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Episode 23: Spite

145 posts · 8438 views · started 2014-01-06 17:54 UTC
BL
BlueHairedMeerkat
2014-01-06 17:54 UTC
#1

Spite

VS

Dark Watch Nightmist (cmschex)

Chrono-Ranger (grysqrl)

Tempest (phantaskippy)

The Scholar (boxwood)

Dark Watch Expatriette (Envisioner)

IN

The Realm of Discord

 

(I'm happy to continue the Miss Information game if people want to keep fighting, but here's another anyway...)

GR
grysqrl
2014-01-06 18:27 UTC
#2

Is this original or promo Spite? I'll take Chrono-Ranger.

Starting hand: Temporal Grenade, Sudden Contract (2), Hunter and Huntee

EN
Envisioner
2014-01-06 18:33 UTC
#3

DW Expat please.

EDIT:  Starting with Submachine Gun, Flak Jacket, and Speed Loading x2.

BO
boxwood
2014-01-06 18:42 UTC
#4

Scholar please.

Edit:
Starting hand: offensive transmutation, alchemical redirection, transmutive recovery, expect the worst.

BL
BlueHairedMeerkat
2014-01-06 19:24 UTC
#5

Original alive Spite.

PH
phantaskippy
2014-01-06 19:50 UTC
#6

Tempest!

CM
cmschex
2014-01-06 20:34 UTC
#7

DW Nightmist 

 

Opening hand: Mistfueled Recovery, Starshield Necklace, Oblivion, Planar Banishment

EN
Envisioner
2014-01-06 23:17 UTC
#8

Advanced, right?

Since we don't have anyone with reliable deck-digging (Nightmist might manage to Attune a Premonition a turn or two earlier, but this is nothing compared to Wraith Impromptu-Inventing an Eyepiece or Dark Visionary coming with Turmoil built-in) to get Lab Raids early, and even Tempest + Chrono Ranger + Expat are hard pressed to race the amount of healing Spite has, I predict that we're in for a frustrating slog of a game.  I will probably spend most of my turns drawing 2 and discarding to save Bystanders.

BL
BlueHairedMeerkat
2014-01-07 14:34 UTC
#9

Round One

Spite - Transhuman Serial Killer

Spite - 80

In Play: Safe House

Lost Child

Trash:

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

Start of Turn: Useless healing.

Play a Card: PL626 Compound XI enters play.

End of Turn: Good Samaritan enters play. Spite deals Expatriette 4 energy damage.

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

Spite - 80

In Play: Safe House

Lost Child

PL626 Compound XI

Good Samaritan

Trash: 

Effects: ST: 5 drugs? Flip Spite!

ST: Spite regains 7HP.

ET: Play the top card of the villain deck. Then Spite deals the highest-HP hero 4 energy damage.

Hero Start: That hero may let Spite deal them 4 melee damage. If they do, place Lost Child under Safe House.

Environment Start: The players may play the top card of the villain deck. If they do, put Good Samaritan under Safe House.

When Spite deals damage, he regains that much HP.

When Lost Child is destroyed, Spite regains 5HP.

Whenever a hero uses a power, Spite deals them 2 toxic damage and discards the top five cards of their deck.

When Good Samaritan is destroyed, Spite regains 5HP.

Hero HP: Nightmist - 28, CR - 28, Tempest - 26, Scholar - 29, Expat - 26

CM
cmschex
2014-01-07 16:12 UTC
#10

Well, this is going to be an awfully boring game for Nightmist with that drug flipped first turn

 

Dark Watch Nightmist

HP: 28

Hand: Planar Banishment (1), Starshield Necklace (3), Oblivion (1), Mistfueled Recovery (4)

In play:

Trash:


Start of hero turn:

Play a card: nope

Use a power: no sir

Draw a card: Enlightenment (1), Astral Premonition (4)

End of hero turn:


HP: 28

Hand: Planar Banishment (1), Starshield Necklace (3), Oblivion (1), Mistfueled Recovery (4), Enlightenment (1), Astral Premonition (4)

In play: none

Trash: none

Additional effects: Spite is a punk

BO
boxwood
2014-01-07 16:59 UTC
#11

If people want I can stop him from doing damage so after my turn people can be a bit more care free with their powers. It’s earlier than I would normally do it, also I’ll take the hit for thr lost child.

EN
Envisioner
2014-01-07 17:01 UTC
#12

Yeah, same here.  I've seen someoen play DWEP, but he never once used Aim, and I might not either at this rate.  Just have to fish until I find a Tactical Shotgun, as anything else is a waste.  I can confirm this, though, from my first game against Spite: if Misty can get Mistbound out, we've essentially won the game, as once she has the highest HP, he can't hurt her, and thus can't lifetap off of her.  Were I you, I might even take the damage Attuning to try and get Mistbound sooner, though it does risk it being milled.

GR
grysqrl
2014-01-07 17:23 UTC
#13

Maybe wait a round or two to stop his damage. I'm going to get a few bounties set up so we can hit him a little harder and he'll be doing more damage later.

CM
cmschex
2014-01-07 17:24 UTC
#14

Yeah, that's my biggest issue.  I dont care about the damage, but the milling leaves Attunement completely useless.  Utter dreck.  Strategically, I'm thinking I'll either Enlighten myself to hope for Mistform or Astral Premonition Spite and mill the deck.  Thoughts.

GR
grysqrl
2014-01-07 17:29 UTC
#15

Chrono-Ranger

HP: 28

Hand: Temporal Grenade, Sudden Contract (2), Hunter and Huntee

Play: -

Trash: -

Effects: -

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

Play: Sudden Contract - Put By Any Means into play next to Spite and deal 2 projectile damage to Spite [78]

Power: skip

Draw: Displaced Armory

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

HP: 28

Hand: Temporal Grenade, Sudden Contract, Hunter and Huntee, Displaced Armory

Play: By Any Means [Spite]

Trash: Sudden Contract

Effects: Increase damage dealt to Spite by 1

PH
phantaskippy
2014-01-07 21:35 UTC
#16

The Inhuman Tempest

HP:  26

In Play:

Hand:  Aquatic Correspondance, Elemental Subwave Inducer, Gene Bound Shackles, Shielding Winds

Trash:

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

Start of Turn:

Play a Card:  Elemental Subwave Inducer

Use a Power:

Draw a Card:  Otherwordly Resilience

End of Turn:

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

HP:  26

In Play:  Elemental Subwave Inducer

Hand:  Aquatic Correspondance, Gene Bound Shackles, Otherwordly Resilience, Shielding Winds

Trash:

 

Well that started nicely.  Next turn I can ignore his damage for using a power, and then Shackles will be for round three.

BO
boxwood
2014-01-07 22:29 UTC
#17

The Scholar

HP: 29

In Play:

Hand: alchemical redirection, expect the worst, transmutive recovery, offensive transmutation

Trash:-------------------------

Start of Turn:I’ll take the 4 damage from Spite to put the child in the safe house. Bringing me down to 25.

Play a Card: transmutive recovery, so i regain 2 hp (27) and then draw 2 cards: transmutive recovery and Get out of the way!

Use a Power: skip

Draw a Card: Know when to turn loose

End of Turn:

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

HP: 27

In Play: none

Hand: alchemical redirection, expect the worst, transmutive recovery, offensive transmutation, Get out of the way!, know when to turn loose

Trash: Transmutive recovery.

EN
Envisioner
2014-01-08 06:45 UTC
#18

Dark Watch Expatriette

HP:  30

In Play:

Hand:  Speed Loading x2, Submachine Gun, Flak Jacket

Trash:

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

Start of Turn:

Play a Card:  skip

Use a Power:  skip

Draw a Card:  Arsenal Access and Tactical Shotgun

End of Turn:

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

HP:  30

In Play:

Hand:

Trash:

Ah, you're right; I always think you mill first and then Attune, but that's wrong.

BL
BlueHairedMeerkat
2014-01-08 11:43 UTC
#19

EDIT: Is the Good Samaritan getting saved?

EDIT 2: Is the Good Samaritan getting saved?

EDIT 3: I dislike do-overs, so I'm not reshuffling the Time Flies, but y'all thinking I was going to means you made the decision without any bias anywway :D

 

The Realm of Discord

In Play:

Trash:

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

Start of Turn: Good Samaritan is played to save Good Samaritan. Then the new Samaritan is not saved.

Play a Card:  Time Flies enters play.

End of Turn:  

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

In Play: Time Flies

Trash:  

CM
cmschex
2014-01-08 14:29 UTC
#20

I'm inclined to say we don't want the extra card play, especially with Time Flies out, but will defer to other opinions.

EN
Envisioner
2014-01-08 14:53 UTC
#21

We shouldn't be able to factor Time Flies into the decision; I think we should decide first, and then Meerkat should shuffle Time Flies back into the deck and then pull a new play (with a 1/15 chance of still being Time Flies).  I vote "yes" myself.

CM
cmschex
2014-01-08 15:33 UTC
#22

Ah, good point.  

GR
grysqrl
2014-01-08 17:00 UTC
#23

I'm ok with leaving the Samaritan out for a round.

BO
boxwood
2014-01-08 17:26 UTC
#24

I read wrong. Go ahead and save the Samaritan, shuffle time flies back in lets see how it goes.

BL
BlueHairedMeerkat
2014-01-08 18:49 UTC
#25

So, are we saving the second Samaritan?

EN
Envisioner
2014-01-08 18:50 UTC
#26

Let's not push our luck I think.  See if he can survive Spite's next turn and what the new Environment card is.

BL
BlueHairedMeerkat
2014-01-08 19:10 UTC
#27

Round Two

Spite - Transhuman Serial Killer

Spite - 78

In Play: Safe House (Lost Child, Good Samaritan)

PL626 Compound XI

Good Samaritan

Trash:

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

Start of Turn: Spite heals [80].

Lab Raid destroys Time Flies, digs out Demon's Kiss and PL531 Compound Upsilon.

By Any Means and Elemental Subwave Inducer get bounced.

Play a Card: Innocent Bystander enters play.

End of Turn: Good Samaritan enters play. Spite deals Nightmist or CR 5 energy damage [23].

Spite deals 2 infernal damage to all non-villain targets.

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

Spite - 80

In Play: Safe House (Lost Child, Good Samaritan)

PL626 Compound XI

Good Samaritan

Demon's Kiss

PL531 Compound Upsilon

Innocent Bystander

Good Samaritan

Trash: 

Effects: ST: 5 drugs? Flip Spite!

ST: Spite regains 7HP.

ST: Return 3 hero cards in play to their owners' hands.

ET: Play the top card of the villain deck. Then Spite deals the highest-HP hero 4 energy damage.

ET: Spite deals each non-villain target 1 infernal damage.

