Doomed to Failure

The Wraith, Finest Legacy, and Parse against advanced Ennead in Megaopolis.  I'm thinking that this matchup is doomed to failure before it begins.

 

Is there any possible way to win before Shu comes out and makes the game unwinnable?

Hoping alot. Im not exactly looking at the cards right now but legacy is more a support who would be great except wraith does melee damage and parce is a support as well with mostly projectile damage. My diagnosis is itll be a hard fight
maybe not impossible but extremely difficult

Make sure to use villain deck control with all of them so you possibly prevent Shu from appearing.   If Shu comes up I think you end up in a stalemate at best.  

Advanced, Shu WILL appear. That… Actually IS unwinnable.

Unless, of course, you change the environment to Pike, or maybe Dok’Thorath.

Well, yes.  That's why I specified the environment as well.  

(That's also why I specified Finest Legacy without bothering to specify which Wraith - Newest Legacy could possibly beat Shu)

 

The best possible scenario gives you 5 turns before Shu comes out.  And I don't think it's possible to defeat the Ennead in 5 turns with these heroes.  

Although... Maybe...

When we have all those decks in the digital version, I can find out =)

We had a similar situation in a game where Legacy was the last hero standing versus Shu. Luckily though we were in the Tomb of Anubis, and Legacy and Anubis teamed up to take out Shu!

Rough! If Legacy breaks out Inspiring Presence and galvanizes round 1, and Wraith gets a totally sweet improtu invention chain and manages to get out Throwing Knives, Razor Ordinance, Microtargeting AND Utility Belt, that's 21 damage a turn BEFORE parse's contributions (4 a turn from boosted powers). But even with card plays on top of those powers, and some hella lucky monorails maybe, I'm not sure that's enough to keep up with an extra ennead member every turn.

I'm trying to work it through, and like Benhimself says it needs some very lucky chains of cards.

Impromptu Inventions for The Wraith, chain Syntactic Analysis for Parse (possibly to give Legacy his Ring and his Charge, or maybe his Flying Smashes, I haven't worked out what's better in the long run)...*

The Wraith probably needs to get hit every villain turn by all participants to make use of her Combat Stance multiple times, and Parse needs to play Targetting Arrow to boost the damage to stupid good heights.

The Environment can help out with Cramped Quarters Combat (which I think is better than a monorail).

But I still don't know if it's possible yet.

 

*At this point in writing my post I remembered that you'd have to deal with the incaps of The Ennead too, and things become a lot more likely thanks to Set!

 

EDIT: Hmmmm. I wonder if Parse's greatest power is making The Ennead trigger on her turn by using Extrasensory Awareness and having The Wraith Combat Stance everyone again!

Combat Stance could come in handy for increasing total damage output too.

Hmmm, well, ring and charge is, with galvanize and presence, worth 4 damage a turn. Flying smash is, with +1 damage, 12 damage once. Two would be 24! But probably worth it to get the ring and charge out round one and then flying smash the next few turns? Or let him play a surge of strength and then syntactic the flying smash so it gets the benefit of galvanize, inspiring, AND surge of strength?

I think that I've got it.  With a round to spare, actually!

 

The important thing is not how you kill them, but who you kill.

 

I've included the general idea below in white. 

The key is to kill Set as soon as possible.  Set's incap effectively gives you an extra half-turn every turn, and helps you really pump out the damage.

 

If you want more advice, this is what I did.  Other routes will give you victory, as long as you're getting those extra plays off of Set:

 

Don't worry about Legacy's ring and charge - just get out inspiring presence and then Smash, Strike, and Thokk your way to glory.

Wraith can use her three Inventive Preparations to get almost fully set up in the first turn.  I went with Razor Ordinence, Throwing Knives, Microtargetting Computer, and Utility belt the first turn and dropped Combat Stance on the second.  Then I just Throat Jabbed until those were out, and then dropped random equiptment in anticipation of an inventory barrage at the end that I didn't actually end up needing.

Parse also sets up quickly with a double Syntactic Analysis, which I used to get Snap Decision, a Critical Multiplier, and Recompile.  Then I Recompiled twice more, then and started wailing with Between the Lines (for Wraith) and Impossible Shot.  I also tossed in another critical multiplier, which probably should have gone before the second two recompiles, but whatever.  I was hoping that with Isis's Incap I could draw out Parse's entire deck and force a reshuffle, which would have given me back the Syntactic Analyses and the Recompiles (which would have been 1 play for 27 damage if the Critical Multipliers were all out), but they turned out not to be necessary.

[color=white] For Villain plays, I started out with The Grave Beckons and Death's Grasp, with the occasional Sun's Fury thrown in for maximum Combat Stancing.  None of them do very much damage, none of them harm your board, and purple tends to trigger the least harmful Ennead effects.

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