I'm thinking that we put the Glass Jaws on top and the Karmic Disjunction third. Does anyone disagree?
Agreed. It doesn't make sense to put Karmic Disjunction on top, as it would just bring out the Glass Jaws anyway. This way, we have two relatively safe turns, even if we flip her back (as Karmic DIsjunction is not a lucky card).
Very much correct, as the Disjunction would put the Glass Jaws into play anyhow. Since Kizzy will be flipping to the side where she wallops a single high-HP hero at a time, the Glass Jaws ought to be assigned to characters who have low HP; hopefully Ongoing destruction will become available by the time those players are in danger of getting hit. (Of course, right now all HPs are either 17 or 19, so if the first Glass Jaw went on a 19, that would still give two turns until that player would get smacked by the Deviant Miscreant's megablast.)
I'll be Ball Lightning-ing this turn, so lets pick whichever Jinxes we least want, so Scattered Mind and probably Glass Jaw unless Viz is really wanting to get rid of Shaky Arm this turn
The Glass Jaw unfortunately goes to a hero with highest HP, so we don't have the choice.
It just occurred to me that the way to deal with the Talisman would be: let her flip this turn; then, during the course of the next round, take it down to 5 or 6 HP so that Kismet flips it herself at the start of her following turn. That way her mega-blast is not very mega.
I don't care about Shaky Arm, but I was also planning to get rid of one myself, which would then cover all of them. (I don't think deck stacking is crucial this coming round, given what the Talisman just revealed.)
Ok. Glass Jaws on top. Disjunction third.
Ideally, we want to flip her back on round 4, so that she'll play the second Glass Jaw and then discard Karmic Disjunction since it's not Lucky. As violent as advanced Kismet is, we really don't want her having like 4 Jinxes go into play at once and boost her damage with the Talisman.
Scattered Mind isn't especially bothering me at the moment; it's just making me not want to use my Omni-Cannon or Gatling Gun.
It seems like it's convenient for us to get rid of Scattered Mind this round anyway, so bear that in mind when planning your turn. (I guess Omni-Cannon is good with Scattered Mind anyway, since you store up damage to be used later.)
Yep, and you will frequently have an empty hand by the time you fire.
Granted, if she has Inconceivable Obstruction out, it's not so good. (There's only one copy of the card in her deck, but I'm pretty sure it has come up in all three of my games against her, usually paired with Lady Luck which is also a singleton. She's mean.)
Keep in mind, barring anything more fun, I can always Timeshift her deck.
Good point. It's a pity you're not downstream of CR; it'll be less convenient to have to give the Talisman to someone earlier than you, but it would allow better coordinating of this maneuver.
Round Three
Kismet - Deranged Miscreant
Kismet: 58
The Talisman (Stolen Charm) - 7
In Play: Scattered Mind (Bunker), Shaky Arm (Visionary)
Trash: Fortune's Smile, Violent Trickster
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Start of Turn: Kismet flips.
Play a Card: Glass Jaw enters play, in front of OX, Bunker or CR.
End of Turn: Kismet deals OX 3 melee damage (is shot.)
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Kismet: 52
The Talisman (Stolen Charm) - 7
In Play: Scattered Mind (Bunker) - whenever that hero deals damage, that player discards a card.
Skaky Arm (Visionary) - reduce damage dealy by that hero by 1.
Glass Jaw (CR) - increase damage dealt to that hero by 1.
Trash: Fortune's Smile, Violent Trickster
Effects: ST: Flip? If not, deal the Talisman 2 irreducible psychic damage.
ET: Kismet regains 1HP for each Lucky card in play.
ET: Kismet deals the hero target with the highest HP (9 - Talisman's HP) psychic damage.
Increase damage dealt by Kismet 3.
Kismet's Ether is Twisted.
Hero HP: Bunker - 19, Tempest - 17, OX - 16, Visionary - 17, CR - 19
I'll hit Kismet back for 4. I can take the Glass Jaw if Bunker doesn't want it (OX definitely shouldn't have it). I would recommend that OX take the end of turn hit, since he's got Ablative Coating.
As far as I can tell, Kismet's damage calculations right now are 2 (talisman at 7 HP) + 3 (H-2 advanced bonus) + 1 (obsidian field) - 1 (twisted aether)...what am I missing that the end result is 4 rather than 5?
Whatever the damage is, I'd be willing to take the hit in my capacity as party tank, but Omnitronx is probably a better choice at the moment because of his Plating (and lack of components - he doesn't want to take the hit later after gaining some). CR should definitely take the Glass Jaw, since he's the only one without damage reduction, and thus the one we want to be getting hit least often. (He could even shoot himself a little, to avoid something else shooting him a lot.)
That's it, I'm takin' a nap.
Bunker
HP: 19 (presumed)
Hand: Decommissioned Hardware, Omni-Cannon, Ammo Drop, Gatling Gun, Recharge Mode (2).
In Play: Maintenance Unit
Trash: External Combustion, Auxiliary Power Source.
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Start of Turn:
Play a Card: Recharge Mode
Use a Power: Snoring - regains 1 sanity point.
Draw Cards: External Combustion, Omni-Cannon
End of Turn:
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HP: 19 (probably)
Hand: Decommissioned Hardware, Recharge Mode, Ammo Drop, Gatling Gun, External Combustion, Omni-Cannon (2).
In Play: Maintenance Unit, Recharge Mode
Trash: External Combustion, Auxiliary Power Source.
Effects: Takes 1 less damage per instance. Cannot play cards or use powers for any reason. Target of Scattered Mind jinx - whenever Bunker deals damage, their player must discard 1 card. Not a fan of the multiple-worlds interpretation of quantum theory.
I wasn't aware we were playing Advanced with her.
Two of the Jinxes (jinxi?) will be leaving on my card play with the Disruptive Flechettes. I'm thinking Bunker's and the Glass Jaw.
My calculations, I'll only be taking 2 of the 4 between the AC and TtE, 3 if I take the Jaw. (Missed the Field). I don't want the Jaw. 
These Episode games are always Advanced, aren't they? If we're not on advanced, I'm pretty sure I have more HP, as her A-side deals damage to every Jinxed hero on Advanced, and I remember taking that damage.
A-side deals damage to all heroes if she didn't flip.
Advanced deals damage to Jinx targets on top of.
And Meerkat usually notates in the first post if he's running Advanced.
Great, now I'm going to have to replay the entire game so far, to figure out where we're actually supposed to be. I'm certain I took the advanced damage on round 2.