If we could do the Forced Deployment, Visionary could Brain Burn away the stack of Minions, so the Deployment won’t put any minions out at all…
Aside from that, I’d recommend a Kraken on top…
If you put a Kraken on top we will be rid of all but one minion. However, we likely become targets the next round. If you do the Collasped Hall then Setback is taking 24 damage and he only has 6 he can redirect.
Bear in mind that I have Wrong Time and Place out, so I will either take or redirect the first damage to heroes each turn. I can save up to redirect the Brain Burn damage.
EDIT: Assuming the Crushing Hallway doesn't kill me first. I vote for the Kraken, and then we can take out at least one of the Krakens next round.
Kraken and Forced Deployment on top seem like winners now.
Edit: so when the Kraken attack they should leave Vyktor alone. That way we have no damage coming this turn and Voss won't have any minions giving him DR outside of playing on advanced.
Not sure I agree - we might want to avoid having Voss flip, which means leaving one Minion (not Vyktor) alive.
That's right. Hmm guess the firesworn should be left then. Best if we can kill him before the brainburn
Concur with general thoughts.
Villain deck - Forced Deployment on top and TGF Stalwart on bottom.
Environment - Kraken on top and Hallway Collapse and Kraken on bottom.
I take the plan for this round is that Setback will redirect Brain Burn damage (if possible) and that Brain Burn will be used to pot the minion pile back under the deck to leave nothing for Forced Deployment to bring into play.
So we'll have the two Krakens take out Vyktor and the Bionaut, leaving the Firesworn.
I think I have enough tokens in my Lucky Pool to afford redirecting its damage; I think I'll send it to a Kraken, and maybe punch the Kraken myself as well, depending on Unity's schemes for that Flak Jacket.
Well, the Flak Jacket would look mighty nice on Swift Bot. I can either get Swift out this turn or I can play Flash Forge and delay a little bit, but have a better selection. That would be entirely up to the owner of the gear.
The flak jacket is open for use on a golem.
Ruins of Atlantis
In Play: The Kraken (15)
Trash:
Start of Turn:
Play: The Kraken (15)
End of Turn: Kraken #1 deals 5 melee damage to Bionaut (x)
Kraken #2 deals 5 melee damage to Vyktor (x)
Grand Warlord Voss Advanced - Round 2
Grand Warlord Voss (90) - Conquering Alien Warlord
In Play:
Gene-Bound Firesworn (3)
Villain Trash:Gene-Bound Guard ,Gene-Bound Banshee,Gene-Bound Psi-Weaver, Gene-Bound Bionaut, Gene-Bound Shock Infantry, First Lieutenant Vyktor
Start of Turn: n/a
Play: Forced Deployment
End of Turn:
Firesworn attempts to deal Setback 2 Fire damage, which is redirected to Kraken 1 (13)
========================
Effects:
-Reduce damage to Voss by 2 for each Minion in play
-Reduce damage dealt by heroes by 1 (Advanced text)
(Start of Turn)
-At start of turn, flip Voss if there are no minions in play
-At start of turn, if there are 10 or more minions in play, heroes lose
(End of Turn)
-Firesworn deals hero with the highest HP 2 fire damage
==========
Grand Warlord Voss (90) (DR 2)
Gene-Bound Firesworn (3)
==========
Setback - 23
Unity - 24
Mainstay - 12
Writhe - 12
Dr Medico - 11
The Idealist - 10
Dark Visionary - 20
Dark Watch Expatriette - 22
The damage to Unity is actually redirected. Setback discards 2 tokens from his Unlucky Pool to push it to a Kraken (the more recent one).
We might want to leave the Firesworn alive to provide a target for the Kraken. Can we kill one of them, in fact? I can do at least 2 damage, Brain Burn (redirected) will provide 5, and then Ex-Patriette can do another 4. I'm going to be building up my Unlucky Pool as much as I can.
The Sentinels discard Coordinated Assault to Fumbling Fool.
(Also, Idealist is at 10. She got healed by Medico and didn't take damage this environment/villain turn.)
Unity discards Turret Bot, then...
Unity
HP: 24
Hand: Champion Bot, Raptor Bot, Swift Bot, Brainstorm, Flash Forge, Powered Shock Wave (2), Robot Reclamation
Play:
Trash: Turret Bot, Brainstorm
Effects:
--------------------------------------------------------------------------------------------
Start:
Play: Brainstorm - draw Hasty Augmentation and Stealth Bot; deal no damage
Power: Bot Hack - destroy the Flak Jacket to put Swift Bot into play
Draw: Bee Bot and Platform Bot
End:
--------------------------------------------------------------------------------------------
HP: 24
Hand: Bee Bot, Champion Bot, Platform Bot, Raptor Bot, Stealth Bot, Flash Forge, Hasty Augmentation, Powered Shock Wave (2), Robot Reclamation
Play: Swift Bot [6]
Trash: Turret Bot, Brainstorm (2)
Effects: Unity can draw 2 cards and play 2 cards during the corresponding phases
Next round, I'll Flash Forge to get some Pylons and a bot or two. Then I can play Stealth Bot and something that will start doing some damage.
Edited to fix my bone-headed error regarding Extract.
The Sentinels
HP: Idealist [10]; Dr. Medico [11]; Writhe [12]; Mainstay [12]
Hand: Positive Energy (x2); Horrifying Dichotomy; Dark Delusions; Second Chance; Blackout; Unique Capabilities
In play: Sentinel Tactics
-------------------------------------
Start of hero turn:
Play a card: Unique Capabilities: I search my deck for Hippocratic Oath and put it into play. I draw Team Communication and play Team Communication. Team Communication allows me to draw Unique Capabilities, Restorative Burst, Caliginous Form, and Positive Energy. I play Unique Capabilities #2! I put Durasteel Chains into play, draw Fling Into Darkness, and play Caliginous Form.
Use a power: Telekinetic Jab: Idealist deals net 1 psychic damage to Kraken #1 (10).
Sentinel Tactics triggers! Block: The Sentinels have DR 1 for the turn.
Draw a card: Dark Delusions
End of hero turn: Hippocratic Oath triggers: Idealist [11]; Writhe [13]; and Dr Medico [12] each regain 1 hp.
---------------------------------------
HP: Idealist [11]; Dr Medico [12]; Writhe [13]; Mainstay [12]
Hand: Positive Energy (x3); Horrifying Dichotomy; Dark Delusions (x2), Second Chance, Blackout, Fling Into Darkness; Restorative Burst
In play: Sentinel Tactics; Hippocratic Oath, Durasteel Chains, Caliginous Form
Trash: Team Communication (x2), Horrifying Dichotomy; Unique Capabilities (x2)
Additional effects: The first time one of The Sentinels deals damage in a turn, I may use a power.
Whenever Dr. Medico would deal damage, prevent the deamage and instead heal 1 Hero Target that much HP (Hippocratic Oath)
Reduce damage dealt to Mainstay by 1. Increase damage dealt by Mainstay by 1. (Durasteel Chains)
The first time Writhe would be dealt damage each turn, reduce that damage by 2 and redirect it to the Villain target with the highest HP. (Caliginous Form)
The Sentinels have DR 1 until the start of their next turn (DR 2 for Mainstay). (Block)
Voss discards a Frosthound and Atlantis discards a Toxic Seaweed.
Stalwart is the bottom card of Voss's deck