Episode 31 - Dawn of Discord

That's what I was afraid of.  Oh well I'll still get down to one

Citizen Tears was causing the discard and then 1 damage melee if you discarded.  That damage was negated by the environment due to Time Crawls.

Citizen Blood die one damage to lowest HP character.  1 +1 (Citizen Tears being in play) -1 (Time Crawls).  That was dealt to Setback.

CITIZEN DAWN - ROUND 7

Citizen Dawn (44) [Merged With The Power of the Sun]

In Play:
Citizen Blood (5)
Citizen Battery (7)
Citizen Truth (3)
Citizen Tears (5)
Citizen Spring (6)


Start of Turn:
Citizen Dawn flips to [Leader of the Citizens of the Sun]
   
Play: Channel the Eclipse
      - Updated Intel for Parse - bottom card of her deck; kept on bottom

End of Turn:
Citizen Dawn hits Tachyon [6] for 3 Energy damage
Citizen Blood hits Setback [0] for 2 Melee damage
(Setback restores to 17 HP via Silver Lining - Unlucky Pool to zero and Silver Lining is destroyed)
Citizen Battery hits Setback [14] for 3 Energy damage
Each player discards a card due to Citizen Tears, if they do they take 1 melee damage.
Citizen Spring heals Citizen Truth [4] and Citizen Dawn [45] for 1 HP each.
Citizen Dawn inflicts 2 Cold damage [43] to herself.
 
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Effects:
- Increase damage dealt by citizens by 1. (adv 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]
- Play the top card of the villain deck. (Channel the Eclipse)

(End of Turn)
- Citizen Dawn deals the hero 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 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)
- Citizen Dawn deals herself 2 Cold damage (Channel the Eclipse)

==========
Citizen Dawn  (43)  (immune)
Citizen Blood (5)   (immune)
Citizen Battery (7) (immune)
Citizen Truth (4)   (DR -1)
Citizen Tears (5)   (immune)
Citizen Spring (6)  (immune)

Channel the Eclipse (ongoing)
==========
Fanatic    -  7 (+1 damage next damage dealt)
Setback    -  13
Tachyon    -  5
Omnitron-X -  9 (DR -2 for cold, fire, lightning, energy)
Parse      -  7 (+5 damage next damage dealt)

===========
Explosive Bubbles (1)
Portal Fiend (17)

Time Crawls (distortion)
 

Fanatic
 
HP: 7
Hand: Smite the Transgressor, Consecrated Ground, Absolution, Holy Nova
Play: 
Trash:
Effects:
 
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Start
Play: Consecrated Ground destroying Time Crawls,dealing net one radiant damage to Citizen Truth[3] , and dealing one radiant damage to Portal Fiend [16]
Power: Exorcism - dealing one radiant and one melee damage to Portal Fiend [14]
Draw: Zealous Offense
End
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HP: 7
Hand: Smite the Transgressor, Absolution, Holy Nova, Zealous Offense
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, Chastise, Consecrated Ground 
Effects:  When Fanatic would be dropped to 0 or fewer HP destroy Aegis of Resurrection and restore Fanatic to 10 HP

Don't forget that when Dawn flips back, damage dealt by citizens is +1.

That was referring to Round 6.  Note that in Round 7 that was just posted the damage bonus was taken into account and Blood did 2 damage to Setback, and the heroes took 1 damage from Tears in addition to the discard.

Ah. My mistake.

Setback:  A Change from Better to Worse

Start of Turn:  n/a

Play:  n/a (no cards to play!)

Power:  Looking Up--I punch Citizen Truth for net 2 melee [1] and put 3 Unlucky Tokens in my pool (3)

Draw:  Cause and Effect

 

O-X!  Get 'em!

Anyone can decide to punch Setback in the face with Friendly Fire, restoring his health and giving him some unlucky tokens.

Does anyone have an argument that they should be a target for Syntactic Analysis (play, discard, or draw the top two cards of your deck)? Targetting Arrow would also be good (+1 damage to a target for a turn).

I already died and resurrected on the Villain turn.  Please, no more punching me!

Also, I'm probably the least tactical choice for a Syntactic Analysis.

Discard Accelerated Assault for Tears

 

Tachyon

Hmm, I ran so fast it almost seemed like I had a new personality for a short time there!

HP: 5
Hand: Lightspeed Barrage, Pushing the Limits, Lightning Reflexes (2)
Play: HUD Googles
Trash: Sonic Vortex, Supersonic Response, Quick Insight, Sonic Vortex, Blinding Speed, Fleet of Foot, Hypersonic Assault, Synaptic Interruption, Pushing the Limits, Hypersonic Assault, Research Grant, Blinding Speed, Nimble Strike, Sucker Punch Sucker Punch, Synaptic Interruption, Pushing the Limits, Nimble Strike, Nimble Strike, Accelerated Assault (13 Burst cards)

Effects: Play one extra card

 
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Start: I'm really not sure what to do this turn, I use my start of turn to spend 5 minutes considering my play. With Time Crawls I could happily skip and draw 2, with that gone I'm not so sure any more.
Play: I think I play Pushing the Limits and no more cards

Power: I reveal... Fleet of Foot, put it back.
Draw: I'm torn here. With Syntatic Analysis coming up I'm half tempted to put Fleet of Feet back on top and not draw... ... ... Nah, draw it and one other... well wrong choice there! Another Fleet of Foot!
End
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HP: 5
Hand: Lightspeed Barrage, Lightning Reflexes (2), Fleet of Foot (2)
Play: HUD Googles, Pushing the Limits
Trash: Sonic Vortex, Supersonic Response, Quick Insight, Sonic Vortex, Blinding Speed, Fleet of Foot, Hypersonic Assault, Synaptic Interruption, Pushing the Limits, Hypersonic Assault, Research Grant, Blinding Speed, Nimble Strike, Sucker Punch Sucker Punch, Synaptic Interruption, Pushing the Limits, Nimble Strike, Nimble Strike, Accelerated Assault (13 Burst cards)

Effects: Play two extra card, draw one extra, Take damage or destroy PtL.

