Citizen Dawn (Advanced)
VS
Absolute Zero (Greywind)
The Argent Adept (dpt)
Expatriette (cmschex)
Redeemer Fanatic (PlatinumWarlock)
The Scholar (grysqrl)
IN
The Block
Citizen Dawn (Advanced)
VS
Absolute Zero (Greywind)
The Argent Adept (dpt)
Expatriette (cmschex)
Redeemer Fanatic (PlatinumWarlock)
The Scholar (grysqrl)
IN
The Block
Think I'll sit this one out actually. I've already fought Dawn in the Block, and I'm thoroughly tired of infinitely long H=5 Advanced games against her. See you guys for episode 19.
I'll try AZ.
Isothermic Transducer, Modular Realignment, Onboard Module Installation, Null-Point Calibration Unit.
I'll take The Scholar.
Starting Hand: Flesh to Iron, Solid to Liquid, Expect the Worst, Keep Moving
I'll take Argent Adept. Initial hand: Cedistic Dissonant, Arcane Cadence, Vernal Sonata, Inspiring Supertonic.
I'll go with Redeemer Fanatic.
Opening Hand: Undaunted, Final Dive, Smite The Transgressor, Chastise
I'll run Expat
Round One
Citizen Dawn - Leader of the Citizens of the Sun
Citizen Dawn - 80
In Play: Citizen Spring - 6
Citizen Tears - 5
Citizen Hammer - 3
Citizen Blood - 5
Trash:
--------------------------------------------------------
Start of Turn:
Play a Card: Citizen Autumn enters play.
End of Turn: Dawn deals Fanatic 4 energy damage [27].
Each player discards 1 card. Tears deals each hero 2 melee damage.
Hammer deals each hero 4 fire damage.
Blood deals the Argent Adept 3 melee damage [15].
-------------------------------------------------------
Citizen Dawn - 80
In Play: Citizen Spring - 6
Citizen Tears - 5
Citizen Hammer - 3
Citizen Blood - 5
Citizen Autumn - 6
Trash:
Effects: ST: 5 or more citizens in the trash? Flip Dawn.
ET: Dawn deals the hero target with the highest HP 3 energy damage.
ET: Each citizen regains 1HP.
ET: Each player discards 1 card. Tears deals each hero damage equal to the number of cards they discarded.
ET: Hammer deals each hero target 3 fire damage.
ET: Blood deals the hero target with the lowest HP 2 melee damage.
ET: Destroy all ongoings controlled by the lowest-HP hero.
Increase damage dealt by citizens by 1.
Hero HP: AZ - 23, AA - 15, Expat - 23 Fanatic - 21, Scholar - 23
Citizen Tears: Scholar discards Flesh to Iron
Fanatic discards Undaunted.
Argent Adept discards Vernal Sonata.
Discard Null-Point Calibration Unit
Absolute Zero
HP: 23
Hand: Isothermic Transducer, Modular Realignment, Onboard Module Installation
In Play:
Trash: Null-Point Calibration Unit
------------------------------------------
Start of Turn:
Play a Card: Modular Realignment (Null-Point Calibration Unit goes into play; sum 0 damage)
Use a Power: Thermodynamics; deal 1 cold to myself, heal 1
Draw a Card: Hoarfire
End of Turn:
-------------------------------------------------------
HP: 24
Hand: Isothermic Transducer, Onboard Module Installation, Hoarfire
In Play: Null-Point Calibration Unit
Trash: Modular Realignment
Effects:
The Argent Adept
HP: 15
Hand: Cedistic Dissonant, Arcane Cadence, Inspiring Supertonic
In play:
Trash:
[hr]
Start of hero turn:
Play a card: Arcane Cadence. Put Sarabande of Destruction in my hand, Instrumental Conjuration on top of my deck, Cedistic Dissonant on bottom of my deck, discard Rhapsody of Vigor, and play Syncopated Onslaught.
Use a power: Vocalize. Activate Perform of Syncopated Onslaught. Expatriette and Redeemer Fanatic have +1 damage.
Draw a card: Instrumental Conjuration
End of hero turn:
[hr]
HP: 15
Hand: Cedistic Dissonant, Inspiring Supertonic, Sarabande of Destruction, Instrumental Conjuration
In play: Syncopated Onslaught
Trash: Arcane Cadence, Vernal Sonata, Rhapsody of Vigor
Additional effects: Expatriette, Redeemer Fanatic have +1 damage until start of my next turn.
Expatriette
HP: 23
Hand: Quick Draw, Tactical Shotgun, Incendiary Rounds
In Play:
Trash: Speed Loading
------------------------------------------
Start of Turn:
Play a Card: Tactical Shotgun
Use a Power: Tactical Shotgun, 5 damage to Citizen Tears (dead)
Draw a Card: Assault Rifle
End of Turn:
-------------------------------------------------------
HP: 23
Hand: Quick Draw, Assault Rifle, Incendiary Rounds
In Play: Tactical Shotgun
Trash: Speed Loading
Effects:
You can't make him cry if you kill him in one shot.
Redeemer Fanatic
HP: 21
Hand: Smite the Transgressor, Final Dive, Chastise
In Play:
Trash: Undaunted
------------------------------------------
Start of Turn:
Play a Card: Final Dive: I destroy Citizen Hammer [dead] and fling him into Citizen Autumn for net 4 projectile damage [2].
Use a Power: Redeem: I regain 1 hp and draw End of Days
Draw a Card: Final Dive
End of Turn:
-------------------------------------------------------
HP: 22
Hand: Smite the Transgressor, Chastise, End of Days, Final Dive
In Play: n/a
Trash: Undaunted, Final Dive
Effects:
The Scholar
HP: 23
Hand: Keep Moving, Solid to Liquid, Expect the Worst
In Play:
Trash: Flesh to Iron
------------------------------------------
Start of Turn:
Play a Card: Skip
Use a Power: Skip
Draw a Card: Get out of the way! and Know When to Hold Fast
End of Turn:
-------------------------------------------------------
HP: 23
Hand: Keep Moving, Solid to Liquid, Expect the Worst, Get out of the way!, Know When to Hold Fast
In Play:
Trash: Flesh to Iron
Effects:
The Block
In Play:
Trash:
--------------------------------------------------------------
Start:
Play: Block Guard enters play.
End: Block Guard deals 3 lightning damage to Citizen Autumn [DEAD].
--------------------------------------------------------------
In Play: Block Guard - 7
Trash:
Effects: ET: Block Guard deals the non-agent target with the lowest HP 3 lightning damage. Targets dealt damage this way cannot deal damage until the start of the environment turn.
Round Two
Citizen Dawn - Leader of the Citizens of the Sun
Citizen Dawn - 80
In Play: Citizen Spring - 6
Citizen Blood - 5
Trash: Citizen Tears, Citizen Hammer, Citizen Autumn [3]
--------------------------------------------------------
Start of Turn:
Play a Card: Citizen Truth enters play.
End of Turn: Dawn deals AZ 4 energy damage [20].
Blood deals the Argent Adept 2 melee damage [13].
-------------------------------------------------------
Citizen Dawn - 80
In Play: Citizen Spring - 6
Citizen Blood - 5
Citizen Truth - 7
Trash: Citizen Tears, Citizen Hammer, Citizen Autumn [3]
Effects: ST: 5 or more citizens in the trash? Flip Dawn.
ET: Dawn deals the hero target with the highest HP 3 energy damage.
ET: Each citizen regains 1HP.
ET: Blood deals the hero target with the lowest HP 1 melee damage.
Increase damage dealt by citizens by 1.
Villain targets other than Citizen Truth are immune to damage.
Reduce damage dealt to Citizen Truth by 1.
Hero HP: AZ - 20, AA - 13, Expat - 23 Fanatic - 22, Scholar - 23
Humm, not great in terms of avoiding a flip. Truth needs to die, obviously, and with Tears in the trash we'll probably need to kill Blood as well. (I'll start healing myself soon, so I'm not that concerned about my own HP.)
Yeah this might just have to be a fast flip and weather the storm game. Too many annoying citizens in the start group
Absolute Zero
HP: 20
Hand: Isothermic Transducer, Modular Realignment, Onboard Module Installation
In Play:
Trash: Modular Realignment
------------------------------------------
Start of Turn:
Play a Card: Onboard Module Installation (Draw Impale, fish for Null-Point Calibration Unit, play Isothermic Transducer
Use a Power: Thermodynamics; deal 1 cold to myself, heal 1
Draw a Card: Frost-Bound Drain
End of Turn:
-------------------------------------------------------
HP: 21
Hand: Hoarfire, Impale, Null-Point Calibration Unit, Frost-Bound Drain
In Play: Null-Point Calibration Unit, Isothermic Transducer
Trash: Modular Realignment, Onboard Module Installation
Effects:
The Argent Adept
HP: 13
Hand: Cedistic Dissonant, Inspiring Supertonic, Sarabande of Destruction, Instrumental Conjuration
In play: Syncopated Onslaught
Trash: Arcane Cadence, Vernal Sonata, Rhapsody of Vigor
[hr]
Start of hero turn: Syncopated Onslaught expires.
Play a card: Inspiring Supertonic
Use a power: Vocalize, activate the Perform of Inspiring Supertonic. Expatriette may use a power.
Draw a card: Vernal Sonata
End of hero turn:
[hr]
HP: 13
Hand: Cedistic Dissonant, Sarabande of Destruction, Instrumental Conjuration, Vernal Sonata
In play: Syncopated Onslaught, Inspiring Supertonic
Trash: Arcane Cadence, Vernal Sonata, Rhapsody of Vigor
Additional effects: Expatriette may use a power.
Can we take out Truth and let the Block Guard hit Blood to nullify his damage without killing just yet? (assuming we don't pull one of the low-hp inmates)
Expat unloads the Tactical Shotgun into Truth's face on AA's turn (4)
Expatriette
HP: 23
Hand: Quick Draw, Assault Rifle, Incendiary Rounds
In Play: Tactical Shotgun
Trash: Speed Loading
------------------------------------------
Start of Turn:
Play a Card: Incendiary Rounds next to Tactical Shotgun
Use a Power: Tactical Shotgun, 4 net fire damage to Truth (dead)
Draw a Card: Liquid Nitrogen Rounds
End of Turn:
-------------------------------------------------------
HP: 23
Hand: Quick Draw, Assault Rifle, Liquid Nitrogen Round
In Play: Tactical Shotgun
Trash: Speed Loading, Incendiary Rounds
Effects:
(If there are major objections to this turn, let me know--I'm inclined to hold off on Dawn's flip for as long as possible while we hammer on her. However, if consensus is that we flip her early, I will amend my turn to reflect that.)
Redeemer Fanatic
HP: 22
Hand: Smite the Transgressor, Final Dive, Chastise, End of Days
In Play:
Trash: Undaunted, Final Dive
------------------------------------------
Start of Turn:
Play a Card: Chastise: Citizen Blood repents his sins.
Use a Power: Redeem: I regain 1 hp and draw Divine Focus
Draw a Card: Brutal Censure
End of Turn:
-------------------------------------------------------
HP: 23
Hand: Smite the Transgressor, End of Days, Final Dive, Divine Focus, Brutal Censure
In Play: Chastise (Citizen Blood)
Trash: Undaunted, Final Dive
Effects: Citizen Blood cannot be damaged, nor can he damage anyone else.
The only hesitation is that Citizen Blood is due to be hit by the guard anyway, so wouldn't be dealing damage this turn (barring a low-HP inmate coming out, I guess). In that case, you might want to save your chastise. But I'm for delaying the flip a little.
Good point--I think I'll leave my turn as it is, just to play on the safe side, as a Time-Crazed Prisoner could really screw things up.
The Scholar
HP: 23
Hand: Keep Moving, Solid to Liquid, Expect the Worst, Get out of the way!, Know When to Hold Fast
In Play:
Trash: Flesh to Iron
Effects:
------------------------------------------
Start of Turn:
Play a Card: Know When to Hold Fast
Use a Power: Skip
Draw a Card: Skip
End of Turn: Skip
-------------------------------------------------------
HP: 23
Hand: Keep Moving, Solid to Liquid, Expect the Worst, Get out of the way! (2), Know When to Hold Fast, Alchemical Redirection, Mortal Form to Energy, Truth Seeker
In Play:
Trash: Flesh to Iron, Know When to Hold Fast
Effects:
The Block
In Play: Block Guard - 7
Trash:
--------------------------------------------------------------
Start:
Play: Time-Crazed Prisoner enters play.
End: Block Guard deals 3 lightning damage to Prisoner [1].
--------------------------------------------------------------
In Play: Block Guard - 7, Time-Crazed Prisoner - 1
Trash:
Effects: ET: Block Guard deals the non-agent target with the lowest HP 3 lightning damage. Targets dealt damage this way cannot deal damage until the start of the environment turn.
Round Two
Citizen Dawn - Leader of the Citizens of the Sun
Citizen Dawn - 80
In Play: Citizen Spring - 6
Citizen Blood - 5
Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Citizen Truth [4]
--------------------------------------------------------
Start of Turn:
Play a Card: Healing Light.
End of Turn: Dawn deals The Scholar (I assume) 4 energy damage [19].
Blood begs the great god Osiris for forgiveness.
