Episode 19: The Dreamer

The Dreamer (Advanced)

VS

The Argent Adept (Envisioner)

Expatriette (phantaskippy)

The Wraith (Greywind)

FREEDOM Tempest (grysqrl)

Ra (PlatinumWarlock)

IN

The Tomb of Anubis

The Wraith for me, please.

Stun Bolt, Stun Bolt, Grappling Hook, Mega Computer

Tempest for me.

Opening hand: Otherworldly Resilience, Into the Stratosphere, Chain Lightning, Aquatic Correspondence

Chalk me up for Ra

Opening Hand:  Living Conflagration (x2); Excavation; Drawn to the Flame

I'm in for Expat.

Opening hand: Awesomness, Edibile Lead, Explosions, Winning.

Cards:  Incendiary Rounds, Hairtrigger Reflexes, Shock Rounds, Tactical Shotgun

Nice opening hand.

So I guess only Argent is left for me?  Well, my luck with him is historically terrible, but I shall try.

I'm thinking either Michael Bay or John Woo is your director.

Oh, there's no shortage of directors who take the More Dakka approach.  Kurt Wimmer springs to mind.  For that matter you could say the Wachowski Brothers (at the time they were both definitely male).

Opening hand:  Sarabande of Destruction, Instrumental Conjuration, Eydisiar's Horn, Vernal Sonata.

Hrm.  No Cadence, no Harmonies, no Accompany text at all, two Instruments with only one thing to play on them, and the ever infuriating early Vernal Sonata.  More than anything else, this is what I dislike about playing the Adept; I think he has to be the most luck-dependant character in the game, and I always seem to get screwed on my early turns.  Sometimes I recover and sometimes I don't, but it's always a nuisance to start off so gimpy, when you have the potential to be stupidly awesome with a different hand.

EDIT - I can't think of any Ongoings in the Dreamer's deck, so with this hand I took the liberty of assuming I'd spend my first turn drawing 2, and actually drew the two.  But I suppose I should probably wait to post what they are.  I can take an actual turn if I need to, and shuffle the second card back into my deck, but I really can't think of anything that would make this necessary.

Even though it's not useful right now, having Sarabande down is a good start and preps for the next round, once there's an environment card in play.  And, if you get a Harmony on your draw, you could throw that in round 2, then use both with the Horn in round 3.  Games against The Dreamer (in my experience, at least) tend to run long, and the Tomb of Anubis has lots of items that will hurt her...

Take it for what you will.

Round One

The Dreamer - The Dreamer Dreams

The Dreamer - 6

In Play: Tooth Fairy - 3

The Toy Master - 5

Tooth Fairy - 3

Dark Hero - 5

Macabre Spectre - 3

Trash:

--------------------------------------------------------

Start of Turn: The Toy Master deals Ra 2 psychic damage [28].

Play a Card: Violent Nightmares; Grotesque Arachnoid, Whipacorn and Illusory Demon are revealed.

End of Turn: Each player discards two cards.

Macabre Spectre deals each non-villain target 3 psychic damage.

Grotesque Arachnoid deals 3 toxic damage to Expat [23], Wraith [20], Tempest [19] and Ra [22].

Whpacorn deals Expat 4 melee damage [19]. Expat may not deal damage until the start of the villain turn.

Illusory Demon deals 6 infernal damage to Ra [16].

-------------------------------------------------------

The Dreamer - 6

In Play: Tooth Fairy - 3

The Toy Master - 5

Tooth Fairy - 3

Dark Hero - 5

Macabre Spectre - 3

Grotesque Arachnoid - 8

Whipacorn - 7

Illusory Demon - 5

Trash: Violent Nightmares

Effects: ST: No Projections in play? Flip Vanessa.

ST: The Toy Master deals the non-villain target with the highest HP psychic damage equal to the number of equipment cards in play +1.

ET: Each player discards 1 card. Tooth Fairy deals each hero with no cards in hand 4 toxic damage. [x2]

ET: Macabre Spectre deals each non-hero target 2 psychic damage.

ET: Grotesque Arachnoid deals the four non-villain targets with the highest HP 2 toxic damage each.

