We shouldn't be able to factor Time Flies into the decision; I think we should decide first, and then Meerkat should shuffle Time Flies back into the deck and then pull a new play (with a 1/15 chance of still being Time Flies). I vote "yes" myself.
Ah, good point.
I'm ok with leaving the Samaritan out for a round.
I read wrong. Go ahead and save the Samaritan, shuffle time flies back in lets see how it goes.
So, are we saving the second Samaritan?
Let's not push our luck I think. See if he can survive Spite's next turn and what the new Environment card is.
Round Two
Spite - Transhuman Serial Killer
Spite - 78
In Play: Safe House (Lost Child, Good Samaritan)
PL626 Compound XI
Good Samaritan
Trash:
--------------------------------------------------------
Start of Turn: Spite heals [80].
Lab Raid destroys Time Flies, digs out Demon's Kiss and PL531 Compound Upsilon.
By Any Means and Elemental Subwave Inducer get bounced.
Play a Card: Innocent Bystander enters play.
End of Turn: Good Samaritan enters play. Spite deals Nightmist or CR 5 energy damage [23].
Spite deals 2 infernal damage to all non-villain targets.
-------------------------------------------------------
Spite - 80
In Play: Safe House (Lost Child, Good Samaritan)
PL626 Compound XI
Good Samaritan
Demon's Kiss
PL531 Compound Upsilon
Innocent Bystander
Good Samaritan
Trash:
Effects: ST: 5 drugs? Flip Spite!
ST: Spite regains 7HP.
ST: Return 3 hero cards in play to their owners' hands.
ET: Play the top card of the villain deck. Then Spite deals the highest-HP hero 4 energy damage.
ET: Spite deals each non-villain target 1 infernal damage.
Hero Start: That hero may discard 3 cards. If they do, place Innocent Bystander 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. [x2]
When Spite deals damage, he regains that much HP.
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.
Increase damage dealt by Spite by 1.
When Innocent Bystander is destroyed, Spite regains 5HP.
Hero HP: Nightmist - 21, CR - 23, Tempest - 24, Scholar - 25, Expat - 24
Nightmist will take the damage
Dark Watch Nightmist
HP: 21
Hand: Planar Banishment (1), Starshield Necklace (3), Oblivion (1), Mistfueled Recovery (4), Enlightenment (1), Astral Premonition (4)
In play:
Trash:
Start of hero turn:
Play a card: Enlightenment - reveal Oblivion (4), take 4 damage and draw Mist Form (2), Mist Fueled Recovery (3), Call Forth (4), Msster of Magic (2)
Use a power: no sir
Draw a card: Scouring Mists (3)
End of hero turn:
HP: 21
Hand: Planar Banishment (1), Starshield Necklace (3), Oblivion (1), Mistfueled Recovery (4), Astral Premonition (4), Mist Form (2), Mist Fueled Recovery (3), Call Forth (4), Msster of Magic (2), Scouring Mists (3)
In play: none
Trash: Enlightenment (1), Oblivion (4)
Additional effects: Spite is a punk
Chrono-Ranger
HP: 23
Hand: Temporal Grenade, Sudden Contract, Hunter and Huntee, Displaced Armory, By Any Means
Play:
Trash: Sudden Contract
Effects:
-----------------------------------------------------------------------------
Play: skip
Power: skip
Draw: draw Temporal Grenade and Compounded Bow
-----------------------------------------------------------------------------
HP: 23
Hand: Temporal Grenade (2), Sudden Contract, Hunter and Huntee, Displaced Armory, By Any Means, Compounded Bow
Play:
Trash: Sudden Contract
Effects:
(Nightmist has miraculously regenerated HP by the end of her turn. Praise Ra!)
At this point one more Lab Raid will flip Spite, so I think we should go full-bore on the Samaritan-saving. It does risk a Forced Entry, but the odds of that are no better than of the Lab Raid, and once we get that, we can stop sitting on our thumbs and mop the floor with this doofus.
