Funny gameplay scenarios

Just thought I'd share some funny/cool things that have happened in games I've had. Personally I think it's just epic when a certain combination of cards happens to come out which results in you being able to uterly destroy the villain or otherwise make them ineffective, however difficult they might usually be to defeat >:). Here are a few things I can think of that we've had happen in our games…

Matriarch in the Final Wasteland. We deliberately played this set-up to see if we could get all her stuff removed from the game. First environment card to come out was a Horrid Skunk Ape. Second card was Unforgiving Wasteland. I don't think we could possibly have had a better result than that. To make things even better, I think the next card was the Library, followed by Con's Bunker. I think another creature or two may have come out after that, but the game didn't go on too much longer. End result - every one of Lilian's targets apart from one single Carrion Field (which we had destroyed ourselves) got removed by the environment, so we never took Fowl-destruction damage and the Matriarch couldn't benefit in any way from her cohorts (or the Mask) once they went down too. Suffice to say, she wasn't much of a hassle to take down at that point ;).

Haka eating Ambuscade's Cloaking Device with Savage Mana. I think this has happened a couple of times now. It means that if Ambuscade subsequently plays a copy of Vanish, he's basically wasted his turn as it does absolutely nothing (except to shuffle his deck, I suppose, if any manipulation had affected it prioer to that point).

Legacy, Ra, and anyone versus Akash'Bhuta in Insula Primalis. We do this on occasion when we fancy a bit of an easy, fun game. Flesh of the Sun God plus the volcano means that while Ra spends his Power phase for the remainder of the game not being able to nuke anything (unless he has a Flame Spike handy), we all get to sit back and laugh at Akash'Bhuta as the volcano repeatedly nukes her…for buffed damage, if Imbued Fire is out, and even more so if Chrono Ranger happens to be present and has put By Any Means on her.

Another Akash'Bhuta one. I'm sure plenty of people have done this - End of Days versus a large number of limbs. At the time we did this, Akash'Bhuta had By Any Means on her, which we conveniently decided to destroy after Akash'Bhuta had taken buffed damage for all her limbs being destroyed. I think the damage total was 103, which brought her down to about 42hp or so.

Apostate in the Realm of Discord. The environment put out Imbued Vitality and I jokingly suggested that it would be funny if Apostate were to then play an Apocalypse, so we could batter it to "death". And then guess what he played…even better was that the Imbued Vitality went away a round or two later, so he never had a chance to destroy our stuff the same way :).

Deciding to try Timeshifting Gloomy to see if his last relic would come up (the other two were already destroyed, I think) in order to chuck it straight onto the trash pile, and having it actually work first time so that Gloomy automatically lost the moment his next turn started :D.

Playing as the Adept, and dealing a grand total of one single point of damage for the entire fight (might have been two…I can't remember whether we were fighting Gloomy or Akash'Bhuta), just because it was all we needed to finish off the villain :).

Double Stun Bolts versus Spite, with Smoke Bombs and a highest-hp hero with soak for the occasions when he might manage to do enough damage to actually hit anyone. The other day we had TLT, Wraith, and Haka taking him down. Wraith never took a hit the whole fight, TLT did once or twice which put her on 26hp so was tied for lowest with Wraith. Haka got hit a few times early on but still had more hp than the other two, plus he played a few healing cards putting back to full, or close to it. And he got his Ta Moko out early. It only took about four turns or so for Spite to get out all his drugs, but we didn't really mind because by then I had my Stun Bolts out and he failed to do us any damage whatsoever for the remainder of the game. Mind you, I think this is one of those things that most people have done at some point.

Same for Meteor Storm versus Plauge Rat, taking the time to get perfectly set up before you destroy it.

And also Mr Fixer wielding his Jack Handle against Rat, at which point you want him to become Infected :).

Yet another Rat set-up is Omni-10, with his Ablative Coating and Reactive Plating Subroutine in play ASAP, which I managed to do at one point. I think I started the game with the Coating in-hand and then had the RPS come out in that turn's Draw phase, or very soon afterwards. I expect I later got out an Innervation Ray or two to counter the damage I was taking. It was fun to constantly plink Rat in exchange for all the plink damage he was dealing me :D.

