Episode 23: Spite

Phantaskippy, where is your +2 coming from? You get +1 from By Any Means, but nothing from The Ultimate Target. I think Spite should be at 44 after your power use.

Also, I will definitely take any healing that is available. Going to burn through my HP fast.

Not putting a card on top of my deck for Reclaim From The Deep, since I'm about to mill it anyway.

On Tempest's turn, after Spite deals damage:

Neuro-Toxin Dart Thrower:

  • Deal 2 (1+2[Bounties]-1[Advanced]) projectile damage to Spite [38]
  • Spite's damage is reduced by another 1 (-2 from NTDT currently)
  • Spite deals 1 toxic damage to CR [13]
  • CR discards 5 cards (Displaced Armory, Just Doin' My Job, Sudden Contract, Terrible Tech Strike, Hunter and Hunted)

Gene Bound Shackles are adding +2 to Tempest's damage.

 

Nightmist puts Oblivion (4) on top of deck

Weird. I looked to see if they were in play and somehow managed to miss them. Edited my mini-turn.

The Scholar bounces bring what you need to his hand, and for reclaim from the deep puts the DDA in his discard on top of his deck, because the possible shenanigans could be fun. The Scholar HP: 23

I’m Play: Flesh to iron

Hand: Don’t dismiss anything, bring what you need, expect the worst, Grace under fire, truth seeker, flesh to iron, keep moving (2), offensive transmutation, proverbs and axioms, know when to turn loose, know when to hold fast.

Trash: get out of the way(3), solid to liquid(3), transmutive recovery(3), keep moving(2), mortal form to energy(2), alchemical redirection, Grace under fire(2), know when to turn loose, offensive transmutation, proverbs and axioms, truth seeker, expect the worst

-------------------------Start of Turn: discard a card (Grace under fire) to keep flesh to iron in play

Play a Card: keep moving search my deck for adv elemental (flesh to iron) and put it into play, then shuffle and play another card

Okay keep moving again, this time mortal form to energy, and I play another card after shuffling the last three in my deck.

Play don’t dismiss anything, each player may either put the top card of their deck into play or take a card from their discard and put it in top of their deck, I put another DDA into play another which then puts bring what you need into play.

Use a Power: Bring what you need revealing the top 3 cards of my deck putting two in my hand and one on the bottom of my deck, revealing know when to hold fast (shuffle), Grace under fire, and keep moving. I put know when to hold fast and keep moving in my hand and Grace under fire beneath my deck. Spite fails at dealing me damage and I discard the top 5 cards of my deck. Alchemical redirection, Grace under fire, mortal form to energy, transmutive recovery, and get out of the way.

Draw a Card: mortal form to energy.

End of Turn: none

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

HP: 23

In Play: flesh to iron(2), mortal form to energy, bring what you need.

Hand: Mortal firm to energy, bring what you need, expect the worst, flesh to iron, proverbs and axioms, offensive transmutation, know when to turn loose, know when to hold fast(2), truth seeker, keep moving.

Trash: get out of the way, mortal form to energy, alchemical redirection, Grace under fire, and transmutive recovery

Additional effects reduce damage dealt to the scholar by 4, whenever the scholar remains hp he also deals 1 target that much energy damage.

Also each player may either move 1 card from their trash top the top of their deck or put the top card of their deck into play.

And that happens twice.

Chrono-Ranger

DDA #1: Play Eye on the Prize (#1) from the top of my deck

  • Deal 0 (3-3-1) projectile damage to Spite
  • Draw Eye on the Prize
  • Play Eye on the Prize (#2)
  • Deal 2 projectile damage to Spite [36]
  • Draw Eye on the Prize
  • Play Eye on the Prize (#3)
  • Deal 2 projectile damage to Spite [34]
  • Draw Terrible Tech-Strike
  • Play Hunter and Hunted

DDA #2: Play Terrible Tech-Strike from the top of my deck

  • Deal 6 (2+1+1+3-1) melee damage to Spite [28]
  • Deal 5 (1+1+1+3-1) projectile damage to Spite [23]

DDA#1:  Aquatic Correspondance, draw Gene-Bound Shackles, Shielding Winds, Localized Hurricane

DDA#2:  Lightning Slash deals 7 (5+2+1-1) lightning damage to Spite [16]

Actually, shouldnt we do this in turn order?  Ah, it doesnt matter.