The Inhuman Tempest
HP: 24
In Play: Elemental Subwave Inducer
Hand: Aquatic Correspondance, Gene Bound Shackles, Otherwordly Resilience Shielding Winds
Trash:
-------------------------
Start of Turn: Select Infernal damage for the Inducer.
Play a Card: Otherwordly Resilience
Use a Power:
Draw a Card: Cleansing Downpour
End of Turn:
-------------------------
HP: 24
In Play: Elemental Subwave Inducer, Otherwordly Resilience
Hand: Aquatic Correspondance, Cleansing Downpour, Gene Bound Shackles, Shielding Winds
Trash:
We have 3 cards out right now, lets try to get some more so we can protect some of them.
I should be able to grab Jim's Hat and start putting out one or two per round on my next turn.
Phantaskippy, you already lost your elemental inducer, you may want to think of just drawing two. Although next turn if I get some elemental forms I’ll bring some out and pitch them back into my hand.
The Scholar
HP: 25
In Play:
Hand: alchemical redirection, expect the worst, transmutive recovery, offensive transmutation, Get out of the way!, know when to turn loose
Trash:Transmutive recovery.
-------------------------
Start of Turn:
Play a Card: transmutive recovery, so i regain 2 hp (27) and then draw 2 cards: Keep moving and expect the worst
Use a Power: skip
Draw a Card: keep moving
End of Turn:
-------------------------
HP: 27
In Play: none
Hand: Alchemical redirection, expect the worst (2), keep moving (2), offensive transmutation, get out of the way, know when to turn loose,
Trash: Transmutive recovery (2).
[/quote]Dark Watch Expatriette
HP: 24
In Play:
Hand: Speed Loading x2, Submachine Gun, Flak Jacket, Arsenal Access, Tactical Shotgun
Trash:
-------------------------
Start of Turn:
Play a Card: Arsenal Access - I reveal duplicates of Sub-Gun and Flak Jacket and put the latter into play
Use a Power: pass
Draw a Card: Quick-Draw
End of Turn:
-------------------------
HP: 24
In Play:
Hand:
Trash:
The Realm of Discord
In Play:
Trash: Time Flies
-------------------------
Start of Turn: Lab Raid is played to save Good Samaritan, bringing out PL602 Compound Omicron. Then On The Prowl is revealed; I'll assume you choose to destroy the Bystander, so that the Samaritan can be saved; then Innocent Bystander enters play.
Play a Card: Claustrophobic Delusion, doing pretty much nothing here, enters play.
End of Turn:
-------------------------
In Play: Claustrophobic Delusion
Trash: Time Flies
Round Two
Spite - Transhuman Serial Killer
Spite - 80
In Play: Safe House (Lost Child, Good Samaritan x3)
PL626 Compound XI
Demon's Kiss
PL531 Compound Upsilon
PL602 Compound Omicron
Innocent Bystander
Trash: Lab Raid x2, Innocent Bystander,On The Prowl
--------------------------------------------------------
Start of Turn: Useless healing
Otherworldly Resilience and Flak Jacket get bounced.
Play a Card: Forced Entry brings all of your friends back into play! :D Oh, and it kills one of them. Bystander, Samaritan or Child?
End of Turn: Collateral Damage enters play, wiping out another victim. Spite deals The Scholar 5 energy damage [22], and kills a third victim.
Spite deals 2 infernal damage to all non-villain targets.
-------------------------------------------------------
Spite - 80
In Play: Safe House
PL626 Compound XI
Demon's Kiss
PL531 Compound Upsilon
PL602 Compound Omicron
Collateral Damage
Two of: Innocent Bystander, Good Samaritan x3, Lost Child
Trash: Lab Raid x2, Innocent Bystander,On The Prowl, Dead People
Effects: ST: 5 drugs? Flip Spite!
ST: Spite regains 7HP.