Hero Start: That hero may discard 3 cards. If they do, place Innocent Bystander under Safe House.

Environment Start: The players may play the top card of the villain deck. If they do, put Good Samaritan under Safe House. [x2]

When Spite deals damage, he regains that much HP.

Whenever a hero uses a power, Spite deals them 2 toxic damage and discards the top five cards of their deck.

When Good Samaritan is destroyed, Spite regains 5HP.

Increase damage dealt by Spite by 1.

When Innocent Bystander is destroyed, Spite regains 5HP.

Hero HP: Nightmist - 21, CR - 23, Tempest - 24, Scholar - 25, Expat - 24

CM
cmschex
2014-01-08 19:25 UTC
#28

Nightmist will take the damage

CM
cmschex
2014-01-08 21:37 UTC
#29

Dark Watch Nightmist

HP: 21

HandPlanar Banishment (1), Starshield Necklace (3), Oblivion (1), Mistfueled Recovery (4), Enlightenment (1), Astral Premonition (4)

In play:

Trash:

 

Start of hero turn:

Play a card: Enlightenment - reveal Oblivion (4), take 4 damage and draw Mist Form (2), Mist Fueled Recovery (3), Call Forth (4), Msster of Magic (2)

Use a power: no sir

Draw a card: Scouring Mists (3)

End of hero turn:

 

HP: 21

Hand: Planar Banishment (1), Starshield Necklace (3), Oblivion (1), Mistfueled Recovery (4), Astral Premonition (4), Mist Form (2), Mist Fueled Recovery (3), Call Forth (4), Msster of Magic (2), Scouring Mists (3)

In play: none

TrashEnlightenment (1), Oblivion (4)

Additional effects: Spite is a punk

GR
grysqrl
2014-01-08 22:23 UTC
#30

Chrono-Ranger

HP: 23

Hand: Temporal Grenade, Sudden Contract, Hunter and Huntee, Displaced Armory, By Any Means

Play:

Trash: Sudden Contract

Effects:

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

Play: skip

Power: skip

Draw: draw Temporal Grenade and Compounded Bow

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

HP: 23

Hand: Temporal Grenade (2), Sudden Contract, Hunter and Huntee, Displaced Armory, By Any Means, Compounded Bow

Play:

Trash: Sudden Contract

Effects:

EN
Envisioner
2014-01-08 22:26 UTC
#31

(Nightmist has miraculously regenerated HP by the end of her turn.  Praise Ra!)

At this point one more Lab Raid will flip Spite, so I think we should go full-bore on the Samaritan-saving.  It does risk a Forced Entry, but the odds of that are no better than of the Lab Raid, and once we get that, we can stop sitting on our thumbs and mop the floor with this doofus.

PH
phantaskippy
2014-01-09 00:59 UTC
#32

The Inhuman Tempest

HP:  24

In Play:  Elemental Subwave Inducer

Hand:  Aquatic Correspondance, Gene Bound Shackles, Otherwordly Resilience Shielding Winds

Trash:

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

Start of Turn:  Select Infernal damage for the Inducer.

Play a Card:  Otherwordly Resilience

Use a Power:

Draw a Card:  Cleansing Downpour

End of Turn:

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

HP:  24

In Play:  Elemental Subwave Inducer, Otherwordly Resilience

Hand:  Aquatic Correspondance, Cleansing Downpour, Gene Bound Shackles, Shielding Winds

Trash:

 

We have 3 cards out right now, lets try to get some more so we can protect some of them.

GR
grysqrl
2014-01-09 04:51 UTC
#33

I should be able to grab Jim's Hat and start putting out one or two per round on my next turn.

BO
boxwood
2014-01-09 06:21 UTC
#34

Phantaskippy, you already lost your elemental inducer, you may want to think of just drawing two. Although next turn if I get some elemental forms I’ll bring some out and pitch them back into my hand.

The Scholar

HP: 25

In Play:

Hand: alchemical redirection, expect the worst, transmutive recovery, offensive transmutation, Get out of the way!, know when to turn loose

Trash:Transmutive recovery.

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

Start of Turn:

Play a Card: transmutive recovery, so i regain 2 hp (27) and then draw 2 cards: Keep moving and expect the worst

Use a Power: skip

Draw a Card: keep moving

End of Turn:

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

HP: 27

In Play: none

Hand: Alchemical redirection, expect the worst (2), keep moving (2), offensive transmutation, get out of the way, know when to turn loose,

Trash: Transmutive recovery (2).

[/quote]
EN
Envisioner
2014-01-09 14:07 UTC
#35

Dark Watch Expatriette

HP:  24

In Play:

Hand:  Speed Loading x2, Submachine Gun, Flak Jacket, Arsenal Access, Tactical Shotgun

Trash:

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

Start of Turn:

Play a Card:  Arsenal Access - I reveal duplicates of Sub-Gun and Flak Jacket and put the latter into play

Use a Power:  pass

Draw a Card:  Quick-Draw

End of Turn:

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

HP:  24

In Play:

Hand:

Trash:

BL
BlueHairedMeerkat
2014-01-09 23:34 UTC
#36

The Realm of Discord

In Play:

Trash: Time Flies

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

Start of Turn: Lab Raid is played to save Good Samaritan, bringing out PL602 Compound Omicron. Then On The Prowl is revealed; I'll assume you choose to destroy the Bystander, so that the Samaritan can be saved; then Innocent Bystander enters play.

Play a Card:  Claustrophobic Delusion, doing pretty much nothing here, enters play.

End of Turn:  

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

In Play: Claustrophobic Delusion

Trash: Time Flies

BL
BlueHairedMeerkat
2014-01-09 23:44 UTC
#37

Round Two

Spite - Transhuman Serial Killer

Spite - 80

In Play: Safe House (Lost Child, Good Samaritan x3)

PL626 Compound XI

Demon's Kiss

PL531 Compound Upsilon

PL602 Compound Omicron

Innocent Bystander

Trash: Lab Raid x2, Innocent Bystander,On The Prowl 

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

Start of Turn: Useless healing

Otherworldly Resilience and Flak Jacket get bounced.

Play a Card: Forced Entry brings all of your friends back into play! :D Oh, and it kills one of them. Bystander, Samaritan or Child?

End of Turn: Collateral Damage enters play, wiping out another victim. Spite deals The Scholar 5 energy damage [22], and kills a third victim.

Spite deals 2 infernal damage to all non-villain targets.

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

Spite - 80

In Play: Safe House

PL626 Compound XI

Demon's Kiss

PL531 Compound Upsilon

PL602 Compound Omicron

Collateral Damage

Two of: Innocent Bystander, Good Samaritan x3, Lost Child

Trash: Lab Raid x2, Innocent Bystander,On The Prowl, Dead People

Effects: ST: 5 drugs? Flip Spite!

ST: Spite regains 7HP.

ST: Return 3 hero cards in play to their owners' hands.

ET: Play the top card of the villain deck. Then Spite deals the highest-HP hero 4 energy damage.

ET: Spite deals each non-villain target 1 infernal damage.

When Spite deals damage, he regains that much HP.

Whenever a hero uses a power, Spite deals them 2 toxic damage and discards the top five cards of their deck.

The first time Spite would be dealt damage each turn, reduce that damage by 3.

When Spite deals a target 4 or more damage at once, destroy a victim card.

Hero HP: Nightmist - 19, CR - 21, Tempest - 22, Scholar - 20, Expat - 22

CM
cmschex
2014-01-10 02:03 UTC
#38

Dark Watch Nightmist

HP: 19

Hand: Planar Banishment (1), Starshield Necklace (3), Oblivion (1), Mistfueled Recovery (4), Astral Premonition (4), Mist Form (2), Mist Fueled Recovery (3), Call Forth (4), Master of Magic (2), Scouring Mists (3)

In play: none

Trash: Enlightenment (1), Oblivion (4)

Additional effects: Spite is a punk

 

Start of hero turn:

Play a card: Astral Premontion (4)

Use a power: Astral Premonition on Spite's deck. Discard Scouring Mists (3) Look at teh top two cards of Spite's deck (TBA) - take 2 Infernal damage and discard the top 5 cards of my deck 

Draw a card: Heedless Lash (3)

End of hero turn:

 

HP: 17

Hand: Planar Banishment (1), Starshield Necklace (3), Oblivion (1), Mistfueled Recovery (4),  Mist Form (2), Mist Fueled Recovery (3), Call Forth (4), Master of Magic (2), Heedless Lash (3)

In playAstral Premontion (4)

Trash: Enlightenment (1), Oblivion (4), Scouring Mists (3), Enlightenment (3), Mistbound (1), Scouring Mists (2), Call Forth (2), Astral Premonition (2)

Additional effects: Look at the top two cards of Spite's deck - put 1 on top and 1 on bottom

GR
grysqrl
2014-01-10 04:55 UTC
#39

I don't have a strong opinion on which victims to keep out. Maybe two of the Good Samaritans?

Chrono-Ranger

HP: 21

Hand: Temporal Grenade (2), Sudden Contract, Hunter and Huntee, Displaced Armory, By Any Means, Compounded Bow

Play:

Trash: Sudden Contract

Effects:

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

Play: Displaced Armory - find Jim's Hat in the deck and put it into play; deal 0 projectile damage to Spite

By Any Means - next to Spite

Power: skip

Draw: Ranger's Mark

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

HP: 21

Hand: Temporal Grenade (2), Sudden Contract, Hunter and Huntee, Compounded Bow, Ranger's Mark

Play:

Trash: Sudden Contract, Displaced Armory

Effects: Damage dealt to Spite is +1

 

I'm happy to take Jim's Hat back each turn for PL531. I'd prefer to leave other cards in play if possible.

PH
phantaskippy
2014-01-10 20:16 UTC
#40

The Inhuman Tempest

HP:  22

In Play:  

Hand:  Aquatic Correspondance, Cleansing Downpour, Elemental Subwave Inducer, Gene Bound Shackles, Otherwordly Resilience, Shielding Winds

Trash:

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

Start of Turn:  

Play a Card:  Cleansing Downpour

Use a Power:  Cleansing Downpour causes all hero targets to regain 2 hp.  I take 2 infernal and discard the top 5 of my deck.

Draw a Card:  Electrical Storm

End of Turn:

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

HP:  22

In Play:  Cleansing Downpour

Hand:  Aquatic Correspondance, Electrical StormElemental Subwave Inducer, Gene Bound Shackles, Otherwordly Resilience, Shielding Winds

Trash:  Chain Lightning, Greivous Hail Storm, Into the Stratosphere, Reclaim from the Deep, Vicious Cyclone.

 

Effects:  Everyone regains 2.

If we can use Pushing the Limits and the Hat for two of the returns we should be alright, that just costs us one card per turn.