-------------------------------------------------------
Citizen Dawn - 80
In Play: Citizen Spring - 6
Citizen Blood - 5
Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Citizen Truth, Healing Light [4]
Effects: ST: 5 or more citizens in the trash? Flip Dawn.
ET: Dawn deals the hero target with the highest HP 3 energy damage.
ET: Each citizen regains 1HP.
ET: Blood deals the hero target with the lowest HP 1 melee damage.
Increase damage dealt by citizens by 1.
Hero HP: AZ - 21, AA - 13, Expat - 23 Fanatic - 21, Scholar - 19
Absolute Zero
HP: 21
Hand: Hoarfire, Impale, Null-Point Calibration Unit, Frost-Bound Drain
In Play: Null-Point Calibration Unit, Isothermic Transducer
Trash: Modular Realignment, Onboard Module Installation
------------------------------------------
Start of Turn:
Play a Card: Frost-Bound Drain (3 Cold to Dawn; 77), 3 Fire to me (18), Transduce that back to Dawn (74)
Use a Power: Thermodynamics; deal 1 cold to myself, heal 1 (19)
Draw a Card: Focused Apertures
End of Turn:
-------------------------------------------------------
HP: 19
Hand: Hoarfire, Impale, Null-Point Calibration Unit, Focused Apertures
In Play: Null-Point Calibration Unit, Isothermic Transducer
Trash: Modular Realignment, Onboard Module Installation, Frost-Bound Drain
Effects: Cold heals, Fire damage deals Cold damage to 1 target
The Argent Adept
HP: 13
Hand: Cedistic Dissonant, Sarabande of Destruction, Instrumental Conjuration, Vernal Sonata
In play: Syncopated Onslaught, Inspiring Supertonic
Trash: Arcane Cadence, Vernal Sonata, Rhapsody of Vigor
[hr]
Start of hero turn:
Play a card: Instrumental Conjuration. Search deck for Musaragni’s Harp and put it into play. Shuffle the deck. Draw Akpunku’s Drum.
Use a power: Musaragni’s Harp. Perform of Inspiring Supertonic: I use Vocalize on Perform of Syncopated Onslaught; AZ and Expatriette deal +1 damage until my turn. Accompany of Inspiring Supertonic: AA regains 2hp (15).
Draw a card: Cedistic Dissonant
End of hero turn:
[hr]
HP: 15
Hand: Cedistic Dissonant (x2), Sarabande of Destruction, Vernal Sonata, Akpunku’s Drum
In play: Syncopated Onslaught, Inspiring Supertonic, Musaragni’s Harp
Trash: Arcane Cadence, Vernal Sonata, Rhapsody of Vigor, Instrumental Conjuration
Additional effects: Absolute Zero and Expatriette deal +1 damage until the start of my turn.
Actually, give the damage boost to Expatriette. She’s likely to deal more damage than me this turn.
"Gee, Mom, I guess you haven't found the right powers yet to stop a shotgun blast..."
Expatriette
HP: 23
Hand: Quick Draw, Assault Rifle, Liquid Nitrogen Round
In Play: Tactical Shotgun
Trash: Speed Loading, Incendiary Rounds
------------------------------------------
Start of Turn:
Play a Card: Assault Rife
Use a Power: Tactical Shotgun, 6 net projectile damage to Mama Cohen (68)
Draw a Card: Flak Jacket
End of Turn:
-------------------------------------------------------
HP: 23
Hand: Quick Draw, Flak Jacket, Liquid Nitrogen Round
In Play: Tactical Shotgun, Assault Rifle
Trash: Speed Loading, Incendiary Rounds
Effects: Expat does +1 damage until the start of Argent Adept's next turn
Edited to give boost to Expatriette as suggested.
(I'm picking up a ton of cards this turn, so I'm tempted to throw down Divine Focus next round, provided that Dawn doesn't destroy all of our stuff. That +1 would be great next round if this is doable.)
(Also, my hit point total is off in the last villain summary--it wasn't reflecting me regaining hp due to Redeem. My hit points, as listed below, are correct)
Redeemer Fanatic
HP: 23
Hand: Smite the Transgressor, Final Dive, End of Days, Divine Focus, Brutal Censure
In Play: Chastise
Trash: Undaunted, Final Dive
------------------------------------------
Start of Turn: I take 2 damage [21] to keep Citizen Blood on his knees.
Play a Card: Brutal Censure: deals net 2 radiant damage to Dawn [66], I draw Embolden
Use a Power: Redeem: I regain 1 hp [22] and draw Smite the Transgressor
Draw a Card: Sacrosanct Martyr
End of Turn:
-------------------------------------------------------
HP: 22
Hand: Smite the Transgressor (x2), End of Days, Final Dive, Divine Focus, Embolden, Sacrosanct Martyr
In Play: Chastise (Citizen Blood)
Trash: Undaunted, Final Dive; Brutal Censure
Effects: Citizen Blood cannot be damaged, nor can he damage anyone else.
The Scholar
HP: 19
Hand: Keep Moving, Solid to Liquid, Expect the Worst, Get out of the way! (2), Know When to Hold Fast, Alchemical Redirection, Mortal Form to Energy, Truth Seeker
In Play:
Trash: Flesh to Iron, Know When to Hold Fast
Effects:
------------------------------------------
Start of Turn:
Play a Card: Know When to Hold Fast
Use a Power: Skip
Draw a Card: Skip
End of Turn: Skip
-------------------------------------------------------
HP: 19
Hand: Keep Moving, Solid to Liquid, Expect the Worst (2), Get out of the way! (2), Alchemical Redirection, Mortal Form to Energy, Truth Seeker, Don't Dismiss Anything, Know When to Turn Loose, Transmutive Recovery (2)
In Play:
Trash: Flesh to Iron, Know When to Hold Fast (2)
Effects:
That should be enough fuel to last awhile.
Fanatic, I'll be happy to send the Syncopated Onslaught your way next round.
Nitpick: When you're instructed to "immediately end your turn" rather than "skip the rest of your turn", your EoT phase does still happen.
I'm aware. It meant that the Scholar was skipping stones from the deck of his houseboat. I thought that was obvious.
The Block
In Play: Block Guard - 7, Time-Crazed Prisoner - 1
Trash:
--------------------------------------------------------------
Start:
Play: Imprisoned Rogue enters play.
End: Block Guard deals 3 lightning damage to Prisoner [DEAD].
--------------------------------------------------------------
In Play: Block Guard - 7, Imprisoned Rogue - 6
Trash: Time-Crazed Prisoner
Effects: ET: Block Guard deals the non-agent target with the lowest HP 3 lightning damage. Targets dealt damage this way cannot deal damage until the start of the environment turn.
ST: Destroy the agent with the highest HP.
Increase damage dealt by inmates by 1.
Round Three
Citizen Dawn - Leader of the Citizens of the Sun
Citizen Dawn - 66
In Play: Citizen Spring - 6
Citizen Blood - 5
Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Citizen Truth, Healing Light [4]
--------------------------------------------------------
Start of Turn:
Play a Card: Citizen Dare enters play.
End of Turn: Dawn deals Expatriette 6 energy damage [17].
Citizen Spring does her healing thing.
Blood cries.
-------------------------------------------------------
Citizen Dawn - 67
In Play: Citizen Spring - 6
Citizen Blood - 5
Citizen Dare - 3
Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Citizen Truth, Healing Light [4]
Effects: ST: 5 or more citizens in the trash? Flip Dawn.
ET: Dawn deals the hero target with the highest HP 3 energy damage.
ET: Each citizen regains 1HP.
ET: Blood deals the hero target with the lowest HP 1 melee damage.
Increase damage dealt by citizens by 1.
Increase damage dealt to hero targets by 1.
Hero HP: AZ - 19, AA - 15, Expat - 17 Fanatic - 22, Scholar - 19
Absolute Zero
HP: 19
Hand: Hoarfire, Impale, Null-Point Calibration Unit, Focused Apertures
In Play: Null-Point Calibration Unit, Isothermic Transducer
Trash: Modular Realignment, Onboard Module Installation, Frost-Bound Drain
------------------------------------------
Start of Turn:
Play a Card: Focused Apertures
Use a Power: Thermodynamics; deal 2 fire to myself (17), Transduce 4 Cold to Dawn (63)
Draw a Card: Glacial Structure
End of Turn:
-------------------------------------------------------
HP: 17
Hand: Hoarfire, Impale, Null-Point Calibration Unit, Glacial Structures
In Play: Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures
Trash: Modular Realignment, Onboard Module Installation, Frost-Bound Drain
Effects: Cold heals, Fire damage deals Cold damage to 1 target
That should be 3 and 5; Dare is boosting all damage dealt to hero targets.
The Argent Adept
HP: 15
Hand: Cedistic Dissonant (x2), Sarabande of Destruction, Vernal Sonata, Akpunku’s Drum
In play: Syncopated Onslaught, Inspiring Supertonic, Musaragni’s Harp
Trash: Arcane Cadence, Vernal Sonata, Rhapsody of Vigor, Instrumental Conjuration
[hr]
Start of hero turn: Syncopated Onslaught expires
Play a card: Cedistic Dissonant
Use a power: Musaragni’s Harp. Perform of Inspiring Supertonic: I use Vocalize on Perform of Syncopated Onslaught; AZ and Fanatic deal +1 damage until start of my turn. Accompany of Cedistic Dissonant: I discard Cedistic Dissonant and Akpunku’s Drum, and draw Eydisar’s Horn, Polyphoric Flare, and Arcane Cadence.
Draw a card: Counterpoint Bulwark
End of hero turn:
[hr]
HP: 15
Hand: Sarabande of Destruction, Vernal Sonata, Eydisar’s Horn, Polyphoric Flare, Arcane Cadence, Counterpoint Bulwark
In play: Syncopated Onslaught, Inspiring Supertonic, Musaragni’s Harp, Cedistic Dissonant
Trash: Arcane Cadence, Vernal Sonata, Rhapsody of Vigor, Instrumental Conjuration, Cedistic Dissonant, Akpunku’s Drum
Additional effects: AZ and Fanatic deal +1 damage until start of my turn.
Expatriette
HP: 17
Hand: Quick Draw, Flak Jacket, Liquid Nitrogen Round
In Play: Tactical Shotgun, Assault Rifle
Trash: Speed Loading, Incendiary Rounds
------------------------------------------
Start of Turn:
Play a Card: Flak Jacket
Use a Power: Tactical Shotgun, 5 net projectile damage to Dawn (57)
Draw a Card: Submachine Gun
End of Turn:
-------------------------------------------------------
HP: 17
Hand: Quick Draw, Submachine Gun, Liquid Nitrogen Round
In Play: Tactical Shotgun, Assault Rifle, Flak Jacket
Trash: Speed Loading, Incendiary Rounds
Effects:
Oh, sure. Make me reconsider putting Dare on ice. ![]()
(Okay, Divine Focus time! Barring any interruptions, I plan on discarding at the start of each turn to deal 3 radiant damage each time. Adept, I will need you to refresh the damage buff on me, if at all possible--if not the damage drops to 2 radiant:
Redeemer Fanatic
HP: 22
Hand: Smite the Transgressor (x2), Final Dive, End of Days, Divine Focus, Embolden, Sacrosanct Martyr
In Play: Chastise (Citizen Blood)
Trash: Undaunted, Final Dive, Brutal Censure
------------------------------------------
Start of Turn: I take 3 damage [19] to keep Citizen Blood on his knees.
Play a Card: Divine Focus
Use a Power: Redeem: I regain 1 hp [20] and draw Final Dive
Draw a Card: Holy Nova
End of Turn:
-------------------------------------------------------
HP: 20
Hand: Smite the Transgressor (x2), End of Days, Final Dive (x2), Embolden, Sacrosanct Martyr; Holy Nova
In Play: Chastise (Citizen Blood); Divine Focus (Dawn)
Trash: Undaunted, Final Dive; Brutal Censure
Effects: Citizen Blood cannot be damaged, nor can he damage anyone else. At the start of each turn, Fanatic may discard a card to deal Citizen Dawn 2+1 Radiant damage.
The Scholar
HP: 19
Hand: Keep Moving, Solid to Liquid, Expect the Worst (2), Get out of the way! (2), Alchemical Redirection, Mortal Form to Energy, Truth Seeker, Don't Dismiss Anything, Know When to Turn Loose, Transmutive Recovery (2)
In Play:
Trash: Flesh to Iron, Know When to Hold Fast (2)
Effects:
------------------------------------------
Start of Turn: Fanatic deals 3 radiant damage to Citizen Dawn [54]
Play a Card: Keep Moving
Use a Power: Better Living
Draw a Card: Grace Under Fire
End of Turn: Still skipping
-------------------------------------------------------
HP: 25
Hand: Solid to Liquid, Expect the Worst (2), Get out of the way!, Alchemical Redirection, Mortal Form to Energy, Truth Seeker, Don't Dismiss Anything, Know When to Turn Loose, Transmutive Recovery (2), Grace Under Fire
In Play: Mortal Form to Energy
Trash: Flesh to Iron, Know When to Hold Fast (2), Keep Moving, Get out of the way!
Effects:
The Block
In Play: Block Guard - 6, Imprisoned Rogue - 5
Trash: Time-Crazed Prisoner
--------------------------------------------------------------
Start: Imprisoned Rogue destroys the Block Guard.
