Episode 20: Let's try that again...

Discard Grappling Hook

Can the available targets/HPs be updated please?

FWIW, Stun Bolts do have the damage reduction effect even if they don't do damage. (I was confused by this in a previous game myself.)

The Dreamer - 6

In Play: Granite Oni - 3

The Toy Master - 1/3

Illusory Demon - 3/1

Granite Oni - 3

Treacherous Ape - 2

We've got 1 vote for The Toy Master taking that hit, so put him at 1 and the Illusory Demon at 3. That's what I was hoping was cleared up.

The Wraith

HP: 12

Hand:  Smoke Bombs, Grappling Hook, Impromptu Invention

In Play: Stun Bolt

Trash:  Grappling Hook

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Start of Turn:

Play a Card:  Impromptu Invention; draw Impromptu Invention, fish and put into play Utility Belt. Play Impromptu Invention; draw Razor Ordinance, fish and put into play Micro Targeting Computer. Play Razor Ordinance.

Use a Power:  Stun Bolt Treacherous Ape for 3 (X), destroy Stun Bolt to Treacherous Ape, Razor Ordinance Illusory Demon for 5 (X)

Draw a Card:  Suture Self

End of Turn:

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HP: 12

Hand:   Smoke Bombs, Grappling Hook, Suture Self

In Play: Utility Belt, Micro Targeting Computer, Razor Ordinance

Trash:  Grappling Hook, Impromptu Invention (x2), Stun Bolt

Effects: Someone needs to destroy an Ongoing

Cedistic Dissonant is the only Ongoing in play, so that would get destroyed.

I have written this turn under the assumption that it's cool for me to take the Rod of Anubis. If we decide that's not the case, I will make a few adjustments.

Freedom Tempest

HP: 13

Hand:   Flash Flood, Cleaning Downpour, Shielding Winds, Otherworldly Resielence, Localized Hurricane

In Play:

Trash: Electrical Storm, Grievous Hail Storm

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Start of Turn:

Play a Card:  Chain Lightning

  • Deal 3 (4-1DR) lightning damage to Granite Oni #1 [0]
  • Deal 2 (3-1DR) lightning damage to Granite Oni #2 [1] (now known as Granite Oni)
  • Deal 2 lightning damage to Shamise [0]. Place Rod of Anubis in front of Tempest

Use a Power:  Rod of Anubis - deal 2 infernal damage to Granite Oni [0]

Draw a Card:  Gene-Bound Shackles

End of Turn:

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HP: 13

Hand:   Flash Flood, Cleaning Downpour, Shielding Winds, Otherworldly Resielence, Localized Hurricane, Gene-Bound Shackles

In Play: Rod of Anubis

Trash: Electrical Storm, Grievous Hail Storm, Chain Lightning

Effects:

Ra should be able to finish off the Toy Master [1] and Dreamer will flip.

I don't suppose we could consider not making her flip just yet?  It might be nice if we could take several more turns to set up before we make her get hyper-violent.  IIRC, her flipside deals 3 damage to every hero and plays three villain cards each turn....that could turn into a slaughter fast.  Flipping her now means not losing 5 ongoings, but wouldn't it be better to get like ten ongoings into play while not taking damage, giving us time to heal and hoard cards and such?

There is merit there, as of right now we have cards to get 4 hp per round, with adept and Tempest making 2 downpours, let Adept get built up and spam some ongoings to protect the ones we really want.  I'm cool either way, but Envisioner's plan would work.

I'm in favor of flipping her now. Most of Tempest's setup is Ongoing, so there's not much point in playing a bunch of things just to get them destroyed. Wraith has a decent setup to move forward with. Expat and Ra have some damage potential and more cards to play. She's still going to be dealing us damage on this side. What exactly are you looking to get into play before we flip her? Will one turn suffice?

I can play and use Cleansing Downpour once the risk of massive ongoing destruction has passed, so that should negate a chunk of her damage.

I'm the Argent Adept, so "everything" is a valid answer…

Will one turn suffice?

I was thinking more like, I dunno, twelve, fifteen, something in there…  Remember, fighters are linear, wizards are quadratic.  With the team fully set up, we're more likely to win in about three turns (the minimum time for Wakey-Dreamy to get out ten Projections, unless she hits Violent Nightmares) than we would be in a longer time of not being set up, taking tons of damage from Dreamy every time and possibly being overwhelmed by another wave like what hit us in Ep. 19.

Ultimately it is up to Ra, whether to finish it or hold on.

I have two ongoing in my deck, if we stall I will throw speed loading and before we flip I would pull my hollow points from the trash.  Hairtrigger would be also fodder if I drew it.  Healing would be at 2hp first round, 4hp each second round on.

For going right now I have assault rifle-hollow points for first round, I'm nowhere towards an unload, but that's still a pretty good bit of power.

It doesn't matter to me whether she flips now or later. It would be better if she flips and there are no ongoings to destroy, but Envisioner is right. He needs his. Plus, all of us being healed near to full would be better for dealing with the Projections when they start coming like flying monkeys again.

Ok. I'm cool with leaving her on this side as long as we get a good supply of Ongoings to sacrifice so we can protect what we really need to keep. Also bear in mind, the environment might make the decision for us at this point.

I'm also good for one Environment denial. ;)

I'm really not in favor of keeping The Dreamer on this side any longer.  Wraith, Expatriette and Ra are already locked and loaded to go, and we're only one Violent Nightmares away from being back to square one, negating all of that potential healing undone and taking us MUCH longer to win the game.  My only ongoing in hand is Living Conflagration, Wraith has none, and Expatriette has only one.  That means that, best case scenario, it would take us 2 turns just to get down enough ongoings to reach 5 total...which would be destroyed.  Not worth the opportunity cost, in my eyes.

