Episode 18: Citizen Dawn

Put Onboard Module Installation into play.

Draw Focused Apertures.

Search for Isothermic Transducer.

Play Isothermic Transducer.

Expat turns over another Quick Draw, searches for "Pride", puts it into play

The Block

In Play: Char - 11

Trash: Time-Crazed Prisoner, Block Guard, Imprisoned Rogue

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Start: Char deals all non-inmate targets 2 fire and 2 toxic damage, and is counter-burned by AZ [9].

Play: Defensive Displacement enters play.

End: 

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In Play: Char - 9, Defensive Displacement

Trash: Time-Crazed Prisoner, Block Guard, Imprisoned Rogue

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

ST: If there are no inmates in play, destroy Defensive Displacement.

Decrease all damage dealt by 2.

Round Four

Citizen Dawn - Merged with the Power of the Sun

Citizen Dawn - 33

In Play: 

Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Citizen Truth, Healing Light, Devastating Aurora, Citizen Dare, Citizen Spring, Citizen Blood

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Start of Turn: Dawn flips.

Play a Card: Citizen Sweat enters play.

End of Turn: Channel the Eclipse enters play.

1 hero ongoing card is destroyed.

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Citizen Dawn - 33

In Play: Citizen Sweat - 5

Channel the Eclipse

Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Citizen Truth, Healing Light, Devastating Aurora, Citizen Dare, Citizen Spring, Citizen Blood

Effects: ST: 6 or more citizens in play? Flip Dawn.

ET: Play the top card of the villain deck.

ET: Destroy 1 hero ongoing card.

Citizen Dawn is immune to damage.

Hero HP: AZ - 17, AA - 10, Expat - 15, Fanatic - 19, Scholar - 25

I can destroy Scherzo of Frost and Flame, if no one has a more promising card to destroy.

Char takes 2 from the Transduced Fire damage.

Absolute Zero

HP: 17

Hand:  Hoarfire, Impale, Glacial Structure, Modular Realignment, Focused Apertures

In Play: Null-Point Calibration Unit, Isothermic Transducer

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

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Start of Turn:

Play a Card:  Focused Apertures

Use a Power

Draw a Card:  Cold Snap

End of Turn:

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HP: 17

Hand:  Hoarfire, Impale, Glacial Structure, Modular Realignment, Cold Snap

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

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

Effects: Cold heals, Fire transduces to Cold

Before I play my turn, I just wanted to check strategy. It seems like Defensive Deplacement is really good for us right now, no? And therefore I should also leave Char in play, and try to fish for healing, etc?

I agree. Let's get built up while Dawn puts some citizens out. If anyone has extra ongoings to spare, Sweat is going to be destroying them; we should try to build up a supply in play so we can preserve the important ones.

I can always destroy Undaunted, if we need.  I'd prefer not to, but instances of exactly 1 or 5+ are pretty rare.  

My ongoings can come and go. Not seeing a lot of need for them right now.

Unfortunately, don't have a lot of ongoings to contribute (none at the moment).  I'll probably just be skipping to draw cards anyway.

Sorry for the delay. I’m not destroying the environment targets, as seems to be the concensus. I do hope I can keep my songs. Citizen Sweat does seem relatively harmless to keep around, unless Blood or Tears come back from the trash.

The Argent Adept

HP: 10

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 (x2), Syncopated Onslaught, Inspiring Supertonic, Musaragni’s Harp, Scherzo of Frost and Flame

[hr]
Start of hero turn:

Play a card: Arcane Cadence. Put Rhapsody of Vigor in play, Syncopated Onslaught in my hand, Inventive Preparation to the top of the deck, Instrumental Conjuration to the trash, and Instrumental Conjuration to the bottom of the deck.

Use a power: Vocalize on Rhapsody of Vigor. All hero targets regain 1HP.

Draw a card: Inventive Preparation

End of hero turn:

[hr]

HP: 11

Hand: Sarabande of Destruction, Eydisar’s Horn, Polyphoric Flare, Counterpoint Bulwark, Instrumental Conjuration, Syncopated Onslaught, Inventive Preparation

In play: Rhapsody of Vigor

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

Additional effects: All hero targets regain 1HP.