BO
boxwood
2014-01-10 21:39 UTC
#41

The Scholar

HP: 22

In Play:

Hand: keep moving(2), expect the worst (2), offensive transmutation, get out of the way, know when to turn loose, alchemical redirection.

Trash: transmutive recovery (2)

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

Start of Turn:

Play a Card:
Keep moving, search for flesh to iron and put it in to play, play keep moving again search for flesh to iron and put it into play, play alchemical redirection.

Use a Power: Better Living, I regain 1 hp, Spite attempts to deal me damage, and I discard the top five cards of my deck.
cards discarded: Grace Unger fire (2), get out of the way, truth seeker, know when to turn loose.

Draw a Card: don’t dismiss anything

End of Turn:

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

HP: 23

In Play: Flesh to iron (2), alchemical redirection

Hand: don’t dismiss anything, offensive transmutation, get out of the way, know when to turn loose, expect the worst (2)

Trash: Grace under fire (2), transmutive recovery (2), get out of the way, truth seeker, know when to turn loose.

Effects: reduce damage dealt to the scholar by 4, redirect all damage dealt to hero targets to The Scholar.

I don’t mind kicking one or both of these back into my hand. I would like to keep one flesh to iron if possible.

BO
boxwood
2014-01-10 21:43 UTC
#42

Also we were apparently supposed to pick a victim to lose, I guess the bystander?

DP
dpt
2014-01-10 22:01 UTC
#43

I think you're actually supposed to pick three victims to lose, meaning two victims left.

BL
BlueHairedMeerkat
2014-01-10 22:48 UTC
#44

On The Prowl and Forced Entry.

CM
cmschex
2014-01-11 04:37 UTC
#45

I guess forced entry

EN
Envisioner
2014-01-12 03:54 UTC
#46

Forced Entry should kill a Samaritan IMO.

BL
BlueHairedMeerkat
2014-01-12 13:14 UTC
#47

So which Victim is to be left alive?

EN
Envisioner
2014-01-12 23:51 UTC
#48

I know I'm probably being "that guy" again, but it really bugs me that we've gone ahead to resolve the effect of Astral Premonition before it was certainly decided which victims would be in play.  We now know that Good Samaritans would get wasted, so we can't objectively decide whether or not to "risk" trying to save them.  If not for this knowledge, I'd suggest that we use them to try and fish out the fifth Drug, but as it stands, we know the first one would just die to On the Prowl, so it's not wise to bother.

Dark Watch Expatriette

HP:  24

In Play: 

Hand:  Speed Loading x2, Submachine Gun, Flak Jacket x2, Tactical Shotgun, Quick-Draw

Trash:  Arsenal Access

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

Start of Turn:  Discard Speed Loading, Flak Jacket, and Quick-Draw to rescue Innocent Bystander.

Play a Card:  other Flak Jacket

Use a Power:  up yours, Donovan

Draw a Card:  Quicker Draw

End of Turn:

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

HP:  21

In Play:  Flak Jacket

Hand:  Speed Loading, Submachine Gun, Tactical Shotgun, Quick-Draw

Trash:  Arsenal Access, Speed Loading, Flak Jacket, Quick-Draw

Effects

BL
BlueHairedMeerkat
2014-01-13 09:11 UTC
#49

The Realm of Discord

In Play: Claustrophobic Delusion

Trash: Time Flies

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

Start of Turn: 

Play a Card:  Ethereal Bonds enters play.

End of Turn:  Bonds deal no damage to the Scholar.

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

In Play: Claustrophobic Delusion

Trash: Time Flies

BL
BlueHairedMeerkat
2014-01-13 09:20 UTC
#50

Round Two

Spite - Transhuman Serial Killer

Spite - 80

In Play: Safe House (Innocent Bystander)

PL626 Compound XI

Demon's Kiss

PL531 Compound Upsilon

PL602 Compound Omicron

Collateral Damage

A Victim

Trash: Lab Raid x2, Innocent Bystander,On The Prowl, Forced Entry, Dead People

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

Start of Turn: Useless healing.

Three hero cards get bounced.

Play a Card: On The Prowl, I'm guessing from Envisioner's move? Last standing victim is killed, Lost Child enters play.

End of Turn: Potential Sidekick enters play. Spite deals The Scholar no energy damage.

Spite deals no infernal damage to The Scholar, and 2 to the Ethereal Bonds [7].

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

Spite - 80

In Play: Safe House (Innocent Bystander)

PL626 Compound XI

Demon's Kiss

PL531 Compound Upsilon

PL602 Compound Omicron

Collateral Damage

Lost Child

Potential Sidekick

Trash: Lab Raid x2, Innocent Bystander,On The Prowl x2, Lost Child, Good Samaritan x3

Effects: ST: 5 drugs? Flip Spite!

ST: Spite regains 7HP.

ST: Return 3 hero cards in play to their owners' hands.

ST: Each hero draws two cards.

ET: Play the top card of the villain deck. Then Spite deals the highest-HP hero 4 energy damage.

ET: Spite deals each non-villain target 1 infernal damage.

Hero Start: Take 5 damage from Spite to save the Lost Child, or discard 3 cards to save Thiago.

When Spite deals damage, he regains that much HP.

Whenever a hero uses a power, Spite deals them 2 toxic damage and discards the top five cards of their deck.

The first time Spite would be dealt damage each turn, reduce that damage by 3.

When Spite deals a target 4 or more damage at once, destroy a victim card.

Hero HP: Nightmist - 19, CR - 23, Tempest - 22, Scholar - 23, Expat - 24

CM
cmschex
2014-01-13 11:49 UTC
#51

Taking Astral Premonition into my hand for one of the card bounces

 

Dark Watch Nightmist

HP: 17

Hand: Planar Banishment (1), Starshield Necklace (3), Oblivion (1), Mistfueled Recovery (4),  Mist Form (2), Mist Fueled Recovery (3), Call Forth (4), Master of Magic (2), Heedless Lash (3), Astral Premontion (4)

In play: none

TrashEnlightenment (1), Oblivion (4), Scouring Mists (3), Enlightenment (3), Mistbound (1), Scouring Mists (2), Call Forth (2), Astral Premonition (2)

Additional effects

 

Start of hero turn: 

Play a card: Astral Premontion (4)

Use a power: Astral Premonition on Spite's deck. Discard Call Forth (4) Look at the top two cards of Spite's deck (TBA) - take 0 Infernal damage (thanks Scholar!) and discard the top 5 cards of my deck 

Draw a cardEnlightenment (2)

End of hero turn:

 

HP: 17

Hand: Planar Banishment (1), Starshield Necklace (3), Oblivion (1), Mistfueled Recovery (4),  Mist Form (2), Mist Fueled Recovery (3), Master of Magic (2), Heedless Lash (3), Enlightenment (2)

In play: Astral Premontion (4)

Trash: Enlightenment (1), Oblivion (4), Scouring Mists (3), Enlightenment (3), Mistbound (1), Scouring Mists (2), Call Forth (2), Astral Premonition (2), Call Forth (4), Scouring Mists (4), Call Forth (1), Planar Banishment (3), Amulet of the Elder Gods (2), Planar Banishment (2), Tome of Elder Magic (3)  (14 cards in Trash)

Additional effects: Look at the top two cards of Spite's deck - put 1 on top and 1 on bottom

BL
BlueHairedMeerkat
2014-01-13 12:46 UTC
#52

Thiago lets you draw at the start of the villain turn, not at the start of your turn.

Astral Premonition reveals Lab Raid and Forced Entry.

GR
grysqrl
2014-01-13 13:14 UTC
#53

I assume we'll go with Lab Raid and put the remaining victims into the Safe House this round?

CM
cmschex
2014-01-13 15:23 UTC
#54

D'oh! Edited and I reshuffled my deck so I dont knwo whats coming

EN
Envisioner
2014-01-13 17:47 UTC
#55

I assumed that nobody would ever pick Forced Entry instead, unless it was to get rid of it when nobody was actually in the Safe House.  I wanted to save the Lost Child too on my turn, but Collateral Damage makes that impossible without killing another Victim anyway, so I chose to discard rather than take damage.

GR
grysqrl
2014-01-14 13:07 UTC
#56

Unless I am mistaken, we are waiting for a decision on Astral Projection from cmschex?

CM
cmschex
2014-01-14 14:49 UTC
#57

Sorry, I thought I had said.  Yes, go with Lab Raid

EN
Envisioner
2014-01-14 15:08 UTC
#58

I rather wish there was a Samaritan in play now, so we could make him Drug Raid before his turn; that way I could fire on him now and he'd flip before he'd heal 7.  As it is, I can Aim this turn, he'll Drug Raid, I can shoot him next round, and he'll flip right after that.

Also, only recently did it dawn on me that I can't stack Ammo with Speed Loading because of Compound Xi, which is too bad because Compound Xi will put more Ammo in my trash that I could Speed Load.  If only I had a way to draw a card between the start of my turn and my Power phase.  (Note to self: fight Agent of Gloom with Expat sometime, in the hopes of getting Compound Xi to turn up and then down.  Also try fighting in the Realm of Discord so that Time Crawls can skip Power Phases, as this lets the interaction happen slowly.)

GR
grysqrl
2014-01-14 16:21 UTC
#59

Pull back Jim's Hat for PL531

Chrono-Ranger

HP: 23

Hand: Temporal Grenade (2), Sudden Contract, Hunter and Huntee, Compounded Bow, Ranger's Mark, Jim's Hat

Play: By Any Means (Spite)

Trash: Sudden Contract, Displaced Armory

Effects: Damage dealt to Spite is +1

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

Play: Jim's Hat, Compounded Bow

Power: skip

Draw: Displaced Armory

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

HP: 23

Hand: Temporal Grenade (2), Sudden Contract, Hunter and Huntee, Ranger's Mark, Displaced Armory

Play: By Any Means (Spite), Compounded Bow, Jim's Hat

Trash: Sudden Contract, Displaced Armory

Effects: Damage dealt to Spite is +1

PH
phantaskippy
2014-01-14 16:39 UTC
#60

You need a friend to fix that for you.  Sadly no one here can really help.  Although if Scholar gets 2 DDA (at least one in hand) and you get unload we can chain that every round.

EN
Envisioner
2014-01-14 16:46 UTC
#61

Oh god, Unload with Compound Xi in play, that would hurt a lot....

PH
phantaskippy
2014-01-14 17:57 UTC
#62

pfft, who needs health anyway?

BO
boxwood
2014-01-14 18:24 UTC
#63

Hey of you can build up your guns enough to do that I can try and get another alchemical redirection and keep out my flesh to irons as long as possible. Speaking of I’ll take the third hit and bounce one of my flesh to irons back to my hand.

