A Hero's Guide to the Argent Adept

When a one shot is used... is it immediately put into the discard pile or does it remain on the field until the resolution of its affects.

Why is this an important question?

Playing Silver shadow and then using its extra play feature to play a vernal sonata.
From that point, is silver shadow in the discard pile for vernal sonata to fetch? or is it still on the field and therefore out of sonata's reach to interact with?


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Had a game earlier today where both "inventive preperation" and "Subdominant" were in play but with no instruments however.
Amongst other cards, two vernal sonatas and one silver shadow in hand.

Play phase: Silver shadow on Invenptive prep ~ out of turn card play
Extra play: Vernal sonata ~ silver shadow return to top of deck

Power Phase: Subdominant ~ out of turn play.

Repeat for two more turns...
Artificially having the same affect as if Lyra was in play for three turns ;)
(legit?)

Oneshots go in the trash after resolving their effect.  So in this case Silver Shadow shouldn't be in the trash until you have finished the last effect (playing and resolving Vernal Sonata).

EDIT: While the instrument discussion was fairly related to the strategy guide, this is reaching a point where it would probably be better to ask questions in a new thread.

 

One of my favorite combos is with AA *and* Grandpa Legacy.  If you have AA's instruments/songs set up so that he can use multiple Performs/Accompanies on a turn, then Grandpa Legacy can use his Gung Ho! power to let AA (essentially) have another go at it while healing in the bargain.  Here's an example of what I'm talking about:

 

AA has:  

Alacritous Subdominant

Inspiring Supertonic

Inventive Preparation

Telamon's Lute (Harmony Perform and Rhythm Accompany)

Musaragni's Harp (Harmony Perform and Harmony Accompany)

 

AA's turn:  

(1) Musaragni's Harp -- gives him a Harmony Perform and a Harmony Accompany:

       (a) Harmony Perform -- use Inspiring Supertonic's Perform which lets any hero use a power.  Use that on AA; it will let him play another instrument...

              (i)  Telamon's Lute -- gives him a Harmony Perform and a Rhythm Accompany;

                      (A)  Harmony Perform -- use Alacritous Subdominant -- any hero can play a card out of turn  (**Note:  If you've been spamming this for a while, and you don't need as many out-of-turn card plays, then swap this for a second Inspiring Supertonic, and let a hero use a power out of turn)

                      (B)  Rhythm Accompany -- use Inventive Preparation -- any hero (except AA) can play a card out of turn

        (b) Harmony Accompany (from Musaragni's Harp) -- AA gains +2 HP (I find this particularly useful, since AA is often the hero with the least HP, and tends to get beat on often)

 

So at the end of AA's turn, you've had two out-of-turn card plays, and AA has gained +2 HP.  Then if Grandpa Legacy is next, have him use Gung Ho on AA to let AA use a power out of turn.  As the power, use Musaragni's Harp, and repeat the steps above.  After two hero turns, the end result is *four* (4) out-of-turn card plays, and AA gains +5 HP.   With four out-of-turn card plays, suddenly setup-heavy characters like Unity, Fixer, and Expatriette become much more workable.   Or RA/Tempest/Tachyon pound enemies to hamburger with strings of damage one-shots.  Or combine this with characters who have one-shots that allow out-of-turn card draw/play (Tachyon, Scholar), and you can add still more out-of-turn carnage.  

Getting Captain Cosmic to stick a Dynamic Siphon on a decently set-up Adept and then having everyone deliberately plink it for one or two points of damage on each of their turns can get pretty ridiculous as well >:). Even more so if the Adept has either or both copies of Rhapsody of Vigour out along with the Pipes (or the Horn, if you only have one copy), since he can then heal the Siphon back up again and let you keep repeating the procedure multiple times every round until everyone is set up as much as they want to be, all unwanted ongoing/environment cards are destroyed soon after coming out, and anything else that you might want done has been done :D.

That’s true; one thing this guide didn’t mention (likely due to pre-dating the deck) is using the Scherzo’s two plinks to trigger Captain Cosmic’s devices. A guaranteed activation of two siphons or heals each turn, in addition to repairing the damage done? That’s pretty solid use of the pipes, especially if you can make that the endpoint of a power chain through Supertonics or Subdominants.

So much so that this combination of heroes is hard banned at our table. Mostly because I think we had at one point seven layers of nested actions resolving themselves and every turn started taking ten times as long as it should because the most logical action every turn was to ping Dynamic Siphons. It made every fight tedious and not challenging.

Stuff like that is a lot more fun on the video game, because then at least you don't have to keep track of what's going on.

… But then you don’t realize when you accidentally end the combo and don’t want to rewind because it will go aaaaaaaaaaaall the way back!

I like having to keep track of everything, becuase then I can actually keep track of everything ;).

I have had more than one game where, late in the game, it's my turn as AA and I go to the table, "Give me a minute, things are about to get crazy."

Yeah, I love games like that - the Adept does All of the Things and everyone else subsequently gets to do a whole bunch of things. Multiple times, if you happen to have a Dynamic Siphon >:D.

A few thoughts on the Xtreme version...

Like Kvothe/Dark Conductor's power, Rebel Yell doesn't interact with AA's songs, meaning it's going to be at least two turns before you can start using them. Rebel Yell, however, is a fantastic power that lets AA effectively get the effect of two songs and an instrument from turn one, and that is just fantastic no matter how you slice it. There isn't a character in the game that wouldn't benefit from that kind of set up, and the damage rider is probably the only thing that'll make you want to switch to the songs and instruments later -- but even then, there's characters who will benefit from even the damage.

Plus, if nobody needs the set up or you've got too many damage boosts out to make it worth the hit, he can just wail on the enemy instead. And he's even got the most HP of any AA variant. There are very few things not to like about him.

One of those things is the aforementioned slow set-up. Base AA can use all of his songs on turn one, while PW can double his card plays and have several options ready by his second turn and he can use 2/3 of his songs turn-one. XPWAA loses some of his first-turn utility. For the most part, Rebel Yell makes up for it, but if you need something from his other songs (like a damage buff, defense, or ongoing destruction), he's not the best.

Overall, I love the variant. The ability to get others a play and a draw -- and not a random, unknown play off the top or bottom of the deck, either -- is too good to pass up.

XPWAA also has a useful ability to use after destruction occurs or if he opens with a hand which contains none of his songs.  

Rebel Yell is almost a full hero turn in exchange for 2 damage. That’s a pretty crazy exchange, and well worth skipping most of his song abilities.

If I was in a game playing AA and one of my teammates was Completionist Guise, I'd probably start out with Xtreme AA. Especially if Xtreme cosmic was out.

Yeah, that's a great combo; especially if Autonomous Blade is in hand. Really lets him get a head start on the damage stream.

I really like putting Fortitude on Legacy, Yelling at him with XPW AA such that he only takes 1 damage, then playing a useful card and Motivational Charge to regain the lost HP, doing 2 damage to a target, and healing everyone else 1 HP as well.