Episode 31 - Dawn of Discord

29 is running down and 30 is done.  Time for #31!

And we spin the Randomizer and get ---

Citizen Dawn (adv)

Realm of Discord

Heroes:

Fanatic              (Powerhound_2000)

Setback             (PlatinumWarlock)

Tachyon             (Matchstickman)

Omnitron-X         (grysqrl)

Parse                 (dpt)

-----

Looks like a fun mix actually.  Step right up!

This looks fun. I'll take Omni-X.

Tachyon sprints onto the field... and then sprints off to get her deck

I like all of the remaining options but I think I'll go Fanatic

I'll take Parse.

Chalk me up for Setback, then!

Starting Hand:  Fumbling Fool (x2); Cause and Effect; Plucky Break

And away we go...  Fanatic is up after the initial barrage of damage headed the heroes way.

====

CITIZEN DAWN - ROUND 1

Citizen Dawn (80) [Leader of the Citizens of the Sun]

In Play:
Citizen Blood (5)
Citizen Winter (4)
Citizen Anvil (7)
Citizen Assault (4)


Start of Turn:
   
Play: Return With the Dawn (ongoing)

End of Turn:
Citizen Dawn hits Setback for 4 Energy damage
Citizen Blood hits Omnitron-X for 2 Melee damage
Citizen Winter hits all hero targets for 3 Cold damage
Citizen Assault hits all hero targets for 2 Melee damage

========================
Effects:
- Increase damage dealt by citizens by 1. (Advanced Citizen Dawn)

(Start of Turn)
- If there are five or more villains in the villain trash; flip Citizen Dawn's card.  
  (She may only flip once this way per game.) (Citizen Dawn)

(End of Turn)
- Citizen Dawn deals the hero target with the highest HP 3 Energy damage (Citizen Dawn)
- Citizen Blood deals the hero target with the lowest HP 1 Melee damage (Citizen Blood)
- Citizen Winter deals each hero target 2 Cold damage (Citizen Winter)
- Reduce damage dealt to citizens by 1 (Citizen Anvil)
- Citizen Assault deals each hero target 1 Melee damage (Citizen Assault).  
- Shuffle the villain trash and reveal cards from the top until a citizen is revealed.  Put it in play. (Return With the Dawn)

==========
Citizen Dawn  (80)  (DR -1)
Citizen Blood (5)   (DR -1)
Citizen Winter (4)  (DR -1)
Citizen Anvil (7)   (DR -1)
Citizen Assault (4) (DR -1)

==========
Fanatic    - 25
Setback    - 22
Tachyon    - 22
Omnitron-X - 18
Parse      - 21

===========
(none)
 

Fanatic
 
HP: 25
Hand: Brutal Censure, Smite the Transgressor, Aegis of Resurrection, Sanctifying Strike
Play: 
Trash:
Effects:
 
--------------------------------------------------------------------------
 
Start
Play: Brutal Censure, dealing one radiant damage to Citizen Anvil[6], and drawing End of Days
Power: none - DR negates any damage Exorcism could do. 
Draw: Consecrated Ground
End
--------------------------------------------------------------------------
 
HP: 25
Hand: Smite the Transgressor, Aegis of Resurrection, Sanctifying Strike, End of Days, Consecrated Ground
Play: 
Trash: Brutal Censure
Effects:  
 

Setback:  A Change From Better to Worse
 
HP: 22
Hand: Fumbling Fool (x2); Cause and Effect; Plucky Break
Play: 
Trash:
Effects: Unlucky Pool (0)
 
--------------------------------------------------------------------------
 
Start
Play: Plucky Break:  Setback regains 3 HP (25)
Power: Risk:  I add 1 token to my pool (1) and play Silver Lining
Draw: Whoops, Sorry!
End
--------------------------------------------------------------------------
 
HP: 25
Hand: Fumbling Fool (x2); Cause and Effect; Whoops, Sorry!
Play: Silver Lining
Trash: Plucky Break
Effects:  Unlucky Pool (1)

Tachyon

Let's get this done quick, I have an experiment running back at the lab and need to be there!
 
HP: 22
Hand: Sonic Vortex, Pushing the Limits, Supersonic Response, Quick Insight
Play: 
Trash:
Effects:
 
--------------------------------------------------------------------------
 
Start
Play: Pushing the Limits enters play, followed by a Quick Insight. Lightspeed Barrage, Blinding Speed & Hypersonic Assault are drawn, discarding Sonic Vortex and Supersonic Response
Power: Rapid Recon reveals Hypersonic Assault, keep it
Draw: Hypersonic Assault and Fleet of Foot
End
--------------------------------------------------------------------------
 
HP: 22
Hand: Lightspeed Barrage, Blinding Speed, Hypersonic Assault, Hypersonic Assault, Fleet of Foot
Play: Pushing the Limits
Trash: Sonic Vortex, Supersonic Response, Quick Insight (2 Burst cards)
Effects:  Play 1 extra card, Draw 1 extra card, Start of turn take 2 sonic damage or destroy PtL
 

Wow! I completely changed my hand, I don't remember doing that before.

I can now clear out Return with the Dawn next turn (Oh, I see Setback can too).