ST: Return 3 hero cards in play to their owners' hands.
ET: Play the top card of the villain deck. Then Spite deals the highest-HP hero 4 energy damage.
ET: Spite deals each non-villain target 1 infernal damage.
When Spite deals damage, he regains that much HP.
Whenever a hero uses a power, Spite deals them 2 toxic damage and discards the top five cards of their deck.
The first time Spite would be dealt damage each turn, reduce that damage by 3.
When Spite deals a target 4 or more damage at once, destroy a victim card.
Hero HP: Nightmist - 19, CR - 21, Tempest - 22, Scholar - 20, Expat - 22
Dark Watch Nightmist
HP: 19
Hand: Planar Banishment (1), Starshield Necklace (3), Oblivion (1), Mistfueled Recovery (4), Astral Premonition (4), Mist Form (2), Mist Fueled Recovery (3), Call Forth (4), Master of Magic (2), Scouring Mists (3)
In play: none
Trash: Enlightenment (1), Oblivion (4)
Additional effects: Spite is a punk
Start of hero turn:
Play a card: Astral Premontion (4)
Use a power: Astral Premonition on Spite's deck. Discard Scouring Mists (3) Look at teh top two cards of Spite's deck (TBA) - take 2 Infernal damage and discard the top 5 cards of my deck
Draw a card: Heedless Lash (3)
End of hero turn:
HP: 17
Hand: Planar Banishment (1), Starshield Necklace (3), Oblivion (1), Mistfueled Recovery (4), Mist Form (2), Mist Fueled Recovery (3), Call Forth (4), Master of Magic (2), Heedless Lash (3)
In play: Astral Premontion (4)
Trash: Enlightenment (1), Oblivion (4), Scouring Mists (3), Enlightenment (3), Mistbound (1), Scouring Mists (2), Call Forth (2), Astral Premonition (2)
Additional effects: Look at the top two cards of Spite's deck - put 1 on top and 1 on bottom
I don't have a strong opinion on which victims to keep out. Maybe two of the Good Samaritans?
Chrono-Ranger
HP: 21
Hand: Temporal Grenade (2), Sudden Contract, Hunter and Huntee, Displaced Armory, By Any Means, Compounded Bow
Play:
Trash: Sudden Contract
Effects:
-----------------------------------------------------------------------------
Play: Displaced Armory - find Jim's Hat in the deck and put it into play; deal 0 projectile damage to Spite
By Any Means - next to Spite
Power: skip
Draw: Ranger's Mark
-----------------------------------------------------------------------------
HP: 21
Hand: Temporal Grenade (2), Sudden Contract, Hunter and Huntee, Compounded Bow, Ranger's Mark
Play:
Trash: Sudden Contract, Displaced Armory
Effects: Damage dealt to Spite is +1
I'm happy to take Jim's Hat back each turn for PL531. I'd prefer to leave other cards in play if possible.
The Inhuman Tempest
HP: 22
In Play:
Hand: Aquatic Correspondance, Cleansing Downpour, Elemental Subwave Inducer, Gene Bound Shackles, Otherwordly Resilience, Shielding Winds
Trash:
-------------------------
Start of Turn:
Play a Card: Cleansing Downpour
Use a Power: Cleansing Downpour causes all hero targets to regain 2 hp. I take 2 infernal and discard the top 5 of my deck.
Draw a Card: Electrical Storm
End of Turn:
-------------------------
HP: 22
In Play: Cleansing Downpour
Hand: Aquatic Correspondance, Electrical Storm, Elemental Subwave Inducer, Gene Bound Shackles, Otherwordly Resilience, Shielding Winds
Trash: Chain Lightning, Greivous Hail Storm, Into the Stratosphere, Reclaim from the Deep, Vicious Cyclone.
Effects: Everyone regains 2.
If we can use Pushing the Limits and the Hat for two of the returns we should be alright, that just costs us one card per turn.