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Episode 18: Citizen Dawn

165 posts · 8610 views · started 2013-11-08 20:27 UTC
BL
BlueHairedMeerkat
2013-11-08 20:27 UTC
#1

Citizen Dawn (Advanced)

VS

Absolute Zero (Greywind)

The Argent Adept (dpt)

Expatriette (cmschex)

Redeemer Fanatic (PlatinumWarlock)

The Scholar (grysqrl)

IN

The Block

EN
Envisioner
2013-11-08 20:29 UTC
#2

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.

GR
Greywind
2013-11-08 20:30 UTC
#3

I'll try AZ.

Isothermic Transducer, Modular Realignment, Onboard Module Installation, Null-Point Calibration Unit.

GR
grysqrl
2013-11-08 20:30 UTC
#4

I'll take The Scholar.

Starting Hand: Flesh to Iron, Solid to Liquid, Expect the Worst, Keep Moving

DP
dpt
2013-11-08 20:32 UTC
#5

I'll take Argent Adept. Initial hand: Cedistic Dissonant, Arcane Cadence, Vernal Sonata, Inspiring Supertonic.

 
PL
PlatinumWarlock
2013-11-08 20:47 UTC
#6

I'll go with Redeemer Fanatic.

Opening Hand:  Undaunted, Final Dive, Smite The Transgressor, Chastise

CM
cmschex
2013-11-08 23:05 UTC
#7

I'll run Expat

BL
BlueHairedMeerkat
2013-11-08 23:53 UTC
#8

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

GR
grysqrl
2013-11-09 00:13 UTC
#9

Citizen Tears: Scholar discards Flesh to Iron

PL
PlatinumWarlock
2013-11-09 01:51 UTC
#10

Fanatic discards Undaunted.

DP
dpt
2013-11-09 03:45 UTC
#11

Argent Adept discards Vernal Sonata.

GR
Greywind
2013-11-09 04:06 UTC
#12

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:

DP
dpt
2013-11-09 04:30 UTC
#13

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.

CM
cmschex
2013-11-09 04:37 UTC
#14

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:

GR
Greywind
2013-11-09 05:12 UTC
#15

You can't make him cry if you kill him in one shot.

PL
PlatinumWarlock
2013-11-09 05:30 UTC
#16

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:

GR
grysqrl
2013-11-09 09:45 UTC
#17

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:

BL
BlueHairedMeerkat
2013-11-09 13:25 UTC
#18

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.

BL
BlueHairedMeerkat
2013-11-09 13:29 UTC
#19

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

DP
dpt
2013-11-09 14:09 UTC
#20

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.)

CM
cmschex
2013-11-09 14:12 UTC
#21

Yeah this might just have to be a fast flip and weather the storm game.  Too many annoying citizens in the start group

GR
Greywind
2013-11-09 14:14 UTC
#22

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:

DP
dpt
2013-11-09 14:54 UTC
#23

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.

GR
grysqrl
2013-11-09 15:47 UTC
#24

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)

CM
cmschex
2013-11-09 16:39 UTC
#25

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:

PL
PlatinumWarlock
2013-11-09 17:36 UTC
#26

(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.

DP
dpt
2013-11-09 19:29 UTC
#27

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.

PL
PlatinumWarlock
2013-11-09 20:09 UTC
#28

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.

GR
grysqrl
2013-11-09 21:27 UTC
#29

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

  • Draw Get out of the way!, Know When to Hold Fast, Alchemical Redirection, Mortal Form to Energy, Truth Seeker
  • End turn immediately

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:

BL
BlueHairedMeerkat
2013-11-10 00:04 UTC
#30

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.

BL
BlueHairedMeerkat
2013-11-10 00:06 UTC
#31

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

GR
Greywind
2013-11-10 04:37 UTC
#32

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

DP
dpt
2013-11-10 06:17 UTC
#33

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.

PL
PlatinumWarlock
2013-11-10 06:44 UTC
#34

Actually, give the damage boost to Expatriette. She’s likely to deal more damage than me this turn.

CM
cmschex
2013-11-10 12:48 UTC
#35

"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

DP
dpt
2013-11-10 12:57 UTC
#36

Edited to give boost to Expatriette as suggested.

PL
PlatinumWarlock
2013-11-10 19:23 UTC
#37

(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.