PH
phantaskippy
2014-01-15 22:19 UTC
#64

The Inhuman Tempest

HP:  22

In Play:  Cleansing Downpour

Hand:  Aquatic Correspondance, Electrical Storm, Elemental Subwave Inducer, Gene Bound Shackles, Otherwordly Resilience, Shielding Winds

Trash:

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

Start of Turn:  

Play a Card:  Electrical Storm

Use a Power:  Cleansing Downpour causes all hero targets to regain 2 hp.  Spite tried to hurt Scholar and fails, I lose the top five cards of my deck.

Draw a Card:  Reclaim from the deep!

End of Turn:

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

HP:  24

In Play:  Cleansing Downpour

Hand:  Aquatic Correspondance,  Elemental Subwave Inducer, Gene Bound Shackles, Otherwordly Resilience, Reclaim from the Deep, Shielding Winds

Trash:  Chain Lightning,Flash Flood(2),  Greivous Hail Storm(3), Into the Stratosphere, Reclaim from the Deep, Shielding Winds, Vicious Cyclone.

My current plan is to get Visious Cyclone and Shackles into play.  That way Storm can eat the reduction, and cyclone can hit him for 3 each discard.  Then for a power I can heal or hit Spite for another 3.

But that means I need this coming villain turn and three more without returning cards for the drug.  People cool with that?  I could lose the healing if needed.  

I don't know how that looks vs. what others can throw down. Chrono looks to have Ultimate Target out next turn, which could be sick, although he'll be getting hit pretty hard for doing it.

GR
grysqrl
2014-01-15 23:07 UTC
#65

Yeah, my plan is to Compounded Bow him every time someone uses a power, so I'll probably die pretty fast but I'll be hitting him harder and breaking his damage shield for everyone. Any healing would, of course, be appreciated.

BO
boxwood
2014-01-16 03:33 UTC
#66

The Scholar

HP: 25

Hand: expect the worst(2), know when to turn loose, get out of the way, offensive transmutation, don’t dismiss anything flesh to iron

Play: Flesh to iron, alchemical redirection

Trash: Grace under fire(2), keep moving(2), transmutive recovery(2), get out of the way, know when to turn loose, and truth seeker.

Effects: Redirect all damage dealt to hero targets to The Scholar, reduce damage dealt to the scholar by 2.


Start: destroy alchemical redirection. Discard a card (expect the worst) to keep flesh to iron in play

Play: Don’t dismiss anything(in the hopes we can get some ongoing/equipment buffer.)
So either play the to card of your deck or move a card from your discard to the top of your deck. I choose to play the top card of my deck it’s truth seeker.

Power: truth seeker, deal spite 2 damage which he negates and I draw bring what you need. He deals New 2 damage which I negate then I discard the top 5 cards of my deck (solid top liquid (2), alchemical redirection, transmitting recovery, and get it off the way.

Draw: proverbs and axioms


HP: 25

Hand: proverbs and axioms, bring what you need, flesh to iron, offensive transmutation, get out of the way, know when to turn loose, expect the worst

Play: Flesh to iron and truth seeker.

Trash: transmutive recovery(3), Grace under fire(2), alchemical redirection(2), keep moving(2), solid to liquid(2), get out of the way(2), expect the worst, know when to turn loose, truth seeker, don’t dismiss anything

Effects: reduce damage dealt to the scholar by 2…

Each player may either move 1 card from their trash to the top off their deck, or put the top card of their deck into play.

I feel like I should have announced my plan before hand, hope this doesn’t turn out to be a wash.

PH
phantaskippy
2014-01-16 04:02 UTC
#67

If you want, you could save DDA for next round, I plan on playing reclaim, and if you follow with DDA the card will go from trash into play.  With all the cards to trash it might be preferable.

BO
boxwood
2014-01-16 04:25 UTC
#68

Eh, I think I’ll leave it as is because it worked for me (i really like that it netted me a truth seeker out and bring what you need in my hand.) and I don’t want to reshuffle, if it doesn’t work out like I hope then I’ll sacrifice both of my cards at the start of the villain turn.

GR
grysqrl
2014-01-16 04:38 UTC
#69

Chrono-Ranger

DDA plays: Eye on the Prize

Deal 0 (2-2[PL602]) projectile damage to Spite [80]

Deal 1 projectile damage to Ethereal Bonds [4]

Draw The Masadah

Play: Sudden Contract

Find Ultimate Target from the deck and play it next to Spite.

Deal 3 projectile damage to Spite [77]

Deal 1 projectile damage to Ethereal Bonds [3]

 

Truth Seeker now does full damage to Spite. If Spite deals any damage this turn, I will use Compounded Bow as well.

EN
Envisioner
2014-01-16 05:37 UTC
#70

Don't forget you guys, Spite still lifefaps whenever he deals damage; there's little point in attacking him until after he flips, which will be two turns from now.  I'm planning to Aim now and shoot on my next turn…he'll heal immediately after I shoot him, but he might at least lose a couple HP thanks to the Aim.  I wouldn't waste CR's HP shooting until after his next and last 7-HP start-of-turn has been wasted, to say nothing of the 3 he heals every time CR uses a power to deal him 4.  Just wait for it, would be my advice; it's tedious, but he's gonna go down hard as soon as he stops healing, so I advise that we dont' bust our humps trying to hurt him before then.

(This match has more or less confirmed my growing opinion that Spite is the poorest-designed and most unsatisfying villain in SOTM…he has his charms, of course, but someone has to be least-best, and I think I've had more terrible, grindy, irritating or pathetic games with him than with all other villains put together.)

Dark Watch Expatriette

HP:  26

In Play:  Flak Jacket

Hand:  Speed Loading, Submachine Gun, Tactical Shotgun, Quick-Draw

Trash:  Arsenal Access, Speed Loading, Flak Jacket, Quick-Draw

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

During Scholar's Turn:  Don't Dismiss Anything - I put the top card of my deck into play.  It's an Assault Rifle.  (Spite is at 75 HP after being shot by CR and bonked on the head by Scholar.)

Start of Turn:

Play a Card:  Tactical Shotgun

Use a PowerAimTactical Shotgun - 4 damage to Ethereal Bonds [X].  Spite deals me 2 damage and regains 2 HP [77].  I discard five cards from my deck - Submachine Gun, Hair-Trigger Reflexes, Assault Rifle, Shock Rounds, RPG Launcher.

Draw a Card:  Submachine Gun

End of Turn:

Start of Villain Turn:  Draw Quick Draw and Reload from Potential Sidekick.

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

HP:  26

In Play:  Flak Jacket, Assault Rifle, Tactical Shotgun

Hand:  Speed Loading, Submachine Gun, Quick-Draw, TBD

Trash:  Arsenal Access, Speed Loading, Flak Jacket, Quick-Draw, TBD X5.

Effects:  Assault Rifle and Flak Jacket may both be returned to my hand for Compound Omicron.

BL
BlueHairedMeerkat
2014-01-16 09:07 UTC
#71

I've had good games against Spite. I've had no good games against Miss Information. Ergo I perfer Spite (though each to their own, of course).

JI
JimmytheRat
2014-01-16 09:42 UTC
#72

Just a reminder that since Eye on the Prize was the first hit on Spite this turn, Truth Seeker and any other plays from DDA do actually deal full damage.  Blissfully irrelevant damage!

 

Personally I like Spite.  His deck plays totally different from every other villain in the game, and I really like the victim/safehouse mechanic.  Thematically it also makes sense that it's harder to take him down when he's in sneaky thieving serial-killer mode than in drugged-out destroyer mode.  It's always nice when the safehouse deals the killing blow, too.  He does occasionally get some maddening combos out early, though, like in this game.

CM
cmschex
2014-01-16 14:26 UTC
#73

Nightmist plays a Mistform from the top of her deck.

PH
phantaskippy
2014-01-16 15:24 UTC
#74

I get Vicious Cyclone into play, so yeah, that rocked.  Next turn I'll throw Shackles and it'll be beat-down time.

 

EN
Envisioner
2014-01-17 00:10 UTC
#75

I have definitely had some awesome games against Missy.  She is a frustrating villain, but that can be part of the fun, figuring out how to crack such a tough nut.  The only game I've had against her which I actually didn't enjoy was ours, and even that might have been fun if not for the endless arguing and retconning.  If she comes up on the randomizer again anytime soon, I volunteer to run the game; I think it needs to be done in a very patient and structured way, and I'm willing to take that on.  (Eventually she'll turn up in SCUverse, but not for a long time.)

EN
Envisioner
2014-01-21 04:14 UTC
#76

(Paging Meerkat.)

BL
BlueHairedMeerkat
2014-01-21 09:11 UTC
#77

Umm... I've just noticed that Ethereal Bonds with Claustrophobic Delusion would actually make Spite immune to damage for this last round. I guess that means you'd deal damage to the Bonds instead?

 

The Realm of Discord

In Play: Claustrophobic Delusion

Trash: Time Flies, Ethereal Bonds

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

Start of Turn: 

Play a Card:  Imbued Vitality enters play, destroys Claustrophobic Delusion.

End of Turn:

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

In Play: Imbued Vitality

Trash: Time Flies, Claustrophobic Delusion, Ethereal Bonds

BL
BlueHairedMeerkat
2014-01-21 09:21 UTC
#78

Round Five

Spite - 80

In Play: Safe House (Innocent Bystander)

PL626 Compound XI

Demon's Kiss

PL531 Compound Upsilon

PL602 Compound Omicron

Collateral Damage

Lost Child

Potential Sidekick

Trash: Lab Raid x2, Innocent Bystander,On The Prowl x2, Lost Child, Good Samaritan x3

Effects: ST: 5 drugs? Flip Spite!

ST: Spite regains 7HP.

ST: Return 3 hero cards in play to their owners' hands.

ST: Each hero draws two cards.

ET: Play the top card of the villain deck. Then Spite deals the highest-HP hero 4 energy damage.

ET: Spite deals each non-villain target 1 infernal damage.

Hero Start: Take 5 damage from Spite to save the Lost Child, or discard 3 cards to save Thiago.

When Spite deals damage, he regains that much HP.

Whenever a hero uses a power, Spite deals them 2 toxic damage and discards the top five cards of their deck.

The first time Spite would be dealt damage each turn, reduce that damage by 3.

When Spite deals a target 4 or more damage at once, destroy a victim card.

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

Start of Turn: Useless healing.

Three hero cards get bounced.

Eaxh hero draws two cards.

Play a Card: Lab Raid destroys the environment, brings out Mind-Phyre.

End of Turn: Innocent Bystander enters play. Spite deals Chrono-Ranger/The Scholar 5/3 energy damage [20/22].

Spite deals 2 infernal damage to all non-villain targets.

