Episode 17: Akash'Bhuta

Bunker draws Heavy Plating.

Never knew he was an artist.

Cold Snap + Focused Apertures + Galvanize is a pretty nice combination, but of course there are other choices.

Scibblenels of the Multiverse?

Agreed, especially at the start of the game, since we’re essentially getting two free turns to get set up. That’ll really make any Primeval Eruption much easier to deal with.

I've always had a strong aversion to any turn in which I play a card without using a power or vice versa; I always perceive it as a wasted opportunity to draw an extra card.  With our opponent at 200 HP and probably playing two cards every round (there are only three environment cards which aren't targets), I don't want to set up for just 2 damage on my second turn and 3 on the third while wasting all my powers.

Absolute Zero

HP:  29

Hand:  Focused Apertures, Cold Snap, Hoarfire, Glacial Structure

In Play:

Trash:

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Start of Turn:

Play a Card:  Glacial Structure

Use a Power:  Glacial Structure; draw Focused Apertures, Frost-Bound Drain, Null-Point Calibration Unit (there we go)

Draw a Card:  Onboard Module Installation (huzzah!)

End of Turn:

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HP:  29

Hand:  Focused Apertures (2), Cold Snap, Hoarfire, Frost-Bound Drain, Null-Point Calibration Unit, Onboard Module Installation

In Play:

Trash:  Glacial Structure

That's not quite accurate, since Legacy played Takedown earlier in the round.  This round, Akash-Bhuta is being denied those plays, giving us some time to prepare.

A-B tends to be a pretty long game, so investing in the Cold Snap auto-damage is probably pretty worthwhile all things considered.  But, it's your play–carry on as you will.

Yeah I know, I just didn't specify that exception.

A-B tends to be a pretty long game, so investing in the Cold Snap auto-damage is probably pretty worthwhile all things considered.  But, it's your play–carry on as you will.

I will invest in it, just not just yet.  To me, "play a card that'll be useful later, then use a power to incremental effect" is a good turn, while "play a card that does nothing right now, skip power phase and draw only one card" is better avoided.  If I had a Module I'd be up for Thermodynamicking for 1, but I don't want to do nothing on my power phase unless I'm also not playing and drawing the extra card.  (Too bad you can't skip your power phase for two turns in a row to draw an extra card on the second one.  That'd make a neat houserule.)

Cold Snap before a module.

Play Cold Snap, no power, draw a card. Next turn, at the start all non-heroes take 1 cold damage, play Isothermic Transducer, power to deal self 1 fire damage to deal out 1 cold to a target, draw. End result is; AZ has dealt 1 point to self, all non-hero targets have taken 1 damage and something has taken 1 cold damage.

Cold Snap after a module.

Play Isothermic Transducer, use power to deal self 1 fire damage to deal something 1 cold damage, draw a card. Next turn, play Cold Snap, deal self 1 fire to deal 1 cold, draw. End result is; AZ has dealt 1 point to self and either 1 target has taken 2 cold damage or 2 targets have taken 1 cold damage.

 

Edit: Actually ignore me. I just remembered whenever I try to give a suggestion about a hero, I get told my suggestion is non-optimal and ineffecient.

It's an interesting analysis, but in this particular instance, Glacial Structures is a pretty attractive alternative to Cold Snap. Anyway, perhaps we can just let Envisioner play his own hero…

 

(I am curious what the draw was, though.)

Please note that I wasn't actually saying anything about his turn. Just that playing a card and not using a power isn't a wasted move, in some cases it is better than playing a card to enable a power use.

Weighing the cost/benifit of short-term gains vs long-term gains with Absolute Zero is one of the many things contributing to his 3 complexity.

Edit: Actually ignore me. I just remembered whenever I try to give a suggestion about a hero, I get told my suggestion is non-optimal and ineffecient.
Ignoring you is non-optimal and inefficient.  Therefore I ignored your suggestion and read your comment.  :sunglasses:

The real question is what the player wants to set up.  Witht he hand he had he could have dropped cold snap and then Focused Aperatures and be dealing 2 cold damage to all non-hero targets each round.

