I’ve fought OblivAeon six or seven previous times, but never managed to grab the Game Log previously, since in most cases the game goes on long enough for a glitch to freeze the screen, forcing me to Main Menu out and then Continue Game. It’s possible to get the first Game Log then before continuing and wiping it, but I haven’t historically thought of this fast enough. But this time, I managed to lose the game in only 2 or so hours of gameplay, which is breakneck speed against the big guy (actually attempting to win tends to take me at least 4), in large part because I failed to actually read the Shield Card until after a full round of gameplay. There’s no excuse, since this was one of the first five Weekly Challenges to feature OA, and these are literally named after the Shield they use, so I really should have paid attention. So the game ends with OblivAeon completely untouched, all the heroes having scrambled and suffered just trying to deal with Scions and Missions, but the action was pretty cinematic all the way through, and I’m really going to enjoy fictionalizing these events.
“The Source of Foes” - Aeon Master begins in Zone 1, which is Fort Adamant.
Progeny enters Zone 2, the Maerinyan Refuge.
OblivAeon removes 1 token from the Countdown, then plays Tear Through Reality. The five Prime Warden promo heroes all take 14 total damage, although first Aeon Master gets hit once for 7 {53}, plays an Aeon Thrall, and then takes another 7 {46}. The Thrall is obliterated, healing its creator to {48}, and then the heroes get hit {Argent 11, Cosmic 14, Fanatic 15, Tempest 13, Haka 21}.
DEVASTATION (hereafter DS): 1
OblivAeon plays Aeon Vassal, and 2x Aeon Locus in Zone 2.
DS 2
The Source of Foes plays Aeon Vassal in Zone 1.
Argent takes on the mission “Great Fortune”, then plays Arcane Cadence. Drake’s Pipes, Rhapsody of Vigor, Eydisar’s Horn, Inventive Preparation, and Vernal Sonata are revealed; not wanting to waste the Sonata when there is no trash, I put the Preparation in play, dump the Pipes in the trash, and carelessly sort the Horn to the bottom without fully remembering what this promo’s power does (I did remember that it Accompanies a card, which is why I picked Inventive for its usually-best secondary effect). Activating Conduct (which it now occurs to me was probably originally meant for rose-baton Argent, and things got shuffled around a bit when they did the Kvothe promo), Argent plays the Horn to no benefit, then activates IP; unfortunately, nobody is holding a card which is terribly strong at the moment, so I just use it to put Electrical Storm into play before Tempest’s turn, allowing it to fire right away. Argent draws the last of his Cadence cards, fails to trigger Great Fortune due to an Instrument showing up at the wrong moment, and is done, more so than he realizes at the time.
CC doesn’t like the mission that’s up (To Hope For The Dawn), so he shuffles; he puts a Wounding Buffer on Tempest, then activates his rather disappointing power before drawing a card.
Fanatic moves to Zone 2, then takes on The Red Menace as a mission; playing her Aegis of Resurrection, she activates Resolute {12}, and her deck plays “Absolution”, healing her {13} and allowing her to deal 3 damage. Not wanting to trigger Red’s retaliation damage (he’s relatively harmless if left alone, and you get full credit for him dying even if the villains do it for you), she cuts an Aeon Locus in half (at this point I had a vague sense I should try to kill the Aeon Men, without realizing how important it was that I kill a very specific number of them all at once, and otherwise allow them to pile up somewhere that OA won’t eat them). Draws Prayer of Desperation, takes 1 damage from Red {12}, and passes the turn.
Tempest moves to the Zone with a bunch of Aeon Men in it, takes on Building a King, and then his Electrical Storm goes off; Aeon Loci are reduced to {2} and {5}, Aeon Vassal to {4}, Progeny takes a plink {59} and gains [1] token, and then the lightning strikes Red {13}. Red roasts the lightning-striker severely in response {10}, but then his Wounding Buffer hits Red {11} without further retaliation. Now that Progeny and Red have had their once-per-turn triggers, Chain Lightning gets played; un/fortunately, my intended plan to kill the 5-point Aeon Locus this turn with two of these attacks got forgotten while I was picking targets. Tempest deals 4 to Red {7}, 3 to Progeny {56}, and kills the weaker Locus. Activating Arc of Power, Tempest plays the other Chain Lightning, taking 3 sourceless damage {7}, and doing another 4 to Progeny {52}, 3 to Red {4}, and 2 to the remaining Locus {3}. Draws Into the Stratosphere; the party doesn’t have quite enough equipment cards between them to instantly build Rex, so he passes the turn.
