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)
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)
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).
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.
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)
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.
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.