 

Put Heedless Lash (1) on top of my deck

Reveal Heedless Lash (1), which reveals Oblivion (4).  Deal myself 4 damage and Spite 4+1-1 (since CR already reduced damage he's taking full damage).  Spite (12)

 

Oblivion reveals Elder Ring (1) and Starshield Necklace (3) - dealing 1 damage to everyone and 3 damage to Spite (8)

As far as the turn order question goes, I assume we don’t need to worry about it unless the card said so like set’s flipside and the Atlantean font of power, so like other simultaneous effects it is up to how the players want to handle things.

Unless there were an actual ruling in the matter.

I'm waiting for Nightmist to do the DDAs, then I'll go ahead with my turn.

One rules comment: Your deck does not get reshuffled when you "reveal" cards, only when you "draw" or "discard" them. So Bring What You Need with only 1 card in your deck just nets you that one card. (Note this rule is missing from the printed rulebook.)

Everyone but Expat has done the DDA's.

Good to know, well at least I made the mistake in what looks like the last round of the game.

Where exactly has thks been said?

I don't remember where that comes from, but it is official, dray, play, discard are the only actions that cause an empty deck to shuffle the trash.

I guess it makes sense, hopefully we’ll get a new rules supplement in the future.

Where did Misty post her DDA effect?  I didn't see it.

Anyway, life is busy this week, so I'm not sure when I'll be able to get to it.  Sorry all.

I believe it was a rules question on these forums somewhere…but the main way that you can make sense of it is that if reveals could reshuffle, Prison Riots would very frequently lock the game in an infinite loop by repeatedly searching The Block's deck for Inmates which are already in play.

https://greaterthangames.com/comment/55310#comment-55310

ANNOYED GRUNT…I did in fact see that post and somehow failed to register it.  Anyway, will get back to you when I can, sorry again for the delay.

Alright, let me see if I comprehend the entire situation....

Wait, did CR manage to get Spite's damage down so low that Hunter & Hunted doesn't result in Compound Omicron killing him?

 

Spite [64]

Effects: ST: Return 3 hero cards in play to their owners' hands.

ET: Spite deals each non-villain target 1 infernal damage.

ET: Destroy all environment cards. Spite deals each hero target X psychic damage, X=the number of environment cards destroyed.

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

Increase damage dealt by Spite by 1.

The first time Spite would be dealt damage each turn, reduce that damage by 3.

Reduce damage dealt to Spire by 1 (wait, where is this coming from?).

 

Dark Watch Nightmist

HP: 12

Hand: Planar Banishment (1), Mistfueled Recovery (4), Enlightenment (2), Mist Form (3), Oblivion (3), Heedless Lash (2), Elder Ring (1)

In play:  Starshield Necklace (3)

Trash: Enlightenment (1), Scouring Mists (3), Enlightenment (3), Mistbound (1), Scouring Mists (2), Call Forth (2), Astral Premonition (2), Call Forth (4), Scouring Mists (4), Call Forth (1), Planar Banishment (3), Amulet of the Elder Gods (2), Planar Banishment (2), Tome of Elder Magic (3), Mist Form (2), Mistbound (4), Elder Ring (2), Mists of Time (3), Master of Magic (3), Amulet of the Elder Gods (3), Mistfueled Recovery (3), Master of Magic (2), Oblivion (1), Astral Premontion (4), Astral Premontion (4), Oblivion (2), Amulet of the Elder Gods (2), Mists of Time (4), Heedless Lash (3), Heedless Lash (1), Oblivion (4), Elder Ring (1), Starshield Necklace (3)

(Nightmist apparently has no cards left in her deck?)

Chrono-Ranger

HP: 13?

Hand: Temporal Grenade (2), The Masadah, Displaced Armory, Ranger's Mark, No Executions, Hunter and Hunted, Terrible Tech-Strike

Play: By Any Means (Spite), The Ultimate Target (Spite), Compounded Bow, Neuro-Toxin Dart Thrower, Dead or Alive (Spite), Hunter & Hunted

Trash: The Whole Gang, Displaced Armory (2), Sudden Contract (3), Danny Boy, Just Doin' My Job, plus 10 more cards, then three Eye on the Prizes.