On my next turn I plan on dropping Glacial Structure into play for Sweat on the next go-round. With the Defensive Displacement in play, I'm kind of stuck for options. Can't do damage. Can't self-heal.

 

 

Expatriette

HP: 16

Hand:  Quick Draw, Tactical Shotgun, Liquid Nitrogen Round

In Play: Submachine Gun, "Pride"

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

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Start of Turn:

Play a Card:  skip

Use a Power: skip

Draw a Card:  RPG Launcher, Hollow Points

End of Turn:

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HP: 18

Hand:  Quick Draw, Tactical Shotgun, Liquid Nitrogen Round, RPG Launcher, Hollow Points

In Play: Submachine Gun, "Pride"

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

Effects: 

Redeemer Fanatic

HP: 20

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

In Play:  Undaunted

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

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Start of Turn:  

Play a Card:  Aegis of Resurrection

Use a Power:  Redeem:  I regain 1 hp [21] and draw Absolution

Draw a Card: Prayer of Desperation

End of Turn:

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HP: 21

Hand:  Smite the Transgressor (x2),  End of Days, Final Dive; Zealous Offense, Absolution; Prayer of Desperation

In Play: Undaunted; Aegis of Resurrection

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

Effects:  Fanatic may ignore all instances of exactly 1 damage, and any damage of 5+ is reduced by 2.

Never mind, wrong thread.

The Scholar

HP: 26

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:

  • Whenever the Scholar heals HP, he may deal 1 target that much energy damage

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Start of Turn: Discard Know When to Turn Loose

Play a Card: Truth Seeker

Use a Power:  Truth Seeker

  • Deal 0 melee damage to Fanatic [21]
  • Draw Keep Moving

Draw a Card:  Flesh to Iron

End of Turn:

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HP: 26

Hand:  Solid to Liquid, Expect the Worst (2), Get out of the way!, Alchemical Redirection, Mortal Form to Energy, Transmutive Recovery (2), Grace Under Fire, Keep Moving, Flesh to Iron

In Play: Mortal Form to Energy, Truth Seeker

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, Know When to Turn Loose

Effects:

  • Whenever the Scholar heals HP, he may deal 1 target that much energy damage

 

Citizen Sweat can destroy Truth Seeker this round or later, if we don't have better candidates.

The Block

In Play: Char - 9, Defensive Displacement

Trash: Time-Crazed Prisoner, Block Guard, Imprisoned Rogue

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Start: Char deals all non-inmate targets no damage.

Play: Imprisoned Rogue enters play.

End: 

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In Play: Char - 9, Defensive Displacement, Imprisoned Rogue - 6

Trash: Time-Crazed Prisoner, Block Guard, Imprisoned Rogue

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

ST: If there are no inmates in play, destroy Defensive Displacement.

ST: Destroy the agent with the highest HP.

Decrease all damage dealt by 2.

Inrease damage dealt by Inmates by 1.

Round Five

Citizen Dawn - Merged with the Power of the Sun

Citizen Dawn - 33

In Play: Citizen Sweat - 5

Channel the Eclipse

Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Citizen Truth, Healing Light, Devastating Aurora, Citizen Dare, Citizen Spring, Citizen Blood

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Start of Turn: Citizen Assault enters play.

Play a Card: Healing Light.

End of Turn: Blinding Blast; each hero must discard 2 cards.

1 hero ongoing card is destroyed.

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Citizen Dawn - 43

In Play: Citizen Sweat - 5

Channel the Eclipse

Citizen Assault - 4

Trash: Citizen Tears, Citizen Hammer, Citizen Autumn, Citizen Truth, Healing Light x2, Devastating Aurora, Citizen Dare, Citizen Spring, Citizen Blood, Blinding Blast

Effects: ST: 6 or more citizens in play? Flip Dawn.

ST: Play the top card of the villain deck.

ET: Play the top card of the villain deck.

ET: Dawn deals herself 2 cold damage.

ET: Destroy 1 hero ongoing card.

ET: Assault deals each hero target 1 melee damage.

Citizen Dawn is immune to damage.

Hero HP: AZ - 18, AA - 11, Expat - 16, Fanatic - 21, Scholar - 26

Fanatic discards Prayer of Desperation and Zealous Offense, and destroys Undaunted.