Episode 11: Gloomweaver re-visualized!

Omni and AA both take awhile to get set up well. As long as the cultists aren't too terrible, I would probably not rush into pulling out the relics. Cultists we can deal with; one the relics are out, we can't really do anything about them until Gloomy flips.

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

But if they're indestructible, does that mean we can push them into negative HP, so that a destroyed relic could hit Gloomy for any amount of damage? 

No thank you.  I'll alter the language to get rid of that.

Tachyon starting hand: Hypersonic Blast, Accelerated Assault, Quick Insight, Lightening Reflexes

 

(I hope we weren't waiting for me to post my starting hand. If so, I apologize.)

Just need Bluehairedmeerkat's starting hand and we are good to go.

To start Gloomweaver puts a Cursed Acolyte, a Profane Zealot and a Chosen Disciple in play, at the start of the Villain turn you can destroy two of them to summon the first relic in the deck.

This would result in:

Two Zombies and 1 relic would enter play, then one zombie would be replaced by one of the two that you destroyed, so two of the Cultists, one Zombie, and one relic.

Everyone put your vote, that way when Meerkat is ready we can go with the first turn.

So, we would be trading one cultist that we kind of get to choose (50% chance) for a zombie and a relic (that we have no control over). I have a slight preference for the known problem and killing the cultists the old-fashioned way until we get better set up.

Back-Fist Strike, Inspiring Presence, The Legacy Ring, Fortitude

Yeah, I think I'm with grysgrl; let's try to get some stuff out before we start summoning relics and the like.

I concur, it’s too soon to be summoning relics.

I'm going to go ahead and post turn 1, if the other three would rather summon a relic now we'll have to change it.

First Round

Gloomweaver

HP:  90

In Play:  Chosen Disciple [7], Cursed Acolyte [6], Profane Zealot [5]

Trash:  Zombie Servant(5)

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Start of Turn:  Less than 3 relics, Option to summon a relic declined, no Zombie in play

Play a Card:  Indigo Pin [9]

End of Turn:  Chosen Disciple Moves 1 Zombie into play from trash, then deals 3 Melee damage to Redeemer Fanatic [28]

Cursed Acolyte deals each hero target 3 fire damage and 3 infernal damage

Zombie Servant deals 3 Melee damage to Greatest Legacy [21]

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HP:  90

In Play:  Chosen Disciple [7], Cursed Acolyte [6], Profane Zealot [5], Indigo Pin [9](Tachyon), Zombie Servant [2]

In Trash:  Zombie Servant(4)

Additional Effects:

ST:  Flip if there are three relics in play.

      If there are three or more cultists in play Heroes may destroy two to summon a relic from the deck.

      If there is a zombie in play search trash for a Cultist and put it in play, destroy one Zombie.

Static Effects:

     Reduce Damage dealt to villain targets by 1. (profane Zealot)

     Gloomweaver and his Relics are indestructible. (Gloomy)

Hero Health:

Greatest Legacy: 21

Tachyon: 21

Omnitron-X: 19

Redeemer Fanatic: 22

The Argent Adept: 18

 

Someone needs to claim the pin.  (end of their hero turn discard a random card)

I could take the Pin. I have burst cards in my hand. :)

Makes sense.  I'll eventually be getting good card draw, so can take one of these at a later point, but it might actively help you.

Looks like it might be a tough fight!

This is going to be fun.  We could either try to shut down the damage for a turn while we get set up (Inspiring Presence + Hypersonic Assault) or we could wail on the big damage dealers with things like Backfist Strike and Absolution

I vote 'get set up'.

America's Greatest Legacy

HP: 21

Hand: Back-Fist Strike, Inspiring Presence, The Legacy Ring, Fortitude

In Play:

Trash: n/a

Additional effects: 

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Start of hero turn:

Play a card: Inspiring Presence! +1HP and damage dealt for everyone! :D

Use a power: Gung-Ho!: Omnitron-X regains a second HP and gets to Timeshift someone. Their choice: it, Argent and I can all benefit from the setup.

Draw a card: Danger Sense

End of hero turn:

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HP: 22

Hand: Back-Fist Strike, Danger Sense, The Legacy Ring, Fortitude

In Play: Inspiring Presence

Trash: n/a

Additional effects: +1 damage for everyone!

I'll take this Timeshift. If it's a component, then it will activate on my turn.

The Timeshift on my turn goes to AA. The next turn goes to Legacy.

Edit:

Oops. I forgot to actually include what happened. I pulled Self Sabotage, which does nothing right now. Discard. Oh well.

Makes a lot of sense.

Tachyon, not from Takis

HP: 22

Hand: Hypersonic Assault, Accelerated Assault, Quick Insight, Lightening Reflexes

In Play:

Trash: n/a

Additional effects: Indigo Pin(9)

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Start of hero turn:

Play a card: Quick Insight (Hypersonic Assault, Nimble Strike, Synaptic Interruption -- Discarding AccAss, Nimble STrike.)

Use a power: Rapid Recon -- do not trash card.

Draw a card: HUD Goggles

End of hero turn: Pin eats Synaptic Interruption

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HP: 22

Hand: Hypersonic Assault (2), HUD Goggles, Lightening Reflexes

In Play:

Trash: Quick Insight, Synaptic Interruption, Nimble Strike, Accelerated Assault (Burst = 4)

Additional effects: Indigo Pin(9)

 

(You have my starting health at 21. Should be 27)

grim88, everyone took 6 damage during the villain turn.  Legacy then did some healing, so you should be at 22.

phantaskippy, the end of turn summary says a Crimson Pin is in play, when earlier you said Indigo Pin.  (I like the summaries of the hero HP, thanks.)

Good catch, fixed.  (I just hope I can keep track accurately.)

Omnitron-X

HP: 21

Hand: Temporal Shielding, Disruptive Flechettes, Focused Plasma Cannon, Singularity

In Play:

Trash: Self Sabotage

Additional effects: +1 damage dealt (from Legacy)

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Start of hero turn:

Play a card: Temporal Shielding

Use a power: Timeshift Argent Adept

Draw a card: Another Temporal Shielding

End of hero turn:

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HP: 21

Hand: Temporal Shielding, Disruptive Flechettes, Focused Plasma Cannon, Singularity

In Play: Temporal Shielding

Trash: Self Sabotage

Additional effects: +1 damage dealt (from Legacy); -2 psychic, infernal, radiant, sonic damage taken