On Scholar's turn, he can then play Offensive Transmutation to do 3-1 damage to Operative (1). Leave Ra with the final kill so do what ever he desires.

RO
Ronway
2013-10-02 03:27 UTC
#113

I put Mistbound on top of my deck, which is a 4.

 

NightMist

HP: 20

Hand: Oblivion, Astral Premonition, Mist Form, Starshield Necklaces, Amulet of the Elder God,, Mistfueled Recovery, Heedless lash, Enlightnment, Mists of Time

In Play: Elder Ring, Amulet of the Elder God

Trash: Planar Banishment, Mist Form, Scouring Mist, Oblivion (2), Heedless Lash, Master of Magic, Mistbound (2), Tome of Elder Magic (2), Amulet of the Elder God, Starshield Necklace, Call Forth, Mist Fueled Recovery.

-----------------------------------------------------

Start of hero turn: N/A

Play a card: Heedless Lash, which reveals a 4 Mistbound. Do 4+3-1 damage to Chairman (11). He'll strike me back for 5, but I discard Mists of Time and Astral Premonition to redirect is back at him for 5-1 (7). Since he hit himself, he will hit himself again for 5-1 (3). Put Mistbound into play, discarding Mistform and Amulet of the Elder Gods.

Power: Investigate, draw 2 cards, Elder Ring and Oblivion

Draw: Master of Magic

End of Turn: N/A

-----------------------------------------------------

HP: 20

Hand: Oblivion(2), Elder Ring, Master of Magic, Starshield Necklace, Mistfueled Recovery

In Play: Elder Ring

Trash: Planar Banishment, Mist Form(2), Scouring Mist, Oblivion (2), Heedless Lash(2), Master of Magic, Mistbound (2), Tome of Elder Magic (2), Amulet of the Elder God, Starshield Necklace, Call Forth, Mist Fueled Recovery, Mists of Time, Astral Premonition

Additional Effects: Chairman can't play cards again. Mwahahaha!

Chairman 3 HP

Operative 10 HP

Do we have it this round?

RO
Ronway
2013-10-02 03:41 UTC
#114

I'm sorry, i'm going to do the play by play to end the game if no one minds.

Bunker plays Adhesive Foam Grenade and Turret mode.

Bunker uses Flak Cannon for 5-1 damage on Operative (6) and Main. Unit to regain 2.

Scholar plays Offensive Transmutation for 3-1 damage to Operative (4). Then heals a hit point.

Ra play Scorched Earth for 4-1 damage to Chairman (0) and Operative (1). Flesh of the Sun God as his power.

Environment can't play cards. Biosphere does 2 fire damage to Operative (0).

 

Sound fair for everyone?

PL
PlatinumWarlock
2013-10-02 03:44 UTC
#115

Wouldn't even have to wait that long.  Ra uses Pyre instead of FotSG, and we win before the Environment rolls around.

Victory?  Victory.  :grin:

RO
Ronway
2013-10-02 03:47 UTC
#116

But environment doing the killing blow is a million times better than a hero doing the killing blow.

GR
grysqrl
2013-10-02 03:52 UTC
#117

Since he hit himself, he will hit himself again for 5-1 (3).

I love it.

Bunker

HP: 17

Hand: Auxiliary Power Source, Grenade Launcher, Adhesive Foam Grenade, Decomissioned Hardware, Turret Mode, Recharge Mode (2)

In play: Flak Cannon, Ammo Drop, Heavy Plating, Upgrade Mode, Maintenance Unit

Trash: Adhesive Foam Grenade

Effects: -1 damage taken (Heavy Plating), all damage dealt is fire (Ra), +1 damage dealt (Ra), Upgrade Mode (2 plays, 0 power)

-----------------------------------------------------

Start:

Play: Grenade Launcher

Play: Turret Mode (upgrade mode is destroyed)

Power: Grenade Launcher deals

  • 2 projectile damage to the Chairman[1] (I take 4 damage in return)
  • 2 projectile damage to the Operative[8]
  • If NIghtmist agrees, 2 projectile damage to Nightmist (which can be redirected to the Chairman, taking him out)

Power: Flak Cannon deals 3 projectile damage to the Operative[5]

Draw: -disabled-

End:

-----------------------------------------------------

HP: 13

Hand: Auxiliary Power Source, Adhesive Foam Grenade, Decomissioned Hardware, Recharge Mode (2)

In play: Flak Cannon, Grenade Launcher, Ammo Drop, Heavy Plating, Upgrade Mode, Maintenance Unit, Turret Mode

Trash: Adhesive Foam Grenade, Upgrade Mode

Effects: -1 damage taken (Heavy Plating), all damage dealt is fire (Ra), +1 damage dealt (Ra), Upgrade Mode (2 plays, 0 power)

GR
grysqrl
2013-10-02 03:53 UTC
#118

And all of your updates while I was figuring out my plan. Good game guys.

PH
phantaskippy
2013-10-02 05:01 UTC
#119

The Chairman wouldn't hit himself back though, right? isn't it only first time he is damaged each turn?

PL
PlatinumWarlock
2013-10-02 08:28 UTC
#120

Even still, I think we have this one pretty well wrapped up.  The Villain deck is Mistbound again, and it's not like we can't pump off 4 additional damage...

BL
BlueHairedMeerkat
2013-10-02 09:39 UTC
#121

Yeah, that's death. VICTORY!

RO
Ronway
2013-10-02 12:20 UTC
#122

It's the first time for each target.

GR
grysqrl
2013-10-02 12:26 UTC
#123

I don't think it is.

PH
phantaskippy
2013-10-02 12:33 UTC
#124

Yeah, at worst we wouldn't be protecred against the fire that destroyed him.

That was a quick game.

Also about the best I've ever seen Nightmist roll.

RO
Ronway
2013-10-02 12:39 UTC
#125

Oh dang, I had never noticed Chairman doesn't have the "each target", oh well. So Ra instead tosses his staff at Chairman for that killing blow, we all get burned, but it also kills Operative, woo!

MA
Matchstickman
2013-10-02 12:45 UTC
#126

There is another problem with that solution. Nightmist doesn't reflect the 5 back at the Chairman on the original Heedless Lash, she has to reflect the damage she deals herself from Heedless Lash (which is actually more damage). We still win, I just want to see Nightmist/Ronway take damage from the Chairman.

Good game everyone

PH
phantaskippy
2013-10-02 12:49 UTC
#127

So I propose that the official ending goes as such:

Heroes win, except for Ronway.  He gets a participation ribbon.

Seriously I don't know why, but picking on Ronway just feels right.

MA
Matchstickman
2013-10-02 12:55 UTC
#128

Can we get a mod in here with their "mod voice" to make this official please?

RO
Ronway
2013-10-02 12:59 UTC
#129

Can't do that, I am immune to the damage I would be doing to myself.

SI
Silverleaf
2013-10-02 14:48 UTC
#130

Was Ronway wrong AGAIN?

BL
BlueHairedMeerkat
2013-10-02 17:59 UTC
#131

Should I put the next game up, or does someone else want a turn?

PH
phantaskippy
2013-10-02 18:31 UTC
#132

Go ahead.