Episode 18: Citizen Dawn

I'm aware. It meant that the Scholar was skipping stones from the deck of his houseboat. I thought that was obvious.

The Block

In Play: Block Guard - 7, Time-Crazed Prisoner - 1

Trash: 

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Start:

Play: Imprisoned Rogue enters play.

End: Block Guard deals 3 lightning damage to Prisoner [DEAD].

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In Play: Block Guard - 7, Imprisoned Rogue - 6

Trash: Time-Crazed Prisoner

Effects: ET: Block Guard deals the non-agent target with the lowest HP 3 lightning damage. Targets dealt damage this way cannot deal damage until the start of the environment turn.

ST: Destroy the agent with the highest HP.

Increase damage dealt by inmates by 1.

Round Three

Citizen Dawn - Leader of the Citizens of the Sun

Citizen Dawn - 66

In Play: Citizen Spring - 6

Citizen Blood - 5

Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Citizen Truth, Healing Light [4]

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Start of Turn: 

Play a Card: Citizen Dare enters play.

End of Turn: Dawn deals Expatriette 6 energy damage [17].

Citizen Spring does her healing thing.

Blood cries.

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Citizen Dawn - 67

In Play: Citizen Spring - 6

Citizen Blood - 5

Citizen Dare - 3

Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Citizen Truth, Healing Light [4]

Effects: ST: 5 or more citizens in the trash? Flip Dawn.

ET: Dawn deals the hero target with the highest HP 3 energy damage.

ET: Each citizen regains 1HP.

ET: Blood deals the hero target with the lowest HP 1 melee damage.

Increase damage dealt by citizens by 1.

Increase damage dealt to hero targets by 1.

Hero HP: AZ - 19, AA - 15, Expat - 17 Fanatic - 22, Scholar - 19

Absolute Zero

HP: 19

Hand:  Hoarfire, Impale, Null-Point Calibration Unit, Focused Apertures

In Play: Null-Point Calibration Unit, Isothermic Transducer

Trash:  Modular Realignment, Onboard Module Installation, Frost-Bound Drain

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Start of Turn:

Play a Card:  Focused Apertures

Use a Power:  Thermodynamics; deal 2 fire to myself (17), Transduce 4 Cold to Dawn (63)

Draw a Card:  Glacial Structure

End of Turn:

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HP: 17

Hand:  Hoarfire, Impale, Null-Point Calibration Unit, Glacial Structures

In Play: Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures

Trash: Modular Realignment, Onboard Module Installation, Frost-Bound Drain

Effects: Cold heals, Fire damage deals Cold damage to 1 target

That should be 3 and 5; Dare is boosting all damage dealt to hero targets.

The Argent Adept

HP: 15

Hand: Cedistic Dissonant (x2), Sarabande of Destruction, Vernal Sonata, Akpunku’s Drum

In play: Syncopated Onslaught, Inspiring Supertonic, Musaragni’s Harp

Trash: Arcane Cadence, Vernal Sonata, Rhapsody of Vigor, Instrumental Conjuration

[hr]
Start of hero turn: Syncopated Onslaught expires

Play a card: Cedistic Dissonant

Use a power: Musaragni’s Harp. Perform of Inspiring Supertonic: I use Vocalize on Perform of Syncopated Onslaught; AZ and Fanatic deal +1 damage until start of my turn. Accompany of Cedistic Dissonant: I discard Cedistic Dissonant and Akpunku’s Drum, and draw Eydisar’s Horn, Polyphoric Flare, and Arcane Cadence.

Draw a card: Counterpoint Bulwark

End of hero turn:

[hr]

HP: 15

Hand: Sarabande of Destruction, Vernal Sonata, Eydisar’s Horn, Polyphoric Flare, Arcane Cadence, Counterpoint Bulwark

In play: Syncopated Onslaught, Inspiring Supertonic, Musaragni’s Harp, Cedistic Dissonant

Trash: Arcane Cadence, Vernal Sonata, Rhapsody of Vigor, Instrumental Conjuration, Cedistic Dissonant, Akpunku’s Drum

Additional effects: AZ and Fanatic deal +1 damage until start of my turn.