Dawn should still be at 45, she's immune to the damage from Channel the Eclipse right now.

Syntatic Analysis... I really can't decide who would be best right now. If Omnitron is about to wipe the board with Disruptive Flechettes, I think the only bad thing that could happen would be from Setback destroying our stuff, and PtL is there as a sacrifice if that happens; I think the best choice is your choice, whomever you want to see do stuff.

Omnitron-X

HP: 9
Hand: Ablative Coating, Temporal Shielding, Disruptive Flechettes
Play: Elemental Exochassis, Innervation Ray, Gaussian Coil Blaster, Bio-Engineering Beam, Reactive Plating Subroutine, Electro-Deployment Unit, Focused Plasma Cannon, Electro-Deployment Unit, Defensive Blast
Trash: Reset, Rocket Punch, Disruptive Flechettes, Technological Advancement, Slip Through Time, Self Sabotage
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, play or draw a card

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Start:

  • Innervation Ray restores 1 HP to Omnitron-X [10], Tachyon [6], Parse [8]
  • Gaussian Coil Blaster deals 1 lightning damage to Portal Fiend [13]
  • Electro-Deployment Unit plays Disruptive Flechettes; destroy Channel the Eclipse and hit all the things for 2: Truth [x], Dawn [43], Blood [3], Battery [5], Tears [3], Spring [4], Bubbles [x], Portal Fiend [11]
  • Focused Plasma Cannon deals 2 damage to Citizen Battery [3]
  • Electro-Deployment Unit draws Reset

Play: Reset - shuffle trash; draw Reactive Plating Subroutine; skip the play
Power: Defensive Blast - discard Temporal Shielding and deal 1 x 4 elemental damage to all the things: Dawn [39], Blood [x], Battery [x], Tears [x], Spring [x], Portal Fiend [7]
Draw: Slip Through Time
End:

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HP: 10
Hand: Ablative Coating, Reactive Plating Subroutine, Slip Through Time
Play: Elemental Exochassis, Innervation Ray, Gaussian Coil Blaster, Bio-Engineering Beam, Reactive Plating Subroutine, Electro-Deployment Unit, Focused Plasma Cannon, Electro-Deployment Unit, Defensive Blast
Trash: Reset, Temporal Shielding
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, play or draw a card

Ok. Go have fun.

 

Fanatic destroyed Time Crawls so you can play cards and use powers if you wanted.   In regards to Syntatic Analysis I'm fine with whoever it's played on though if you want cards that have an instant affect I imagine Tachyon would be the best.  

I'd probably use the Syntactic Analysis on Parse. A good damage boost or two could set us up for a nice round.

Right, and I did. I was saying that while Time Crawls was in play I had a "no brainer" choice, skip and draw 2, Fanatic destroying the Environment card forced me to use my brain and weigh my options, curse you Fanatic!

 

I'll go ahead and play Syntactic Analysis on Tachyon. Tachyon, after Omnitron-X's turn, if you get a chance to play your Lightspeed Barrages, I think that will take Dawn down to be the second-highest HP so she can get munched by the Portal Fiend.

EDIT: Also, I can do 7 damage during my power phase, if you can pull off a little more damage.

sorry, I really should be awake for a while longer before I post as it makes more sense reading that again.  

No idea how much I could do, you're relying on me drawing one of two Lightspeed Barrages left in my deck (I've no Lightning Reflexes or Fleet of Foots left in my deck, the only two cards that would get me a card play from my hand), if you think those odds are worth it I'll be happy to try but if you can do more, do it.

OK, I’ll go with the Syntactic Analysis on myself.

Parse

HP: 7

Hand: Buffer Overflow, Snap Decision, Between the Lines, Targeting Arrow, Reveal the Flaws, Syntactic Analysis

In play: Extrasensory Awareness, Updated Intel, Critical Multiplier

[hr]
Start of hero turn:

Play a card: Syntactic Analysis on Parse. Hoping for something good…
Reveal Impossible Shot and Quick Calculation.
Play Impossible Shot, deal Portal Fiend 3+5 irreducible projectile damage (X). Draw Between the Lines.
Play Quick Calculation. Reveal Extrasensory Awareness, Snap Decision, and Segmentation Fault. Put Extrasensory Awareness on bottom of my dack, draw the other two.

Use a power: Quick Shot. Deal 2 projectile damage to Dawn (37).

Draw a card: Recompile

End of hero turn:

[hr]
HP: 7

Hand: Buffer Overflow, Snap Decision (x2), Between the Lines (x2), Targeting Arrow, Reveal the Flaws, Segmentation Fault, Recompile

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, Gauge, Updated Intel, Syntactic Analysis, Impossible Shot, Quick Calculation

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.