I had a really cool idea a few days ago, and we tried it the other day but unfortunately I didn't get the cards I needed until we were all nearly dead and ended up losing. It's basically a set-up which relies on a very specific combination of cards in a certain situation, but I just think it'll be really funny if I can ever pull it off. Needs the Visionary versus Voss, with the other heroes preferably being those who can either deal high damage or have irreducible damage, and none who rely on being able to hit everything at once. Wait for a Gene-Bound Psy-Weaver to come out. Play Wrest the Mind and preferably also Twist the Ether on it (to change its damage totals, not so much the type). Then play TK Cocoon.

Anyone else got any amusing stories or cool ideas or anything?

I played against advanced dreamer for the first time the other day. Fanatic was in my random hero selection. Dreamer started out with dark hero and the oni statue amongst others. It looked very very bad. 2nd turn End of Days brought us into her phase two almost unharmed. That front side is nasty on advanced and we kinda just skipped it. 

A few fun scenarios I've had:
 

  • Argent Adept and Visionary on the same team against Gloomweaver.  AA got a bunch of Cadences in his opening hand, so by turn 2 or 3 he already had 3 Instrumental Conjurations in his hand and Cedistic Dissonance on the field.  I used Visionary to scry the villain deck to get the Relics on top, then every single time it was AA's turn, he'd use Instrumental Conjuration to get the Harp from his trash, use Cedistic Dissonance and destroy the Harp to destroy the Relic, rinse and repeat.  I think we beat him in about 4 rounds.
     
  • Grand Warlord Voss had about 13 minions in his trash.  On his turn he got the card that says "When this card is destroyed return all trashed minions into play. At the start of the villain turn, destroy this card."  Well, we decided to turn this into a brutal combo.  First turn is Omnitron who uses his One-Shot card that destroys an Ongoing card, which brings forth Voss's entire army.  But, since its not the villain turn, they literally cannot do anything but stand there picking their noses.  Next turn is Haka who proceeds to use Rampage to kill every single minion in one swipe.  Not only that, but he got to stack those 13 minions under Savage Mana and we decided "You know what?  Let's just leave these here :)" since we knew Voss had at least 2 more of those "get your army from the trash" cards in his deck.  So Haka basically sat on his entire army while we widdled down Voss to just enough health for Haka to unleash Savage Mana for the kill.  Good times.
     
  • Any time I put Legacy and The Scholar on the same team.  Once Legacy has his ring, he can Galvanize and do his Heal/Punch.  Plus with his other +1 damage card on the field, any time Legacy attacks with his heal punch for around 4 damage, Scholar would get to deal 4 damage from Energy Form and Liquid Form.  Pretty simple combo, but its a lot of fun to basically guarantee 8 damage on Legacy's turn alone (since Legacy's turns usually do not involve doing damage).
     
  • Putting Nightmist and Ra on the same team.  Ra needs two cards; Imbued Fire to turn all hero damage to fire and Flesh of the Sun God to make all heroes immune to Fire Damage.  Ra is basically only using his Power phase to make your team immune to Fire damage, but this allows Nightmist to absolutely wreck everything.  Since a good chunk of her spells and Powers involve dealing herself damage to do things, it essentially gets rid of any negative effect of her cards.  This also makes her card Oblivion shine; you reveal two cards, all targets take one card's spell damage and all non-hero targets take the other card's spell damage.  This allows her to devastate environment/villain cards twice without hitting allies once.  It takes a little while to set-up (especially since Ra doesn't have any "search your deck for cards" abilities, save for Summon Staff), but once it gets going, Nightmist becomes unstoppable.

Just for the record, the Voss-brings-back-his-army-from-the-trash card is called Forced Deployment ;). If Omni-10 had had a damage boost out, the damage from Disruptive Flechettes after destroying Forced Deployment would have been enough to kill all the Minions anyway (except those immune to erm...Projectile damage, I think it is), but getting Haka to eat them instead is obviously a much better idea :D.