Expatriette

HP: 17

Hand:  Quick Draw, Flak Jacket, Liquid Nitrogen Round

In Play: Tactical Shotgun, Assault Rifle

Trash: Speed Loading,  Incendiary Rounds

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Start of Turn:

Play a Card:  Flak Jacket

Use a Power:  Tactical Shotgun, 5 net projectile damage to Dawn (57)

Draw a Card:  Submachine Gun

End of Turn:

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HP: 17

Hand:  Quick Draw, Submachine Gun, Liquid Nitrogen Round

In Play: Tactical Shotgun, Assault Rifle, Flak Jacket

Trash: Speed Loading,  Incendiary Rounds

Effects: 

Oh, sure. Make me reconsider putting Dare on ice. :smiling_imp:

(Okay, Divine Focus time!  Barring any interruptions, I plan on discarding at the start of each turn to deal 3 radiant damage each time.  Adept, I will need you to refresh the damage buff on me, if at all possible--if not the damage drops to 2 radiant:

  • Scholar's turn--Sacrosanct Martyr
  • Environment turn--Embolden
  • Villain turn--Final Dive #1
  • AZ's turn--Smite the Transgressor #1
  • Adept's turn--Smite the Transgressor #2
  • Expatriette's turn--End of Days
  • Fanatic's next turn--either Final Dive #2 or Holy Nova, depending on circumstances.

Redeemer Fanatic

HP: 22

Hand:  Smite the Transgressor (x2), Final Dive,  End of Days, Divine Focus, Embolden, Sacrosanct Martyr

In Play:  Chastise (Citizen Blood)

Trash:  Undaunted, Final Dive, Brutal Censure

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Start of Turn:  I take 3 damage [19] to keep Citizen Blood on his knees.

Play a Card:  Divine Focus

Use a Power:  Redeem:  I regain 1 hp [20] and draw Final Dive

Draw a Card:  Holy Nova

End of Turn:

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HP: 20

Hand:  Smite the Transgressor (x2),  End of Days, Final Dive (x2), Embolden, Sacrosanct Martyr; Holy Nova

In Play: Chastise (Citizen Blood); Divine Focus (Dawn)

Trash: Undaunted, Final Dive; Brutal Censure

Effects:  Citizen Blood cannot be damaged, nor can he damage anyone else.  At the start of each turn, Fanatic may discard a card to deal Citizen Dawn 2+1 Radiant damage.

The Scholar

HP: 19

Hand:  Keep Moving, Solid to Liquid, Expect the Worst (2), Get out of the way! (2), Alchemical Redirection, Mortal Form to Energy, Truth Seeker, Don't Dismiss Anything, Know When to Turn Loose, Transmutive Recovery (2)

In Play:

Trash:  Flesh to Iron, Know When to Hold Fast (2)

Effects:

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Start of Turn: Fanatic deals 3 radiant damage to Citizen Dawn [54]

Play a Card:  Keep Moving

  • Search my deck for Mortal Form to Energy and put it into play
  • Play Get out of the way!
  • Deal 1 fire damage each to Block Guard [6], Imprisoned Rogue [5], Citizen Dawn [53], Citizen Spring [5], Citizen Dare [2]
  • Heal 5 HP [24]
  • Deal 5 energy damage to Citizen Dawn [48]

Use a Power:  Better Living

  • Heal 1 HP [25] and deal 1 energy damage to Citizen Dawn [47]

Draw a Card:  Grace Under Fire

End of Turn: Still skipping

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HP: 25

Hand:  Solid to Liquid, Expect the Worst (2), Get out of the way!, Alchemical Redirection, Mortal Form to Energy, Truth Seeker, Don't Dismiss Anything, Know When to Turn Loose, Transmutive Recovery (2), Grace Under Fire

In Play: Mortal Form to Energy

Trash:  Flesh to Iron, Know When to Hold Fast (2), Keep Moving, Get out of the way!

Effects:

The Block

In Play: Block Guard - 6, Imprisoned Rogue - 5

Trash: Time-Crazed Prisoner 

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Start: Imprisoned Rogue destroys the Block Guard.

