Was thinking earlier today that one of the advantages of play by forum is not used that often. Most, if not all, players have copies of the decks and therefore a particular hero can fairly easily be used multiple times in the same game. So, a try-out game for three enterprising heroes.
Heroes: (powerhound_2000 and grysqrl are in - still need a 3rd victim)
Greatest Legacy (Owktree)
Legacy (grysqrl)
Newest Legacy (powerhound_2000)
Villain:
Iron Legacy (Not Advanced)
Environment:
Freedom Tower
Special Rules:
Rules regarding "limited" cards and references to a hero character on hero deck cards apply only to that player's deck. For example: more than one Legacy may have Fortitude or Legacy Ring in play at the same time, but each player may only have one per how the rule usually applies.
Iron Legacy is limited to a max of six on-going cards in play. Once the limit is reached if a 7th ongoing is revealed for play it is instead discarded and Iron Legacy plays the top card of his villain deck.
Depending on how this works out I figure doing all the Wraiths or all the Bunker variants at once is next. But there are also possibilities like unleashing four Chrono-Rangers at once on some hapless villain. Or multiple Naturalists so that someone can get stomped, croc-ed, and gazelled all in the same round. Or the distress if a unity of Unities get golem-demolished.
I've played this game before. It's really tough. The only reasons that we didn't get completely obliterated were:
1-We managed to leave Marsquake out to take out his ongoings.
2-We played cards as limited per player and not per game. So Fortitude only affected the Legacy that played it, but all Legacies could have it in play at once.
Game (series) rule would be that the hero decks are independent of each other. And that references to the character on the card are implied to only apply to that character. For example: Legacy Ring is "limited" per the normal rule for each player, but each separate Legacy could have it in play. Less of a pain to track that way as well.
The lack of any way for the heroes to get rid of any of Iron Legacy's ongoing cards is going to be a major factor in the proposed match-up.
Using Time Cataclysm brings the "Marsquake" card into the scenario.
A 4th hero playing "sidekick" with some ability to do so would help even things -- but is pretty non-thematic.
Perhaps limiting Iron Legacy to a certain max number of ongoings in play; (H)x2 for instance. Once the limit is reached any new ongoing card played and instead discarded and the top card of the villain deck played.
I'll play the 3rd Legacy. Who has a preference for which one they want to play?
Iron Legacy special limitation rule is that he can only have a max of 6 on-going cards in play. That should be sufficient for a variety of possible combinations for him to end up with from high DR to high offense, or possibly heavy on retaliation and heroes damaging themselves.
I'll keep them in oldest -> youngest order and keep Greatest Legacy. That way I can do Environment, Iron Legacy, and Greatest Legacy turns in sequence and keep the game flowing.
Iron Legacy (32) [Ironclad Tyrant] (Dam: +1; DR: -1)
Setup: Each hero takes 1 toxic damage as Final Evolution enters play.
Start of Turn: Iron Legacy does not flip. Iron Legacy receives some unapplicable healing.
Play: Vigilance (ongoing) [4th ongoing with limit of 6]
End of Turn: Iron Legacy deals each hero 4 melee damage Greatest [25], Finest [27], Newest [25] Each hero deals themselves 1 toxic damage Greatest [24], Finest [26], Newest [24] ======================== Effects: - Iron Legacy is immune to environment damage (Iron Legacy - Ironclad Tyrant) - Whenever a hero uses a power, Iron Legacy regains 2 HP (Final Evolution) - Reduce damage dealt to Iron Legacy by 1 (Armored Fortitude) - Increase damage dealt by Iron Legacy by 1 (Demoralizing Presence) - The first time a player plays a hero card each turn, Iron Legacy deals that player's hero 2 projectile damage (Vigilance)
(Start of Turn) - If Iron Legacy has 20 or fewer HP flip Iron Legacy's character cards (Iron Legacy - Ironclad Tyrant) - Iron Legacy regains 3 HP (Armored Fortitude)
(End of Turn) - Iron Legacy deals each hero target 3 melee damage (Iron Legacy - Iron Tyrant) - Each hero target deals themselves 1 Psychic damage (Demoralizing Presence)
Comment: Iron Legacy has the heroes in a bind and has made things even more of an uphill battle. Play a card - he hits them for damage. Use a power and he heals. A ongoing causing self-damage and thus turning Galvanize and Inspiring Presence against the heroes. And the 4th ongoing is healing and DR.