Fanatic deals 3 radiant damage to Citizen Dawn [44].
Play: Char enters play.
End:
--------------------------------------------------------------
In Play: Imprisoned Rogue - 5, Char - 14
Trash: Time-Crazed Prisoner, Block Guard
Effects: ST: Destroy the agent with the highest HP.
ST: Deal each non-inmate target 2 fire and 2 toxic damage.
Increase damage dealt by inmates by 1.
Round Four
Citizen Dawn - Leader of the Citizens of the Sun
Citizen Dawn - 44
In Play: Citizen Spring - 5
Citizen Blood - 5
Citizen Dare - 2
Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Citizen Truth, Healing Light [4]
--------------------------------------------------------
Start of Turn: Fanatic deals Citizen Dawn 3 radiant damage [41].
Play a Card: DEVASTATING AURORA. Bye-bye everything.
End of Turn: Dawn deals The Scholar 5 energy damage [20].
Citizen Spring does her healing thing.
Blood deals The Argent Adept 3 melee damage [12].
-------------------------------------------------------
Citizen Dawn - 42
In Play: Citizen Spring - 6
Citizen Blood - 5
Citizen Dare - 3
Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Citizen Truth, Healing Light, Devastating Aurora [4]
Effects: ST: 5 or more citizens in the trash? Flip Dawn.
ET: Dawn deals the hero target with the highest HP 3 energy damage.
ET: Each citizen regains 1HP.
ET: Blood deals the hero target with the lowest HP 1 melee damage.
Increase damage dealt by citizens by 1.
Increase damage dealt to hero targets by 1.
Hero HP: AZ - 17, AA - 12, Expat - 17 Fanatic - 20, Scholar - 20
Absolute Zero
HP: 17
Hand: Hoarfire, Impale, Null-Point Calibration Unit, Focused Apertures
In Play:
Trash: Modular Realignment, Onboard Module Installation, Frost-Bound Drain, Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures
------------------------------------------
Start of Turn:
Play a Card: Null-Point Calibration Unit
Use a Power: Thermodynamics; deal 2 Cold to myself, heal 2 (19)
Draw a Card: Modular Realignment
End of Turn:
-------------------------------------------------------
HP: 19
Hand: Hoarfire, Impale, Glacial Structures, Modular Realignment
In Play: Null-Point Calibration Unit
Trash: Modular Realignment, Onboard Module Installation, Frost-Bound Drain, Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures
Effects: Cold heals
The Argent Adept
HP: 12
Hand: Sarabande of Destruction, Vernal Sonata, Eydisar’s Horn, Polyphoric Flare, Arcane Cadence, Counterpoint Bulwark
In play:
Trash: Arcane Cadence, Vernal Sonata, Rhapsody of Vigor, Instrumental Conjuration, Akpunku’s Drum, Cedistic Dissonant (x2), Syncopated Onslaught, Inspiring Supertonic, Musaragni’s Harp
[hr]
Start of hero turn: Sigh deeply.
Play a card: Vernal Sonata. All hero targets regain 1HP, and can put a card from their discard pile on top of their deck. I take Instrumental Conjuration.
Use a power: None
Draw a card: Instrumental Conjuration
[hr]
HP: 13
Hand: Sarabande of Destruction, Eydisar’s Horn, Polyphoric Flare, Arcane Cadence, Counterpoint Bulwark, Instrumental Conjuration
In play:
Trash: Arcane Cadence, Vernal Sonata (x2), Rhapsody of Vigor, Akpunku’s Drum, Cedistic Dissonant, Cedistic Dissonant, Syncopated Onslaught, Inspiring Supertonic, Musaragni’s Harp
Additional effects: All hero targets regain 1HP, and can put a card from their discard pile on top of their deck.
Move Onboard Module Installation to the top of deck.
Put the Shotgun on my deck
Expatriette
HP: 18
Hand: Quick Draw, Submachine Gun, Liquid Nitrogen Round
In Play:
Trash: Speed Loading, Incendiary Rounds, Tactical Shotgun, Assault Rifle, Flak Jacket
------------------------------------------
Start of Turn:
Play a Card: Submachine Gun
Use a Power: Submachine Gun, 2 projectile damage to Dawn (40), 1 to Dare (2), Blood (7), Spring (5), Char (13), Inprisoned Rogue (4)
Draw a Card: Tactical Shotgun
End of Turn:
-------------------------------------------------------
HP: 18
Hand: Quick Draw, Tactical Shotgun, Liquid Nitrogen Round
In Play: Submachine Gun
Trash: Speed Loading, Incendiary Rounds, Assault Rifle, Flak Jacket
Effects:
Okay, so I discarded these three for Divine Focus:
I'm not actually going to pull anything out of my trash to put onto my deck. I'm good.
By the by--Blood should be at 4, following the Submachine Gun. He started at 5, then dropped by 1.
Redeemer Fanatic
HP: 21
Hand: Smite the Transgressor (x2), Final Dive, End of Days, Holy Nova
In Play: n/a
Trash: Undaunted, Final Dive (x2), Brutal Censure; Sacrosanct Martyr, Embolden; Divine Focus, Chastise
------------------------------------------
Start of Turn:
Play a Card: Holy Nova: All Heroes regain 1 hp; I deal 1 radiant damage to Dawn [39]; Dare [1]; Blood [3]; Spring [4]; Char [12]; and Imprisoned Rogue [4]
Use a Power: Redeem: I regain 1 hp [20] and draw Zealous Offense
Draw a Card: Aegis of Resurrection
End of Turn:
-------------------------------------------------------
HP: 23
Hand: Smite the Transgressor (x2), End of Days, Final Dive; Zealous Offense, Aegis of Resurrection
In Play: n/a
Trash: Undaunted, Final Dive (x2); Brutal Censure; Sacrosanct Martyr; Embolden; Divine Focus; Chastise
Effects: All heroes regain 1 hp.
I'll put Keep Moving on top of my deck. Char is going to brutalize the citizens, so Dawn will flip this turn.
The Scholar
HP: 22
Hand: Solid to Liquid, Expect the Worst (2), Get out of the way!, Alchemical Redirection, Mortal Form to Energy, Truth Seeker, Don't Dismiss Anything, Know When to Turn Loose, Transmutive Recovery (2), Grace Under Fire
In Play:
Trash: Flesh to Iron, Know When to Hold Fast (2), Get out of the way!, Mortal Form to Energy
Effects:
------------------------------------------
Start of Turn:
Play a Card: Don't Dismiss Anything
Use a Power: Better Living
Draw a Card: Get out of the way!
End of Turn:
-------------------------------------------------------
HP: 29
Hand: Solid to Liquid, Expect the Worst (2), Get out of the way!, Alchemical Redirection, Mortal Form to Energy, Truth Seeker, Know When to Turn Loose, Transmutive Recovery (2), Grace Under Fire
In Play: Mortal Form to Energy
Trash: Flesh to Iron, Know When to Hold Fast (2), Keep Moving, Get out of the way! (2), Mortal Form to Energy, Don't Dismiss Anything
Effects:
Fanatic will flip the top card of her deck: Undaunted comes into play.
Argent Adept puts Scherzo of Frost and Flame in play.
Put Onboard Module Installation into play.
Draw Focused Apertures.
Search for Isothermic Transducer.
Play Isothermic Transducer.
Expat turns over another Quick Draw, searches for "Pride", puts it into play
The Block
In Play: Char - 11
Trash: Time-Crazed Prisoner, Block Guard, Imprisoned Rogue
--------------------------------------------------------------
Start: Char deals all non-inmate targets 2 fire and 2 toxic damage, and is counter-burned by AZ [9].
Play: Defensive Displacement enters play.
End:
--------------------------------------------------------------
In Play: Char - 9, Defensive Displacement
Trash: Time-Crazed Prisoner, Block Guard, Imprisoned Rogue
Effects: ST: Deal each non-inmate target 2 fire and 2 toxic damage.
ST: If there are no inmates in play, destroy Defensive Displacement.
Decrease all damage dealt by 2.
Round Four
Citizen Dawn - Merged with the Power of the Sun
Citizen Dawn - 33
In Play:
Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Citizen Truth, Healing Light, Devastating Aurora, Citizen Dare, Citizen Spring, Citizen Blood
--------------------------------------------------------
Start of Turn: Dawn flips.
Play a Card: Citizen Sweat enters play.
End of Turn: Channel the Eclipse enters play.
1 hero ongoing card is destroyed.
-------------------------------------------------------
Citizen Dawn - 33
In Play: Citizen Sweat - 5
Channel the Eclipse
Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Citizen Truth, Healing Light, Devastating Aurora, Citizen Dare, Citizen Spring, Citizen Blood
Effects: ST: 6 or more citizens in play? Flip Dawn.
ET: Play the top card of the villain deck.
ET: Destroy 1 hero ongoing card.
Citizen Dawn is immune to damage.
Hero HP: AZ - 17, AA - 10, Expat - 15, Fanatic - 19, Scholar - 25
I can destroy Scherzo of Frost and Flame, if no one has a more promising card to destroy.
Char takes 2 from the Transduced Fire damage.
Absolute Zero
HP: 17
Hand: Hoarfire, Impale, Glacial Structure, Modular Realignment, Focused Apertures
In Play: Null-Point Calibration Unit, Isothermic Transducer
Trash: Modular Realignment, Frost-Bound Drain, Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures, Onboard Module Installation
------------------------------------------
Start of Turn:
Play a Card: Focused Apertures
Use a Power:
Draw a Card: Cold Snap
End of Turn:
-------------------------------------------------------
HP: 17
Hand: Hoarfire, Impale, Glacial Structure, Modular Realignment, Cold Snap
In Play: Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures
Trash: Modular Realignment, Onboard Module Installation, Frost-Bound Drain, Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures
Effects: Cold heals, Fire transduces to Cold
Before I play my turn, I just wanted to check strategy. It seems like Defensive Deplacement is really good for us right now, no? And therefore I should also leave Char in play, and try to fish for healing, etc?
I agree. Let's get built up while Dawn puts some citizens out. If anyone has extra ongoings to spare, Sweat is going to be destroying them; we should try to build up a supply in play so we can preserve the important ones.
I can always destroy Undaunted, if we need. I'd prefer not to, but instances of exactly 1 or 5+ are pretty rare.
My ongoings can come and go. Not seeing a lot of need for them right now.
Unfortunately, don't have a lot of ongoings to contribute (none at the moment). I'll probably just be skipping to draw cards anyway.
Sorry for the delay. I’m not destroying the environment targets, as seems to be the concensus. I do hope I can keep my songs. Citizen Sweat does seem relatively harmless to keep around, unless Blood or Tears come back from the trash.
The Argent Adept
HP: 10
Hand: Sarabande of Destruction, Eydisar’s Horn, Polyphoric Flare, Arcane Cadence, Counterpoint Bulwark, Instrumental Conjuration
In play:
Trash: Arcane Cadence, Vernal Sonata (x2), Rhapsody of Vigor, Akpunku’s Drum, Cedistic Dissonant (x2), Syncopated Onslaught, Inspiring Supertonic, Musaragni’s Harp, Scherzo of Frost and Flame
[hr]
Start of hero turn:
Play a card: Arcane Cadence. Put Rhapsody of Vigor in play, Syncopated Onslaught in my hand, Inventive Preparation to the top of the deck, Instrumental Conjuration to the trash, and Instrumental Conjuration to the bottom of the deck.
Use a power: Vocalize on Rhapsody of Vigor. All hero targets regain 1HP.
Draw a card: Inventive Preparation
End of hero turn:
[hr]
HP: 11
Hand: Sarabande of Destruction, Eydisar’s Horn, Polyphoric Flare, Counterpoint Bulwark, Instrumental Conjuration, Syncopated Onslaught, Inventive Preparation
In play: Rhapsody of Vigor
Trash: Arcane Cadence (x2), Vernal Sonata (x2), Rhapsody of Vigor, Akpunku’s Drum, Cedistic Dissonant (x2), Syncopated Onslaught, Inspiring Supertonic, Musaragni’s Harp, Scherzo of Frost and Flame, Instrumental Conjuration
Additional effects: All hero targets regain 1HP.
On my next turn I plan on dropping Glacial Structure into play for Sweat on the next go-round. With the Defensive Displacement in play, I'm kind of stuck for options. Can't do damage. Can't self-heal.