Fanatic deals 3 radiant damage to Citizen Dawn [44].

Play: Char enters play.

End: 

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In Play: Imprisoned Rogue - 5, Char - 14

Trash: Time-Crazed Prisoner, Block Guard

Effects: ST: Destroy the agent with the highest HP.

ST: Deal each non-inmate target 2 fire and 2 toxic damage.

Increase damage dealt by inmates by 1.

Round Four

Citizen Dawn - Leader of the Citizens of the Sun

Citizen Dawn - 44

In Play: Citizen Spring - 5

Citizen Blood - 5

Citizen Dare - 2

Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Citizen Truth, Healing Light [4]

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Start of Turn: Fanatic deals Citizen Dawn 3 radiant damage [41].

Play a Card: DEVASTATING AURORA. Bye-bye everything.

End of Turn: Dawn deals The Scholar 5 energy damage [20].

Citizen Spring does her healing thing.

Blood deals The Argent Adept 3 melee damage [12].

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Citizen Dawn - 42

In Play: Citizen Spring - 6

Citizen Blood - 5

Citizen Dare - 3

Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Citizen Truth, Healing Light, Devastating Aurora [4]

Effects: ST: 5 or more citizens in the trash? Flip Dawn.

ET: Dawn deals the hero target with the highest HP 3 energy damage.

ET: Each citizen regains 1HP.

ET: Blood deals the hero target with the lowest HP 1 melee damage.

Increase damage dealt by citizens by 1.

Increase damage dealt to hero targets by 1.

Hero HP: AZ - 17, AA - 12, Expat - 17 Fanatic - 20, Scholar - 20

Absolute Zero

HP: 17

Hand:  Hoarfire, Impale, Null-Point Calibration Unit, Focused Apertures

In Play:

Trash:  Modular Realignment, Onboard Module Installation, Frost-Bound Drain, Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures

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Start of Turn:

Play a Card:  Null-Point Calibration Unit

Use a Power:  Thermodynamics; deal 2 Cold to myself, heal 2 (19)

Draw a Card:  Modular Realignment

End of Turn:

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HP: 19

Hand:  Hoarfire, Impale, Glacial Structures, Modular Realignment

In Play: Null-Point Calibration Unit

Trash: Modular Realignment, Onboard Module Installation, Frost-Bound Drain, Null-Point Calibration Unit, Isothermic Transducer, Focused Apertures

Effects: Cold heals

The Argent Adept

HP: 12

Hand: Sarabande of Destruction, Vernal Sonata, Eydisar’s Horn, Polyphoric Flare, Arcane Cadence, Counterpoint Bulwark

In play:

Trash: Arcane Cadence, Vernal Sonata, Rhapsody of Vigor, Instrumental Conjuration, Akpunku’s Drum, Cedistic Dissonant (x2), Syncopated Onslaught, Inspiring Supertonic, Musaragni’s Harp

[hr]
Start of hero turn: Sigh deeply.

Play a card: Vernal Sonata. All hero targets regain 1HP, and can put a card from their discard pile on top of their deck. I take Instrumental Conjuration.

Use a power: None

Draw a card: Instrumental Conjuration

[hr]

HP: 13

Hand: Sarabande of Destruction, Eydisar’s Horn, Polyphoric Flare, Arcane Cadence, Counterpoint Bulwark, Instrumental Conjuration

In play:

Trash: Arcane Cadence, Vernal Sonata (x2), Rhapsody of Vigor, Akpunku’s Drum, Cedistic Dissonant, Cedistic Dissonant, Syncopated Onslaught, Inspiring Supertonic, Musaragni’s Harp

Additional effects: All hero targets regain 1HP, and can put a card from their discard pile on top of their deck.

Move Onboard Module Installation to the top of deck.