Ooh, and that's reminded me of another cool thing that happened once - playing as Haka versus Citizen Dawn, I'd eaten most of her citizens over the course of the game and drawn a whole load of cards too so had a big hand. Dawn was nearly dead, so I used Haka of Battle to discard my entire hand of about 17 cards or so, using it to fuel my citizen-full Savage Mana, dealing a total of something like 36 damage (give or take a couple) to Dawn...who only had about three or four hp left anyway. Because I could! :D

Nothing wrong with a nice overkill :)

I just finished a game this afternoon that ended pretty interesting.  

Legacy, Expatriette, Nightmist, and Tempest against Akash'Bhuta in the Realm of Discord.  Well, due to some incredibly unlucky draws right at the beginning of the game, I spent the entirety of the match struggling to get enough cards into Mist's hands to get her rolling.  Meanwhile Tempest and Expat are spraying all of her limbs with damage.  Using both Tempest's heal, Legacy's heal, and Nightmist healing herself and redirecting, we were able to barely hang on after such a rough start.  Everyone was at around 4 HP, except for Nightmist who was sitting around 19 health thanks to Mist Form.  At this point, Akash is on her ugly side at about 23 HP and burning through the environment deck fast.  The environment has two cards left.

So I come out of Mist Form and using Astral Projection to reveal both environment cards and put one on the top and bottom (or since the "deck" was those two cards, switch their places).  One of the cards is Portal Fiend.  I see a combo.  I put Portal Fiend on top, then go to Tempest who uses his Into The Stratosphere card to send a non-indestructible villain card back to the top of the deck.  The only card Akash has on the field is her Ongoing card that heals her whenever an environment target comes out; with Portal Fiend about to come out with 17 HP (which would heal her 17), I needed that card gone.  

Environment Turn: Portal Fiend comes up.  I have one turn to get Akash under 19 HP since it deals the non-environment target with the second highest HP X damage, where X = environment trash (considering there were two cards left, that would be 13 damage).  Akash draws her Ongoing card Tempest had sent back to her deck, which is fine since she only heals when the environment target enters play, and Portal Fiend was already on the field.  She dishes out damage, leaving everyone at around 1 HP, except Nightmist who redirects that three damage back to Akash.  Nightmist is at 19, Akash is at 18.  Between Legacy, Expat, Nightmist, and Tempest (who basically have no cards on the field), I was able to do enough damage to get Akash to exactly 13 HP.

Start of the Environment Turn: Portal Fiend deals 13 to Akash.

This was the first game I played with Nightmist where I truly felt her power.  I have continuously read about how amazingly powerful she is, but I just never had the opportunity to get her rolling myself; she always got shutdown early by poor luck and held the entire team back.  But this time, she was devastating; redirecting damage, healing herself massive amounts, going invulnerable at clutch times and scrying the environment deck for the perfect combo-kill setup on Akash.

One great game was against The Chairman in his pike industrial chemical plant.

The one particular vat which turns all damage to toxic damage came up.
The tempest on the team had died and used his dead power to make the entire team immune to "toxic damage"; Rendering the chairman and the operative unable to deal any damage...

Having had wraith on the team, the team had been using her eye nearly every round to manipulate the villain deck to make sure jail break was constantly thrown to the bottom of the deck. The heros bided their time until fanatic finally pulled an end of days card which the team thought would seal to deal against any comeback card the chairman could use. As The Chairman's cards dwindled down fewer and fewer, the emminent enevitablity of a jail break card was coming closer and closer each and every turn and wIth end of days in hand, the team decided that the best coarse of action was to engage the chairman's army of thugs but on their terms rather than wait! With the power of her eye, the team agreed for wraith to ensure the chairman to draw his jail break on his next turn, to assemble his army of thugs and underbosses which would give fanatic her opportunity to wipe the board.

Everything went according to plan, jail break came up as expected, the field was swarming with villain thugs and underbosses but thankfully the team was still safe from damage via toxic shield from tempest's death which gave the team one final worry free round to draw and plan their stategy before the board wipe. And with the start of the environment turn, the entire field of underbosses and thugs was wiped, sending each and every villain henchman back to trash from which they were previously.