Expatriette
HP: 16
Hand: Quick Draw, Tactical Shotgun, Liquid Nitrogen Round
In Play: Submachine Gun, "Pride"
Trash: Speed Loading, Incendiary Rounds, Assault Rifle, Flak Jacket, Quick Draw
------------------------------------------
Start of Turn:
Play a Card: skip
Use a Power: skip
Draw a Card: RPG Launcher, Hollow Points
End of Turn:
-------------------------------------------------------
HP: 18
Hand: Quick Draw, Tactical Shotgun, Liquid Nitrogen Round, RPG Launcher, Hollow Points
In Play: Submachine Gun, "Pride"
Trash: Speed Loading, Incendiary Rounds, Assault Rifle, Flak Jacket
Effects:
Redeemer Fanatic
HP: 20
Hand: Smite the Transgressor (x2), Final Dive, End of Days, Zealous Offense, Aegis of Resurrection
In Play: Undaunted
Trash: Undaunted, Final Dive (x2), Brutal Censure; Sacrosanct Martyr, Embolden; Divine Focus, Chastise; Holy Nova
------------------------------------------
Start of Turn:
Play a Card: Aegis of Resurrection
Use a Power: Redeem: I regain 1 hp [21] and draw Absolution
Draw a Card: Prayer of Desperation
End of Turn:
-------------------------------------------------------
HP: 21
Hand: Smite the Transgressor (x2), End of Days, Final Dive; Zealous Offense, Absolution; Prayer of Desperation
In Play: Undaunted; Aegis of Resurrection
Trash: Undaunted, Final Dive (x2); Brutal Censure; Sacrosanct Martyr; Embolden; Divine Focus; Chastise; Holy Nova
Effects: Fanatic may ignore all instances of exactly 1 damage, and any damage of 5+ is reduced by 2.
Never mind, wrong thread.
The Scholar
HP: 26
Hand: Solid to Liquid, Expect the Worst (2), Get out of the way!, Alchemical Redirection, Mortal Form to Energy, Truth Seeker, Know When to Turn Loose, Transmutive Recovery (2), Grace Under Fire
In Play: Mortal Form to Energy
Trash: Flesh to Iron, Know When to Hold Fast (2), Keep Moving, Get out of the way! (2), Mortal Form to Energy, Don't Dismiss Anything
Effects:
------------------------------------------
Start of Turn: Discard Know When to Turn Loose
Play a Card: Truth Seeker
Use a Power: Truth Seeker
Draw a Card: Flesh to Iron
End of Turn:
-------------------------------------------------------
HP: 26
Hand: Solid to Liquid, Expect the Worst (2), Get out of the way!, Alchemical Redirection, Mortal Form to Energy, Transmutive Recovery (2), Grace Under Fire, Keep Moving, Flesh to Iron
In Play: Mortal Form to Energy, Truth Seeker
Trash: Flesh to Iron, Know When to Hold Fast (2), Keep Moving, Get out of the way! (2), Mortal Form to Energy, Don't Dismiss Anything, Know When to Turn Loose
Effects:
Citizen Sweat can destroy Truth Seeker this round or later, if we don't have better candidates.
The Block
In Play: Char - 9, Defensive Displacement
Trash: Time-Crazed Prisoner, Block Guard, Imprisoned Rogue
--------------------------------------------------------------
Start: Char deals all non-inmate targets no damage.
Play: Imprisoned Rogue enters play.
End:
--------------------------------------------------------------
In Play: Char - 9, Defensive Displacement, Imprisoned Rogue - 6
Trash: Time-Crazed Prisoner, Block Guard, Imprisoned Rogue
Effects: ST: Deal each non-inmate target 2 fire and 2 toxic damage.
ST: If there are no inmates in play, destroy Defensive Displacement.
ST: Destroy the agent with the highest HP.
Decrease all damage dealt by 2.
Inrease damage dealt by Inmates by 1.
Round Five
Citizen Dawn - Merged with the Power of the Sun
Citizen Dawn - 33
In Play: Citizen Sweat - 5
Channel the Eclipse
Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Citizen Truth, Healing Light, Devastating Aurora, Citizen Dare, Citizen Spring, Citizen Blood
--------------------------------------------------------
Start of Turn: Citizen Assault enters play.
Play a Card: Healing Light.
End of Turn: Blinding Blast; each hero must discard 2 cards.
1 hero ongoing card is destroyed.
-------------------------------------------------------
Citizen Dawn - 43
In Play: Citizen Sweat - 5
Channel the Eclipse
Citizen Assault - 4
Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Citizen Truth, Healing Light x2, Devastating Aurora, Citizen Dare, Citizen Spring, Citizen Blood, Blinding Blast
Effects: ST: 6 or more citizens in play? Flip Dawn.
ST: Play the top card of the villain deck.
ET: Play the top card of the villain deck.
ET: Dawn deals herself 2 cold damage.
ET: Destroy 1 hero ongoing card.
ET: Assault deals each hero target 1 melee damage.
Citizen Dawn is immune to damage.
Hero HP: AZ - 18, AA - 11, Expat - 16, Fanatic - 21, Scholar - 26
Fanatic discards Prayer of Desperation and Zealous Offense, and destroys Undaunted.
Discard Hoarfire and Modular Realignment
Absolute Zero
HP: 19
Hand: Impale, Glacial Structure, Focused Apertures
In Play: Null-Point Calibration Unit, Isothermic Transducer
Trash: Modular Realignment, Frost-Bound Drain, Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures, Onboard Module Installation, Hoarfire, Modular Realignment
------------------------------------------
Start of Turn:
Play a Card: Glacial Structure
Use a Power:
Draw a Card: Cryo Chamber
End of Turn:
-------------------------------------------------------
HP: 19
Hand: Impale, Cold Snap, Cryo Chamber
In Play: Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures, Glacial Structure
Trash: Modular Realignment, Onboard Module Installation, Frost-Bound Drain, Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures, Hoarfire, Modular Realignment
Effects: Cold heals, Fire transduces to Cold
Sorry for the long delay! I was out of town last night, and forgot to warn you all.
Discard Eydisar’s Horn and Polyphoric Flare.
The Argent Adept
HP: 11
Hand: Sarabande of Destruction, Counterpoint Bulwark, Instrumental Conjuration, Syncopated Onslaught, Inventive Preparation
In play: Rhapsody of Vigor
Trash: Arcane Cadence (x2), Vernal Sonata (x2), Rhapsody of Vigor, Akpunku’s Drum, Cedistic Dissonant (x2), Syncopated Onslaught, Inspiring Supertonic, Musaragni’s Harp, Scherzo of Frost and Flame, Instrumental Conjuration, Eydisar’s Horn, Polyphoric Flare
Additional effects:
[hr]
Start of hero turn:
Play a card: Sarabande of Destruction
Use a power: Sarabande of Destruction. Destroy Channel the Eclipse.
Draw a card: Arcane Cadence
End of hero turn:
[hr]
HP: 11
Hand: Counterpoint Bulwark, Instrumental Conjuration, Syncopated Onslaught, Inventive Preparation, Arcane Cadence
In play: Rhapsody of Vigor, Sarabande of Destruction
Trash: Arcane Cadence (x2), Vernal Sonata (x2), Rhapsody of Vigor, Akpunku’s Drum, Cedistic Dissonant (x2), Syncopated Onslaught, Inspiring Supertonic, Musaragni’s Harp, Scherzo of Frost and Flame, Instrumental Conjuration, Eydisar’s Horn, Polyphoric Flare
Discard Liquid Nitrogen Rounds and Quick Draw
Expatriette
HP: 16
Hand: Tactical Shotgun, RPG Launcher, Hollow Points
In Play: Submachine Gun, "Pride"
Trash: Speed Loading, Incendiary Rounds, Assault Rifle, Flak Jacket
------------------------------------------
Start of Turn:
Play a Card: RPG Launcher, Destroy Char
Use a Power: skip
Draw a Card: Flak Jacket
End of Turn:
-------------------------------------------------------
HP: 16
Hand: Tactical Shotgun, Hollow Points, Flak Jacket
In Play: Submachine Gun, "Pride"
Trash: Speed Loading, Incendiary Rounds, Assault Rifle, Flak Jacket, RPG LAuncher, Liquid Nitrogen Rounds, Quick Draw x 2
Effects:
Redeemer Fanatic
HP: 21
Hand: Smite the Transgressor (x2), Final Dive, End of Days,
In Play: Aegis of Resurrection
Trash: Undaunted, Final Dive (x2), Brutal Censure; Sacrosanct Martyr, Embolden; Divine Focus, Chastise; Holy Nova; Undaunted; Zealous Offense; Prayer of Desperation
------------------------------------------
Start of Turn:
Play a Card: Absolution--I regain 1 hp [22].
Use a Power: Redeem: I regain 1 hp [23] and draw Sanctifying Strike
Draw a Card: Brutal Censure
End of Turn:
-------------------------------------------------------
HP: 23
Hand: Smite the Transgressor (x2), End of Days, Final Dive; Sanctifying Strike, Brutal Censure
In Play: Aegis of Resurrection; Absolution
Trash: Undaunted, Final Dive (x2); Brutal Censure; Sacrosanct Martyr; Embolden; Divine Focus; Chastise; Holy Nova; Undaunted; Zealous Offense; Prayer of Desperation
Effects: If Fanatic is reduced to 0 or less hp, destroy Aegis and restore her to 10 hp.
Discard Expect the Worst (2)
The Scholar
HP: 26
Hand: Solid to Liquid, Get out of the way!, Alchemical Redirection, Mortal Form to Energy, Transmutive Recovery (2), Grace Under Fire, Keep Moving, Flesh to Iron
In Play: Mortal Form to Energy, Truth Seeker
Trash: Flesh to Iron, Know When to Hold Fast (2), Keep Moving, Get out of the way! (2), Mortal Form to Energy, Don't Dismiss Anything, Know When to Turn Loose, Expect the Worst (2)
Effects:
------------------------------------------
Start of Turn: Discard Solid to Liquid
Play a Card: Transmutive Recovery
Use a Power: Truth Seeker
Draw a Card: Grace Under Fire
End of Turn:
-------------------------------------------------------
HP: 28
Hand: Solid to Liquid, Get out of the way!, Alchemical Redirection (2), Mortal Form to Energy, Transmutive Recovery (2), Grace Under Fire (2), Keep Moving, Flesh to Iron, Offensive Transmutation
In Play: Mortal Form to Energy, Truth Seeker
Trash: Flesh to Iron, Know When to Hold Fast (2), Keep Moving, Get out of the way! (2), Mortal Form to Energy, Don't Dismiss Anything, Know When to Turn Loose, Expect the Worst (2), Solid to Liquid
Effects:
The Block
In Play: Defensive Displacement, Imprisoned Rogue - 6
Trash: Time-Crazed Prisoner, Block Guard, Imprisoned Rogue, Char
--------------------------------------------------------------
Start:
Play: FILTER Officer enters play.
End: FILTER Officer deals Citizen Sweat 2 projectile damage.
--------------------------------------------------------------
In Play: Defensive Displacement, Imprisoned Rogue - 6, FILTER Officer
Trash: Time-Crazed Prisoner, Block Guard, Imprisoned Rogue, Char
Effects: ST: If there are no inmates in play, destroy Defensive Displacement.
ST: Destroy the agent with the highest HP.
ET: Deal the non-agent target with the second-lowest HP 4 projectile damage.
Decrease all damage dealt by 2.
Inrease damage dealt by Inmates by 1.
Round Six
Citizen Dawn - Merged with the Power of the Sun
Citizen Dawn - 43
In Play: Citizen Sweat - 3
Citizen Assault - 4
Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Citizen Truth, Healing Light, Devastating Aurora, Citizen Dare, Citizen Spring, Citizen Blood, Channel the Eclipse
--------------------------------------------------------
Start of Turn:
Play a Card: Luminous Leadership enters play.
End of Turn: Channel the Eclipse enters play.
1 hero ongoing card is destroyed.
-------------------------------------------------------
Citizen Dawn - 43
In Play: Citizen Sweat - 3
Citizen Assault - 4
Luminous Leadership
Channel the Eclipse
Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Citizen Truth, Healing Light x2, Devastating Aurora, Citizen Dare, Citizen Spring, Citizen Blood, Blinding Blast, Channel the Eclipse
Effects: ST: 6 or more citizens in play? Flip Dawn.
ST: Play the top card of the villain deck.
Each citizen regains 1HP.
ET: Play the top card of the villain deck.
ET: Dawn deals herself 2 cold damage.
ET: Destroy 1 hero ongoing card.
ET: Assault deals each hero target 1 melee damage.
Citizen Dawn is immune to damage.
Hero HP: AZ - 18, AA - 11, Expat - 16, Fanatic - 23, Scholar - 28
Char was destroyed by Expatriette's RPG Launcher, by the by.
Discard Glacial Structure to Sweat
Absolute Zero
HP: 19
Hand: Impale, Glacial Structure, Focused Apertures
In Play: Null-Point Calibration Unit, Isothermic Transducer
Trash: Modular Realignment, Frost-Bound Drain, Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures, Onboard Module Installation, Hoarfire, Modular Realignment, Glacial Structure
------------------------------------------
Start of Turn:
Play a Card: Cryo Chamber
Use a Power: Thermodynamics; AZ takes 1 Cold/Heals 1
Draw a Card: Onboard Module Installation
End of Turn:
-------------------------------------------------------
HP: 20
Hand: Impale, Cold Snap, Onboard Module Installation
In Play: Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures, Cryo Chamber
Trash: Modular Realignment, Onboard Module Installation, Frost-Bound Drain, Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures, Hoarfire, Modular Realignment, Glacial Structure
Effects: Cold heals, Fire transduces to Cold
Why did the officer deal 3 damage? Shouldn’t it be 2?