Plus, it's not like AA and Tempest can't start healing us once we're on the other side.  Much as I hate to say it, I think I'm going to flip her.

I discarded Flesh of the Sun God, by the way.

Ra: God of the Sun

HP: 18

Hand:  Inferno (x2), Fire Blast, Living Conflagration

In Play:  Staff of Ra

Trash:  Summon Staff; Flesh of the Sun God

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Start of Turn:

Play a Card:  No thanks.

Use a Power:  Pyre--I kill the Toy Master with net 3 fire damage.

Draw a Card:  Flame Spike

End of Turn:

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HP: 18

Hand:   Inferno (x2); Fire Blast; Living Conflagration; Flame Spike; 

In Play:  Staff of Ra; 

Trash: Summon Staff; Flesh of the Sun God

Effects:  All damage dealt by Ra is +1.

It's go time!  Bring the pain!

If you insist :wink:

The Tomb of Anubis

In Play: Rod of Anubis (Tempest)

Trash: Shamise

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Start of Turn:

Play a Card:  Mdjai enters play.

End of Turn:  Mdjai deals each non-environment target 1 damage; Argent may take the damage being dealt to the Dreamer.

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In Play: Rod of Anubis (Tempest), Mdjai

Trash:  Shamise

Reduce damage dealt to environment targets by 1.

Round Three

The Dreamer - Roused From Slumber

The Dreamer - 5

In Play: 

Trash: Night Terrors, Illusory Demon x2, Violent Nightmares, Granite Oni x2, The Toy Master, Tooth Fairy, Treacherous Ape, Dark Hero

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Start of Turn: The Dreamer flips and destroys all your ongoings.

Play a Card: Treacherous Ape enters play.

End of Turn: The Dreamer deals each non-villain target 3 psychic damage. (Mdjai - 8)

Grotesque Arachnoid enters play.

Projected Paralysis; Wraith cannot play cards.

Projected Paralysis; Wraith cannot play cards.

Grotesque Arachnoid deals all heroes but Argent 2 toxic damage.

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The Dreamer - 5

In Play: Treacherous Ape - 2

Grotesque Arachnoid - 8

Trash: Night Terrors, Illusory Demon x2, Violent Nightmares, Granite Oni x2, The Toy Master, Tooth Fairy, Treacherous Ape, Dark Hero

Effects: ST: 10 projections under Vanessa? VICTORY!

ET: The Dreamer deals each non-villain target 3 psychic damage and plays the top three cards of the villain deck.

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

Wraith cannot play cards. (Twice, apparently...) At the start of each hero's turn, Treacherous Ape deals that hero 2+1 energy damage.

Hero HP: AA - 7, Expat - 10, Wraith - 7, Tempest - 7, Ra - 12

"It's only fair, child.  Your dreams are troubling everyone in the waking world; the nice old lady is simply returning the favor."  (Dreamer at 5 HP.)  With a firm stare fixed on the petulant youth, whose eyes are now open but seem to be seeing into another world, Argent muses grimly about their chances.  The hothead has forced our hand...we could still have taken the time to pacify the child, but now her rage has completely taken hold.  At this point, the only way out is through...hopefully, not through anyone's chest.  Oh well; we are on his home turf, so I suppose it was his call.  Just as long as he's first in line to blunt the next wave of the assault.

"The white dove is a symbol of peace, and there is no greater peace than that of the grave.  Godspeed, Amanda Cohen; put paid to these aggressive delusions, or prepare yourself to do so momentarily."

The Argent Adept.

HP: 7

Hand:  Vernal Sonata, Inspiring Supertonic, Instrumental Conjuration

In Play:   Drake's Pipes

Trash:  Polyphoric Flare


Start of Turn: 2 damage from Treacherous Ape.

Play a Card:  Inspiring Supertonic

Use a PowerVocalize Supertonic - Expatriette may use a power now.  I'm presuming she shoots the Ape [X], the Arachnoid [6], and Mdjai [7], although she could choose to Load a card (and take 2 damage from the Ape at the start of her turn) if she thinks it's worth it.

Draw a Card:  Instrumental Conjuration (yes, again).

End of Turn:


HP: 5 ("Still more No less than you, kid…")

Hand:   Vernal Sonata, Instrumental Conjuration x2

In Play:  Inspiring Supertonic

Trash: Polyphoric Flare, Drake's Pipes, Cedistic Dissonant

Effects: Expat gets a power use before her turn.  I would really appreciate being healed by Tempest.

Bullets fly to the sweet tones of Argent's yodel.  (damage like the man said)

"Anyone order seconds?"

No one placed an order, but Expatriette was never one to let the hesitance of her customers affect her service.

EXPATRIETTE

HP:  10

In Play:  Assault Rifle

Hand:  Arsenal Access, Hollow Points, Speed Loading

Trash:  Arsenal Access, Hollow Points, RPG Launcher

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Start of Turn:  

Play a Card:  Arsenal Access - Pride enters play

Use a Power:  Assault Rifle - deal 2 projectile damage to Grotesque Arachnid [4] and Mdjai [6] (it is honestly hard to not shoot the brat)

Draw a Card:  Tactical Shotgun

End of Turn:  Fist pump!

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HP:  10

In Play:  Assault Rifle, Pride

Hand:  Hollow Points, Speed Loading, Tactical Shotgun

Trash:  Arsenal Access(2), Hollow Points, RPG Launcher