Yes. Just 2 minions currently in play as fodder to provide DR.
"None can resist the powers of my amulet, your conquest of this planet is doomed!"
NIGHTMIST
HP: 23
Hand: Astral Premonition{4}, Mist Form{3}, Oblivion{4}, Planar Banishment{2}
In Play: Amulet of the Elder God{2}
Trash: Astral Premonition{2}, Mist-Fueled Recovery{4}, Heedless Lash{1}, Mistbound{1}, Oblivion{1}, Starshield Necklace{1}, Scouring Mists{3}, Tome of Elder Magic{4}
-------------------------
Start:
Play: Astral Premonition{4}
Power: Investigation - Deal myself (2-1) 1 Infernal Damage, draw Amulet of the Elder Gods{3} and Elder Ring{3}
Draw: Master of Magic{2} !
End:
-------------------------
HP: 22
Hand: Mist Form{3}, Oblivion{4}, Planar Banishment{2}, Amulet of the Elder Gods{3}, Elder Ring{3}, Master of Magic{2}
In Play: Amulet of the Elder God{2}, Astral Premonition{4}
Trash: Astral Premonition{2}, Mist-Fueled Recovery{4}, Heedless Lash{1}, Mistbound{1}, Oblivion{1}, Starshield Necklace{1}, Scouring Mists{3}, Tome of Elder Magic{4}
I may need to redirect damage twice to stay on top until I get Master of Magic rolling, then being highest shouldn't be a problem.
Tempest Calls down the Lightning and takes out the Gene-Bound Soldier. He then Calls forth the wind again but to little effect against the Shield Generator, and Voss just Laughs and says, “It will take more than that Pitiful breeze to stop me.”
But Tempest knows what is coming and smiles. Voss will not be laughing for long.
The Hero’s await too see what happens next……
Tempest
HP: 11
Hand Gene-Bound Shackles, Reclaim From the Deep (X3), Ball Lightning, Electrical Storm
In Play: Grievous Hail Storm, Localized Hurricane
Trash: –
Effects:
-
Increase damage dealt by GW Voss to Tempest by 1 (Nemesis)
-
Increase damage dealt by Tempest to GW Voss by 1 (Nemesis)
-
Decrease damage done by heroes by 1 (Conquering Alien Warlord - Advanced)
-
Increase Damage Dealt to Tempest By 1
Start of Turn: –
Play a Card: Ball Lightning (One-Shot) [Tempest Deals 1 Target 4 Lightning Damage] You may destroy up to 2 ongoing cards.
Tempest Deals (4-1) Lightning Damage to: Gene-Bound Soldier [X] Destroyed | Choose not to destroy any ongoing
Use a Power: Localized Hurricane [Power 1]
Tempest Deals (3-2) 1 Projectile damage to: Shield Generator [5] (-1)
Tempest Deals (3+1-1-2) 1 Projectile damage to: GW Voss [89] (Conquering Alien Warlord) (-2)
Draw 2 Cards: Chain Lightning, Cleansing Downpour

Draw a Card: Into The Stratosphere
End of Turn: –
HP: 11
Hand: Gene-Bound Shackles, Reclaim From the Deep (X3), Electrical Storm, Chain Lightning, Cleansing Downpour, Into The Stratosphere
In Play: Grievous Hail Storm, Localized Hurricane
Trash: Ball Lightning
Effects:
-
Increase damage dealt by GW Voss to Tempest by 1 (Nemesis)
-
Increase damage dealt by Tempest to GW Voss by 1 (Nemesis)
-
Decrease damage done by heroes by 1 (Conquering Alien Warlord - Advanced)
-
Increase Damage Dealt to Tempest By 1
Now if I can survive long enough to start healing :)

Environment - Mobile Defense Platform
In Play: Shield Generator [5]
Start: None
Play: M.D.P. Turbolift
Propulsion Systems revealed.