The Argent Adept
HP: 11
Hand: Counterpoint Bulwark, Instrumental Conjuration, Syncopated Onslaught, Inventive Preparation, Arcane Cadence
In play: Rhapsody of Vigor, Sarabande of Destruction,
Trash: Arcane Cadence, Arcane Cadence, Vernal Sonata, Vernal Sonata, Rhapsody of Vigor, Akpunku’s Drum, Cedistic Dissonant, Cedistic Dissonant, Syncopated Onslaught, Inspiring Supertonic, Musaragni’s Harp, Scherzo of Frost and Flame, Instrumental Conjuration, Eydisar’s Horn, Polyphoric Flare
[hr]
Start of hero turn:
Play a card: Instrumental Conjuration. Search deck for Drake’s Pipes and put it into play. Shuffle the deck. Draw Alacritous Subdominant.
Use a power: Drake’s Pipes. Use Perform of Rhapsody of Vigor (all heroes regain 1hp) and Sarabande of Destruction (destroy Channel the Eclipse, again).
Draw a card: Alacritous Subdominant
[hr]
HP: 12
Hand: Counterpoint Bulwark, Syncopated Onslaught, Inventive Preparation, Arcane Cadence, Alacritous Subdominant (x2)
In play: Rhapsody of Vigor, Sarabande of Destruction, Drake’s Pipes
Trash: Arcane Cadence, Arcane Cadence, Vernal Sonata, Vernal Sonata, Rhapsody of Vigor, Akpunku’s Drum, Cedistic Dissonant, Cedistic Dissonant, Syncopated Onslaught, Inspiring Supertonic, Musaragni’s Harp, Scherzo of Frost and Flame, Instrumental Conjuration, Eydisar’s Horn, Polyphoric Flare, Instrumental Conjuration
Additional effects: All heroes regain 1HP. AZ, your hitpoint total disagrees with BlueHairedMeerkat’s summary. Others are AA - 12, Expat - 17, Fanatic - 24, Scholar - 29.
It's not a discard. Sweat destroys an Ongoing in play.
Because I pressed the wrong key, that's why ![]()
It was in play. Now it isn't.
Found the error.
Expatriette
HP: 17
Hand: Tactical Shotgun, Hollow Points, Flak Jacket
In Play: Submachine Gun, "Pride"
Trash: Speed Loading, Incendiary Rounds, Assault Rifle, Flak Jacket, RPG LAuncher, Liquid Nitrogen Rounds, Quick Draw x 2
Effects:
------------------------------------------
Start of Turn:
Play a Card: skip
Use a Power: skip
Draw a Card: Reload, "Prejudice"
End of Turn:
-------------------------------------------------------
HP: 16
Hand: Tactical Shotgun, Hollow Points, Flak Jacket, Reload, "Prejudice"
In Play: Submachine Gun, "Pride"
Trash: Speed Loading, Incendiary Rounds, Assault Rifle, Flak Jacket, RPG LAuncher, Liquid Nitrogen Rounds, Quick Draw x 2
Effects:
Redeemer Fanatic
HP: 24
Hand: Smite the Transgressor (x2), Final Dive, End of Days, Santifying Strike, Brutal Censure
In Play: Aegis of Resurrection, Absolution
Trash: Undaunted, Final Dive (x2), Brutal Censure; Sacrosanct Martyr, Embolden; Divine Focus, Chastise; Holy Nova; Undaunted; Zealous Offense; Prayer of Desperation
------------------------------------------
Start of Turn:
Play a Card: Sanctifying Strike--I deal negligible damage, regain 1 hp [25], and draw Divine Sacrifice
Use a Power: Redeem: I regain 1 hp [26] and draw Embolden
Draw a Card: Chastise
End of Turn:
-------------------------------------------------------
HP: 26
Hand: Smite the Transgressor (x2), End of Days, Final Dive; Brutal Censure; Divine Sacrifice; Embolden, Chastise
In Play: Aegis of Resurrection; Absolution
Trash: Undaunted, Final Dive (x2); Brutal Censure; Sacrosanct Martyr; Embolden; Divine Focus; Chastise; Holy Nova; Undaunted; Zealous Offense; Prayer of Desperation; Sanctifying Strike
Effects: If Fanatic is reduced to 0 or less hp, destroy Aegis and restore her to 10 hp.
Didn't we want to keep Channel the Eclipse in play? We need Dawn to play cards fast so she'll flip back.
The Scholar
HP: 29
Hand: Solid to Liquid, Get out of the way!, Alchemical Redirection (2), Mortal Form to Energy, Transmutive Recovery, Grace Under Fire (2), Keep Moving, Flesh to Iron, Offensive Transmutation
In Play: Mortal Form to Energy, Truth Seeker
Trash: Flesh to Iron, Know When to Hold Fast (2), Keep Moving, Get out of the way! (2), Mortal Form to Energy, Don't Dismiss Anything, Know When to Turn Loose, Expect the Worst (2), Solid to Liquid, Transmutive Recovery
Effects:
------------------------------------------
Start of Turn: Destroy Mortal Form to Energy
Play a Card: Skip
Use a Power: Skip
Draw a Card: Keep Moving, Keep Moving
End of Turn:
-------------------------------------------------------
HP: 29
Hand: Solid to Liquid, Get out of the way!, Alchemical Redirection (2), Mortal Form to Energy, Transmutive Recovery, Grace Under Fire (2), Keep Moving (3), Flesh to Iron, Offensive Transmutation
In Play: Truth Seeker
Trash: Flesh to Iron, Know When to Hold Fast (2), Keep Moving, Get out of the way! (2), Mortal Form to Energy (2), Don't Dismiss Anything, Know When to Turn Loose, Expect the Worst (2), Solid to Liquid, Transmutive Recovery
Effects:
I guess I should have checked, but I was figuring that we're healing and preparing pretty well for the moment, so slowing Dawn down is to our advantage, rather than digging for the next Devasting Aurora quickly at a rate of 3 cards/turn. Return from the Dawn would be useful to keep around, though.
Unfortunately, because we couldn't kill the Block Guard, he's going to down Sweat this round, putting us further behind.
I did want to ask: if Dawn hits another Devastating Aurora and flips back before we're rebuilt, would we be open to using an End of Days? I've kept it in my hand for that very contingency, hoping that I wouldn't have to use it...
Did you mean the FILTER Officer? The Imprisoned Rogue will shiv the FILTER Officer at the start of the environment turn, before he takes out Citizen Sweat.
I did want to ask: if Dawn hits another Devastating Aurora and flips back before we're rebuilt, would we be open to using an End of Days? I've kept it in my hand for that very contingency, hoping that I wouldn't have to use it…
It's definitely a possibility!
Ah, excellent! I had thought the Rogue acted EoT, rather that SoT! One less worry to deal with, then.
Hopefully, we'll actually get some Citizens out this round...yargh! At least it's looking like I'm going to be at full health when Dawn flips!
Let me know in advance so that I can do a burn and freeze on her before you take all my toys away.
The Block
In Play: Defensive Displacement, Imprisoned Rogue - 6, FILTER Officer - 9
Trash: Time-Crazed Prisoner, Block Guard, Imprisoned Rogue, Char
--------------------------------------------------------------
Start: FILTER Officer gets shivved.
Play: A one-man Prison Riot begins, with a single Time-Crazed Prisoner shuffling into play.
End:
--------------------------------------------------------------
In Play: Defensive Displacement, Imprisoned Rogue - 6, Time-Crazed Prisoner - 4
Trash: The rest
Effects: ST: If there are no inmates in play, destroy Defensive Displacement.
ST: Destroy the agent with the highest HP.
ST: Deal damage to the non-inmate with the second-highest HP equal to the number of cards in the environment trash.
Decrease all damage dealt by 2.
Inrease damage dealt by Inmates by 1.
Round Seven
Citizen Dawn - Merged with the Power of the Sun
Citizen Dawn - 43
In Play: Citizen Sweat - 3
Citizen Assault - 4
Luminous Leadership
Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Citizen Truth, Healing Light, Devastating Aurora, Citizen Dare, Citizen Spring, Citizen Blood, Channel the Eclipse x2
--------------------------------------------------------
Start of Turn: Citizens heal 1HP.
Play a Card: DEVASTATING AURORA
End of Turn: Return with the Dawn enters play.
Assault deals each hero target 1 melee damage.
1 hero ongoing card is destroyed (well, not really :D)
Citizen Truth enters play.
-------------------------------------------------------
Citizen Dawn - 44
In Play: Citizen Sweat - 4
Citizen Assault - 4
Luminous Leadership
Return with the Dawn
Citizen Truth - 7
Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Healing Light x2, Devastating Aurora x2, Citizen Dare, Citizen Spring, Citizen Blood, Blinding Blast, Channel the Eclipse x2
Effects: ST: 6 or more citizens in play? Flip Dawn.
ST: Each citizen regains 1HP.
ET: Play the top card of the villain deck.
ET: Destroy 1 hero ongoing card.
ET: Assault deals each hero target 1 melee damage.
ET: Put a citizen from the villain trash into play.
Citizen Dawn is immune to damage.
Citizens other than Truth are immine to damage.
Reduce damage dealt to Truth by 1.
Hero HP: AZ - 19, AA - 11, Expat - 16, Fanatic - 25, Scholar - 28
OK! OK! Ouch! Why does Return with the Dawn have HP, and where is Citizen Truth? And how can we take out that Time-Crazed Prisoner?
Absolute Zero
HP: 19
Hand: Impale, Cold Snap, Onboard Module Installation
In Play:
Trash: Modular Realignment, Frost-Bound Drain, Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures, Onboard Module Installation, Hoarfire, Modular Realignment, Glacial Structure
------------------------------------------
Start of Turn:
Play a Card: Onboard Module Installation; draw Null-Point Calibration Unit, fish for Isothermic Transducer, play Null-Point Calibration Unit
Use a Power:
Draw a Card: Modular Realignment
End of Turn:
-------------------------------------------------------
HP: 19
Hand: Impale, Cold Snap, Isothermic Transducer, Modular Realignment
In Play: Null-Point Calibration Unit
Trash: Modular Realignment, Onboard Module Installation, Frost-Bound Drain, Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures, Hoarfire, Modular Realignment, Glacial Structure, Null-Point Calibration Unit, Isothermic Transducer, Focuses Apertures, Cryo Chamber, Onboard Module Installation
Effects: Cold heals
The Argent Adept
HP: 11
Hand: Counterpoint Bulwark, Syncopated Onslaught, Inventive Preparation, Arcane Cadence, Alacritous Subdominant (x2)
In play:
Trash: Arcane Cadence, Arcane Cadence, Vernal Sonata, Vernal Sonata, Rhapsody of Vigor, Rhapsody of Vigor, Akpunku’s Drum, Cedistic Dissonant, Cedistic Dissonant, Syncopated Onslaught, Inspiring Supertonic, Musaragni’s Harp, Scherzo of Frost and Flame, Instrumental Conjuration, Instrumental Conjuration, Eydisar’s Horn, Polyphoric Flare, Sarabande of Destruction, Drake’s Pipes
[hr]
Start of hero turn:
Play a card: Arcane Cadence. Put Sarabande of Destruction in my hand, Silver Shadow on top of my deck, Instrumental Conjuration on bottom of my deck, Polyphoric Flare in trash, and play Vernal Sonata. All heroes regain 1HP, and may move a card from their discard to the top of their deck.. I move Inspiring Supertonic.
Use a power: None.
Draw a card: Inspiring Supertonic.
End of hero turn:
[hr]
HP: 12
Hand: Counterpoint Bulwark, Syncopated Onslaught, Inventive Preparation, Alacritous Subdominant (x2), Sarabande of Destruction, Inspiring Supertonic
In play:
Trash: Arcane Cadence (x3), Vernal Sonata (x3), Rhapsody of Vigor (x2), Akpunku’s Drum, Cedistic Dissonant (x2), Syncopated Onslaught, Musaragni’s Harp, Scherzo of Frost and Flame, Instrumental Conjuration (x2), Eydisar’s Horn, Polyphoric Flare (x2), Sarabande of Destruction, Drake’s Pipes
Additional effects: All heroes regain 1HP, and may move a card from their discard to the top of their deck.
[hr]
EDIT: My HP was off.
Get "Pride" back from my trash
Expatriette
HP: 18
Hand: Tactical Shotgun, Hollow Points, Flak Jacket, Reload, "Prejudice"
In Play:
Trash: Speed Loading, Incendiary Rounds, Assault Rifle, Flak Jacket, RPG LAuncher, Liquid Nitrogen Rounds, Quick Draw x 2, Submachine Gun, "Pride"
Effects:
------------------------------------------
Start of Turn:
Play a Card: Tactical Shotgun
Use a Power: Tactical Shotgun - net 3 damage to Truth (4)
Draw a Card: "Pride"
End of Turn:
-------------------------------------------------------
HP: 16
Hand: Hollow Points, Flak Jacket, Reload, "Prejudice", "Pride"
In Play: Tactical Shotgun,
Trash: Speed Loading, Incendiary Rounds, Assault Rifle, Flak Jacket, RPG LAuncher, Liquid Nitrogen Rounds, Quick Draw x 2, Submachine Gun
Effects:
Devastating Aurora kills off the environment, so Time Crazed Prisoner and Defensive Displacement are no longer in play. Expatriette, you might want to revise to reflect a new target--Truth, perhaps? [Edit--spiffy!]
I'm putting Absolution from my trash on top of my deck.