However it wasn't over yet, one final jail break remained in the villain deck! and seeing as how end of days destroyed the vat which turned everything toxic damage, it also destroyed our shield against all of chairman's attacks! We had two turns left before the chairman would play his second jail break so we had to think quick... With a little help from tempest's death letting fanatic use a power out of turn, her extra slashes with her relic sword was just enough to bring the operative and the chairman himself to the brink of death.

And as luck would have it, the environment played a super rat which brough out smaller rat minions, and as luck would have it again, the rats attack units with the lowest HP. And with the two villains having only a few hitpoints left, the rats had the honor of finishing them off..

A rather poetic and satisfying ending to a long and difficult game.

Savage Mana is a great way for Haka to deal with Voss's Forced Deployments, but do keep in mind that one of the two Ships destroys Ongoing cards, so have a couple others in play that you can lose.  And since almost all of Haka's damage is Melee and thus can't affect the ships, if you don't have an ally to deal with the ship in question, you'll have to pop Savage Mana to kill the ship, which you can't then put under Savage Mana because it's gone.  So Haka never quite gets to single-handedly thwart Voss's entire invasion forever (except of course by killing Voss; that's always the best way).

Or those which reduce damage to themselves and all the others.

There is something special about letting the big bad bosses be taken down by rats.

Speaking of which; my friends and I got absolutely screwed over by those rats the other day.  We were playing against Akash'Bhuta in Pike Industrial Complex, which we now realize is a terrible choice for that particular boss (though Silver Gulch might be worse because of the high number of targets in the deck).

Akash's front side says that every time an environment target comes into play, play the top card of the villain deck.  Well, we had no problem dealing with that as the rats came out one by one.  That is until, of course, the Mutant Rat comes up, bringing back all 4 rats from the trash back into play, instantly triggering the next four villain cards to be played (which turned into six, since two of them were One-Shots that destroyed our Ongoing cards and told us to play the top card of the villain deck).  But, after taking a beating, we preservered, ended up clearing the rats yet again.

But, of course it was only a matter of time, the other Mutant Rat gets drawn and we get swamped by a slew of villain cards all over again.  Normally, the rats can be good against villains, since they attack the target with the lowest HP, which is usually villain minions.  However, we made the other mistake of bringing Unity along, so the rats, one-by-one, gnawed through all her golems, rendering her nearly useless for the entire game.

That was a bad game.  It was not our proudest moment.

A team with NightMist (forgot the other people in the team) against the Rat in Pike Industrial Complex. Everyone else was down except for NM, and I just put down Mist Form. Kind of amusing to see Plague Rat taken down by his little babies. Hehe.

My only game so far against Spite, Nightmist could have stayed in mist form the whole game and he'd have been gimped forever as far as I can tell.  I think the designers must have known about this situation, having depicted the two of them going at it in Surprise Shopping Trip, with predictable results.  There's just something fundamentally wrong about the fact that Spite can kill all the Victims he wants without he hero team suffering in any way other than damage, which they can become immune to.  (Legacy:  "Next Evolution for Psychic.  Go ahead, kill the snot-nosed little punk with my symbol on his chest, see if I care."  Iron Legacy walks into the room and goes "Dude, that's cold.")

Another, less funny, but chaotically fun situation happened last night.  We were facing Apostate; I was playing Absolute Zero, while someone else was playing Visionary.

Visionary's opening hand gives her Twist the Ether, so she plays on Apostate on turn one.  "Any time that target would deal damage, change it to a damage type of your choice and increase or decrease it by one."  And the best part is that Apostate's sword, Condemnation, says that Apostate is the one dealing the damage.  So for the entire game, every villain turn was as follows.

Apostate deals H-2 damage and another H-2 damage to the highest HP target (Absolute Zero).  Changed one type to fire and one type to cold.  Lowered the fire damage by one and increased the cold damage by one.  Then Comdenation deals 3 melee damage to the highest HP target; changed that to either fire/cold and nerfed/buffed it depending on if I wanted to heal or do damage.

