Episode 23: Spite

Spite

VS

Dark Watch Nightmist (cmschex)

Chrono-Ranger (grysqrl)

Tempest (phantaskippy)

The Scholar (boxwood)

Dark Watch Expatriette (Envisioner)

IN

The Realm of Discord

 

(I'm happy to continue the Miss Information game if people want to keep fighting, but here's another anyway...)

Is this original or promo Spite? I'll take Chrono-Ranger.

Starting hand: Temporal Grenade, Sudden Contract (2), Hunter and Huntee

DW Expat please.

EDIT:  Starting with Submachine Gun, Flak Jacket, and Speed Loading x2.

Scholar please.

Edit:
Starting hand: offensive transmutation, alchemical redirection, transmutive recovery, expect the worst.

Original alive Spite.

Tempest!

DW Nightmist 

 

Opening hand: Mistfueled Recovery, Starshield Necklace, Oblivion, Planar Banishment

Advanced, right?

Since we don't have anyone with reliable deck-digging (Nightmist might manage to Attune a Premonition a turn or two earlier, but this is nothing compared to Wraith Impromptu-Inventing an Eyepiece or Dark Visionary coming with Turmoil built-in) to get Lab Raids early, and even Tempest + Chrono Ranger + Expat are hard pressed to race the amount of healing Spite has, I predict that we're in for a frustrating slog of a game.  I will probably spend most of my turns drawing 2 and discarding to save Bystanders.

Round One

Spite - Transhuman Serial Killer

Spite - 80

In Play: Safe House

Lost Child

Trash:

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

Start of Turn: Useless healing.

Play a Card: PL626 Compound XI enters play.

End of Turn: Good Samaritan enters play. Spite deals Expatriette 4 energy damage.

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

Spite - 80

In Play: Safe House

Lost Child

PL626 Compound XI

Good Samaritan

Trash: 

Effects: ST: 5 drugs? Flip Spite!

ST: Spite regains 7HP.

ET: Play the top card of the villain deck. Then Spite deals the highest-HP hero 4 energy damage.

Hero Start: That hero may let Spite deal them 4 melee damage. If they do, place Lost Child under Safe House.

Environment Start: The players may play the top card of the villain deck. If they do, put Good Samaritan under Safe House.

When Spite deals damage, he regains that much HP.

When Lost Child is destroyed, Spite regains 5HP.

Whenever a hero uses a power, Spite deals them 2 toxic damage and discards the top five cards of their deck.

When Good Samaritan is destroyed, Spite regains 5HP.

Hero HP: Nightmist - 28, CR - 28, Tempest - 26, Scholar - 29, Expat - 26

Well, this is going to be an awfully boring game for Nightmist with that drug flipped first turn

 

Dark Watch Nightmist

HP: 28

Hand: Planar Banishment (1), Starshield Necklace (3), Oblivion (1), Mistfueled Recovery (4)

In play:

Trash:


Start of hero turn:

Play a card: nope

Use a power: no sir

Draw a card: Enlightenment (1), Astral Premonition (4)

End of hero turn:


HP: 28

Hand: Planar Banishment (1), Starshield Necklace (3), Oblivion (1), Mistfueled Recovery (4), Enlightenment (1), Astral Premonition (4)

In play: none

Trash: none

Additional effects: Spite is a punk

If people want I can stop him from doing damage so after my turn people can be a bit more care free with their powers. It’s earlier than I would normally do it, also I’ll take the hit for thr lost child.

Yeah, same here.  I've seen someoen play DWEP, but he never once used Aim, and I might not either at this rate.  Just have to fish until I find a Tactical Shotgun, as anything else is a waste.  I can confirm this, though, from my first game against Spite: if Misty can get Mistbound out, we've essentially won the game, as once she has the highest HP, he can't hurt her, and thus can't lifetap off of her.  Were I you, I might even take the damage Attuning to try and get Mistbound sooner, though it does risk it being milled.

Maybe wait a round or two to stop his damage. I'm going to get a few bounties set up so we can hit him a little harder and he'll be doing more damage later.

Yeah, that's my biggest issue.  I dont care about the damage, but the milling leaves Attunement completely useless.  Utter dreck.  Strategically, I'm thinking I'll either Enlighten myself to hope for Mistform or Astral Premonition Spite and mill the deck.  Thoughts.

Chrono-Ranger

HP: 28

Hand: Temporal Grenade, Sudden Contract (2), Hunter and Huntee

Play: -

Trash: -

Effects: -

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

Play: Sudden Contract - Put By Any Means into play next to Spite and deal 2 projectile damage to Spite [78]

Power: skip

Draw: Displaced Armory

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

HP: 28

Hand: Temporal Grenade, Sudden Contract, Hunter and Huntee, Displaced Armory

Play: By Any Means [Spite]

Trash: Sudden Contract

Effects: Increase damage dealt to Spite by 1

The Inhuman Tempest

HP:  26

In Play:

Hand:  Aquatic Correspondance, Elemental Subwave Inducer, Gene Bound Shackles, Shielding Winds

Trash:

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

Start of Turn:

Play a Card:  Elemental Subwave Inducer

Use a Power:

Draw a Card:  Otherwordly Resilience

End of Turn:

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

HP:  26

In Play:  Elemental Subwave Inducer

Hand:  Aquatic Correspondance, Gene Bound Shackles, Otherwordly Resilience, Shielding Winds

Trash:

 

Well that started nicely.  Next turn I can ignore his damage for using a power, and then Shackles will be for round three.

The Scholar

HP: 29

In Play:

Hand: alchemical redirection, expect the worst, transmutive recovery, offensive transmutation

Trash:-------------------------

Start of Turn:I’ll take the 4 damage from Spite to put the child in the safe house. Bringing me down to 25.

Play a Card: transmutive recovery, so i regain 2 hp (27) and then draw 2 cards: transmutive recovery and Get out of the way!

Use a Power: skip

Draw a Card: Know when to turn loose

End of Turn:

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

HP: 27

In Play: none

Hand: alchemical redirection, expect the worst, transmutive recovery, offensive transmutation, Get out of the way!, know when to turn loose

Trash: Transmutive recovery.

Dark Watch Expatriette

HP:  30

In Play:

Hand:  Speed Loading x2, Submachine Gun, Flak Jacket

Trash:

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

Start of Turn:

Play a Card:  skip

Use a Power:  skip

Draw a Card:  Arsenal Access and Tactical Shotgun

End of Turn:

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

HP:  30

In Play:

Hand:

Trash:

Ah, you're right; I always think you mill first and then Attune, but that's wrong.

EDIT: Is the Good Samaritan getting saved?

EDIT 2: Is the Good Samaritan getting saved?

EDIT 3: I dislike do-overs, so I'm not reshuffling the Time Flies, but y'all thinking I was going to means you made the decision without any bias anywway :D

 

The Realm of Discord

In Play:

Trash:

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

Start of Turn: Good Samaritan is played to save Good Samaritan. Then the new Samaritan is not saved.

Play a Card:  Time Flies enters play.

End of Turn:  

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

In Play: Time Flies

Trash:  

I'm inclined to say we don't want the extra card play, especially with Time Flies out, but will defer to other opinions.