Episode 11: Gloomweaver re-visualized!

Gloomweaver in Insula Primalis, House ruled Gloomy.

 

Heroes in order:

Greatest Legacy-bluehairedmeerkat

Tachyon - grim88

Omnitron-X - grysqrl

Redeemer Fanatic - cmschex

Argent Adept - dpt

 

How this alternate Gloomy works:  The first side is investigation, you are fighting the Cult that is trying to revive Gloomweaver, you cannot stop the summoning, but you can set yourselves up to be in a good spot when Gloomy is reborn.

Then he revives, and the Cultists find out he isn't their friend, and you must destroy him.  The damage dealt to Gloomy when relics die is to offset the 165 health the three relics and Gloomy have combined, you can destroy them with Argent Adept but the damage won't be as good (but the effect will be off the field).

A couple strategies that have come up in playing this villain:  You can go defensive and keep your health up best you can while waiting for relics to come out, You can try and draw the relics quickly using the cultists to summon them and hasten the ritual (you might want a good setup first).  The second side you need to keep the board clear and get Gloomy and the relics down.  I like the way Gloomy works with all the targets, and voodoo pins are awesome, just underused.  His second side that changes, and there is an extra cost for letting them stay on the field.

 

FIRST SIDE:  

Gloomweaver; The Evil that Sleeps   90hp

Setup:

At the start of the game place all Zombies in the trash, put (H)-2 Cultists in play.

Gameplay:

At the start of the villain turn, if 3 relics are in play, flip Gloomweaver's card.

Gloomweaver and his Relics are indestructible (can be damaged, but cannot be destroyed or leave play)

When a Cultist is destroyed, search the trash for a Zombie and put it into play.

Once per round, at the start of the villain turn if there are 3 or more Cultists in play the heroes may destroy two to summon a relic, if they do play the top card of the villain deck.

Advanced:

At the start of the villain turn, if there are one or more Zombies in play shuffle the trash and reveal cards till a cultist is revealed, put it into play and destroy a zombie.

SECOND SIDE:

Gloomweaver, The Terror Reborn  90hp

Setup:

When Gloomweaver flips to this side, shuffle the villain trash into the villain deck, take all Zombies and Voodoo Pins out of the deck and put them into the trash.

Gameplay:

Destroy any Cultist in play.

When a cultist is destroyed search the trash for a zombie and put it in play.

When a Cultist is destroyed search the trash for a voodoo pin and put it in play, if no pins are put in play this way deal each hero target (H)-2 infernal damage.

At the start of the villain turn deal any hero effected by a voodoo pin (H)-2 infernal damage, Gloomweaver then recovers (H)-2 health.

If there is a relic in play Gloomweaver is indestructible.

When a Relic is destroyed Gloomweaver takes damage equal to 25 minus the hp of the relic when it was destroyed, up to 25 damage.

Advanced:

Increase damage dealt by Zombies by 1, reduce damage dealt to zombies by 1.

 

 

How the devil does that work?  Destroying the relics before he flips is the whole way you beat him.

I'd love to play if you have room. I would play anyone but Argent Adept (I love him, but am playing him in another game right now - it's good to have some variety).

Redeemer Fanatic please

 

Divine Focus!, Brutal Censure, Absolution, Zealous Offense

grysqrl, you could take my spot. I could skip out this time.

I'll take Argent Adept.  Initial hand: Instrumental Conjuration, Inventive Preparation, Scherzo of Frost and Flame, Vernal Sonata

Suffer!  If we had deck manipulation, we could try to prevent them from entering play.  I think maybe card draws will be key, both the Drum of Despair and the Grimoire of Curses can be neutralized by discarding.

BAsically he is a forced two side version of Gloomy, his second side isn't instant death though (at least not in my test matches), he is really tough.  I really hope you guys like him.  We've been stomping pretty handily so I wanted a tough match.       

