Ridiculous challenge time GO

CHALLENGE ACCEPTED.

Err, I'll get back to you on that one.

EDIT: OKAY!

T he Ennead open Set [26], Geb [32], Atum [30].

ROUND 1

ENNEAD: Start: Tefnut [29] enters play. Play: The Desert's Wrath, for no damage. Green hand; Set hits each hero for 1, Tefnut hits the Wraith for 2, Geb hits Legacy and Parse for 2 each.

LEGACY [29]: Play: Inspiring Presence, heal all heroes for 1. Power: Galvanize.

WRAITH [24]: Play: Chain four Impromptus to bring out MTC, Utility Belt, Throwing Knives and Razor Ordnance, then play Combat Stance. Power: Razor Ordnance Set [19], Throwing Knives Tefnut [24], Atum [25], Geb [27].

PARSE [24]: Play: Snap Decision. Power: Shoot Set [15].

ENVIRONMENT: Play: Plummeting Monorail [10] enters play.

Set - 15, Atum - 25, Geb - 27, Tefnut - 24, Legacy - 30, Wraith - 24, Parse - 24

ROUND 2

ENNEAD: Start: Osiris [27] enters play. Play: Elemental Storm; Set hits all heroes for 3, Wraith hits Set [11]. Green hand; Set hits each hero for 1, Tefnut hits Parse for 2, Geb hits Legacy and Wraith for 2, Wraith hits Geb [23].

LEGACY [24]: Play: Surge of Strength. Power: Galvanize.

WRAITH [18]: Play: Throat Jab Atum [21]. Power: Razor Ordnance Set [4], Throwing Knives Atum [16], Geb [18], Set .

PARSE [18]: Start: Discard a card to play Exploit Vulnerability. Play: Exploit Vulnerability. Power: Shoot Atum [12].

ENVIRONMENT: Start: Monorail hits Tefnut [19] and Osiris [22]. Play: Police Backup. End: Police shoot Osiris [21].

Set - X, Atum - 12 (can't deal damage), Geb - 18, Tefnut - 19,  Osiris - 21, Legacy - 24, Wraith - 18, Parse - 18 (2 cards)

ROUND 3

ENNEAD: Start: Isis [26, +2 taken] enters play. Ennead play Elemental Storm, but Atum can't deal. Green hand; Tefnut hits Wraith for 2, Wraith hits Tefnut [15], Geb hits Legacy and Parse for 2, Isis hits Wraith for 2, Wraith hits Isis [20]. Legacy plays The Legacy Ring. Wraith plays Stun Bolt. Parse plays Impossible Shot, shoots Isis [13]. Play:  Ennead play Elemental Storm, but Atum can't deal.

LEGACY [21]: Play: Motivational Charge. Power: Galvanize, Motivational Charge Geb [13], heal heroes for 1.

WRAITH [15]: Play: Stun Bolt. Power: Razor Ordnance Atum [5], Throwing Knives Atum , Isis [6], Geb [8].

PARSE [17]: Start: Discard a card to Impossible Shot Geb [3]. Play: Impossible Shot Geb Power: Shoot Isis .

ENVIRONMENT: Start: Monorail hits Legacy [17] and Osiris [16]. Play: Police Backup. End: Police shoot Osiris [15] and Tefnut [14].

Set - X, Atum - X, Geb - X, Tefnut - 14,  Osiris - 15, Isis - X, Legacy - 24, Wraith - 18, Parse - 18 (3 cards)

ROUND 4

ENNEAD: Start: Nephthys [28, +2 taken] enters play. Ennead play Sun's Fury, Nep hits each hero target for 1, Wraith hits Nep [22]. Legacy plays Flying Smash, hits Nep [14], Osiris [9], Tefnut [8]. Suture Self. Parse plays Syntactic Analysis on herself, reveals Syntactic Analysis and Between the Lines; SA on Legacy, brings out Flying Smash ( Nep [6], Osiris [3], Tefnut [2]) and Bolster Allies, and BtL on Wraith, who Throws Knives for the win.

 

Yup, doable. Needs ridiculous luck, mind, but theoretically possible. Man, I do enjoy doing these :smiley:

That's surprising it only took to the beginning of the fourth round.   I would have thought it would take another full round at least.  Like I stated earlier the caveat on that setup being impossible is with Shu out which advanced makes it nearly certain it will occur but as seen by you not automatic.

Can you put something together for his original setup against the Chairman because I've had nothing but getting trounced so far.   

I don't think the "any given Sunday" assertion applies to Advanced, though.

Awesome workup, BlueHairedMeerkat!

Cool. I'm not very familiar with Parse. Did not realize how cool Exploit Vulnerability is.

Couldn't you use Buffer Overflow to discard Shu?

Shu is a Villain card after all.

The Ennead members are played.  The top card from the Shrine gets moved into the play area.  

Right, okay, let's do.

ROUND 1

CHAIRMAN: Play: Prison Break. End: Operative pulls Broker [5], Broker pulls Informant [2].

EXPAT [30]: Play: Tactical Shotgun, Broker plays Prison Break. Power: Tactical Shotgun the Informant , Operative hits Expat for 1 [29].

