Episode 31 - Dawn of Discord

Also I'll take the 7 damage for what it's worth

With 2 Hypersonics in hand I can keep them from dealing damage for a round or two, I say let it ride.

Now do we try to burn down Dawn or take out Citizens to cause a flip?

If we can 'turn off' the villains for a turn with the Hypersonic Assault, let's focus on Dawn for the time being.

Fanatic
 
HP: 10
Hand: Smite the Transgressor, Aegis of Resurrection, Sanctifying Strike, End of Days, Consecrated Ground
Play: 
Trash:
Effects:
 
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Start
Play: Smite the Transgressor dealing 2 damage to Citizen Anvil [x]
Power: exorcism dealing 2 melee and 2 radiant damage to Dawn [76]
Draw: Smite the Transgressor
End
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HP: 10
Hand: Smite the Transgressor, Aegis of Resurrection, Sanctifying Strike, End of Days, Consecrated Ground
Play: 
Trash: Brutal Censure,Smite the Transgressor
Effects:  
 
Edit: discarding Divine Sacrifice for Fumbling Fool
edit 2: Draw Consecrated Ground from Fleet of Foot

Anvil is down so damage is buffed by one now.  

Setback:  A Change From Better to Worse
 
HP: 12
Hand: Fumbling Fool (x2); Cause and Effect; Whoops, Sorry!
Play: Silver Lining
Trash:
Effects: Unlucky Pool (1)
 
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Start
Play: Fumbling Fool:  Everyone discards the top card of their deck.  (My discard was another Whoops, Sorry!).  I put 5 Unlucky tokens into my pool (6)
Power: Risk:  I add 1 token to my pool (7) and play Karmic Retribution.  Having exactly 7 tokens in my Unlucky Pool, I clear the pool and hit Citizen Dawn for net 8 melee damage! (66)
Draw: Looking Up
End
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HP: 12
Hand: Fumbling Fool; Cause and Effect; Whoops, Sorry!; Looking Up
Play: Silver Lining
Trash: Plucky Break; Whoops Sorry, Fumbling Fool, Karmic Retribution
Effects:  Unlucky Pool (0); Everyone discards the top card of their deck.

Omni's discard is Self-Sabotage.

Tachyon

Nice work team! Concentrate fire on her while I tie up her minions...

Discard Sonic Vortex for Fumbling Fool (not even a Burst card)


HP: 14
Hand: Lightspeed Barrage, Blinding Speed, Hypersonic Assault, Hypersonic Assault, Fleet of Foot
Play: Pushing the Limits
Trash: Sonic Vortex, Supersonic Response, Quick Insight, Sonic Vortex (2 Burst cards)

Effects:  Play 1 extra card, Draw 1 extra card, Start of turn take 2 sonic damage or destroy PtL
 
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Start: Take the 3 damage to keep PtL around (11)
Play: Fleet of Foot allows everyone to draw a card and also allows me to play the Blinding Speed I just drew, killing off Return with the DawnPlay the Hypersonic Assault and deal 2 to all targets except our team (66,3,2,2,5) The Citizens can't deal damage

Power: Rapid Recon reveals Synaptic Interruption, ditch it
Draw: Synaptic interruption and Nimble Strike
End
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HP: 11
Hand: Lightspeed Barrage, Blinding Speed, Hypersonic Assault, Synaptic interruption, Nimble Strike
Play: Pushing the Limits
Trash: Sonic Vortex, Supersonic Response, Quick Insight, Sonic Vortex, Fleet of Foot, Hypersonic Assault, Synaptic Interruption (5 Burst cards)

Effects:  Play 1 extra card, Draw 1 extra card, Start of turn take 2 sonic damage or destroy PtL

Sooooo, we can do 64 damage in the next 2 rounds, right team?

Setback pulls Friendly Fire from Tachyon's Fleet of Foot.