ET: Whipacorn deals the non-villain target with the highest HP 3 melee damage. Targets dealt damage this way may not deal damage until the start of the villain turn.

ET: Macabre Spectre deals the non-villain target with the highest HP 5 infernal damage.

Reduce damage dealt to projections by 2.

Increase damage dealt by villain targets by 1.

When a target other than Macabre Spectre is destroyed, restore it to its maximum HP.

When Illusory Demon is destroyed, destroy 1 hero ongoing card.

Each player must discard 2 cards. Expatriette cannot deal damage.

Hero HP: AA - 21, Expat - 19, Wraith - 20, Tempest - 19, Ra - 16

Tempest discards Otherworldly Resielence and Aquatic Correspondence.

Are we fighting Nightmare Dawn as well?

Usually boisterous and cheerful, the Argent Adept seems troubled by the threats which now impend upon his group.  He says and does nothing, seeming lost in thought as he contemplates the dilemma of how to stem the tide of this disaster, when its root cause is an innocent who they dare not cause real harm to, but who will continue to call forth these abominations until somehow snapped out of her trance.  His usually boundless creativity seems to be at an impasse, leaving him with nothing to do but muse over the details of the problem and trust in his allies to handle themselves.

The Argent Adept

HP:  21

Hand:  Sarabande of Destruction, Instrumental Conjuration

In Play: 

Trash:  Eydisiar's Horn, Vernal Sonata

--------------------------------------------------------

Start of Turn:

Play a Card: Skip.

Use a Power:  Skip.

Draw Cards:  Vernal Sonata, Inspiring Supertonic

End of Turn:

-------------------------------------------------------

HP:  21

Hand:  Sarabande of Destruction, Instrumental Conjuration, Vernal Sonata, Inspiring Supertonic

In Play: 

Trash:  Eydisiar's Horn, Vernal Sonata

Quick turn since I have to go

Discarded both ammo

Skip turn draw two.

Hate to say it, chief, but you can't deal damage this round--Whipacorn got you.

The Wraith

HP: 20

Hand:  Stun Bolt, Mega Computer

In Play:

Trash:  Stun Bolt, Grappling Hook

------------------------------------------

Start of Turn:

Play a Card:  Mega Computer

Use a Power:  Stealth

Draw a Card:  Smoke Bombs

End of Turn:

-------------------------------------------------------

HP: 20

Hand:   Stun Bolt, Smoke Bombs

In Play: Mega Computer

Trash: Stun Bolt, Grappling Hook

Effects: Next damage dealt to the Wraith is reduced by 2

Freedom Tempest

HP: 19

Hand: Chain Lightning, Into the Stratosphere

In Play:

Trash: Aquatic Correspondence, Otherworldly Resielence

--------------------------------------------------------------------

Start:

Play: Chain Lightning

  • Deal 2 (4-2DR) lightning damage to Tooth Fairy #1 [1]
  • Deal 1 (3-2DR) lightning damage to Dark Hero [4]

Power:

Draw: Lightning Slash

End:

--------------------------------------------------------------------

HP: 19

Hand: Into the Stratosphere, Lightning Slash

In Play:

Trash: Aquatic Correspondence, Otherworldly Resielence, Chain Lightning

Ra: God of the Sun

HP: 16

Hand: Living Conflagration, Excavation

In Play:

Trash: Living Conflagration, Drawn to the Flame

--------------------------------------------------------------------

Start:

Play:  Living Conflagration (Deals net 0 damage).

Power:  Living Conflagration (Deals net 0 damage, I draw Solar Flare)

Draw: Fire Blast

End:

--------------------------------------------------------------------

HP: 16

Hand: Excavation; Solar Flare; Fire Blast

In Play:  Living Conflagration

Trash: Living Conflagration, Drawn to the Flame

The Tomb of Anubis

In Play:  

Trash:

-------------------------

Start of Turn:  

Play a Card:  Swarm of Scarabs enters play.

End of Turn:  

-------------------------

In Play:  Swarm of Scarabs - 5

Trash:  New Jersey Devil, Horrid Skunk Ape, Amphibious Chupacabra

Reduce damage dealt to Swarm of Scarabs by 1.

Players cannot draw hero cards.