Propulsion Systems [10] enters play. Turbolift destroyed
End:
Trash: Battalion Mechanic, Battalion Brute, MDP Turbolift x2, Battalion Gunner
In Play:
Shield Generator [5] (-1) Ominous HUMMMMM
Propulsion Systems [10] (-1) WHIRRRRRRRR
Effects:
- Reduce damage dealt to environment targets by 1 (Shield Generator)
- If Propulsion Systems is reduced to 0 or fewer HP. Everyone dies. GAME OVER. (Propulsion Systems)
Didn't Mr. Fixer kill the Gunner? Not that you had him dealing any damage to us.
Cosmic Delivery? - ROUND 4 - Tremble Feeble Terrans!
Villain Turn (Voss on Conquering Alien Warlord side)
Start -
1 minion in play; GW Voss does not flip; GW Voss does not auto-win
Play - Forced Deployment (On-going)
End -
- Shock Infantry deals 0 lightning damage to Naturalist [22]
(presumption on my part since it saves Nightmist the discard, unless she wants to discard 2 in order to hit Voss for 1 damage or an Environment target for 2 damage with a redirect)
=======
Effects:
- Increase damage dealt by GW Voss to Tempest by 1 (Nemesis)
- Increase damage dealt by Tempest to GW Voss by 1 (Nemesis)
- Decrease damage done by hereos by 1 (Conquering Alien Warlord - Advanced)
- Reduce damage to GW Voss by 2 for each minion in play. (Conquering Alien Warlord)
- At the start of the villain turn if there are 10 or more minions in play the planet has been overrun by the Thorathian Army. Game Over. No Wrath of the Cosmos for you! (Conquering Alien Warlord)
- At the start of the villain turn if there are no minions in play, flip GW Voss' character cards (Conquering Alien Warlord)
- At the end of the villain turn, Shock Infantry deals the hero target with the highest HP 3 lightning damage (GB Shock Infantry)
- When Forced Deployment is destroyed, take all the minion cards from the villain trash and put them into play. (Forced Deployment)
- At the start of the villain turn, destroy Forced Deployment (Forced Deployment)
Status
======
GW Voss [89] (Conquering Alien Warlord) (-2)
Gene-Bound Shock Infantry [2] (immune to lightning)
Villain Trash: GB Guard, Field Lt Tamar, GB Frosthound, GB Ion-Lancer x2, GB Psi-Weaver, GB Soldier
-------(Hero damage dealt is decreased by 1)
Ra [22] (Flame Barrier)
Naturalist [22] (Blend In the Pack: -2; -1)
Mr Fixer [22] (-1)
Nightmist [22] (high HP)
Tempest [11] (+1)(low HP)
------- Envr
Shield Generator [5](-1)
Propulsion Systems [10](-1)
Comments:
Enough of this toying. There are some interesting powers here that can be incorporated into my armies. But there nothing here that can stop me. You have wind and fog, but that is simply a distraction and not a true threat.
That's what I get for doing a cut-and-paste and not paying enough attention. ![]()
And that Forced Deployment came out about 1 turn earlier than the heroes would have hoped. Would be much easier to handle with Imbued Fire and Master of Magic already in play.
Yeah, Gunner's dead. Between the Shield generator and a potential Environmental Allies, I dont think we have to worry about the Propulsion System
We may need a plan to deal with this wave of invasion or at least delay it until we can deal with it. I come up short, but I believe Tempest might have a say on not letting this planet suffer the same fate as his.
Ra addresses the enemy warlord directly. "It's true, wind and fog are nothing to be afraid of. But are you prepared to face the true might of fire?"
Ra
HP: 22
Hand: Staff of Ra; Drawn to the Flame; Fire Blast; Flame Spike; Flame Barrier; Imbued Fire
In Play: Staff of Ra; Flame Barrier
Trash: --
-------------------------
Start of Turn: --
Play a Card: Imbued Fire
Use a Power: Pyre: (2 +1 +1 -1 -2) 1 Fire damage to GL Voss
Draw a Card: Scorched Earth
End of Turn: --
-------------------------
HP: 22
Hand: Staff of Ra; Drawn to the Flame; Fire Blast; Flame Spike; Flame Barrier; Scorched Earth
In Play: Staff of Ra; Flame Barrier; Imbued Fire
Trash: --
Effects:
- Ra’s damage +1;
- The first time a target damages Ra each turn, Ra deals them 2 fire damage.