The value of that option was actually lowered by Take Down.

AZ would have been no closer to an aperature based build on turn three, which appears to be where AZ is heading.  With a Visionary on the team an aperature based build is a pretty good thing.  Again all up to the player, it is clear he's not going for a cold snap/Focused Aperatures passive damage build, and he still can add that in as he gets going.  It will be interesting to watch how this works out, we don't always get to see choices like this.

*shrug*  My line of thinking is that Akash-Bhuta is usually a long game under ordinary circumstances.  Even if the short-term benefit of Cold Snap is minimal (likely only 1 damage to A-B and perhaps an environment target next round), the opportunity of a "free" starting turn makes the idea of building towards a build that'll dole out the harshness later on, once A-B gets out numerous targets, more attractive.

To me, that's worth more than the 3 extra cards right now.  That doesn't necessarily mean I'm right or I'm playing optimally, but it's a situational tendency.  And, besides, the Glacial Structure paid off with a Module and an Onboard Module Installation, so the gamble worked!

 

At any rate, it's moot point now.  Carry on, fellow Heroes!

The Final Wasteland

In Play: 

Trash: 

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Start:

Play: New Jersey Devil enters play.

End: New Jersey Devil deals Unity and Visionary 4 fire damage each.

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In Play: New Jersey Devil - 4

Trash: 

Effects:

Round Two

Akash'Bhuta - Chaos-Bound Creator

Akash'Bhuta - 200

In Play: 

Trash: Allies of the Earth

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Start of Turn: 

Play a Card: *grumble*

End of Turn: 

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Akash'Bhuta - 200

In Play: 

Trash: Allies of the Earth

Effects: Whenever an environment target enters play, play the top card of the villain deck.

Whenever a villain target enters play, discard the top card of the environment deck.

When the environment trash is shuffled into the environment deck, flip Akash'Bhuta.

Reduce damage dealt to villain targets by 1.

Hero HP: Unity - 21, Bunker - 28, Visionary - 21, Legacy - 30, AZ - 29

Golem Unity

HP: 21

Hand:  Construction Pylon (x2), Raptor Bot, Scrap Metal, Powered Shock Wave; Supply Crate

In Play: 

Trash:  

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Start of Turn:

Play a Card: Supply Crate--I draw Construction Pylon (AGAIN?!  Where are all of my bots?!)

Use a Power:  n/a

Draw a Card:  Supply Crate

End of Turn:

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HP: 21

Hand:  Construction Pylon (x3); Raptor Bot, Scrap Metal, Powered Shock Wave; Supply Crate

In Play:  Supply Crate

Trash: 

Effects: 

The Indestructible Bunker

HP: 28

Hand: Recharge Mode, Maintenance Unit (x2), Decommissioned Hardware, Upgrade Mode, Heavy Plating

In play: Ammo Drop

Trash:

[hr]
Start of hero turn:

Play a card: Heavy Plating

Use a power: Initialize. Draw Flak Cannon.

Draw a card: Decommissioned Hardware

End of hero turn:

[hr]

HP: 28

Hand: Recharge Mode, Maintenance Unit (x2), Decommissioned Hardware (x2), Upgrade Mode, Flak Cannon

In play: Ammo Drop, Heavy Plating

Trash:

Additional effects: Damage to Bunker is reduced by 1.

Dark Visionary

HP:  21

In Play:  Mental Divergence

Hand:  Mind Spike, Precognition, Prophetic Vision, Suggestion

Trash:

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Start of Turn:

Play a Card:  Mind Spike 4 psychic Damage to New Jersey Devil [destroyed]

Use a Power:  Turmoil on Akash'Bhutah

Draw a Card:  Psychic Maelstrom

End of Turn:

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HP:  21

In Play:  Mental Divergence

Hand:  Precognition, Prophetic Vision, Psychic Maelstrom, Suggestion

Trash:

 

Summary:

New Jersey Devil Destroyed, Turmoil on Akash.

Hooray for Dark Visionary doing all the damage and destroying all the cards so far!  

Hooray!