Put Onboard Module Installation into play.
Draw Focused Apertures.
Search for Isothermic Transducer.
Play Isothermic Transducer.
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:
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Start of Turn: Discard Know When to Turn Loose
Play a Card: Truth Seeker
Use a Power: Truth Seeker
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:
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.