Redeemer Fanatic
HP: 27
Hand: Smite the Transgressor (x2), Final Dive, End of Days, Santifying Strike, Brutal Censure; Divine Sacrifice, Embolden, Chastise
In Play:
Trash: Undaunted, Final Dive (x2), Brutal Censure; Sacrosanct Martyr, Embolden; Divine Focus, Chastise; Holy Nova; Undaunted; Zealous Offense; Prayer of Desperation; Aegis of Resurrection
------------------------------------------
Start of Turn:
Play a Card: Brutal Censure: Citizen Truth takes net 1 radiant damage [3], I draw Absolution.
Use a Power: Redeem: I regain 1 hp [28] and draw End of Days
Draw a Card: Holy Nova
End of Turn:
-------------------------------------------------------
HP: 28
Hand: Smite the Transgressor (x2), End of Days (x2), Final Dive; Divine Sacrifice; Embolden, Chastise; Absolution; Holy Nova
In Play:
Trash: Undaunted, Final Dive (x2); Brutal Censure (x2); Sacrosanct Martyr; Embolden; Divine Focus; Chastise; Holy Nova; Undaunted; Zealous Offense; Prayer of Desperation; Sanctifying Strike; Aegis of Resurrection
Effects:
Put Know When to Hold Fast on top
The Scholar
HP: 29
Hand: Solid to Liquid, Get out of the way!, Alchemical Redirection (2), Mortal Form to Energy, Transmutive Recovery, Grace Under Fire (2), Keep Moving (3), Flesh to Iron, Offensive Transmutation
In Play:
Trash: Flesh to Iron, Know When to Hold Fast (2), Keep Moving, Get out of the way! (2), Mortal Form to Energy (2), Don't Dismiss Anything, Know When to Turn Loose, Expect the Worst (2), Solid to Liquid, Transmutive Recovery, Truth Seeker
Effects:
------------------------------------------
Start of Turn:
Play a Card: Skip
Use a Power: Skip
Draw a Card: Know When to Hold Fast and Offensive Transmutation
End of Turn:
-------------------------------------------------------
HP: 29
Hand: Solid to Liquid, Get out of the way!, Alchemical Redirection (2), Mortal Form to Energy, Transmutive Recovery, Grace Under Fire (2), Keep Moving (3), Flesh to Iron, Offensive Transmutation (2), Know When to Hold Fast
In Play:
Trash: Flesh to Iron, Know When to Hold Fast, Keep Moving, Get out of the way! (2), Mortal Form to Energy (2), Don't Dismiss Anything, Know When to Turn Loose, Expect the Worst (2), Solid to Liquid, Transmutive Recovery, Truth Seeker
Effects:
The Block
In Play:
Trash:
--------------------------------------------------------------
Start:
Play: Defensive Displacement enters play.
End:
--------------------------------------------------------------
In Play: Defensive Displacement
Trash:
Effects: ST: If there are no inmates in play, destroy Defensive Displacement.
Decrease all damage dealt by 2.
Hero HPs are jumping around a bit. Can everyone check that their HP is consistent between the beginning and end of your turn and in BlueHairedMeerkat's summary?
Well, if damage wouldn't pop up after the fact... :P
Put Cryo Chamber on deck.
Round Seven
Citizen Dawn - Merged with the Power of the Sun
Citizen Dawn - 44
In Play: Citizen Sweat - 4
Citizen Assault - 4
Luminous Leadership
Return with the Dawn
Citizen Truth - 3
Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Healing Light x2, Devastating Aurora x2, Citizen Dare, Citizen Spring, Citizen Blood, Blinding Blast, Channel the Eclipse x2
--------------------------------------------------------
Start of Turn: Citizens heal 1HP.
Play a Card: Citizen Battery enters play.
End of Turn: Citizen Anvil enters play.
1 hero ongoing card is destroyed.
Citizen Hammer enters play.
Battery deals The Scholar 3 melee damage [26].
Hammer deals each hero target 1 fire damage.
-------------------------------------------------------
Citizen Dawn - 45
In Play: Citizen Sweat - 5
Citizen Assault - 4
Luminous Leadership
Return with the Dawn
Citizen Truth - 4
Citizen Battery - 7
Citizen Anvil - 7
Citizen Hammer - 3
Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Healing Light x2, Devastating Aurora x2, Citizen Dare, Citizen Spring, Citizen Blood, Blinding Blast, Channel the Eclipse x2
Effects: ST: 6 or more citizens in play? Flip Dawn.
ST: Each citizen regains 1HP.
ET: Play the top card of the villain deck.
ET: Destroy 1 hero ongoing card.
ET: Assault deals each hero target 2 melee damage.
ET: Put a citizen from the villain trash into play.
ET: Battery deals the hero target with the highest HP 5 melee damage.
ET: Move Hammer from the trash into play.
ET: Hammer deals each hero target 3 fire damage.
Citizen Dawn is immune to damage.
Citizens other than Truth are immine to damage.
Reduce damage dealt to Truth by 1.
Reduce damage dealt to citizens by 1.
Hero HP: AZ - 19, AA - 11, Expat - 16, Fanatic - 26, Scholar - 25
OK, so we'll get a flip next turn, and we can afford to kill one Citizen unless the Environment does something annoying (like bring out Char). The Villain turn will hurt rather a lot, unfortunately, as the Defensive Deplacement will go away. I can take out Return with the Dawn. The question is, are we going to go with an End of Days? I'm leaning against it.
EDIT to add: Dawn has a +1 damage bonus on the other side. Ouch. There's a good chance I'll be incapped. I might suggest bringing Truth down to 1HP, so we can kill him quickly after the flip, but he can still protect the villains from the environment.
Absolute Zero
HP: 18
Hand: Impale, Cold Snap, Onboard Module Installation
In Play: Null-Point Calibration Unit
Trash: Modular Realignment, Onboard Module Installation, Frost-Bound Drain, Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures, Hoarfire, Modular Realignment, Glacial Structure, Null-Point Calibration Unit, Isothermic Transducer, Focuses Apertures, Onboard Module Installation
------------------------------------------
Start of Turn:
Play a Card: Isothermic Transducer
Use a Power:
Draw a Card: Cryo Chamber
End of Turn:
-------------------------------------------------------
HP: 18
Hand: Impale, Cold Snap, Modular Realignment, Cryo Chamber
In Play: Null-Point Calibration Unit, Isothermic Transducer
Trash: Modular Realignment, Onboard Module Installation, Frost-Bound Drain, Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures, Hoarfire, Modular Realignment, Glacial Structure, Null-Point Calibration Unit, Isothermic Transducer, Focuses Apertures, Onboard Module Installation
Effects: Cold heals, Fire damage converts to Cold damage
The Argent Adept
HP: 11
Hand: Counterpoint Bulwark, Syncopated Onslaught, Inventive Preparation, Alacritous Subdominant (x2), Sarabande of Destruction, Inspiring Supertonic
In play:
Trash: Arcane Cadence (x3), Vernal Sonata (x3), Rhapsody of Vigor (x2), Akpunku’s Drum, Cedistic Dissonant (x2), Syncopated Onslaught, Musaragni’s Harp, Scherzo of Frost and Flame, Instrumental Conjuration (x2), Eydisar’s Horn, Polyphoric Flare (x2), Sarabande of Destruction, Drake’s Pipes
[hr]
Start of hero turn:
Play a card: Sarabande of Destruction
Use a power: Vocalize on Sarabande of Destruction. Destroy Return with the Dawn.
Draw a card: Silver Shadow
End of hero turn:
[hr]
HP: 11
Hand: Counterpoint Bulwark, Syncopated Onslaught, Inventive Preparation, Alacritous Subdominant (x2), Inspiring Supertonic, Silver Shadow
In play: Sarabande of Destruction
Trash: Arcane Cadence (x3), Vernal Sonata (x3), Rhapsody of Vigor (x2), Akpunku’s Drum, Cedistic Dissonant (x2), Syncopated Onslaught, Musaragni’s Harp, Scherzo of Frost and Flame, Instrumental Conjuration (x2), Eydisar’s Horn, Polyphoric Flare (x2), Sarabande of Destruction, Drake’s Pipes
Additional effects:
Not to tell others what to do, but Scholar could tank w/ Alchemical Redirection + Flesh to Iron. He'd take 21 damage that way, though
Expatriette
HP: 16
Hand: Hollow Points, Flak Jacket, Reload, "Prejudice", "Pride"
In Play: Tactical Shotgun
Trash: Speed Loading, Incendiary Rounds, Assault Rifle, Flak Jacket, RPG LAuncher, Liquid Nitrogen Rounds, Quick Draw x 2, Submachine Gun
------------------------------------------
Start of Turn:
Play a Card: "Pride"
Use a Power: Tactical Shotgun - net 2 damage to Truth (1)
Draw a Card: Unload
End of Turn:
-------------------------------------------------------
HP: 16
Hand: Hollow Points, Flak Jacket, Reload, "Prejudice", Unload
In Play: Tactical Shotgun, "Pride"
Trash: Speed Loading, Incendiary Rounds, Assault Rifle, Flak Jacket, RPG LAuncher, Liquid Nitrogen Rounds, Quick Draw x 2, Submachine Gun
Effects:
If I were after him in the play order, I could give an extra card play for an Expect the Worst (which he doesn't currently have). But there's no reason he couldn't play another Flesh to Iron with Keep Moving, though I imagine he also wants to keep those for an eventual build-up and massive damage.
Picking her sword up out of the soot and ash left behind from the Devastating Aurora, Fanatic hefts her mighty blade.
"I offered you redemption. You declined. I now offer retribution!"
Redeemer Fanatic
HP: 26
Hand: Smite the Transgressor (x2), Final Dive, End of Days (x2), Santifying Strike; Divine Sacrifice, Embolden, Chastise; Absolution; Holy Nova
In Play:
Trash: Undaunted, Final Dive (x2), Brutal Censure (x2); Sacrosanct Martyr, Embolden; Divine Focus, Chastise; Holy Nova; Undaunted; Zealous Offense; Prayer of Desperation; Aegis of Resurrection
------------------------------------------
Start of Turn:
Play a Card: Absolution--I gain 1 hp [27]
Use a Power: Absolution--net 1 damage to Truth [dead]
Draw a Card: Brutal Censure
End of Turn:
-------------------------------------------------------
HP: 28
Hand: Smite the Transgressor (x2), End of Days (x2), Final Dive; Divine Sacrifice; Embolden, Chastise; Holy Nova; Brutal Censure
In Play: Absolution
Trash: Undaunted, Final Dive (x2); Brutal Censure (x2); Sacrosanct Martyr; Embolden; Divine Focus; Chastise; Holy Nova; Undaunted; Zealous Offense; Prayer of Desperation; Sanctifying Strike; Aegis of Resurrection
Effects:
Ok. Let's do this.
The Scholar
HP: 25
Hand: Solid to Liquid, Get out of the way!, Alchemical Redirection (2), Mortal Form to Energy, Transmutive Recovery, Grace Under Fire (2), Keep Moving (3), Flesh to Iron, Offensive Transmutation (2), Know When to Hold Fast
In Play:
Trash: Flesh to Iron, Know When to Hold Fast, Keep Moving, Get out of the way! (2), Mortal Form to Energy (2), Don't Dismiss Anything, Know When to Turn Loose, Expect the Worst (2), Solid to Liquid, Transmutive Recovery, Truth Seeker
Effects:
------------------------------------------
Start of Turn:
Play a Card: Keep Moving
-Fish Flesh to Iron out of my deck and play it.
-Play Alchemical Redirection
Use a Power: Better Living - heal 1 HP [26]
Draw a Card: Proverbs and Axioms
End of Turn:
-------------------------------------------------------
HP: 26
Hand: Solid to Liquid, Get out of the way!, Alchemical Redirection, Mortal Form to Energy, Transmutive Recovery, Grace Under Fire (2), Keep Moving (2), Flesh to Iron, Offensive Transmutation (2), Know When to Hold Fast, Proverbs and Axioms
In Play: Flesh to Iron, Alchemical Redirection
Trash: Flesh to Iron, Know When to Hold Fast, Keep Moving (2), Get out of the way! (2), Mortal Form to Energy (2), Don't Dismiss Anything, Know When to Turn Loose, Expect the Worst (2), Solid to Liquid, Transmutive Recovery, Truth Seeker
Effects:
AA - if you can dish out any card plays next round, I wouldn't turn one down.
The Block
In Play: Defensive Displacement
Trash:
--------------------------------------------------------------
Start: Defensive Displacement destroys itself.
Play: Time-Crazed Prisoner enters play.
End:
--------------------------------------------------------------
In Play: Time-Crazed Prisoner
Trash: Defensive Displacement
Effects: ST: Prisoner deals the non-inmate target with the second highest HP melee damage equal to the number of cards in the environment trash.
Round Eight
Citizen Dawn - Leader of the Citizens of the Sun
Citizen Dawn - 45
In Play: Citizen Sweat - 5
Citizen Assault - 4
Luminous Leadership
Citizen Battery - 7
Citizen Anvil - 7
Citizen Hammer - 3
Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Healing Light x2, Devastating Aurora x2, Citizen Dare, Citizen Spring, Citizen Blood, Blinding Blast, Channel the Eclipse x2, Return with the Dawn, Citizen Truth
--------------------------------------------------------
Start of Turn: Dawn Flips.