Omnitron-X

HP: 18
Hand: Disruptive Flechettes, Reset, Bio-Engineering Beam, Reactive Subplating Routine
Play:
Trash:

Effects:

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

Start:
Play: Reset - draw Technological Advancement
Play: Technological Advancement - find Elemental Exochassis and put it into play; draw Disruptive Flechettes
Power: Timeshift myself - Reveal Electro-Deployment Unit and put it into play
Draw: Innervation Ray
End:

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

HP: 18
Hand: Disruptive Flechettes (2), Bio-Engineering Beam, Reactive Subplating Routine, Innervation Ray
Play: Elemental Exochassis, Electro-Deployment Unit
Trash: Reset, Technological Advancement
Effects: DR2 for fire, cold, lightning, energy damage; play or draw at start of turn

Return of the Dawn isn't doing anything until we kill some guys (which I don't think we're doing this round). I'm happy to pop it next round.

I can pop return of the dawn as well if needed.  Though I can also take out the environment as well next turn.  I could also End of Days my next turn and wipe out everything currently.  Otherwise, I could hold onto it for when Dawn flips back.  

Parse

HP: 21

Hand: Recompile (x2), Critical Multiplier, Impossible Shot

In play:

[hr]
Start of hero turn:

Play a card: Impossible Shot. Deal 3 irreducible projectile
damage to Anvil (3). Draw Reveal the Flaws.

Use a power: Deal net 1 projectile damage to Anvil (2).

Draw a card: Extrasensory Awareness

End of hero turn:

[hr]
HP: 21

Hand: Recompile (x2), Critical Multiplier, Reveal the Flaws, Extrasensory Awareness

In play:

Trash: Impossible Shot

Environment - The Realm of Discord

In Play: (none)

Start: (none)

Play: Imbued Fraility (distortion)

End: (none)

Effects:

- increase all damage dealt by 1 (Imbued Fraility)

 

CITIZEN DAWN - ROUND 2

Citizen Dawn (80) [Leader of the Citizens of the Sun]

In Play:
Citizen Blood (5)
Citizen Winter (4)
Citizen Anvil (2)
Citizen Assault (4)

Return With the Dawn (ongoing)

Start of Turn:
   
Play: Citizen Battery (7)

End of Turn:
Citizen Dawn hits Setback/Fanatic for 5 Energy damage
Citizen Blood hits Omnitron-X for 3 Melee damage
Citizen Winter hits all hero targets for 4 Cold damage (Omnitron-X takes 2, but its deployed component goes BOOM)
Citizen Assault hits all hero targets for 4 Melee damage
Citizen Battery hits Setback/Fanatic for 7 Energy damage

========================
Effects:
- Increase damage dealt by citizens by 1. (Advanced Citizen Dawn)

(Start of Turn)
- If there are five or more villains in the villain trash; flip Citizen Dawn's card.  
  (She may only flip once this way per game.) (Citizen Dawn)

(End of Turn)
- Citizen Dawn deals the hero target with the highest HP 3 Energy damage (Citizen Dawn)
- Citizen Blood deals the hero target with the lowest HP 1 Melee damage (Citizen Blood)
- Citizen Winter deals each hero target 2 Cold damage (Citizen Winter)
- Reduce damage dealt to citizens by 1 (Citizen Anvil)
- Citizen Assault deals each hero target 1 Melee damage (Citizen Assault).
- If Citizen Battery is in play increase damage dealt by Citizen Assault by 1. (Citizen Assault)  
- Shuffle the villain trash and reveal cards from the top until a citizen is revealed.  Put it in play. (Return With the Dawn)
- Citizen Battery deals the hero target with the highest HP 3 energy damage (Citizen Battery)
- If Citizen Assault is in play increase damage dealt by Citizen Battery by 2 (Citizen Battery)

==========
Citizen Dawn  (80)  (DR -1)
Citizen Blood (5)   (DR -1)
Citizen Winter (4)  (DR -1)
Citizen Anvil (2)   (DR -1)
Citizen Assault (4) (DR -1)
Citizen Battery (7) (DR -1)

==========
Fanatic    - 12/10
Setback    - 10/12
Tachyon    - 14
Omnitron-X -  9 (DR -2 for cold, fire, lightning, energy)
Parse      - 13

===========
(none)
 

---

Need decision on who takes the 5 damage between Fanatic and Setback.  The other takes the 7 damage at the end of the turn from Battery.

Villain damage is +2 due to (advanced Dawn) + (Imbued Fraility).  Assault and Battery synergy added 1 to the mass attack and 2 to Battery's attack.

A thumping by the villains, but the +1 DR from the environment means that even without Anvil being taken out Tachyon will be able to hit everyone with Hypersonic Assault.

If we're going to hit everyone with Hypersonic Assault, I guess we might as well leave Imbued Frailty out? Or is that too dangerous?

It seems like deck control from me is going to be most useful; I'll plan to put out Extrasensory Awareness this turn.

We can leave Imbued Frailty out for a turn if Hypersonic Assault is used.   I'd like to take out her Ongoing card then since I can actually deal damage then.  

I'll plan to use flechettes to kill the ongoing and hit them all for 2 on my turn (3 if the environment card is still out). That should be a good step in the right direction. Alternately, I could bio-beam the environment, but my preference is to keep Timeshifting for a bit.

Are we going to try to avoid flipping her? If so, we want to avoid all-target damage. But maybe it's hopeless to avoid a flip at this point.

I don't know that we can avoid flipping her.  Either way this it's going to be rough