Put the Shotgun on my deck

 

Expatriette

HP: 18

Hand:  Quick Draw, Submachine Gun, Liquid Nitrogen Round

In Play: 

Trash: Speed Loading,  Incendiary Rounds, Tactical Shotgun, Assault Rifle, Flak Jacket

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Start of Turn:

Play a Card:  Submachine Gun

Use a Power:  Submachine Gun, 2 projectile damage to Dawn (40), 1 to Dare (2), Blood (7), Spring (5), Char (13), Inprisoned Rogue (4)

Draw a Card:  Tactical Shotgun

End of Turn:

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HP: 18

Hand:  Quick Draw, Tactical Shotgun, Liquid Nitrogen Round

In Play: Submachine Gun

Trash: Speed Loading,  Incendiary Rounds, Assault Rifle, Flak Jacket

Effects: 

Okay, so I discarded these three for Divine Focus:

  • Scholar's turn--Sacrosanct Martyr
  • Environment turn--Embolden
  • Villain turn--Final Dive #1

I'm not actually going to pull anything out of my trash to put onto my deck.  I'm good.

By the by--Blood should be at 4, following the Submachine Gun.  He started at 5, then dropped by 1.

 

Redeemer Fanatic

HP: 21

Hand:  Smite the Transgressor (x2), Final Dive,  End of Days, Holy Nova

In Play:  n/a

Trash:  Undaunted, Final Dive (x2), Brutal Censure; Sacrosanct Martyr, Embolden; Divine Focus, Chastise

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Start of Turn:  

Play a Card:  Holy Nova:  All Heroes regain 1 hp; I deal 1 radiant damage to Dawn [39]; Dare [1]; Blood [3]; Spring [4]; Char [12]; and Imprisoned Rogue [4]

Use a Power:  Redeem:  I regain 1 hp [20] and draw Zealous Offense

Draw a Card: Aegis of Resurrection

End of Turn:

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HP: 23

Hand:  Smite the Transgressor (x2),  End of Days, Final Dive; Zealous Offense, Aegis of Resurrection

In Play: n/a

Trash: Undaunted, Final Dive (x2); Brutal Censure; Sacrosanct Martyr; Embolden; Divine Focus; Chastise

Effects:  All heroes regain 1 hp.

I'll put Keep Moving on top of my deck. Char is going to brutalize the citizens, so Dawn will flip this turn.

The Scholar

HP: 22

Hand:  Solid to Liquid, Expect the Worst (2), Get out of the way!, Alchemical Redirection, Mortal Form to Energy, Truth Seeker, Don't Dismiss Anything, Know When to Turn Loose, Transmutive Recovery (2), Grace Under Fire

In Play:

Trash:  Flesh to Iron, Know When to Hold Fast (2), Get out of the way!, Mortal Form to Energy

Effects:

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Start of Turn:

Play a Card: Don't Dismiss Anything

  • Every hero can either move a card from their trash to the top of their deck, or play the top of their deck.
  • Play top card of deck - Keep Moving
  • Search my deck for Mortal Form to Energy and put it into play
  • Play Get out of the way!
  • Deal 1 fire damage to all non-hero targets: Dawn [38]; Dare [dead]; Blood [2]; Spring [3]; Char [11]; and Imprisoned Rogue [3]
  • Heal 6 HP [28]
  • Deal 6 energy damage to Imprisoned Rogue [dead]

Use a Power:  Better Living

  • Heal 1 HP [29]
  • Deal 1 energy damage to Citizen Dawn [37]

Draw a Card:  Get out of the way!

End of Turn:

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HP: 29

Hand:  Solid to Liquid, Expect the Worst (2), Get out of the way!, Alchemical Redirection, Mortal Form to Energy, Truth Seeker, Know When to Turn Loose, Transmutive Recovery (2), Grace Under Fire

In Play: Mortal Form to Energy

Trash:  Flesh to Iron, Know When to Hold Fast (2), Keep Moving, Get out of the way! (2), Mortal Form to Energy, Don't Dismiss Anything

Effects:

  • All heroes may move a card from their trash to the top of their deck or may play the top card of their deck
  • Whenever the Scholar heals HP, he may deal 1 target that much energy damage

Fanatic will flip the top card of her deck:  Undaunted comes into play.

Argent Adept puts Scherzo of Frost and Flame in play.