Citizens heal 1HP.
Play a Card: Luminous Leadership enters play.
End of Turn: Dawn deals The Scholar 2 energy damage [24].
1 hero ongoing card is destroyed.
Assault deals The Scholar 5x1 melee damage [19].
Battery deals The Scholar 4 energy damage [15].
Hammer deals The Scholar 5x2 fire damage [5].
-------------------------------------------------------
Citizen Dawn - 46
In Play: Citizen Sweat - 5
Citizen Assault - 4
Luminous Leadership
Citizen Battery - 7
Citizen Anvil - 7
Citizen Hammer - 3
Luminous Leadership
Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Healing Light x2, Devastating Aurora x2, Citizen Dare, Citizen Spring, Citizen Blood, Blinding Blast, Channel the Eclipse x2, Return with the Dawn, Citizen Truth
Effects: ST: Each citizen regains 1HP [x2].
ET: Dawn deals 3 energy damage to the hero target with the highest HP.
ET: Destroy 1 hero ongoing card.
ET: Assault deals each hero target 2 melee damage.
ET: Battery deals the hero target with the highest HP 5 energy damage.
ET: Move Hammer from the trash into play.
ET: Hammer deals each hero target 3 fire damage.
Reduce damage dealt to citizens by 1.
Increase damage dealt by citizens by 1.
Hero HP: AZ - 19, AA - 11, Expat - 16, Fanatic - 27, Scholar - 5
Please destroy the Sarabande of Destruction (rather than the Flesh to Iron...)
Absolute Zero
HP: 19
Hand: Impale, Cold Snap, Modular Realignment, Cryo Chamber
In Play: Null-Point Calibration Unit, Isothermic Transducer
Trash: Modular Realignment, Onboard Module Installation, Frost-Bound Drain, Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures, Hoarfire, Modular Realignment, Glacial Structure, Null-Point Calibration Unit, Isothermic Transducer, Focuses Apertures, Onboard Module Installation
------------------------------------------
Start of Turn:
Play a Card: Modular Realignment; Focused Apertures goes into play (deals himself 1 Fire (18), Transduces that to 2 Cold to Anvil (6); deals himself 2 Cold, heals (20))
Use a Power: Thermodynamics: deals himself 1 Fire (19), Transduces that to 2 Cold to Anvil (5)
Draw a Card: Fueled Freeze
End of Turn:
-------------------------------------------------------
HP: 19
Hand: Impale, Cold Snap, Cryo Chamber, Fueled Freeze
In Play: Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures
Trash: Modular Realignment, Onboard Module Installation, Frost-Bound Drain, Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures, Hoarfire, Modular Realignment, Glacial Structure, Null-Point Calibration Unit, Isothermic Transducer, Focuses Apertures, Onboard Module Installation, Modular Realignment
Effects: Cold heals, Fire damage converts to Cold damage
The Argent Adept
HP: 11
Hand: Counterpoint Bulwark, Syncopated Onslaught, Inventive Preparation, Alacritous Subdominant (x2), Inspiring Supertonic, Silver Shadow
In play:
Trash: Arcane Cadence (x3), Vernal Sonata (x3), Rhapsody of Vigor (x2), Akpunku’s Drum, Cedistic Dissonant (x2), Syncopated Onslaught, Musaragni’s Harp, Scherzo of Frost and Flame, Instrumental Conjuration (x2), Eydisar’s Horn, Polyphoric Flare (x2), Sarabande of Destruction (x2), Drake’s Pipes
[hr]
Start of hero turn:
Play a card: Alacritous Subdominant
Use a power: Vocalize on Alacritous Subdominant. Scholar may play a card now.
Draw a card: Arcane Cadence
End of hero turn:
[hr]
HP: 11
Hand: Counterpoint Bulwark, Syncopated Onslaught, Inventive Preparation, Alacritous Subdominant, Inspiring Supertonic, Silver Shadow, Arcane Cadence
In play: Alacritous Subdominant
Trash: Arcane Cadence (x3), Vernal Sonata (x3), Rhapsody of Vigor (x2), Akpunku’s Drum, Cedistic Dissonant (x2), Syncopated Onslaught, Musaragni’s Harp, Scherzo of Frost and Flame, Instrumental Conjuration (x2), Eydisar’s Horn, Polyphoric Flare (x2), Sarabande of Destruction (x2), Drake’s Pipes
Additional effects: Scholar, play your card!
Scholar plays Grace Under Fire - deal 6 (7-1 DR) damage to Citizen Anvil [0].
Anvil was at 5. I tagged him twice.
Yep. Now he's dead.
Which nail gets hammered down next?
If, on my turn, a bunch of them are at 1 HP, I can take them out and heal at the same time (Get out of the way!).
I think the priority order is Hammer, Assault, Battery, Sweat. Hammer will be easy to kill, but as for all of them leaving them for Get out of the way! is better. I might suggest Pride and Prejudice on Hammer and Battery, Final Dive on Assault and with the side damage to Sweat, and then Get out of the way! to finish off Hammer and Sweat, with potential bonus damage (from Liquid to Energy) taking out Battery as well. But you might see something better!
I won't be able to get Mortal Form to Energy in play (none left in my deck), but 1 damage to everything plus some healing will be nice.
Expatriette
Expatriette
HP: 16
Hand: Hollow Points, Flak Jacket, Reload, "Prejudice", Unload
In Play: Tactical Shotgun, "Pride"
Trash: Speed Loading, Incendiary Rounds, Assault Rifle, Flak Jacket, RPG LAuncher, Liquid Nitrogen Rounds, Quick Draw x 2, Submachine Gun
------------------------------------------
Start of Turn:
Play a Card: "Prejudice"
Use a Power: "Pride" - 2 damage to Hammer (1) "Prejudice" 2 damage to Battery (5)
Draw a Card: Assault Rifle
End of Turn:
-------------------------------------------------------
HP: 16
Hand: Hollow Points, Flak Jacket, Reload, Assault Rifle, Unload
In Play: Tactical Shotgun, "Pride", "Prejudice"
Trash: Speed Loading, Incendiary Rounds, Assault Rifle, Flak Jacket, RPG LAuncher, Liquid Nitrogen Rounds, Quick Draw x 2, Submachine Gun
Effects:
Edited, to reflect cmschex's strategy!
Redeemer Fanatic
HP: 27
Hand: Smite the Transgressor (x2), Final Dive, End of Days (x2), Divine Sacrifice, Embolden, Chastise; Holy Nova; Brutal Censure
In Play: Absolution
Trash: Undaunted, Final Dive (x2), Brutal Censure (x2); Sacrosanct Martyr, Embolden; Divine Focus, Chastise; Holy Nova; Undaunted; Zealous Offense; Prayer of Desperation; Aegis of Resurrection; Sanctifying Strike
------------------------------------------
Start of Turn:
Play a Card: Final Dive I deal net destroy Assault [dead], flinging him at Sweat [1]
Use a Power: Absolution--net 3 damage to Battery [2]
Draw a Card: Consecrated Ground
End of Turn:
-------------------------------------------------------
HP: 28
Hand: Smite the Transgressor (x2), End of Days (x2), Divine Sacrifice; Embolden, Chastise; Holy Nova; Brutal Censure; Consecrated Ground;
In Play: Absolution
Trash: Undaunted, Final Dive (x3); Brutal Censure (x2); Sacrosanct Martyr; Embolden; Divine Focus; Chastise; Holy Nova; Undaunted; Zealous Offense; Prayer of Desperation; Sanctifying Strike; Aegis of Resurrection;
Effects:
PW, I think Final Diving Assault into Sweat would be better since Scholar could then kill them both
Didn't even think about that--that is a much better decision! I'll edit to reflect that immediately. Thanks!
Still alive.
The Scholar
HP: 5
Hand: Solid to Liquid, Get out of the way!, Alchemical Redirection, Mortal Form to Energy, Transmutive Recovery, Grace Under Fire, Keep Moving (2), Flesh to Iron, Offensive Transmutation (2), Know When to Hold Fast, Proverbs and Axioms
In Play: Flesh to Iron, Alchemical Redirection
Trash: Flesh to Iron, Know When to Hold Fast, Keep Moving (2), Get out of the way! (2), Mortal Form to Energy (2), Don't Dismiss Anything, Know When to Turn Loose, Expect the Worst (2), Solid to Liquid, Transmutive Recovery, Truth Seeker, Grace Under Fire
Effects:
------------------------------------------
Start of Turn:
Play a Card: Keep Moving
Play a Card: Play Get out of the way!
Use a Power: Better Living - heal 2 HP [13]
Draw a Card: Know When to Turn Loose
End of Turn:
-------------------------------------------------------
HP: 13
Hand: Solid to Liquid, Mortal Form to Energy, Transmutive Recovery, Grace Under Fire, Keep Moving, Flesh to Iron, Offensive Transmutation (2), Know When to Hold Fast, Proverbs and Axioms, Know When to Turn Loose
In Play: Flesh to Iron, Solid to Liquid
Trash: Flesh to Iron, Know When to Hold Fast, Keep Moving (3), Get out of the way! (3), Mortal Form to Energy (2), Don't Dismiss Anything, Know When to Turn Loose, Expect the Worst (2), Solid to Liquid, Transmutive Recovery, Truth Seeker, Grace Under Fire, Alchemical Redirection (2)
Effects:
And doing Science.
The Block
In Play: Time-Crazed Prisoner - 3
Trash: Defensive Displacement
--------------------------------------------------------------
Start: Prisoner deals 1 melee damage to Fanatic [26].
Play: Lock Down enters play.
End:
--------------------------------------------------------------
In Play: Lock Down
Trash: Defensive Displacement, Time-Crazed Prisoner
Effects: ET: If there are any inmates in play, destroy this card.
Increase all damage dealt by agents by 1.
Round Nine
Citizen Dawn - Leader of the Citizens of the Sun
Citizen Dawn - 45
In Play: Luminous Leadership
Citizen Battery - 1
Luminous Leadership
Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Healing Light x2, Devastating Aurora x2, Citizen Dare, Citizen Spring, Citizen Blood, Blinding Blast, Channel the Eclipse x2, Return with the Dawn, Citizen Truth, Citizen Anvil, Citizen Hammer, Citizen Sweat, Citizen Assault
--------------------------------------------------------
Start of Turn: Citizens heal 2HP.
Play a Card: Citizen Summer enters play.
End of Turn: Dawn deals Fanatic 4 energy damage [22].
Battery deals Fanatic 4 energy damage [18].
Summer deals AZ 4 fire damage [15] and then presumably gets frozen?
-------------------------------------------------------
Citizen Dawn - 47
In Play: Luminous Leadership
Citizen Battery - 3
Luminous Leadership
Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Healing Light x2, Devastating Aurora x2, Citizen Dare, Citizen Spring, Citizen Blood, Blinding Blast, Channel the Eclipse x2, Return with the Dawn, Citizen Truth, Citizen Anvil, Citizen Hammer, Citizen Sweat, Citizen Assault, Citizen Summer.
Effects: ST: Each citizen regains 1HP [x2].
ET: Dawn deals 3 energy damage to the hero target with the highest HP.
ET: Battery deals 3 energy damage to the hero target with the highest HP.
Increase damage dealt by citizens by 1.
Hero HP: AZ - 15, AA - 11, Expat - 16, Fanatic - 18, Scholar - 11
Safe bet on Summer.
Absolute Zero
HP: 15
Hand: Impale, Cold Snap, Modular Realignment, Cryo Chamber
In Play: Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures
Trash: Modular Realignment, Onboard Module Installation, Frost-Bound Drain, Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures, Hoarfire, Modular Realignment, Glacial Structure, Null-Point Calibration Unit, Isothermic Transducer, Focuses Apertures, Onboard Module Installation
------------------------------------------
Start of Turn:
Play a Card: Fueled Freeze (destroy both Luminous Leadership) 3 damage to Dawn (44), Battery (0), and Time-Crazed Prisoner (0)
Use a Power: Thermodynamics: deals himself 1 Fire (14), Transduces that to 2 Cold to Dawn (42)
Draw a Card: Null-Point Calibration Unit
End of Turn:
-------------------------------------------------------
HP: 14
Hand: Impale, Cold Snap, Cryo Chamber, Null-Point Calibration Unit
In Play: Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures
Trash: Modular Realignment, Onboard Module Installation, Frost-Bound Drain, Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures, Hoarfire, Modular Realignment, Glacial Structure, Null-Point Calibration Unit, Isothermic Transducer, Focuses Apertures, Onboard Module Installation, Modular Realignment, Fueled Freeze
Effects: Cold heals, Fire damage converts to Cold damage
The Argent Adept
HP: 11
Hand: Counterpoint Bulwark, Syncopated Onslaught, Inventive Preparation, Alacritous Subdominant, Inspiring Supertonic, Silver Shadow, Arcane Cadence
In play: Alacritous Subdominant
Trash: Arcane Cadence (x3), Vernal Sonata (x3), Rhapsody of Vigor (x2), Akpunku’s Drum, Cedistic Dissonant (x2), Syncopated Onslaught, Musaragni’s Harp, Scherzo of Frost and Flame, Instrumental Conjuration (x2), Eydisar’s Horn, Polyphoric Flare (x2), Sarabande of Destruction (x2), Drake’s Pipes
[hr]
Start of hero turn:
Play a card: Inspiring Supertonic
Use a power: Vocalize on Alacritous Subdominant to play Silver Shadow, activating the Accompany text of Inspiring Supertonic and healing 2HP.