GR
grysqrl
2013-11-10 21:23 UTC
#38

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

  • Draw Don't Dismiss Anything, Know When to Turn Loose, Transmutive Recovery (2), Expect the Worst
  • End turn immediately

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.

DP
dpt
2013-11-10 21:29 UTC
#39

Fanatic, I'll be happy to send the Syncopated Onslaught your way next round.

EN
Envisioner
2013-11-10 23:14 UTC
#40

Nitpick:  When you're instructed to "immediately end your turn" rather than "skip the rest of your turn", your EoT phase does still happen.

GR
grysqrl
2013-11-10 23:34 UTC
#41

I'm aware. It meant that the Scholar was skipping stones from the deck of his houseboat. I thought that was obvious.

BL
BlueHairedMeerkat
2013-11-11 09:37 UTC
#42

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.

BL
BlueHairedMeerkat
2013-11-11 09:41 UTC
#43

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

GR
Greywind
2013-11-11 10:10 UTC
#44

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

BL
BlueHairedMeerkat
2013-11-11 12:45 UTC
#45

That should be 3 and 5; Dare is boosting all damage dealt to hero targets.

DP
dpt
2013-11-11 13:03 UTC
#46

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.

CM
cmschex
2013-11-11 14:07 UTC
#47

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: 

GR
Greywind
2013-11-11 14:47 UTC
#48

Oh, sure. Make me reconsider putting Dare on ice. :smiling_imp:

PL
PlatinumWarlock
2013-11-11 19:36 UTC
#49

(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:

  • Scholar's turn--Sacrosanct Martyr
  • Environment turn--Embolden
  • Villain turn--Final Dive #1
  • AZ's turn--Smite the Transgressor #1
  • Adept's turn--Smite the Transgressor #2
  • Expatriette's turn--End of Days
  • Fanatic's next turn--either Final Dive #2 or Holy Nova, depending on circumstances.

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.

GR
grysqrl
2013-11-11 21:58 UTC
#50

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

  • Search my deck for Mortal Form to Energy and put it into play
  • Play Get out of the way!
  • Deal 1 fire damage each to Block Guard [6], Imprisoned Rogue [5], Citizen Dawn [53], Citizen Spring [5], Citizen Dare [2]
  • Heal 5 HP [24]
  • Deal 5 energy damage to Citizen Dawn [48]

Use a Power:  Better Living

  • Heal 1 HP [25] and deal 1 energy damage to Citizen Dawn [47]

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:

BL
BlueHairedMeerkat
2013-11-11 22:16 UTC
#51

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.

BL
BlueHairedMeerkat
2013-11-11 22:19 UTC
#52

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

GR
Greywind
2013-11-11 23:27 UTC
#53

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

DP
dpt
2013-11-12 00:03 UTC
#54

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.

GR
Greywind
2013-11-12 00:55 UTC
#55

Move Onboard Module Installation to the top of deck.

CM
cmschex
2013-11-12 01:07 UTC
#56

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: 

PL
PlatinumWarlock
2013-11-12 01:19 UTC
#57

Okay, so I discarded these three for Divine Focus:

  • Scholar's turn--Sacrosanct Martyr
  • Environment turn--Embolden
  • Villain turn--Final Dive #1

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.

GR
grysqrl
2013-11-12 04:39 UTC
#58

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

  • Every hero can either move a card from their trash to the top of their deck, or play the top of their deck.
  • Play top card of deck - Keep Moving
  • Search my deck for Mortal Form to Energy and put it into play
  • Play Get out of the way!
  • Deal 1 fire damage to all non-hero targets: Dawn [38]; Dare [dead]; Blood [2]; Spring [3]; Char [11]; and Imprisoned Rogue [3]
  • Heal 6 HP [28]
  • Deal 6 energy damage to Imprisoned Rogue [dead]

Use a Power:  Better Living

  • Heal 1 HP [29]
  • Deal 1 energy damage to Citizen Dawn [37]

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:

  • All heroes may move a card from their trash to the top of their deck or may play the top card of their deck
  • Whenever the Scholar heals HP, he may deal 1 target that much energy damage
PL
PlatinumWarlock
2013-11-12 04:40 UTC
#59

Fanatic will flip the top card of her deck:  Undaunted comes into play.

