Episode 31 - Dawn of Discord

Tachyon redirects Battery's damage to Truth and discards Pushing the Limits for Tears.

Tachyon

HP: 8
Play: HUD Goggles
Hand: Lightspeed Barrage
Trash: Blinding Speed, Fleet of Foot, Hypersonic Assault (2), Nimble Strike, Quick Insight, Sonic Vortex (2), Sucker Punch (2), Supersonic Response, Research Grant, Synaptic Interruption (2), Pushing the Limits (2) - 9 Bursts

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Start:
Play: skip
Power: skip
Draw: Pushing the Limits and Nimble Strike
End:

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HP: 8
Play: HUD Goggles
Hand: Lightspeed Barrage, Pushing the Limits, Nimble Strike
Trash: Blinding Speed, Fleet of Foot, Hypersonic Assault (2), Nimble Strike, Quick Insight, Sonic Vortex (2), Sucker Punch (2), Supersonic Response, Research Grant, Synaptic Interruption (2), Pushing the Limits (2) - 9 Bursts

Omnitron-X

HP: 7
Hand: Temporal Shielding, Disruptive Flechettes (2), Defensive Blast, Slip Through Time
Play: Elemental Exochassis, Innervation Ray, Gaussian Coil Blaster, Bio-Engineering Beam, Reactive Plating Subroutine, Electro-Deployment Unit
Trash: Reset, Rocket Punch
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, play or draw a card

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Start: Innervation Ray restores 1 HP to Setback [5], Omnitron-X [8], Fanatic [8]; Gaussian Coil Blaster deals 1 damage to Ethereal Bonds [6/3] (3 if Setback hits them); Electro-Deployment Unit draws Technological Advancement
Play: Slip Through Time
Power: Timeshift Tachyon - reveal Nimble Strike and play it, deal 1 damage to Ethereal Bonds [5/2] and draw Lightning Reflexes
Draw: Focused Plasma Cannon
End: Play Focused Plasma Cannon; no power usage

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HP: 8
Hand: Temporal Shielding, Disruptive Flechettes (2), Technological Advancement, Defensive Blast
Play: Elemental Exochassis, Innervation Ray, Gaussian Coil Blaster, Bio-Engineering Beam, Reactive Plating Subroutine, Electro-Deployment Unit, Slip Through Time, Focused Plasma Cannon
Trash: Reset, Rocket Punch
Effects: DR2 for fire, cold, lightning, energy damage (taking one of these kinds of damage lets Omni-X deal 1 target 2 damage of that type); at start of turn, heal 3 hero targets 1 each and deal 3 targets 1 lightning damage each, play or draw a card, deal 2 irreducible fire damage to 1 target

I thought Setback destroyed Etheral Bonds using Cause and Effect.

Setback had to discard an Exceeded Expectations, so there's that...

And I did destroy the Ethereal Bonds with Cause and Effect, as the Portal Fiend was already toast.

(For the record, I'm back from Origins now, so I can actually post and focus on what I'm doing...)

Rather, the Portal Fiend never was: that was the threat on the bottom of the environment deck. It sounds like maybe I should let it come out next time around.

Ok. Updated to remove the Bio Beam

Parse

HP: 7

Hand: Recompile, Reveal the Flaws, Data-Mining, Buffer Overflow

In play: Extrasensory Awareness, Updated Intel, Critical Multiplier

[hr]
Start of hero turn:

Play a card: Recompile. Discard my hand. Draw Updated Intel, Gauge, Buffer Overflow, Snap Decision, Syntactic Analysis, Between the Lines. Next damage dealt by Parse is increased by another three (now at +4).

Use a power: Extrasensory Awareness. Reveal the top three cards of the villain deck and do the stacking thing.

Draw a card: Targeting Arrow

End of hero turn:

[hr]
HP: 7

Hand: Updated Intel, Gauge, Buffer Overflow, Snap Decision, Syntactic Analysis, Between the Lines, Targeting Arrow

In play: Extrasensory Awareness, Updated Intel, Critical Multiplier

Trash: Impossible Shot, Exploit Vulnerability, Targeting Arrow, Syntactic Analysis, Recompile, Data-Mining, Updated Intel, Quick Calculation, Recompile, Reveal the Flaws, Data-Mining, Buffer Overflow

Additional effects: Whenever a villain card enters play, you may look at the bottom card of a deck, then put it on the top or bottom of that deck.
Whenever you discard a card from hand, select a Hero target. Increase the next damage dealt by that target by 1.
Next damage dealt by Parse is increased by 4.

ESP reveals Blinding Blast, Return With the Dawn, and... Citizen Spring.

Environment - The Realm of Discord

In Play: Explosive Bubble (1)

Start: (none)

Play: Time Crawls

End: Bubble zaps Citizen Dawn [33] for 0 energy damage.

Effects:

- At the end of the Environment turn, the Explosive Bubbles deal 2 energy damage to the X non-environment cards with the highest HP, where X = the HP of the Explosive Bubbles.

- Each hero turn that hero's player must skip either their play or power phase. (Time Crawls)

- Reduce all damage dealt by villain targets by 1 (Time Crawls)

Since Dawn won't flip this turn I'd say with ESP to discard Return With the Dawn, Put Citizen Spring on top then Blinding Blast, and hope after Spring is played if we have a better option at the bottom of Dawn's Deck.  If not, we will have some awfully small hands.  