Effects:

  • Damage dealt to Spite is +1
  • Damage dealt to Spite by Chrono-Ranger is +1
  • The first time each turn that Spite deals damage, Chrono-Ranger may use a power
  • Damage dealt by Spite is -1
  • At the start of his turn, Chrono-Ranger heals 1 HP

Tempest

HP:  19

In Play:  Electrical Storm, Shielding Winds, Vicious Cyclone

Hand:  Aquatic Correspondance, Cleansing Downpour, Lightning Slash, Reclaim from the Deep, Gene-Bound Shackles, Shielding Winds, Localized Hurricane

Trash:  Ball Lightning(2), Chain Lightning(3), Cleansing Downpour, Electrical Storm(2), Elemental Subwave inducer(2), Flash Flood(2),  Greivous Hail Storm(3), Into the Stratosphere(2), Lightning Slash, Localized Hurricane Otherwordly Resiliance(3), Reclaim from the Deep, Shielding Winds(2), Vicious Cyclone, Aquatic Correspondence, Lightning Slash

Everyone put a card from your trash on top of your deck, and if Scholar wants we'll put them in play on his turn.

The Scholar

HP:  23

In Play:  flesh to iron(2), mortal form to energy, bring what you need.

Hand:  Mortal firm to energy, bring what you need, expect the worst, flesh to iron, proverbs and axioms, offensive transmutation, know when to turn loose, know when to hold fast(2), truth seeker, keep moving.

Trash:  get out of the way, mortal form to energy, alchemical redirection, Grace under fire, and transmutive recovery

Additional effects reduce damage dealt to the scholar by 4, whenever the scholar remains hp he also deals 1 target that much energy damage.

Also each player may either move 1 card from their trash top the top of their deck or put the top card of their deck into play.

And that happens twice.

The Realm of Discord

In Play:

Trash: Time Flies, Claustrophobic Delusion, Ethereal Bonds x2, Imbued Vitality

Let me know if this is an accurate summary of the round.  I'm going to go ahead with my turn on the assumption it is.

Dark Watch Expatriette

HP:  20

In Play:  Tactical Shotgun, Pride

Hand:  Flak Jacket, Assault Rifle, Speed Loading, Submachine Gun x2, Quick-Draw, Reload, Incendiary Rounds

Trash:  Arsenal Access, Speed Loading, Flak Jacket, Quick-Draw, Submachine Gun, Hair-Trigger Reflexes, Assault Rifle, Shock Rounds, RPG Launcher, Quick-Draw, Assault Rifle, Flak Jacket, Reload, Hollow Points, Hollow Points

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

During Villain Turn:  Pride is returned to my hand.

During Tempest's Turn:  Reclaim from the Deep puts Hollow Points on top of my deck

During Scholar's Turn:  Don't Dismiss Anything #1 puts Hollow Points into play on Tactical Shotgun.  Don't Dismiss Anything #2 puts Reload into play from the top of my deck; I put the other Hollow Points from trash into my hand.

Start of Turn:

Play a Card:  Speed Loading

Use a PowerTactical Shotgun + Hollow Points + By Any Means - Compound Xi - 4 net damage to Spite, he deals some amount back to me , and CR may use a power if he's still alive.  I discard RPG Launcher, Hair-Trigger Reflexes, Arsenal Access, Liquid Nitrogen Rounds, and Tactical Shotgun from the top of my deck.  Hollow Points are destroyed

Draw a Card:  Shock Rounds

End of Turn:

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

HP:  19 or less?

In Play:  Tactical Shotgun, Speed Loading

Hand:  Flak Jacket, Assault Rifle, Submachine Gun x2, Quick-Draw, Reload, Incendiary Rounds, Pride, Hollow Points, Shock Rounds

Trash:  Arsenal Access, Speed Loading, Flak Jacket, Quick-Draw, Submachine Gun, Hair-Trigger Reflexes, Assault Rifle, Shock Rounds, RPG Launcher, Quick-Draw, Assault Rifle, Flak Jacket, Reload, RPG Launcher, Hair-Trigger Reflexes, Arsenal Access, Liquid Nitrogen Rounds, Tactical Shotgun, Hollow Points.

Remaining in Deck:  Prejudice, Liquid Nitrogen Rounds, Arsenal Access, Tactical Shotgun, Incendiary Rounds, RPG Launcher, Unload, Unload.

Effects:  Very confused.

Why wouldn't I be alive? Spite hasn't damaged me since I put Hunter and Hunted into play.

Spite was at 12 HP before Expat's turn. His damage taken -1 is from Advanced, so you deal him 3 (so he's at 9 after you hit him.).

He deals Expat 1 retaliation damage. (I've neuro-toxined him twice).

When he hits Expat, I will use Compounded Bow, dealing 1 + 1[BAM] + 1[TUT] + 3[HaH] - 1[Adv] = 5 damage twice = 10. Spite is dead before he can retaliate.