Draw Gaussian Coil Blaster from Fleet of Foot

Omnitron-X

HP: 9
Hand: Disruptive Flechettes (2), Bio-Engineering Beam, Reactive Plating Subroutine, Innervation Ray, Gaussian Coil Blaster
Play: Elemental Exochassis
Trash: Reset, Technological Advancement, Electro-Deployment Unit, Self-Sabotage
Effects: DR2 for fire, cold, lightning, energy damage

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Start:
Play: Innervation Ray
Power: Timeshift myself - reveal Reset and put it into play; shuffle; draw Defensive Blast; play Gaussian Coil Blaster
Draw: Temporal Shielding
End:

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HP: 9
Hand: Disruptive Flechettes (2), Bio-Engineering Beam, Reactive Plating Subroutine, Defensive Blast, Temporal Shielding
Play: Elemental Exochassis, Innervation Ray, Gaussian Coil Blaster
Trash: Reset
Effects: DR2 for fire, cold, lightning, energy damage; at start of turn, heal 3 hero targets 1 each and deal 3 targets 1 lightning damage each

Citizen Dawn's current HP is 66.  (Setback made a minor math error.) :blush:

Typical.  :stuck_out_tongue:

Parse discards Exploit Vulnerability to the Fumbling Fool, and draws Syntactic Analysis.

Parse

HP: 13

Hand: Recompile, Recompile, Critical Multiplier, Reveal the Flaws, Extrasensory Awareness, Syntactic Analysis

In play:

[hr]
Start of hero turn:

Play a card: Extrasensory Awareness.

Use a power: Extrasensory Awareness. Reveal the top 3 cards of the villain deck, discard 1 of them, and put the other two back in any order. You may shuffle the villain deck.

Draw a card: Data-Mining

End of hero turn:

[hr]
HP: 13

Hand: Recompile, Recompile, Critical Multiplier, Reveal the Flaws, Syntactic Analysis, Data-Mining

In play: Extrasensory Awareness

Trash: Impossible Shot, Exploit Vulnerability

Additional effects: Do the ESP thing.

I'm hoping we don't get three manageable Citizens here, but the chances are not so high, I think.

Devastating Aura, Blinding Blast, and Citizen Dare.

Environment - The Realm of Discord

In Play: Imbued Fraility (distortion)

Start: (none)

Play: Explosive Bubbles (5)

End: Bubbles zap Citizen Dawn [63], Parse [10], Setback [9], Tachyon [8], and Fanatic [7] for 3 energy damage each

Effects:

- increase all damage dealt by 1 (Imbued Fraility)

I would think (though the decision obviously belongs to Parse) that we discard Devastating, put Dare on top and Blinding beneath that.

Let's just discard that Devastating Aurora, shall we.

Citizen Dare on top, then Blinding Blast.

CITIZEN DAWN - ROUND 3

Citizen Dawn (63) [Leader of the Citizens of the Sun]

In Play:
Citizen Blood (3)
Citizen Winter (2)
Citizen Assault (2)
Citizen Battery (5)


Start of Turn:
   
Play: Citizen Dare (3)

End of Turn:

Citizens mill about and act threatenly, but seem incapable of damaging the heroes

Citizens in Trash: 1
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Effects:
- Increase damage dealt by citizens by 1. (Advanced Citizen Dawn)
- Increase damage done to hero targets by 1 (Citizen Dare)
- When Citizen Truth enters play, Citizen Dare deals each hero target 1 irreducible psychic damage and destroys Citizen Dare's card.

(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)
- 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) 
- 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)

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Citizen Dawn  (63)  (cannot deal damage)
Citizen Blood (3)   (cannot deal damage)
Citizen Winter (2)  (cannot deal damage)
Citizen Assault (2) (cannot deal damage)
Citizen Battery (5) (cannot deal damage)
Citizen Dare (3)

==========
Fanatic    -  7
Setback    -  9
Tachyon    -  8
Omnitron-X -  9 (DR -2 for cold, fire, lightning, energy)
Parse      - 10

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Explosive Bubbles (5)