Sounds like you had a magnificent game. Yes, both cards played by DDA would have all of their normal effects even if it's not the right turn. (One way another poster on this forum explained it to me, which I really liked, is that Unload's "you may use X powers this turn" works because your power phase is normally the game as a whole saying "you may use a power now". If you play Load on your own turn, you could effectively resolve its effect immediately, using a power for each of your Guns, and then you couldn't use your Power normally because you've already used one or more powers. It's a little abstruse, especially when you look at interactions like Embolden or Load, but in general the meta-rule of SOTM seems to be "don't overthink it; do what seems obviously right". After all, it's co-op, so not much is at stake if you accidentally do it "wrong"…at most it means your bragging rights might be unjustified, but big deal, it's not like there's money or nationwide prestige on the line.)
Yeah, Matty is hard in a lot of other ways, but she's one of two villains whose Advanced text is potentially irrelevant (the other being Gloomweaver, if nobody in the game is restricted to physical damage). I sorta panicked the first time I saw Matty's advance text though, because I'd already been destroyed by Muninn once; the idea of him being immortal was pretty awful, as I hadn't yet grokked that Matty flips pretty quickly and then a 0-HP Cohort will instantly drop dead).
So, for future reference, is there any card that would be wasted with Don't Dismiss Anything? (I know there are definitely cards that you wouldn't want to play accidentally…Fanatic's End of Days comes to mind…but I'm talking about cards that effectively don't do anything when played out of turn.)
Not as such, although there are cards (particularly in the decks of the two Infernal Relics heroes, Nightmist and the Argent Adept) which are only useful if you have certain cards in your hand or in play, and those might sometimes be un-useful if they turn up out of turn…they would also be un-useful during the players' own turn, given the same circumstances, but on their own turn they would just choose not to play the card. (For Argent the worst card that DDA can turn up is probably Polyphoric Flare, if he has no "songs" out…"oh gee, I can hurt myself if I want to, and then do nothing". In Nightmist's case there are several candidates - Call Forth and Mistbound if you don't have other cards to discard; Mists of Time if you have no trash, and thus simply take 2 damage to dump your deck into your trash, then reshuffle it the next time you draw; Mist-Fueled Recovery if no player in the game has more than 1 card in their trash, and don't especially want that one card back; and finally, any of the various Spells if your deck is completely empty, since if you don't have a topdeck card to discard for the spell's effect, the spell won't do anything.)
How did you get the first copy in your trash, if your first play was Know When to Turn Loose? I don't remember the Ennead forcing you to discard cards (until Tefnut is incapped).
I never dropped below 20 and finished the game on 23 :).
Yeah, I hate it when that happens to me as Scholar, because for me he's all about going Mortal Form to Energy. I'm like "Why aren't you hurting me? C'mon, I need to almost die, so I can heal and zap you."