Spite deals 1 psychic damage ot all hero targets.

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

Spite - 80

In Play: Safe House (Innocent Bystander)

PL626 Compound XI

Demon's Kiss

PL531 Compound Upsilon

PL602 Compound Omicron

Collateral Damage

Lost Child

Potential Sidekick

Mind-Phyre

Innocent Bystander

Trash: Lab Raid x2, Innocent Bystander,On The Prowl x2, Lost Child, Good Samaritan x3

Effects: ST: 5 drugs? Flip Spite!

ST: Spite regains 7HP.

ST: Return 3 hero cards in play to their owners' hands.

ST: Each hero draws two cards.

ET: Play the top card of the villain deck. Then Spite deals the highest-HP hero 4 energy damage.

ET: Spite deals each non-villain target 1 infernal damage.

ET: Destroy all environment cards. Spite deals each hero target X psychic damage, X=the number of environment cards destroyed.

Hero Start: Take 5 damage from Spite to save the Lost Child, or discard 3 cards to save Thiago or the Bystander.

When Spite deals damage, he regains that much HP.

Whenever a hero uses a power, Spite deals them 2 toxic damage and discards the top five cards of their deck.

Increase damage dealt by Spite by 1.

The first time Spite would be dealt damage each turn, reduce that damage by 3.

When Spite deals a target 4 or more damage at once, destroy a victim card.

Hero HP: Nightmist - 16, CR - 22, Tempest - 21, Scholar - 22, Expat - 21

BO
boxwood
2014-01-21 12:51 UTC
#79

I’ll take the damage instead of Chrono Ranger, also I’ll bounce truth seeker back into my hand.

GR
grysqrl
2014-01-21 13:15 UTC
#80

Noted and updated. Ethereal Bonds starts the environment turn with 3 HP.

GR
grysqrl
2014-01-21 13:19 UTC
#81

On the villain turn, CR draws Displaced Armory and No Executions and bounces Jim's Hat.

CM
cmschex
2014-01-21 14:27 UTC
#82

Draw Oblivion  (3) and Heedless Lash (2), bounce Mist Form into my hand

 

Dark Watch Nightmist

HP: 16

Hand: Planar Banishment (1), Starshield Necklace (3), Oblivion (1), Mistfueled Recovery (4),  Mist Form (2), Mist Fueled Recovery (3), Master of Magic (2), Heedless Lash (3), Enlightenment (2), Mist Form (3), Oblivion (3), Heedless Lash (2)

In play: Astral Premontion (4)

Trash: Enlightenment (1), Oblivion (4), Scouring Mists (3), Enlightenment (3), Mistbound (1), Scouring Mists (2), Call Forth (2), Astral Premonition (2), Call Forth (4), Scouring Mists (4), Call Forth (1), Planar Banishment (3), Amulet of the Elder Gods (2), Planar Banishment (2), Tome of Elder Magic (3)  (14 cards in Trash)

Additional effects

 

Start of hero turn: Discard Mistfueled Recovery (3), Master of Magic (2), Oblivion (1) to rescue Innocent Bystander

Play a card: Starshield Neckalnce (3)

Use a power: Astral Premonition on Spite's deck. Discard Mist Form (2) Look at the top two cards of Spite's deck (TBA) - take 2 Infernal damage and discard the top 5 cards of my deck 

Draw a card:Heedless Lash (1)

End of hero turn: Discard Heedless Lash (1) to regain 1HP

 

HP: 15

HandPlanar Banishment (1), Mistfueled Recovery (4),  Heedless Lash (3), Enlightenment (2), Mist Form (3), Oblivion (3), Heedless Lash (2), Heedless Lash (3)

In play: Astral Premontion (4), Starshield Necklace (3)

Trash: Enlightenment (1), Oblivion (4), Scouring Mists (3), Enlightenment (3), Mistbound (1), Scouring Mists (2), Call Forth (2), Astral Premonition (2), Call Forth (4), Scouring Mists (4), Call Forth (1), Planar Banishment (3), Amulet of the Elder Gods (2), Planar Banishment (2), Tome of Elder Magic (3), Mist Form (2), Mistbound (4), Elder Ring (2), Mists of Time (3), Master of Magic (3), Amulet of the Elder Gods (3), Heedless Lash (1), Mistfueled Recovery (3), Master of Magic (2), Oblivion (1) (24 cards in trash)

Additional effects: Look at the top two cards of Spite's deck - put 1 on top and 1 on bottom

EN
Envisioner
2014-01-21 16:00 UTC
#83

Hm.  In that case can I change my last turn?  If it was visibly ordained at the time that the Bonds would hit Expat, then she'd have shot them rather than Aiming.

PH
phantaskippy
2014-01-21 16:01 UTC
#84

Tempest draws Otherwordly resilience and Lightning Slash.

So Spite is going to flip before healing, so we want to save Victims now right, since he will take damage?

I don't play vs. Spite much and I don't theory him at home, we always try to save all the victims.

CM
cmschex
2014-01-21 16:19 UTC
#85

Edited turn to rescue Innocent Bystander

GR
grysqrl
2014-01-21 17:36 UTC
#86

Pull back Jim's Hat for PL531. I realize I'm playing this before the results from Astral Premonition come in, but it shouldn't matter. Spite won't play any more cards this game. In fact, unless your goal is to get cards into your trash, Nightmist might want to revise to skip the power phase.

Chrono-Ranger

HP: 22

Hand: Jim's Hat, Temporal Grenade (2), The Masadah, Displaced Armory (2), Ranger's Mark, No Executions, Hunter and Hunted

Play: By Any Means (Spite), The Ultimate Target (Spite), Compounded Bow

Trash: Sudden Contract (2), Displaced Armory, Eye on the Prize

Effects:

  • Damage dealt to Spite is +1
  • Damage dealt to Spite by Chrono-Ranger is +1
  • The first time each turn that Spite deals damage, Chrono-Ranger may use a power

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

Play: Jim's Hat

Play: Displaced Armory - put Neuro-Toxin Dart Thrower into play; deal 0 (1 + 1[UT] + 1 [BAM] - 3 [PL602]) projectile damage to Spite [80]

Power: Neuro-Toxin Dart Thrower

  • CR deals 3 projectile damage to Spite [77]
  • Damage dealt by Spite is -1
  • Spite deals 2+1-1 toxic damage to CR [20] and heals 2 [79]
  • CR discards 5 cards (Danny Boy, Eye on the Prize (2), The Whole Gang, Hunter and Hunted)
  • Since Spite dealt damage, CR uses Compounded Bow

Power: Compounded Bow

  • CR deals 3+3 projectile damage to Spite [73]
  • Spite deals 2+1-1 toxic damage to CR [18] and heals 2 [75]
  • CR discards 5 cards (Displaced Armory, Eye on the Prize, Ranger's Mark, Sudden Contract, Dead or Alive)

Draw: Ranger's Mark

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

HP: 18

Hand: Temporal Grenade (2), The Masadah, Displaced Armory, Ranger's Mark (2), No Executions, Hunter and Hunted

Play: By Any Means (Spite), The Ultimate Target (Spite), Compounded Bow, Neuro-Toxin Dart Thrower

Trash: Danny Boy, Displaced Armory (3), Eye on the Prize (4), Ranger's Mark, Sudden Contract (3), Dead or Alive, The Whole Gang, Hunter and Hunted

Effects:

  • Damage dealt to Spite is +1
  • Damage dealt to Spite by Chrono-Ranger is +1
  • The first time each turn that Spite deals damage, Chrono-Ranger may use a power
  • Damage dealt by Spite is -1
CM
cmschex
2014-01-21 17:51 UTC
#87

My goal is indeed to get cards in my trash....also, if Tempest or Scholar play Reclaim or DDA, I can set up a Heedless Lash chain

BL
BlueHairedMeerkat
2014-01-21 19:33 UTC
#88

Envisioner: Sure, if you must.

Nightmist: On The Prowl, Collateral Damage.

PH
phantaskippy
2014-01-21 19:34 UTC
#89

Didn't think about reduction at the time, so I am taking back shielding winds (no one else has played) and discarding the three for Potential Sidekick - Otherwordly, Elemental Subwave and Shielding Winds

The Inhuman Tempest

HP:  22

In Play:  Cleansing Downpour, Electrical Storm, Vicious Cyclone

Hand:  Aquatic Correspondance, Gene Bound Shackles, Lightning Slash, Otherwordly Resilience, Reclaim from the Deep

Trash:

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

Start of Turn:  Electrical Storm deals Spite 1-3 damage.

Play a Card:  Gene-Bound Shackles

Use a Power:  Cleansing Downpour causes all hero targets to regain 2 hp.  Spite hits me for 2+1-1 and I ditch the top five of my deck.

Draw a Card:  Localized Hurricane

End of Turn:

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

HP:  22

In Play:  Cleansing Downpour, Electrical Storm, Shielding Winds, Vicious Cyclone

Hand:  Aquatic Correspondance,  Lightning Slash, Localized Huricane, Otherwordly Resilience, Reclaim from the Deep

Trash:  Ball Lightning(2), Chain Lightning(2), Electrical Storm(2), Elemental Subwave inducer, Flash Flood(2),  Greivous Hail Storm(3), Into the Stratosphere, Otherwordly Resiliance, Reclaim from the Deep, Shielding Winds(2), Vicious Cyclone.

 

CM
cmschex
2014-01-21 19:46 UTC
#90

On the Prowl

GR
grysqrl
2014-01-21 19:50 UTC
#91

phantaskippy: don't forget that Spite is dealing even damage right now (from neuro-toxin dart thrower). I forgot about his +1 when dealing CR damage, though (edited).

Also: after Spite deals you 2 damage (and heals to 77)

  • CR will use Neuro-Toxin Dart Thrower again.
  • CR deals 3 projectile damage to Spite [74]
  • Spite's damage is reduced by another 1 (net damage between drugs and NTDT is -1)
  • Spite deals 1 damage to CR [19]
  • Spite heals to 75
  • CR discards Bounty Board, Just Doing My Job (2), Kill on Sight, and Hunter and Hunted

I plan to use Compounded Bow on each hero turn before my next turn, assuming Spite does some damage. If you are going to use a damaging power, my Ultimate Target power will happen first and will break his shield, so your damage will get through. Please figure this in when planning your turns.

PH
phantaskippy
2014-01-21 21:02 UTC
#92

Unlike Card play the power resolves first, then the response occurs.

So you would benefit from the reduction and only take 2 damage each time, then on my turn you would take 1.

That also means if his shield is up when we use a damage power our power is reduced, yours is not.

GR
grysqrl
2014-01-21 21:21 UTC
#93

Interesting. I'll edit my posts.

PH
phantaskippy
2014-01-21 23:31 UTC
#94

You also got healed for 2, so you are at 19.