Play Arcane Cadence. Put Instrumental Conjuration in my hand, Xu’s Bell on top of my deck, Scherzo of Frost and Flame on bottom of my deck, Inventive Preparation in the trash, and play Vernal Sonata. All heroes regain 1HP, and may put a card from their discard pile on top of their deck. Put Cedistic Dissonant on top of my deck.
Draw a card: Cedistic Dissonant.
End of hero turn:
[hr]
HP: 14
Hand: Counterpoint Bulwark, Syncopated Onslaught, Inventive Preparation, Alacritous Subdominant, Instrumental Conjuration, Cedistic Dissonant
In play: Alacritous Subdominant, Inspiring Supertonic
Trash: Arcane Cadence (x4), Vernal Sonata (x4), Rhapsody of Vigor (x2), Akpunku’s Drum, Cedistic Dissonant, Syncopated Onslaught, Musaragni’s Harp, Scherzo of Frost and Flame, Instrumental Conjuration (x2), Eydisar’s Horn, Polyphoric Flare (x2), Sarabande of Destruction (x2), Drake’s Pipes, Silver Shadow, Inventive Preparation
Additional effects: All heroes regain 1HP, and may move a card from their discard to the top of their deck.
Hoarfire moves to top of deck.
Incendiary Rounds on top of the deck
Expatriette
HP: 17
Hand: Hollow Points, Flak Jacket, Reload, Assault Rifle, Unload
In Play: Tactical Shotgun, "Pride", "Prejudice"
Trash: Speed Loading, Assault Rifle, Flak Jacket, RPG LAuncher, Liquid Nitrogen Rounds, Quick Draw x 2, Submachine Gun
------------------------------------------
Start of Turn:
Play a Card: Assault Rifle
Use a Power: Load to play Unload - Tactical Shotgun Dawn for 5 (37) Assault Rifle Dawn for 3 (34) "Pride" Dawn for 3 (31) "Prejudice" Dawn for 3 (28)
Draw a Card: Incendiary Rounds
End of Turn:
-------------------------------------------------------
HP: 17
Hand: Hollow Points, Flak Jacket, Reload, Assault Rifle ,Incendiary Rounds,
In Play: Tactical Shotgun, "Pride", "Prejudice", Assault Rifle
Trash: Speed Loading, Assault Rifle, Flak Jacket, RPG LAuncher, Liquid Nitrogen Rounds, Quick Draw x 2, Submachine Gun, Unload
Effects:
That's one way to resolve mommy issues.
Expatriette, you can also use Load if you do your power use in a different order. EDIT: Never mind, I guess you used Load to play Unload.
Amanda Cohen, you are filled with righteous vengeance. Take up your sword and strike!
Redeemer Fanatic
HP: 18
Hand: Smite the Transgressor (x2), End of Days (x2), Divine Sacrifice, Embolden, Chastise; Holy Nova; Brutal Censure
In Play: Absolution
Trash: Undaunted, Final Dive (x3), Brutal Censure (x2); Sacrosanct Martyr, Embolden; Divine Focus, Chastise; Holy Nova; Undaunted; Zealous Offense; Prayer of Desperation; Aegis of Resurrection; Sanctifying Strike
------------------------------------------
Start of Turn:
Play a Card: Embolden--Expatriette may use an extra power on her turn!
Use a Power: Absolution--net 3 damage to Dawn [25]
Draw a Card: Wrathful Retribution (Game Over, Dawn...)
End of Turn:
-------------------------------------------------------
HP: 18
Hand: Smite the Transgressor (x2), End of Days (x2), Divine Sacrifice; Embolden, Chastise; Holy Nova; Brutal Censure; Consecrated Ground;
In Play: Absolution; Embolden (Expatriette)
Trash: Undaunted, Final Dive (x3); Brutal Censure (x2); Sacrosanct Martyr; Embolden; Divine Focus; Chastise; Holy Nova; Undaunted; Zealous Offense; Prayer of Desperation; Sanctifying Strike; Aegis of Resurrection;
Effects: Expatriette may use an extra power on her turn, but takes 2 damage from Fanatic at the end of her turn if she wants to keep Embolden.
Healed for 2 on AA's turn. Putting Know When to Hold Fast on top of my deck.
The Scholar
HP: 15
Hand: Solid to Liquid, Mortal Form to Energy, Transmutive Recovery, Grace Under Fire, Keep Moving, Flesh to Iron, Offensive Transmutation (2), Know When to Hold Fast, Proverbs and Axioms, Know When to Turn Loose
In Play: Flesh to Iron, Solid to Liquid
Trash: Flesh to Iron, Keep Moving (3), Get out of the way! (3), Mortal Form to Energy (2), Don't Dismiss Anything, Know When to Turn Loose, Expect the Worst (2), Solid to Liquid, Transmutive Recovery, Truth Seeker, Grace Under Fire, Alchemical Redirection (2)
Effects:
------------------------------------------
Start of Turn:
Play a Card: Know When to Hold Fast
Use a Power:
Draw a Card:
End of Turn:
-------------------------------------------------------
HP: 15
Hand: Solid to Liquid, Mortal Form to Energy, Transmutive Recovery, Grace Under Fire (2), Keep Moving, Flesh to Iron, Offensive Transmutation (2), Know When to Hold Fast, Proverbs and Axioms, Know When to Turn Loose, Truth Seeker, Don't Dismiss Anything, Bring What You Need
In Play:
Trash: Flesh to Iron (2), Know When to Hold Fast, Keep Moving (3), Get out of the way! (3), Mortal Form to Energy (2), Don't Dismiss Anything, Know When to Turn Loose, Expect the Worst (2), Solid to Liquid (2), Transmutive Recovery, Truth Seeker, Grace Under Fire, Alchemical Redirection (2)
Effects:
The Block
In Play: Lock Down
Trash: Defensive Displacement. Time-Crazed Prisoner
--------------------------------------------------------------
Start:
Play: Warden Hoeffle enters play.
End:
--------------------------------------------------------------
In Play: Lock Down, Warden Hoeffle
Trash: Defensive Displacement, Time-Crazed Prisoner
Round Ten
Citizen Dawn - Leader of the Citizens of the Sun
Citizen Dawn - 25
In Play:
Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Healing Light x2, Devastating Aurora x2, Citizen Dare, Citizen Spring, Citizen Blood, Blinding Blast, Channel the Eclipse x2, Return with the Dawn, Citizen Truth, Citizen Anvil, Citizen Hammer, Citizen Sweat, Citizen Assault, Citizen Summer, Citizen Battery, Luminous Leadership x2
--------------------------------------------------------
Start of Turn:
Play a Card: Citizen Winter enters play.
End of Turn: Dawn deals Fanatic 4 energy damage [15].
Winter deals each hero (well, except AZ...) 3 cold damage.
-------------------------------------------------------
Citizen Dawn - 25
In Play: Citizen Winter - 4
Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Healing Light x2, Devastating Aurora x2, Citizen Dare, Citizen Spring, Citizen Blood, Blinding Blast, Channel the Eclipse x2, Return with the Dawn, Citizen Truth, Citizen Anvil, Citizen Hammer, Citizen Sweat, Citizen Assault, Citizen Summer, Citizen Battery, Luminous Leadership x2
Hero HP: AZ - 18, AA - 11, Expat - 14, Fanatic - 12, Scholar - 9
Can we keep Winter in play? I like her! 
Absolute Zero
HP: 18
Hand: Impale, Cold Snap, Modular Realignment, Cryo Chamber
In Play: Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures
Trash: Modular Realignment, Onboard Module Installation, Frost-Bound Drain, Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures, Modular Realignment, Glacial Structure, Null-Point Calibration Unit, Isothermic Transducer, Focuses Apertures, Onboard Module Installation
Start of Turn:
Play a Card: Impale on Dawn
Use a Power: Thermodynamics: deals himself 1 Fire (17), Transduces that to 2 Cold to Dawn (23)
Draw a Card: Frost-Bound Drain
End of Turn:
HP: 17
Hand: Cold Snap, Cryo Chamber, Null-Point Calibration Unit, Frost-Bound Drain
In Play: Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures, Impale (Dawn)
Trash: Modular Realignment, Onboard Module Installation, Frost-Bound Drain, Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures, Modular Realignment, Glacial Structure, Null-Point Calibration Unit, Isothermic Transducer, Focuses Apertures, Onboard Module Installation, Modular Realignment, Fueled Freeze
Effects: Cold heals, Fire damage converts to Cold damage
We can keep Winter and kill Dawn. Incidentally, if AA has an out-of-turn card play for me, we can kill her even harder.
Also, not that it will matter, but Scholar has 12 HP after the villain turn, not 9.
The amount of overkill we have is impressive. I don’t know if Scholar will even get a chance to Turn Loose.
The Argent Adept
HP: 11
Hand: Counterpoint Bualwark, Syncopated Onslaught, Inventive Preparation, Alacritous Subdominant, Instrumental Conjuration, Cedistic Dissonant
In play: Alacritous Subdominant, Inspiring Supertonic
Trash: Arcane Cadence (x4), Vernal Sonata (x4), Rhapsody of Vigor (x2), Akpunku’s Drum, Cedistic Dissonant, Syncopated Onslaught, Musaragni’s Harp, Scherzo of Frost and Flame, Instrumental Conjuration (x2), Eydisar’s Horn, Polyphoric Flare (x2), Sarabande of Destruction (x2), Drake’s Pipes, Silver Shadow, Inventive Preparation
[hr]
Start of hero turn:
Play a card: Instrumental Conjuration. Search discard for Musaragni’s Harp and put it into play. Draw Xu’s Bell.
Use a power: Musaragni’s harp. Perform of Alacritous Subdominant: Scholar may play a card. Accompany of Alacritous Subdominant: I use Vocalize on Perform of Inspiring Supertonic: Expatriette may use a power. Destroy Alacritous Subdominant.
Draw a card: Inspiring Supertonic
End of hero turn:
[hr]
HP: 11
Hand: Counterpoint Bualwark, Syncopated Onslaught, Inventive Preparation, Alacritous Subdominant, Cedistic Dissonant, Xu’s Bell, Inspiring Supertonic
In play: Inspiring Supertonic, Musaragni’s Harp
Trash: Arcane Cadence (x4), Vernal Sonata (x4), Rhapsody of Vigor (x2), Akpunku’s Drum, Cedistic Dissonant, Syncopated Onslaught, Scherzo of Frost and Flame, Instrumental Conjuration (x3), Eydisar’s Horn, Polyphoric Flare (x2), Sarabande of Destruction (x2), Drake’s Pipes, Silver Shadow, Inventive Preparation, Alacritous Subdominant
Additional effects: Scholar may play a card and Expatriette may use a power.
Expat will fire "Pride", then "Prejudice" at her mama doing 3+3 damage (17)
Will wait for Scholar to play card before resolving turn
Scholar plays Know When to Hold Fast.
Draw Proverbs and Axioms, Transmutive Recovery, Bring What You Need, *shuffle*, Alchemical Redirection, Mortal Form to Energy
Immediately end my turn.
Expatriette
HP: 14
Hand: Hollow Points, Flak Jacket, Reload, Assault Rifle, Incendiary Rounds,
In Play: Tactical Shotgun, "Pride", "Prejudice", Assault Rifle
Trash: Speed Loading, Assault Rifle, Flak Jacket, RPG LAuncher, Liquid Nitrogen Rounds, Quick Draw x 2, Submachine Gun, Unload
Effects:
------------------------------------------
Start of Turn:
Play a Card: Hollow Points next to Tactical Shotgun
Use a Power: Tactical Shotgun to Dawn's face for 7 (10) "Pride" + "Prejudice" for 3+3 (4)
Draw a Card: Speed Loading
End of Turn: Fanatic deals 2 damage to Expat (12)
-------------------------------------------------------
HP: 12
Hand: Speed Loading, Flak Jacket, Reload, Assault Rifle ,Incendiary Rounds,
In Play: Tactical Shotgun, "Pride", "Prejudice", Assault Rifle
Trash: Speed Loading, Assault Rifle, Flak Jacket, RPG LAuncher, Liquid Nitrogen Rounds, Quick Draw x 2, Submachine Gun, Unload, Hollow Points
Effects: Expat may use an extra power on her turn (Embolden)
Looks like you'll be done soon. queues up for Episode 19
I'm going to skip doing my whole turn write-up and summarize here:
Play: Wrathful Retribution. I discard three cards. Dawn takes 13 damage [dead]
Power: n/a
Draw: n/a
Good game, all!
Good game! If I'm not mistaken, Scholar was about to unload for another 18 points himself.
Yep. She Dawn is toast. Good game all!
So, is there going to be an episode 19 at some point? I mean, it'd be reasonable to play 18 games and then stop if it was one with each villain, but you've done several repeats....
I was busy and involved in two other forum games, so this sort of got forgotten, but yeah I'll set another one up.