- Fire damage +1;
- All Hero Damage is Fire
What I ment was the Cat gets 2 treats Oh Feline Overloard!!!
Bowing
More Bowing
Scorched Earth: Another reason we might want to have lots of Environment cards out.
Yup it could very well be the solution to the forced deployment with three environment cards it would wipe pretty much the board of the minions as long as the other GB Guard doesn't pop suddenly
The Naturalist
HP: 22
Hand: Bestial Shift, Feral Fury, Environmental Allies, Indomitable Force, Shifter's Strength
In Play: Cornered Beast, Blend Into the Pack, The Formidable Rhinocerous, Natural Born Vigor
Trash: Shifter's Strength, Bestial Shift, Resiliant Hide
Effects: The first time the Naturalist would take damage each turn, reduce damage by number of Environment targets in play (Blend into the Pack) Reduce damage dealt to Naturalist by 1 (Rhino). Current DR: -3
-------------------------
Start of Turn:
Play a Card: Shifter's Strength. Discard Feral Fury and Environmental Allies. Draw Primal Charge and Natural Form's Power. Play Natural Form's Power
Use a Power: Rhino: Draw The Predator's Eye and Threatening Stomp: NFP: Regain 2 HP (24
Draw a Card: Feral Fury
End of Turn:
-------------------------
HP: 24
Hand: Bestial Shift, Idomitable Force, Feral Fury, Primal Charge, Predator's Eye, Threatneing Stomp
In Play: Cornered Beast, Blend Into the Pack, The Formidable Rhinocerous, Natural Born Vigor, Natural Form's Power
Trash: Shifter's Strengthx2, Bestial Shift, Resiliant Hide, Feral Fury, Environmental Allies,
Effects: The first time the Naturalist would take damage each turn, reduce damage by number of Environment targets in play (Blend into the Pack) Reduce damage dealt to Naturalist by 1 (Rhino). Current DR: -3
So I know Nightmist was redirecting, but now my DR is so high that I can just tank everything and eat a minion per round to just keep one out
I'm going to trigger forced Deployment on my turn. The Guard will be hard to bring down, But I am willing to redirect one of Chain Lightning's bolts to bring it down.
We will have a Guard, 2 Ion Lancers, Frosthound and Psi-Weaver and a soldier, to go with our friendly Shock Infantry.
My plan: Tempest uses chain Lightning to hit Guard for 4-2, then hit Nightmist redirected to the guard for 3-2 and the Guard is gone, then 2-1 damage to one of the 3 hp hit everyone minions.
Then Tempest can finish that one off with hurricane, and hit the other for two.
On the villain turn I will redirect shock infantry to take out a Lancer and Ra's counter damage can take out the other hit everyone minion before it can damage anyone else.
That means Ra will take a hit, Tempest will take a lancer shot, and Naturalist will ignore the soldier.
Did I miss anything? Obviously the card play could mess us up, but at least we can deal with the Forced Deployment with minimal cost.
Nice plan, I was dreading my Doom, now this gives me hope.
You forgot the +1 for Imbued Fire though I can kill the guard on my own
Tempest Deals (4+1-1-1) 3 Fire Damage to Gene-Bound Guard [X]
I would change it too:
Tempest Deals (4+1-1-1) 3 Fire Damage to: Gene-Bound Guard
Tempest Deals (3+1-1) 3 Fire Damage to: Gene-Bound Frosthound
Tempest Deals (2+1-1) 2 Fire Damage to: Gene-Bound Soldier [1] (-1; immune to projectile)
Use a Power: Localized Hurricane [ Power 1 ]
Tempest Deals (3+1-1) 3 Fire damage to: Gene-Bound Ion-Lancer (A)
Tempest Deals (3+1-1) 3 Fire damage to: Gene-Bound Ion-Lancer (B)
Nightmist Redirects shock infantry to: Gene-Bound Psi-Weaver
Leaveing:
Gene-Bound Shock Infantry [3] (-1; immune to lightning)