EN
Envisioner
2014-01-22 20:19 UTC
#95

Whose turn is it?

GR
grysqrl
2014-01-22 21:15 UTC
#96

Scholar's

BO
boxwood
2014-01-23 05:59 UTC
#97

Sorry guys left my copy of the game at a friend’s this weekend, I’ll have it back tomorrow morning.in the meantime what do you guys need me to do on my turn I haven’t kept up this round, any victims worth saving so spite heals less/takes more damage?

Plan is to play bring what you need to have a ongoing to bounce, and hand building.

GR
grysqrl
2014-01-23 12:59 UTC
#98

I think we should save whatever we can, since we know he'll flip on his turn.

PH
phantaskippy
2014-01-23 14:08 UTC
#99

I realized that Toxin-thrower having hit before my turn started removed any need to play Shielding Winds, and so I took that back and saved the Potential Sidekick, so only lost child is left, and at -2 damage for Spite it won't hurt much.

BO
boxwood
2014-01-24 06:17 UTC
#100

Cards I drew for the sidekick keep moving acc Grace under fire.

The Scholar

HP: 24

Hand: proverbs acc axioms, bring what you need, flesh to iron, offensive transmutation, expect the worst, know when to turn loose, truth seeker

Play: Flesh to iron,

Trash:

Effects: reduce damage dealt to the scholar by 2.

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

Start: Discard a card (get out of the way) to keep flesh to iron in play, take 5 damage from spite, reduced by two for Chrono Ranger's day their, reduced again for flesh to iron (23 hp). I assume chrono ranger uses a power

Play: bring what you need

Power: bring what you need reveal the top three cards of my deck then place 2 in my hand and 1 on the bottom, hand: don't dismiss anything and know when top hold fast. Bottom: bring what you need. I take no damage from spite and discard the top 5 cards of my deck (mortal form top energy 2, offensive transmutation, proverbs and axioms , and solid top liquid.

Draw: keep moving

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

HP: 23

Hand: proverbs and axioms, offensive transmutation, know when to turn loose, know when to hold fast, truth seeker, keep moving(2), don't dismiss anything, flesh to iron, Grace under fire, expect the worst

Play: Flesh to iron and bring what you need

Trash: transmutive recovery(3), Grace under fire(2), alchemical redirection(2), keep moving(2), solid to liquid(3), get out of the way(3), expect the worst, know when to turn loose, truth seeker, don't dismiss anything, mortal form to energy(2), proverbs and axioms, offensive transmutation.

Effects: reduce damage dealt to the scholar by 2. Chrono Ranger may use a power since spite dealt me damage, and the lost child was saved. Also next turn I can do another don't dismiss anything if tempest can restack the decks to get more of what we want in play.

Should be all better now Had to edit again for cleansing downpour.

BO
boxwood
2014-01-24 06:20 UTC
#101

Just realized only lost child is still out altering my turn accordingly soon, still taking the same damage from spite though, so it works out

GR
grysqrl
2014-01-24 13:21 UTC
#102

Chrono-Ranger

I'm actually going to skip the power use this turn. I don't want to cycle my deck just yet, and Scholar isn't dealing any damage, so it doesn't matter if I break the shield for you or not.

EN
Envisioner
2014-01-24 18:26 UTC
#103

So all the Victims are safe and Spite is at 75 HP, dealing a net of 1 damage when a power is used?

Dark Watch Expatriette

HP:  24

In Play:  Tactical Shotgun

Hand:  Flak Jacket, Assault Rifle, Speed Loading, Submachine Gun x2, Quick-Draw x2, Reload

Trash:  Arsenal Access, Speed Loading, Flak Jacket, Quick-Draw, Submachine Gun, Hair-Trigger Reflexes, Assault Rifle, Shock Rounds, RPG Launcher.

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

Start of Turn:

Play a Card:  Quick-Draw for Pride.

Use a PowerTactical Shotgun - 4 damage to Spite, he deals 1 back to me and heals for 1 [72], I discard five TBD cards, Chrono-Ranger may use a power.

Draw a Card:  TBD

End of Turn:

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

HP:  23

In Play:  Tactical Shotgun, Pride

Hand:  Flak Jacket, Assault Rifle, Speed Loading, Submachine Gun x2, Quick-Draw, Reload, TBD

Trash:  Arsenal Access, Speed Loading, Flak Jacket, Quick-Draw, Submachine Gun, Hair-Trigger Reflexes, Assault Rifle, Shock Rounds, RPG Launcher, Quick-Draw, 5x TBD.

Effects:  Chrono-Ranger may use a power.  Pride may be returned to my hand for Compound Omicron.

GR
grysqrl
2014-01-24 18:57 UTC
#104

Expat: Don't forget that your first damage to Spite is reduced by 3 (PL602). It looks like he would start your turn at 76 HP (healed 1 from the damage to Scholar). You would deal him 4-3 = 1 damage and he would heal that 1 back from retaliation damage. Then...

Chrono-Ranger

Compounded Bow

  • Deal 3 projectile and 3 existential dread damage to Spite [70]
  • Spite deals 1 toxic damage to CR [18]
  • Spite heals 1 [71]
  • Discard the top 5 cards of CR's deck (Terrible Tech-Strike x 3, Just Doin' My Job x 2)
BL
BlueHairedMeerkat
2014-01-24 22:29 UTC
#105

The Realm of Discord

In Play: 

Trash: Time Flies, Ethereal Bonds, Claustrophobic Delusion, Imbued Vitality

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

Start of Turn: 

Play a Card: Ethereal Bonds enters play.

End of Turn: grumble grumble Flesh to Iron grumble

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

In Play: Ethereal Bonds

Trash: Time Flies, Claustrophobic Delusion, Ethereal Bonds, Imbued Vitality

BL
BlueHairedMeerkat
2014-01-24 22:38 UTC
#106

Err, you've entirely failed to rescue the bystander... Was that intentional?

GR
grysqrl
2014-01-24 23:28 UTC
#107

No. I think that our intention was to rescue him. Messages earlier indicated that he had been rescued, but they must have been mistaken. Does anyone have cards to discard for him?

BO
boxwood
2014-01-24 23:55 UTC
#108

I'll do the discard, it was my original plan when i thought we had a sidekick. 

I'll discard expect the worst, offensive transmutation, and grace under fire.

 

ill edit my my turn shortly.

CM
cmschex
2014-01-25 00:00 UTC
#109

No need, I rescued him on my (Nightmist's) turn

BO
boxwood
2014-01-25 00:06 UTC
#110

If that's the case then the sidekick is still out, so I'll stick with what I did, since it's the same number of cards anyway and no one said they were saving him

PH
phantaskippy
2014-01-25 02:27 UTC
#111

I discarded for Thiago, but I am willing to pick those back up to use with cyclone.

BO
boxwood
2014-01-25 04:12 UTC
#112

I’ll take my cards back to my hand.

Also for the start of Spite’s turn I’ll return bring what you need to my hand

CM
cmschex
2014-01-25 05:13 UTC
#113

I'll return Astral Premonition

BL
BlueHairedMeerkat
2014-01-25 08:26 UTC
#114

Round Six

Spite - 71

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

Start of Turn: FLIP. Spite regains 25HP [80], deals himself 16 toxic damage [64].

Three hero cards get bounced.

Play a Card: All heroes except Nightmist take 0 projectile damage.

End of Turn: Spite deals 0 infernal damage to all non-villain targets.

Spite destroys Ethereal Bonds, deals 0 psychic damage ot all hero targets.

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

Spite - 64

Effects: ST: Return 3 hero cards in play to their owners' hands.

ET: Spite deals each non-villain target 1 infernal damage.

ET: Destroy all environment cards. Spite deals each hero target X psychic damage, X=the number of environment cards destroyed.

Whenever a hero uses a power, Spite deals them 2 toxic damage and discards the top five cards of their deck.

Increase damage dealt by Spite by 1.

The first time Spite would be dealt damage each turn, reduce that damage by 3.

Reduce damage dealt to Spire by 1.

Hero HP: Nightmist - 18, CR - 17, Tempest - 22, Scholar - 23, Expat - 23

EN
Envisioner
2014-01-25 08:34 UTC
#115

Wait, why does he regain all that HP?

BL
BlueHairedMeerkat
2014-01-25 09:31 UTC
#116

Advanced on-flip effect.

CM
cmschex
2014-01-25 14:32 UTC
#117

Dark Watch Nightmist

HP: 17

Hand: Planar Banishment (1), Mistfueled Recovery (4),  Heedless Lash (3), Enlightenment (2), Mist Form (3), Oblivion (3), Heedless Lash (2), Heedless Lash (3), Astral Premontion (4)

In play:  Starshield Necklace (3)

Trash: Enlightenment (1), Oblivion (4), Scouring Mists (3), Enlightenment (3), Mistbound (1), Scouring Mists (2), Call Forth (2), Astral Premonition (2), Call Forth (4), Scouring Mists (4), Call Forth (1), Planar Banishment (3), Amulet of the Elder Gods (2), Planar Banishment (2), Tome of Elder Magic (3), Mist Form (2), Mistbound (4), Elder Ring (2), Mists of Time (3), Master of Magic (3), Amulet of the Elder Gods (3), Heedless Lash (1), Mistfueled Recovery (3), Master of Magic (2), Oblivion (1) (24 cards in trash)

Additional effects

 

Start of hero turn: 

Play a card: Heedless Lash - reveal Oblivion (2), deal 3-3 damage to Spite and 2 damage to Nightmist (15).  Put Oblivion into play - reveal Amulet of the Elder Gods (2) and deal all targets 2 damage Spite (58). Reveal Mists of time (4) and deal all non hero targets 4 damage.  Spite (53)

Use a power: none

Draw a card:Elder Ring (1)

End of hero turn: Discard Astral Premonition (4) to regain 4HP

 

HP: 17

Hand: Planar Banishment (1), Mistfueled Recovery (4), Enlightenment (2), Mist Form (3), Oblivion (3), Heedless Lash (2), Elder Ring (1)

In play:  Starshield Necklace (3)

Trash: Enlightenment (1), Oblivion (4), Scouring Mists (3), Enlightenment (3), Mistbound (1), Scouring Mists (2), Call Forth (2), Astral Premonition (2), Call Forth (4), Scouring Mists (4), Call Forth (1), Planar Banishment (3), Amulet of the Elder Gods (2), Planar Banishment (2), Tome of Elder Magic (3), Mist Form (2), Mistbound (4), Elder Ring (2), Mists of Time (3), Master of Magic (3), Amulet of the Elder Gods (3), Heedless Lash (1), Mistfueled Recovery (3), Master of Magic (2), Oblivion (1), Astral Premontion (4), Astral Premontion (4), Oblivion (2), Amulet of the Elder Gods (2), Mists of Time (4), Heedless Lash (3) (29 cards in trash)

Additional effects

GR
grysqrl
2014-01-25 14:57 UTC
#118

1) Spite's card-play damage should be 0 (1 + 1 [PL531] - 2 [neuro toxins])

2) Spite's self-damage at flip should be net -4 ((5 x victims) + 1 [PL531] - 1 [Advanced DR] - 2 [neuro toxins] - 3 [PL602] + 1 [BAM]); so 19 doesn't make any sense. I don't remember how many victims there were in the safe house, but assuming it was 4, then the damage should be 16.

