As for Promoes, the only ones that will change are Freedom Wraith, and Fanatic and Young Legacy. Haka would slightly change, but still do the same amount.
Young Legacy will do the same until Galvanize, she would isntead Atomic Glare for 5. Motivational Charge for 4. so 15 damage.
Wraith will actually get to use a power to deal damage. 1 damage to be exact. So 31 daamge.
Reedemer Fanatic would no longer have Exorcism. So she loses 2 damage, however she has one more hit point so Wrathful Retribution could deal 1 more point. so 40 damage.
Eternal Haka would instead have Taiaha in play. Discard 38 for Haka of Battle and deal 41.
It's actually the same amount of cold damage. Frost Bound will deal 4 and 4. which is 8. Where Hoarfire does 3, 3, and 2 which is still 8.
6 Bounties, Jim's Hat, Compounded Bow, The Masadah, and Hunter and the Hunted.
Play all four Eye on the Prizes for 9 damage each (+6 for Hunter and Hunted and +2 for By any Means and Ultimate Target) so far that's 36 damage. Lets say the villain actually hit him back the first time for backlash. So now Chrono can use a power, the Masadah for 14 (50) damage. Playing two terrible tech strikes for a total of 19 damage each (88). Lastly Compounded Bow for 18 damage. For a total of 106.
Inplay: All bounties, Jim's Hat, Hunter and Hunted, Compound Bow, The Masadah
Play phase: Eye on the prize (9), Eye on the prize (9), Eye on the prize (9), Eye on the prize (9), Terrible Tech-Strike (10+9), Terrible Tech-Strike (10+9).
Power Phase: Compound Bow (9+9)
Any Phase: Villain damages someone, triggering "The Ultimate Target", The Masadah (14)
Total: 106
Wheeeee!
EDIT: Ronway posted while I was calculating, I think mine is correct, it's certainly higher!
He'll deal 3 cold, then 3 again (from redirect) , then 2 from redirect, then 2 to himself, which adds 2 to the total cold damage dealt this turn, which is used for Thermal Shockwave. Frost-Bound Drain deals 4 cold, then 4 from redirect, two less total cold damage.
Here they all are in order by most damage to least damage in a single round. First number is damage, the second is the amount of cards in play, played, discarded, and in the discard that are needed to do the damage.
That is very tempting. Maybe i'll just put them in order of the number of cards required to be in play and played on that turn. Tachyon i'll also have to count the trash.
I think finding the maximum damage-to-setup-time ratio is probably a task for another thread, since there are so many different setups that would give good numbers. Many of the setups in this thread are horrendously inefficient despite their impressive output.
There was a post earlier which did figure out the most possible damage which could be dealt by Argent Adept. One thing to note is that Subdominant card states that he may use a power now, and then destroy the card, rather than that he may use an additional power that turn. Thus, until the power use granted is finished, the card remains in play and can still be used. This means the ability listed can be used more than two times. What I’m not sure of is whether that actually makes a difference.
I had forgotten that Subdomant could be used twice. I have now fixed it, it now adds another 6 damage to Argent's total, bringing him up to 35 damage, woohoo! It should also be noted that he is dealing 12 instances of damage. Meaning if his damage were to be increased by even just 1 more point, his damage dealt would be increased by 12.
Arcane Cadance wouldn't have an effect on the outcome. However will be essential to getting this set-up faster.
Argent Adept is actually a pretty descent damage dealer. He can get to the point where he is constantly doing 5 damage a round. Using the Lyra, Pipes, Inspiring Supertonic, 2 Frost and Flames, and Syncopated Onslaught. Throw a Harp in the mix and he regains 2 HP while doing 5 damage.
With the amount of neat things he can do, it isn't too often he gets the damage role. Teamed up with Legacy on the other hand will make him one of the best damagers in the team, depending who else is there. After all he can gain a +2, so he would be able to deal 15 damage a round if he gets his damage set-up.
I wish I had my cards with me to look these up, but how about 3 of +1 healing and 3 of the turn healing into damage in play as well as the one that heals you for 2 at the start of the turn (I think it has some effect and then at the start of your turn heals for 2 and is destroyed.). Thats 7 cards in play at the start of turn. Also he needs to be down some Hp.
So start of turn he heals for 5 (2 base +3 total) and does 3 instances of 5 damage for 15. Then he plays Know When to Turn Loose discarding 26 cards (he needed 7 in play, 6 to discard, and the KWYL itself) for 26 damage so he is up to 41 total. Then for his power he heals for 4 (1 base +3 total) dealing 3 more instances of 4 damage worth 12 total giving him a total damage of 53 for the turn.
Resurrecting an old topic here... It wasn't clear from the initial stipulations: Can there be more than one target in play? That is, I know we're only counting damage to one opponent, but can the opponent have minions? If so, the Scholar does way better just ignoring Know When to Turn Loose and playing "Get Out of the Way" with the elemental setup described above.