DP
dpt
2013-11-12 05:06 UTC
#60

Argent Adept puts Scherzo of Frost and Flame in play.

GR
Greywind
2013-11-12 08:36 UTC
#61

Put Onboard Module Installation into play.

Draw Focused Apertures.

Search for Isothermic Transducer.

Play Isothermic Transducer.

CM
cmschex
2013-11-12 11:56 UTC
#62

Expat turns over another Quick Draw, searches for "Pride", puts it into play

BL
BlueHairedMeerkat
2013-11-12 12:41 UTC
#63

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.

BL
BlueHairedMeerkat
2013-11-12 12:50 UTC
#64

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

DP
dpt
2013-11-12 13:20 UTC
#65

I can destroy Scherzo of Frost and Flame, if no one has a more promising card to destroy.

GR
Greywind
2013-11-12 13:43 UTC
#66

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

DP
dpt
2013-11-12 16:31 UTC
#67

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?

GR
grysqrl
2013-11-12 16:46 UTC
#68

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.

PL
PlatinumWarlock
2013-11-12 20:15 UTC
#69

I can always destroy Undaunted, if we need.  I'd prefer not to, but instances of exactly 1 or 5+ are pretty rare.  

GR
Greywind
2013-11-12 21:18 UTC
#70

My ongoings can come and go. Not seeing a lot of need for them right now.

CM
cmschex
2013-11-12 21:19 UTC
#71

Unfortunately, don't have a lot of ongoings to contribute (none at the moment).  I'll probably just be skipping to draw cards anyway.

DP
dpt
2013-11-13 06:04 UTC
#72

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.

GR
Greywind
2013-11-13 13:09 UTC
#73

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.

CM
cmschex
2013-11-13 15:14 UTC
#74

 

 

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: 

PL
PlatinumWarlock
2013-11-13 19:01 UTC
#75

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.

DP
dpt
2013-11-13 19:13 UTC
#76

Never mind, wrong thread.

GR
grysqrl
2013-11-13 23:06 UTC
#77

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:

  • Whenever the Scholar heals HP, he may deal 1 target that much energy damage

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

Start of Turn: Discard Know When to Turn Loose

Play a Card: Truth Seeker

Use a Power:  Truth Seeker

  • Deal 0 melee damage to Fanatic [21]
  • Draw Keep Moving

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:

  • Whenever the Scholar heals HP, he may deal 1 target that much energy damage

 

Citizen Sweat can destroy Truth Seeker this round or later, if we don't have better candidates.

BL
BlueHairedMeerkat
2013-11-13 23:29 UTC
#78

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.

BL
BlueHairedMeerkat
2013-11-13 23:35 UTC
#79

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

PL
PlatinumWarlock
2013-11-13 23:51 UTC
#80

Fanatic discards Prayer of Desperation and Zealous Offense, and destroys Undaunted.

GR
Greywind
2013-11-14 00:57 UTC
#81

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

DP
dpt
2013-11-15 00:54 UTC
#82

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

CM
cmschex
2013-11-15 03:16 UTC
#83

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: 

PL
PlatinumWarlock
2013-11-15 03:24 UTC
#84

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.

GR
grysqrl
2013-11-15 04:56 UTC
#85

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:


  • Whenever the Scholar heals HP, he may deal 1 target that much energy damage

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

Start of Turn: Discard Solid to Liquid

Play a Card: Transmutive Recovery

  • Regain 2 HP [28]
  • Scholar deals 0 energy damage to Citizen Dawn
  • Draw Offensive Transmutation and Solid to LIquid

Use a Power:  Truth Seeker

  • Deal 0 melee damage to Citizen Dawn
  • Draw Alchemical Redirection

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:

  • Whenever the Scholar heals HP, he may deal 1 target that much energy damage
BL
BlueHairedMeerkat
2013-11-15 08:58 UTC
#86

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.

BL
BlueHairedMeerkat
2013-11-15 09:03 UTC
#87

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

PL
PlatinumWarlock
2013-11-15 09:25 UTC
#88

Char was destroyed by Expatriette's RPG Launcher, by the by.

GR
Greywind
2013-11-15 10:29 UTC
#89

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

DP
dpt
2013-11-15 12:29 UTC
#90

Why did the officer deal 3 damage? Shouldn’t it be 2?