Basically, Apostate's brutal sword assaults were overall healing AZ and dealing him and his relics back a ton of damage.  Plus, Apostate's Gauntlet of Perdition never triggered either, since it only deals damage whenever Apostate deals Melee damage.

Apparently Visionary/AZ make for one crazy team.

Haha, wow that's cool :D. Sticking Twist on someone while Ra has Flesh of the Sun God out is another good one, too (though it means Ra spends less time nuking stuff on his Power phase than he might otherwise) ;).

Savaga Mana isn't beneath itself, so it's not destroyed by its own card text.

Apparently Visionary/AZ make for one crazy team.

Yes, yes they do.

Putting TtE on AZ is also a lot of fun, esp. with Thermal Shockwave, turn the self damage to cold to heal massively, or just boost all his cold damage, and turn his one-shots into cold and cold to further Shockwave.

I don't think there is an official ruling on whether optional effects like TtE have to go by card order when competing with Imbued Fire or close quarters or that stinking vat, but We play that optional effects can go last, and letting AZ play around imbued fire is awesome.  I slapped TtE on Anubis once, and let him keep healing or firing AZ whenever a card was destroyed, it was great too.

The best was Vis Fanatic AZ vs. Plague Rat, had embolden on AZ with TtE on AZ and Fanatic, it got even better when AZ became infected, an additional +2 damage and getting to change infection damage to cold or fire, it was insane how much damage and healing AZ could throw down with Thermal and coolant.

We were hoping for the card that made infected heroes attack each other, but alas the rat didn't live long enough to get it out.

Obviously it's not beneath itself, but I thought it explicitly destroyed itself at the end, like End of Days.  Guess I haven't RTFCed in a while.



I think this is correct.  The universal hero damage is Fire damage from Imbued, but then the target attack with TtE on it triggers a new effect where you can choose the damage type for that attack.  I think that takes precedence.

But seeing how Visionary combines with other heroes is quite amazing.  She can absolutely cripple the game with just a few cards.

Savage Mana doesn't destroy itself on use any more than the Omni-Cannon does.

As for Imbued Fire combining with Twist, look at it this way - all cards state their damage type on them. Imbued Fire makes it so that you just pretend all cards say "fire damage" instead of whatever other type of damage they would normally do. So, say Tempest tries to Squall everything. This is normally projectile damage. If Imbued Fire is out, you pretend it says "fire damage". So instead of Tempest saying - "I attempt to hit all non-hero targets for 1 projectile damage", he instead says " I attempt to hit all non-hero targets for 2 fire damage". If Visionary has played Twist on him, it doesn't matter whether Imbued Fire is out or not - she can the butt in with "Okay, I change your damage to X and give it a +1 so now you hit everything for 2 points of that instead". Though of course, if Imbued Fire was out, she'd probably be better off just saying "I'll leave it as fire damage and just boost it by one so you deal three damage to everything" :).

I love finding sudden synergies between the Environment Deck and the heroes that at least temporarily turn a card that is normally a detriment into a benefit.

One recent and somewhat memorable one was a 4-hero fight against Voss at the Wagner Mars Base.  The Environment kicked out *3* Oxygen Leaks in the first four rounds.  Which the heroes opted to leave there.  First of all, the toxic damage was dependent on the Environment Trash, which was initially empty.  Secondly, Unity had Stealth Bot in play and as long as the damage was one it could take all the toxic attacks and leave no effect on the heroes.  Thirdly, it was plinking away at Voss and his minions as long as there was no damage reduction going on via villain cards in play.  And fourthly, Voss' flagship was out and the Oxygen Leaks were negating the fire damage attacks the ship launched.

A few rounds later there was a pile of discarding to get rid of them once the Environment Trash pile started to build up, but it was a valuable early round advantage to allow the heroes to build up a little, take out the flagship, and get started towards a win.

Oh, and Ra wasn't on the team so there weren't complaints about hero fire attacks being ineffective.

You might really enjoy a certain Vengeance hero in that case…

Spoiler: it's almost certainly Setback :P