[quote=phantaskippy]When Gloomweaver flips to this side, shuffle the villain trash into the villain deck, place all Zombies and Voodoo Pins into the trash.[/quote]Does this include Zombies and Voodoo Pins that are in play?

At the start of the villain turn if there are 3 or more Cultists in play the heroes may destroy two to summon a relic, if they do play the top card of the villain deck.
May we do this on the first Villain turn?  (And, everyone else, would we want to?)

Can I be Greatest Legacy please? (Bearing in mind I won't have my cards until late tomorrow)

I'll play Omnitronicks. Initial draw is Singularity, Temporal Shielding, Focused Plasma Cannon, Disruptive Flechettes.

Meerkat: If we're ready to start before you get your cards, I'd be happy to draw some for you.

Yes you may, it would result in one cultist, two zombies, the first relic revealed from the deck and the top card of the villain deck being in play at the start of the villain turn.

You would get to choose the cultists to kill so it might be worth it.  (esp. since the one kind summon a zombie anyway and the other does a ton of damage) you would not get to pick which relic came out though.

Also on flip he only puts the zombies and pins that are in the reshuffled deck in the trash, the cultists in play will be destroyed immediately afterwards, and the Zombies and Pins will remain in play.

You just caused me to realize a flaw in the card language order, as it is written now summoning a relic on the first side would cause the advanced text to put a cultist back in play right away.  I'd prefer that check to happen first.  I'll think on that for a bit.

 

We just need a Tachyon now.

EDIT:  This has all been resolved, and the first part altered due to the Advanced text (see my next post)

Grim, you can grab Tacky if uoi still want to play

[Edit--You go ahead.  It was offered to you first, grim!]

 

Sure.

Another question:

At the start of the villain turn deal any hero effected by a voodoo pin H-2 infernal damage, then heal Gloomweaver for the same.

Does this mean heal Gloomweaver for H-2, or heal Gloomweaver for however much damage was dealt?

 

You take her if you'd like. if you don't respond I'll make sure not to take your spot in the next game.

OK, we got everyone.  Meerkat is out till tommorow, so everyone else get your cards and read over the villain, ask any questions you have and feel free to talk strategy.

I decided to leave the advanced text how it is.  Here's my ruling on it:  If there are three or more you have to choose whether or not to summon before the advanced text would take place.  If the advanced text summons a cultist for a zombie after that option is declined you don't get a second chance.  However, if there are two cultists and at least one zombie at the start you would not have the option to summon a relic, then the advanced text would destroy a zombie for a cultist, giving you the needed three, still being the start of the hero turn you could then choose to summon a relic or not.

When Gloomy flips, any 0hp relics would immediately be destroyed and damage to Gloomy dealt.  You could potentially have gloomy at 75 health and 2 relics at 0hp when the third enters play, if you then took it to zero health before the start of the villain turn all three would destruct, dealing 75 damage to Gloomy and therefore defeat him on the flip of his card.

Summoning the third relic to start a villain turn would of course happen after the check to flip him.  Summoning one on the first turn would cause the advanced text to trade a zombie for one of the cultists you just destroyed.

Any relics destroyed on flip would be in the trash, as the reshuffling would already have occurred, but if he goes through the deck again any in the trash would be shuffled back in.

The (H)-2 damage and healing: The healing is not dependent on the damage, he will attempt to deal (H)-2 damage, and Heal (H)-2 hp, I will try to clarify the wording.

On a strategy note on flip there cannot be any more than 11 cards in his deck, 6 pins and 5 zombies in the trash or in play, and 3 relics in play or being sent to the trash.  That means a 54% chance of drawing a cultist, and a 27% chance of drawing vast following, so those relics can bounce right back out if you are unlucky.  Pouch of Bones makes winning the second side ridiculously hard, as zombies should be coming into play pretty fast (and would have reduction of 2 add strength of the grave and it isn't pretty).  Orphidia becomes pretty nasty on the second side as well.

All yours, chief.  Enjoy!  I'll jump in on the next game.