DP
dpt
2013-11-15 12:48 UTC
#91

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.

GR
grysqrl
2013-11-15 12:53 UTC
#92

It's not a discard. Sweat destroys an Ongoing in play.

BL
BlueHairedMeerkat
2013-11-15 13:01 UTC
#93

Because I pressed the wrong key, that's why  :cry:

GR
Greywind
2013-11-15 13:38 UTC
#94

It was in play. Now it isn't.

GR
Greywind
2013-11-15 13:45 UTC
#95

 

Found the error.

CM
cmschex
2013-11-15 17:15 UTC
#96

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: 

PL
PlatinumWarlock
2013-11-15 17:21 UTC
#97

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.

GR
grysqrl
2013-11-15 19:46 UTC
#98

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:

  • Whenever the Scholar heals HP, he may deal 1 target that much energy damage

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

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:

DP
dpt
2013-11-15 20:17 UTC
#99

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.

PL
PlatinumWarlock
2013-11-15 20:58 UTC
#100

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...

DP
dpt
2013-11-15 21:19 UTC
#101

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!

PL
PlatinumWarlock
2013-11-15 21:30 UTC
#102

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!

GR
Greywind
2013-11-15 21:33 UTC
#103

Let me know in advance so that I can do a burn and freeze on her before you take all my toys away.

BL
BlueHairedMeerkat
2013-11-15 22:08 UTC
#104

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.

BL
BlueHairedMeerkat
2013-11-15 22:37 UTC
#105

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

DP
dpt
2013-11-15 23:13 UTC
#106

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?

GR
Greywind
2013-11-15 23:49 UTC
#107

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

DP
dpt
2013-11-16 04:20 UTC
#108

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.

CM
cmschex
2013-11-16 05:41 UTC
#109

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: 

PL
PlatinumWarlock
2013-11-16 05:43 UTC
#110

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:  

GR
grysqrl
2013-11-16 14:58 UTC
#111

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:

BL
BlueHairedMeerkat
2013-11-16 15:04 UTC
#112

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.

DP
dpt
2013-11-16 15:11 UTC
#113

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?

GR
Greywind
2013-11-16 15:12 UTC
#114

Well, if damage wouldn't pop up after the fact... :P

Put Cryo Chamber on deck.

BL
BlueHairedMeerkat
2013-11-16 15:15 UTC
#115

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

DP
dpt
2013-11-16 15:26 UTC
#116

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.

GR
Greywind
2013-11-16 15:33 UTC
#117

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

DP
dpt
2013-11-16 15:44 UTC
#118

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:

CM
cmschex
2013-11-16 16:49 UTC
#119

 

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

CM
cmschex
2013-11-16 16:55 UTC
#120

 

 

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: 

DP
dpt
2013-11-16 16:56 UTC
#121

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.

PL
PlatinumWarlock
2013-11-16 22:21 UTC
#122

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:  

GR
grysqrl
2013-11-17 00:20 UTC
#123

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:

  • Redirect all damage that would be dealt to hero targets to the Scholar
  • Reduce damage dealt to the Scholar by 2

 

AA - if you can dish out any card plays next round, I wouldn't turn one down.

BL
BlueHairedMeerkat
2013-11-17 01:10 UTC
#124

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.

BL
BlueHairedMeerkat
2013-11-17 01:17 UTC
#125

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

DP
dpt
2013-11-17 07:05 UTC
#126

Please destroy the Sarabande of Destruction (rather than the Flesh to Iron...)

GR
Greywind
2013-11-17 14:57 UTC
#127

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

DP
dpt
2013-11-17 15:56 UTC
#128

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!

GR
grysqrl
2013-11-17 16:16 UTC
#129

Scholar plays Grace Under Fire - deal 6 (7-1 DR) damage to Citizen Anvil [0].

GR
Greywind
2013-11-17 16:18 UTC
#130

Anvil was at 5. I tagged him twice.

GR
grysqrl
2013-11-17 16:19 UTC
#131

Yep. Now he's dead.

GR
Greywind
2013-11-17 16:21 UTC
#132

Which nail gets hammered down next?

GR
grysqrl
2013-11-17 17:02 UTC
#133

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!).