I feel like Blinding Blast is substantially worse than Return with the Dawn. We have multiple ways to kill ongoings. If we go End of Days, it'll get taken out as well. Whereas Blinding Blast will hurt us all (and none of us is particularly healthy) and force us to discard.

Villian damage is reduced by 1 due to the environment and we have potential for more damage or more DR from the citizens in the trash.  I'd rather deal with one new citizen rather then two since we will be dealing with them another round. 

 

Edit: I'll still hold onto End of Days no matter what as I think after Dawn flips it's the best option for pulling this out. If others disagree I don't mind dropping it for a discard.  

I realize this is a weird thing to say, but please make sure that Setback dies before End of Days goes off.  I'm at 4 hp now, but I should be sitting at 15 Unlucky Tokens or so if Silver Lining is still in play when I die.  That'll definitely give me a much needed boost.

The Extrasensory Awareness went off before we knew about the damage reduction. So I'm going to go with discarding Blinding Blast, putting Citizen Spring then Return with the Dawn on top.

After Citizen Spring is played I will look at the bottom of the villain deck.

Yeah I would agree with that since we didn't know about Time Crawls.  Forgot about the order

Edit: I'll try my best to kill Setback  :sunglasses:

And here we go...

CITIZEN DAWN - ROUND 6

Citizen Dawn (33) [Leader of the Citizens of the Sun]

In Play:
Citizen Blood (1)
Citizen Battery (3)
Citizen Truth (7)
Citizen Tears (5)


Start of Turn:
(Nothing happens)
   
Play: Citizen Spring (6)
      - Updated Intel for Parse - bottom card of villain deck is Healing Light (moved to top of deck by Parse)

End of Turn:
Healing Light is played - Dawn gains 10 HP and other citizens healed to full points
      - Updated Intel for Parse - bottom card of environment deck is Portal Fiend (moved to top of deck by Parse)
Citizen Blood hits Setback [4] for 1 Melee damage
Citizen Battery hits Omnitron-X for (2-2) Energy damage
Each player discards a card due to Citizen Tears, if they do they take 0 melee damage.
Citizen Spring heals Citizen Dawn for 1 HP.
 
Citizens in Play:  6

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Effects:
- Citzen Dawn is immune to damage (Citizen Dawn)
- At the end of the villain turn play the top card of the Villain deck (Citizen Dawn)
- If Citizen Sweat is in play, Citizen Blood deals each hero target 1 melee damage (Citizen Blood)
- If Citizen Tears is in play, increase damage dealt by Citizen Blood by 1 (Citizen Blood)
- Villain targets other than Citizen Truth are immune to damage (Citizen Truth)
- Reduce damage down to Citizen Truth by 1 (Citizen Truth)

(Start of Turn)
- If there are six or more citizens in play, flip Citizen Dawn's card [Citizen Dawn - Merged With the Power of the Sun side]

(End of Turn)
- Citizen Blood deals the hero target with the lowest HP 1 Melee damage (Citizen Blood)
- 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)
- Each player discards one card (Citizen Tears)
- If Citizen Blood is in play, Citizen Tears deals each hero melee damage equal to the number of cards discarded by their players this turn (Citizen Tears)
- At the end of the villain turn, each citizen regains 1 HP (Citizen Spring)

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Citizen Dawn  (44)  (immune)
Citizen Blood (5)   (immune)
Citizen Battery (7) (immune)
Citizen Truth (7)   (DR -1)
Citizen Tears (5)   (immune)
Citizen Spring (6)  (immune)

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Fanatic    -  8
Setback    -  4
Tachyon    -  8
Omnitron-X -  8 (DR -2 for cold, fire, lightning, energy)
Parse      -  7

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Explosive Bubbles (1)

----- Player actions to be done:

a. Decide who takes hit from Citizen Battery (3 if Fanatic or Tachyon; 1 if Omnitron-X) [Done]

b. Each player discards a card for Citizen Tears effect. [in progress]
 

 

Given that wish I half-expected you to say something about Omnitron-X healing you last round.  Because barring that and the effects of Time Crawls Setback was going to go down between Citizen Blood's damage and the self-inflicted damage from Looking Up.

I will take Healing Light to the top of the villain deck.

When Healing Light gets played, I will move the Portal Fiend from the bottom of the environment deck to the top, as I plan to do Extrasensory Awareness anyway.

Villain turn edited to complete it and take Parse decisions into account.  Please note further player decisions to be made to complete the turn.

Fanatic
 
Edit: Discarded End of Days to Sweat instead of Consecrated Ground.
Going to be a nothing turn essentially so I can get some cards before playing End of Days next turn since play or power had to be skipped anyways. 
 
HP: 8
Hand: Smite the Transgressor, Consecrated Ground, Absolution
Play: 
Trash:
Effects:
 
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Start
Play: Skip
Power: Skip
Draw: Holy Nova, Chastise
End
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HP: 8
Hand: Smite the Transgressor, Consecrated Ground, Absolution, Holy Nova, Chastise
Play: Aegis Of Resurrection
Trash: Brutal Censure,Smite the Transgressor,Divine Sacrifice,Sacrosanct Martyr, Prayer of Desperation, Consecrated Ground, Aegis of Resurrection, Divine Focus, End of Days
Effects:  When Fanatic would be dropped to 0 or fewer HP destroy Aegis of Resurrection and restore Fanatic to 10 HP