3) In case anyone missed it, we all take 2 damage from Oblivion

4) I won't be using my power on Spite's turn - I want to pull some things from my trash.

GR
grysqrl
2014-01-25 15:14 UTC
#119

Assuming that Spite is starting my turn with 58 HP and I bounced Jim's Hat for PL531.

Chrono-Ranger

HP: 18

Hand: Jim's Hat, Temporal Grenade (2), The Masadah, Displaced Armory, Ranger's Mark (2), No Executions, Hunter and Hunted

Play: By Any Means (Spite), The Ultimate Target (Spite), Compounded Bow, Neuro-Toxin Dart Thrower

Trash: 25 cards

Effects:

  • Damage dealt to Spite is +1 [BAM]
  • Damage dealt to Spite by Chrono-Ranger is +1 [TUT]
  • The first time each turn that Spite deals damage, Chrono-Ranger may use a power [TUT]

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

Play: Jim's Hat

Play: Ranger's Mark - take Dead or Alive from the trash and put it into play next to Spite; deal Spite 0 damage

Power: Neuro-Toxin Dart Thrower

  • CR deals 2 projectile damage to Spite [56]
  • Damage dealt by Spite is -1
  • Spite deals 2+1-1 toxic damage to CR [16]
  • CR discards 5 cards (Bounty Board, Sudden Contract, <shuffle>, The Whole Gang, Displaced Armory (2))
  • Since Spite dealt damage, CR uses Compounded Bow

Power: Compounded Bow

  • CR deals 2+2 projectile damage to Spite [52]
  • Spite deals 2+1-1 toxic damage to CR [14]
  • CR discards 5 cards (Sudden Contract (3), Danny Boy, Just Doin' My Job)

Draw: Hunter and Hunted

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

HP: 14

Hand: Temporal Grenade (2), The Masadah, Displaced Armory, Ranger's Mark, No Executions, Hunter and Hunted (2)

Play: By Any Means (Spite), The Ultimate Target (Spite), Compounded Bow, Neuro-Toxin Dart Thrower, Dead or Alive (Spite)

Trash: The Whole Gang, Displaced Armory (2), Sudden Contract (3), Danny Boy, Just Doin' My Job

Effects:

  • Damage dealt to Spite is +1
  • Damage dealt to Spite by Chrono-Ranger is +1
  • The first time each turn that Spite deals damage, Chrono-Ranger may use a power
  • Damage dealt by Spite is -1
  • At the start of his turn, Chrono-Ranger heals 1 HP

 

I will be using Neuro-Toxin Dart Thrower at the next opportunity.

PH
phantaskippy
2014-01-25 22:29 UTC
#120

I can return Cleansing Downpour this turn, but no healing.  If others can cover the 2 returns I'll switch out and heal instead.  Either way I figure if Scholar can DDA we'll be really well set up.

The Inhuman Tempest

HP:  22

In Play:  Electrical Storm, Vicious Cyclone, Gene-Bound Shackles.

Hand:  Aquatic Correspondance, Cleansing Downpour, Lightning Slash, Localized Huricane, Otherwordly Resilience, Reclaim from the Deep

Trash:  Ball Lightning(2), Chain Lightning(2), Electrical Storm(2), Elemental Subwave inducer, Flash Flood(2),  Greivous Hail Storm(3), Into the Stratosphere, Otherwordly Resiliance, Reclaim from the Deep, Shielding Winds(2), Vicious Cyclone.

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

Start of Turn:  Electrical Storm deals Spite 1+2+1-1-3 lightning damage [52], Discard Localized Hurricane, Otherwordly Resilience, Lightning Slash to deal 1+2+1-1 x3 to Spite [43]

Play a Card:  Reclaim from the deep, I return Reclaim from the deep to my hand and draw it.

Use a Power:  Squall:  Deal 1+2+1-1 projectile damage to Spite [40] Spite deals me 2+1-1 [20] and discards 5.  Chrono goes pew pew

Draw a Card:  Lightning Slash

End of Turn:

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

HP:  20

In Play:  Electrical Storm, Shielding Winds, Vicious Cyclone

Hand:  Aquatic Correspondance, Cleansing Downpour, Lightning Slash, Reclaim from the Deep

Trash:  Ball Lightning(2), Chain Lightning(3), Cleansing Downpour, Electrical Storm(2), Elemental Subwave inducer(2), Flash Flood(2),  Greivous Hail Storm(3), Into the Stratosphere(2), Lightning Slash, Localized Hurricane Otherwordly Resiliance(3), Reclaim from the Deep, Shielding Winds(2), Vicious Cyclone.

 

No healing this turn (unless we get two more returns and people want that over 3 damage to Spite)

Everyone put a card from your trash on top of your deck, and if Scholar wants we'll put them in play on his turn.

GR
grysqrl
2014-01-25 22:54 UTC
#121

Phantaskippy, where is your +2 coming from? You get +1 from By Any Means, but nothing from The Ultimate Target. I think Spite should be at 44 after your power use.

Also, I will definitely take any healing that is available. Going to burn through my HP fast.

Not putting a card on top of my deck for Reclaim From The Deep, since I'm about to mill it anyway.

On Tempest's turn, after Spite deals damage:

Neuro-Toxin Dart Thrower:

  • Deal 2 (1+2[Bounties]-1[Advanced]) projectile damage to Spite [38]
  • Spite's damage is reduced by another 1 (-2 from NTDT currently)
  • Spite deals 1 toxic damage to CR [13]
  • CR discards 5 cards (Displaced Armory, Just Doin' My Job, Sudden Contract, Terrible Tech Strike, Hunter and Hunted)
CM
cmschex
2014-01-25 23:04 UTC
#122

Gene Bound Shackles are adding +2 to Tempest's damage.

 

Nightmist puts Oblivion (4) on top of deck

GR
grysqrl
2014-01-26 00:40 UTC
#123

Weird. I looked to see if they were in play and somehow managed to miss them. Edited my mini-turn.

BO
boxwood
2014-01-27 01:58 UTC
#124

The Scholar bounces bring what you need to his hand, and for reclaim from the deep puts the DDA in his discard on top of his deck, because the possible shenanigans could be fun. The Scholar HP: 23

I’m Play: Flesh to iron

Hand: Don’t dismiss anything, bring what you need, expect the worst, Grace under fire, truth seeker, flesh to iron, keep moving (2), offensive transmutation, proverbs and axioms, know when to turn loose, know when to hold fast.

Trash: get out of the way(3), solid to liquid(3), transmutive recovery(3), keep moving(2), mortal form to energy(2), alchemical redirection, Grace under fire(2), know when to turn loose, offensive transmutation, proverbs and axioms, truth seeker, expect the worst

-------------------------Start of Turn: discard a card (Grace under fire) to keep flesh to iron in play

Play a Card: keep moving search my deck for adv elemental (flesh to iron) and put it into play, then shuffle and play another card

Okay keep moving again, this time mortal form to energy, and I play another card after shuffling the last three in my deck.

Play don’t dismiss anything, each player may either put the top card of their deck into play or take a card from their discard and put it in top of their deck, I put another DDA into play another which then puts bring what you need into play.

Use a Power: Bring what you need revealing the top 3 cards of my deck putting two in my hand and one on the bottom of my deck, revealing know when to hold fast (shuffle), Grace under fire, and keep moving. I put know when to hold fast and keep moving in my hand and Grace under fire beneath my deck. Spite fails at dealing me damage and I discard the top 5 cards of my deck. Alchemical redirection, Grace under fire, mortal form to energy, transmutive recovery, and get out of the way.

Draw a Card: mortal form to energy.

End of Turn: none

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

HP: 23

In Play: flesh to iron(2), mortal form to energy, bring what you need.

Hand: Mortal firm to energy, bring what you need, expect the worst, flesh to iron, proverbs and axioms, offensive transmutation, know when to turn loose, know when to hold fast(2), truth seeker, keep moving.

Trash: get out of the way, mortal form to energy, alchemical redirection, Grace under fire, and transmutive recovery

Additional effects reduce damage dealt to the scholar by 4, whenever the scholar remains hp he also deals 1 target that much energy damage.

Also each player may either move 1 card from their trash top the top of their deck or put the top card of their deck into play.

And that happens twice.

GR
grysqrl
2014-01-27 02:30 UTC
#125

Chrono-Ranger

DDA #1: Play Eye on the Prize (#1) from the top of my deck

  • Deal 0 (3-3-1) projectile damage to Spite
  • Draw Eye on the Prize
  • Play Eye on the Prize (#2)
  • Deal 2 projectile damage to Spite [36]
  • Draw Eye on the Prize
  • Play Eye on the Prize (#3)
  • Deal 2 projectile damage to Spite [34]
  • Draw Terrible Tech-Strike
  • Play Hunter and Hunted

DDA #2: Play Terrible Tech-Strike from the top of my deck

  • Deal 6 (2+1+1+3-1) melee damage to Spite [28]
  • Deal 5 (1+1+1+3-1) projectile damage to Spite [23]
PH
phantaskippy
2014-01-27 03:47 UTC
#126

DDA#1:  Aquatic Correspondance, draw Gene-Bound Shackles, Shielding Winds, Localized Hurricane

DDA#2:  Lightning Slash deals 7 (5+2+1-1) lightning damage to Spite [16]

CM
cmschex
2014-01-27 04:12 UTC
#127

Actually, shouldnt we do this in turn order?  Ah, it doesnt matter.

 

Put Heedless Lash (1) on top of my deck

Reveal Heedless Lash (1), which reveals Oblivion (4).  Deal myself 4 damage and Spite 4+1-1 (since CR already reduced damage he's taking full damage).  Spite (12)

 

Oblivion reveals Elder Ring (1) and Starshield Necklace (3) - dealing 1 damage to everyone and 3 damage to Spite (8)

BO
boxwood
2014-01-27 04:47 UTC
#128

As far as the turn order question goes, I assume we don’t need to worry about it unless the card said so like set’s flipside and the Atlantean font of power, so like other simultaneous effects it is up to how the players want to handle things.

Unless there were an actual ruling in the matter.