DP
dpt
2013-11-17 17:46 UTC
#134

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!

GR
grysqrl
2013-11-17 18:09 UTC
#135

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.

CM
cmschex
2013-11-17 23:07 UTC
#136

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: 

PL
PlatinumWarlock
2013-11-18 02:48 UTC
#137

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:

CM
cmschex
2013-11-18 02:59 UTC
#138

PW, I think Final Diving Assault into Sweat would be better since Scholar could then kill them both

PL
PlatinumWarlock
2013-11-18 03:02 UTC
#139

Didn't even think about that--that is a much better decision!  I'll edit to reflect that immediately.  Thanks!

GR
grysqrl
2013-11-18 04:19 UTC
#140

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:

  • Reduce damage dealt to the Scholar by 2

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

Start of Turn:

  • Alchemical Redirection is destroyed
  • Discard Alchemical Redirection to maintain Flesh to Iron

Play a Card: Keep Moving

  • Fish Solid to Liquid out of my deck and play it.

Play a Card: Play Get out of the way!

  • Deal 1 fire damage to all non-hero targets: Citizen Dawn [45], Citizen Sweat [0], Citizen Battery [1], Citizen Hammer [0], Time-Crazed Prisoner [3]
  • Heal 6 HP [11]

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:

  • Whenever the Scholar would regain HP, increase the amount of HP regained by 1
  • Reduce damage dealt to the Scholar by 2
PH
phantaskippy
2013-11-18 05:28 UTC
#141

And doing Science.

BL
BlueHairedMeerkat
2013-11-18 09:45 UTC
#142

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.

BL
BlueHairedMeerkat
2013-11-18 09:52 UTC
#143

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

GR
Greywind
2013-11-18 14:56 UTC
#144

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

DP
dpt
2013-11-18 18:08 UTC
#145

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.

GR
Greywind
2013-11-18 18:10 UTC
#146

Hoarfire moves to top of deck.

CM
cmschex
2013-11-18 18:23 UTC
#147

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: 

GR
Greywind
2013-11-18 18:27 UTC
#148

That's one way to resolve mommy issues.

DP
dpt
2013-11-18 18:28 UTC
#149

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.

PL
PlatinumWarlock
2013-11-18 21:08 UTC
#150

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.

GR
grysqrl
2013-11-18 23:09 UTC
#151

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:

  • Whenever the Scholar would regain HP, increase the amount of HP regained by 1
  • Reduce damage dealt to the Scholar by 2

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

Start of Turn:

  • Flesh to Iron and Solid to Liquid are destroyed

Play a Card: Know When to Hold Fast

  • Draw: Know When to Hold Fast, Grace Under Fire, Truth Seeker, Don't Dismiss Anything, Bring What You Need
  • Immediately end turn

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:

BL
BlueHairedMeerkat
2013-11-18 23:16 UTC
#152

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

BL
BlueHairedMeerkat
2013-11-18 23:22 UTC
#153

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

GR
Greywind
2013-11-18 23:50 UTC
#154

Can we keep Winter in play? I like her! :grin:

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

GR
grysqrl
2013-11-19 00:03 UTC
#155

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.

DP
dpt
2013-11-19 00:12 UTC
#156

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.

CM
cmschex
2013-11-19 00:32 UTC
#157

Expat will fire "Pride", then "Prejudice" at her mama doing 3+3 damage (17)

 

Will wait for Scholar to play card before resolving turn

GR
grysqrl
2013-11-19 01:07 UTC
#158

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.

CM
cmschex
2013-11-19 01:29 UTC
#159

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)

EN
Envisioner
2013-11-19 01:44 UTC
#160

Looks like you'll be done soon.  queues up for Episode 19

PL
PlatinumWarlock
2013-11-19 05:32 UTC
#161

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!

DP
dpt
2013-11-19 07:04 UTC
#162

Good game! If I'm not mistaken, Scholar was about to unload for another 18 points himself.

GR
grysqrl
2013-11-19 12:48 UTC
#163

Yep. She Dawn is toast. Good game all!

EN
Envisioner
2013-11-21 22:54 UTC
#164

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....

BL
BlueHairedMeerkat
2013-11-22 00:49 UTC
#165

I was busy and involved in two other forum games, so this sort of got forgotten, but yeah I'll set another one up.