Haka switches over to zone 2, shuffles the mission deck (rather than waiting to become A True Hero In The End), and plays Haka of Shielding, drawing Intercession (which he discards to toughen up) and Haka of Battle, then activates his Guardian power to play the second Haka, drawing Ground Pound and another Intercession to discard. Not wanting to boost Fanatic and potentially have it be her self-damage from Resolute which goes up, he keeps the +1 for himself, then somehow draws a third Intercession, which I didn’t even think he had three copies of.
Fort Adamant at least is being sensible; rather than play a bunch of Subjects while under assault, it closes the Blast Doors, which is obviously what you should do when a giant monster and his army of minions have just showed up.
With Aeon Master in command of the Adamant assault, the Scion Deck plays Certain Finality, dealing 10 damage to Argent {1} and summoning Progeny to the scene. AM plays Aeon Locus, then Progeny gains a token [2] before attacking; at first I was going to have him hit CC, but then I realized Aeon Vassal would kill Argent anyway, so having Progeny do it instead spared the Captain from 2 damage.
DS 3
Great Fortune goes back into the Mission deck, from which it will never emerge; the Vassal shoots Cap for 1 {13}, then the Locus plays Aeon Thrall, who punches CC {11}. After that, Legacy enters the game as First Hero, though this turned out nowhere near as well as I hoped it would.
Maerynia plays Unexpected Microburst, cutting what little remains of Red in half {2}, not quite killing the Locus {1}, damaging the Vassal and Thrall as well as Tempest’s Wounding Buffer {2 each}, and battering Fanatic {10} and Tempest {5} while using up Haka’s shield. Electrical Storm is destroyed, having debatably done more harm than good, and the Scion Turn for Zone 2 consists solely of Aeon Men acting. Vassal zaps Fanatic {9}, Vassal zaps Tempest {4}, Wounding Buffer kills Vassal, and I rewind and undo the hit to Fanatic {10}. Locus plays Thrall, Thrall punches Haka {19}, and we’re back to OblivAeon’s turn.
OblivAeon counts down again, then plays The Abyss Stares Back.
DS 4
Absorb Energy is played, dealing 8 to Progeny {44} [3], then eating an Aeon Thrall to heal him {46} and Aeon Master {50}, who then takes his own 8 {42} and plays Aeon Thrall. This too is popped, healing Progeny {48} and Aeon Master {44} again. Blivs then eats a Vassal.
DS 5
Cap falls to {3} from OA’s attack, while Legacy remains at {24}. Aeon Locus is then consumed, and it causes OA to play Summon Scion, bringing Dark Mind into play along the two existing Scions, as well as Aeon Vassal and Thrall. Since Absorb Energy is still running, these too are wiped, with the Thrall healing the first two Scions {Progeny 50, AM 46}, and only then does Dark Mind get hit for Nemesis damage, totaling 9 {17}.
DS 6
More Aeon Men are deployed in Zone 2, starting with an inconveniently hard-to-kill Warrior, then Vassal and Locus, while Source of Foes puts a Warrior into Zone 1. Only now-abouts did I think to look at the shield card; this was the first of several crucial mistakes that would end up costing me the game, as the first wave of AMs was also easily the weakest. I’m not sure if there were ever four in one place, and certainly killing them all simultaneously on any one hero’s first turn would have been tough, but I didn’t even think to try, and now that I was trying, I was destined to consistently fail.
(Important details I missed; Absorb Energy added 3 Devastation, since there were only two heroes to hit, and OA himself adds one more, so Legacy’s first turn starts with the DS count at 10, not the 6 I recorded here. Not sure how this straightened itself out.)
To be continued…