EN
Envisioner
2014-01-28 14:03 UTC
#129

I'm waiting for Nightmist to do the DDAs, then I'll go ahead with my turn.

DP
dpt
2014-01-28 14:04 UTC
#130

One rules comment: Your deck does not get reshuffled when you "reveal" cards, only when you "draw" or "discard" them. So Bring What You Need with only 1 card in your deck just nets you that one card. (Note this rule is missing from the printed rulebook.)

PH
phantaskippy
2014-01-28 14:17 UTC
#131

Everyone but Expat has done the DDA's.

BO
boxwood
2014-01-28 16:30 UTC
#132

Good to know, well at least I made the mistake in what looks like the last round of the game.

Where exactly has thks been said?

PH
phantaskippy
2014-01-28 17:02 UTC
#133

I don't remember where that comes from, but it is official, dray, play, discard are the only actions that cause an empty deck to shuffle the trash.

BO
boxwood
2014-01-28 18:41 UTC
#134

I guess it makes sense, hopefully we’ll get a new rules supplement in the future.

EN
Envisioner
2014-01-29 02:04 UTC
#135

Where did Misty post her DDA effect?  I didn't see it.

Anyway, life is busy this week, so I'm not sure when I'll be able to get to it.  Sorry all.

I believe it was a rules question on these forums somewhere…but the main way that you can make sense of it is that if reveals could reshuffle, Prison Riots would very frequently lock the game in an infinite loop by repeatedly searching The Block's deck for Inmates which are already in play.

GR
grysqrl
2014-01-29 02:56 UTC
#136

https://greaterthangames.com/comment/55310#comment-55310

EN
Envisioner
2014-01-29 14:30 UTC
#137

ANNOYED GRUNT…I did in fact see that post and somehow failed to register it.  Anyway, will get back to you when I can, sorry again for the delay.

EN
Envisioner
2014-01-30 02:39 UTC
#138

Alright, let me see if I comprehend the entire situation....

Wait, did CR manage to get Spite's damage down so low that Hunter & Hunted doesn't result in Compound Omicron killing him?

 

Spite [64]

Effects: ST: Return 3 hero cards in play to their owners' hands.

ET: Spite deals each non-villain target 1 infernal damage.

ET: Destroy all environment cards. Spite deals each hero target X psychic damage, X=the number of environment cards destroyed.

Whenever a hero uses a power, Spite deals them 2 toxic damage and discards the top five cards of their deck.

Increase damage dealt by Spite by 1.

The first time Spite would be dealt damage each turn, reduce that damage by 3.

Reduce damage dealt to Spire by 1 (wait, where is this coming from?).

 

Dark Watch Nightmist

HP: 12

Hand: Planar Banishment (1), Mistfueled Recovery (4), Enlightenment (2), Mist Form (3), Oblivion (3), Heedless Lash (2), Elder Ring (1)

In play:  Starshield Necklace (3)

Trash: Enlightenment (1), Scouring Mists (3), Enlightenment (3), Mistbound (1), Scouring Mists (2), Call Forth (2), Astral Premonition (2), Call Forth (4), Scouring Mists (4), Call Forth (1), Planar Banishment (3), Amulet of the Elder Gods (2), Planar Banishment (2), Tome of Elder Magic (3), Mist Form (2), Mistbound (4), Elder Ring (2), Mists of Time (3), Master of Magic (3), Amulet of the Elder Gods (3), Mistfueled Recovery (3), Master of Magic (2), Oblivion (1), Astral Premontion (4), Astral Premontion (4), Oblivion (2), Amulet of the Elder Gods (2), Mists of Time (4), Heedless Lash (3), Heedless Lash (1), Oblivion (4), Elder Ring (1), Starshield Necklace (3)

(Nightmist apparently has no cards left in her deck?)

Chrono-Ranger

HP: 13?

Hand: Temporal Grenade (2), The Masadah, Displaced Armory, Ranger's Mark, No Executions, Hunter and Hunted, Terrible Tech-Strike

Play: By Any Means (Spite), The Ultimate Target (Spite), Compounded Bow, Neuro-Toxin Dart Thrower, Dead or Alive (Spite), Hunter & Hunted

Trash: The Whole Gang, Displaced Armory (2), Sudden Contract (3), Danny Boy, Just Doin' My Job, plus 10 more cards, then three Eye on the Prizes.

Effects:

  • Damage dealt to Spite is +1
  • Damage dealt to Spite by Chrono-Ranger is +1
  • The first time each turn that Spite deals damage, Chrono-Ranger may use a power
  • Damage dealt by Spite is -1
  • At the start of his turn, Chrono-Ranger heals 1 HP

Tempest

HP:  19

In Play:  Electrical Storm, Shielding Winds, Vicious Cyclone

Hand:  Aquatic Correspondance, Cleansing Downpour, Lightning Slash, Reclaim from the Deep, Gene-Bound Shackles, Shielding Winds, Localized Hurricane

Trash:  Ball Lightning(2), Chain Lightning(3), Cleansing Downpour, Electrical Storm(2), Elemental Subwave inducer(2), Flash Flood(2),  Greivous Hail Storm(3), Into the Stratosphere(2), Lightning Slash, Localized Hurricane Otherwordly Resiliance(3), Reclaim from the Deep, Shielding Winds(2), Vicious Cyclone, Aquatic Correspondence, Lightning Slash

Everyone put a card from your trash on top of your deck, and if Scholar wants we'll put them in play on his turn.

The Scholar

HP:  23

In Play:  flesh to iron(2), mortal form to energy, bring what you need.

Hand:  Mortal firm to energy, bring what you need, expect the worst, flesh to iron, proverbs and axioms, offensive transmutation, know when to turn loose, know when to hold fast(2), truth seeker, keep moving.

Trash:  get out of the way, mortal form to energy, alchemical redirection, Grace under fire, and transmutive recovery

Additional effects reduce damage dealt to the scholar by 4, whenever the scholar remains hp he also deals 1 target that much energy damage.

Also each player may either move 1 card from their trash top the top of their deck or put the top card of their deck into play.

And that happens twice.

The Realm of Discord

In Play:

Trash: Time Flies, Claustrophobic Delusion, Ethereal Bonds x2, Imbued Vitality

Let me know if this is an accurate summary of the round.  I'm going to go ahead with my turn on the assumption it is.

EN
Envisioner
2014-01-30 02:56 UTC
#139

Dark Watch Expatriette

HP:  20

In Play:  Tactical Shotgun, Pride

Hand:  Flak Jacket, Assault Rifle, Speed Loading, Submachine Gun x2, Quick-Draw, Reload, Incendiary Rounds

Trash:  Arsenal Access, Speed Loading, Flak Jacket, Quick-Draw, Submachine Gun, Hair-Trigger Reflexes, Assault Rifle, Shock Rounds, RPG Launcher, Quick-Draw, Assault Rifle, Flak Jacket, Reload, Hollow Points, Hollow Points

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

During Villain Turn:  Pride is returned to my hand.

During Tempest's Turn:  Reclaim from the Deep puts Hollow Points on top of my deck

During Scholar's Turn:  Don't Dismiss Anything #1 puts Hollow Points into play on Tactical Shotgun.  Don't Dismiss Anything #2 puts Reload into play from the top of my deck; I put the other Hollow Points from trash into my hand.

Start of Turn:

Play a Card:  Speed Loading

Use a PowerTactical Shotgun + Hollow Points + By Any Means - Compound Xi - 4 net damage to Spite, he deals some amount back to me , and CR may use a power if he's still alive.  I discard RPG Launcher, Hair-Trigger Reflexes, Arsenal Access, Liquid Nitrogen Rounds, and Tactical Shotgun from the top of my deck.  Hollow Points are destroyed

Draw a Card:  Shock Rounds

End of Turn:

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

HP:  19 or less?

In Play:  Tactical Shotgun, Speed Loading

Hand:  Flak Jacket, Assault Rifle, Submachine Gun x2, Quick-Draw, Reload, Incendiary Rounds, Pride, Hollow Points, Shock Rounds

Trash:  Arsenal Access, Speed Loading, Flak Jacket, Quick-Draw, Submachine Gun, Hair-Trigger Reflexes, Assault Rifle, Shock Rounds, RPG Launcher, Quick-Draw, Assault Rifle, Flak Jacket, Reload, RPG Launcher, Hair-Trigger Reflexes, Arsenal Access, Liquid Nitrogen Rounds, Tactical Shotgun, Hollow Points.

Remaining in Deck:  Prejudice, Liquid Nitrogen Rounds, Arsenal Access, Tactical Shotgun, Incendiary Rounds, RPG Launcher, Unload, Unload.

Effects:  Very confused.

GR
grysqrl
2014-01-30 04:42 UTC
#140

Why wouldn't I be alive? Spite hasn't damaged me since I put Hunter and Hunted into play.

Spite was at 12 HP before Expat's turn. His damage taken -1 is from Advanced, so you deal him 3 (so he's at 9 after you hit him.).

He deals Expat 1 retaliation damage. (I've neuro-toxined him twice).

When he hits Expat, I will use Compounded Bow, dealing 1 + 1[BAM] + 1[TUT] + 3[HaH] - 1[Adv] = 5 damage twice = 10. Spite is dead before he can retaliate.

BL
BlueHairedMeerkat
2014-01-30 08:27 UTC
#141

And thus Endeth Spite.

Big dude, and not so stable;

Will not be missed much.

PH
phantaskippy
2014-01-30 18:12 UTC
#142

Spiteku!

 

Rife with Confusion

The heroes victorious

shrug and go their ways.

or

Silly Psycopath

Villains never seem to learn,

Drugs and Crime don't pay.

 

I'll stop now.  

EN
Envisioner
2014-01-31 02:35 UTC
#143

Every time you used a power all round, Spite dealt damage to you because of Compound Omicron.  Unless you shot him 5 or 6 times with the Dart thrower, your 3 Bounties in play would bring that damage back up to an amount that would be fairly relevant to your low HP.

GR
grysqrl
2014-01-31 02:43 UTC
#144

I haven't used a power since Hunter and Hunted went into play, which was during the Scholar's turn from DDA. Spite didn't deal any damage on Scholar's turn, so I didn't get a power use. Then it was your turn and now Spite is dead, so he doesn't get to hit back anymore. Also, check your compounds; Omicron is his shield.

EN
Envisioner
2014-02-01 07:14 UTC
#145

So it turns out this was my 100th game of Sentinels (not counting the one I jumped into after it started, nor any that I facilitated but didn't play in).  Rather an underwhelming one to have claimed that august anniversary.  I'm definitely done fighting original Spite for a very looooong time, and probably never doing so on Advanced again.  Bletch.  At least this time I almost got to use DW Expat's special Power.....