FIXER [29]: Play: Tire Iron. Power: Strike the Broker [2, X],  Operative hits Expat for 1 [28] . Destroy Tire Iron

NIGHTMIST [28]: Play: Tome of Elder Magic {3}. Power: Tome adds a spell to her hand.

ENVIRONMENT: Play: Tony Taurus [3] enters play. End: Tony takes 3 damage.

Chairman - 35, Operative - 45, Expat - 28, Fixer - 29, Nightmist - 28 (4+1 cards)

ROUND 2

CHAIRMAN: Play: Perfect Human Specimens. End: Operative pulls Deputy [9], Deputy pulls Crooked Cop [5].

EXPAT [28]: Play: Assault Rifle. Power: Rifle the Deputy [8] and the Cop [3].

FIXER [29]: Play: Dual Crowbars. Power:  Strike the Cop , Operative hits Fixer for 2 [27], hit the Deputy [3], destroy Rifle.

NIGHTMIST [28]: Play: Heedless Lash {1}; reveal Starshield Necklace {1}, deal 3 damage to herself [25] and the Deputy , Operative hits Expat for 1 [27], Master of Magic enters play. Power: Tome adds a spell to her hand. End: Discard Mist Form {3} to heal 3 [28].

ENVIRONMENT: Play: Dr Tremata enters play. End: Tony Dies, Tremata takes 3 [3].

Chairman - 35, Operative - 45, Expat - 27, Fixer - 27, Nightmist - 28 (4+1 cards)

ROUND 3

CHAIRMAN: Play: Perfect Human Specimens. End: Operative pulls Contract [7], Contract pulls Hired Gun [3]. Contract hits Nightmist for 3 [25]. Hired Gun hits each hero for 3.

EXPAT [24]: Play: Flak Jacket. Power: Shotgun the Contract [3].

FIXER [24]: Play: Driving Mantis. Power: Strike the Contract , Operative hits Fixer, hit redirected to Hired Gun [2], hit the Operative [38], destroy Flak Jacket.

NIGHTMIST [22]: Play: Scouring Mists {2}, reveal Planar Banishment {2}, take 2 [20], deal 2 damage to the Hired Gun , Operative hits Expat [23], hit the Operative [36]. Power: Tome adds a spell to her hand. End: Discard Mists of Time {4} to heal 4 [26].

ENVIRONMENT: Play: Falling Statuary deals 3 to Fixer [21]. End: Tremata killed, Statuary destroyed.

Chairman - 35, Operative - 36, Expat - 21, Fixer - 21, Nightmist - 26 (4+1 cards)

ROUND 4

CHAIRMAN: Start: Chairman flips. Play: Perfect Human Specimens heals the Operative [40]. End: Operative pulls Muscle [8], Muscle pulls Enforcers [6]. Enforcers make Expat discard a card.

EXPAT [21]: Play: Assault Rifle. Power: Assault Rifle Muscle [6], Operative [38] and Chairman [33].

FIXER [21]: Play: Bloody Knuckles. Power: Strike Chairman [27], Chairman hits Fixer, redirects to Operative [36], hit The Operative [27], destroy Knuckles.

NIGHTMIST [26]: Play: Oblivion {1}, reveal Mist Form {2} and Mist-Fueled Recovery {4}; 2 to all but Fixer, who redirects to Operative, Chairman deals 1 to Nightmist [23], then 4 to all villains, Operative hits Nightmist for 1+1 [21]. Power: Tome adds a spell to her hand. End: Discard Astral Premonition {4} to heal 4 [25].

ENVIRONMENT: Falling Statuary deals 3 to Operative [16]. End: Statuary destroyed.

Chairman - 21, Operative - 16, Expat - 19 (3 cards), Fixer - 21, Nightmist - 25 (4+1 cards)

ROUND 5

CHAIRMAN: Play: Undivided Attention deals 4 & 3 to Nightmist [18]. End: Operative pulls Fence [6], Fence pulls Thief [2]. Thief destroys Shotgun, Fence heals Chairman [24] and Operative [19].

EXPAT [19]: Play: Submachine Gun. Power: Assault Rifle Fence [4], Chairman [22], Chairman hits Fixer, redirect to Operative [18], hit the Operative [16].

FIXER [21]: Play: Charge; deal 3 to Chairman [19], Chairman hits Fixer, redirect to Operative [15], hit the Operative [11]. Power: Strike the Fence , Operative hits Fixer [19], strike the Chairman [14]. Destroy SMG.

NIGHTMIST [18]: Heedless Lash {2} reveals Heedless Lash {3}, deals 3 to herself [15] and The Operative [8]; play Heedless Lash, reveal Oblivion {4}, deals 4 damage to herself [11] and The Chairman [10], who hits back [10]; play Oblivion, reveal Mistbound {1} and Call Forth {4}. 1 damage to each target minus Fixer, who redirects to Chairman [8], then 4 to each non-hero, Operative deals 2 to Fixer [17]. Power: Tome adds a spell to her hand. End: Discard Mistbound {4} to heal 4 [14].

ENVIRONMENT: Play: Falling Statuary. End: Destroy Falling Statuary.

Chairman - 4, Operative - 3, Expat - 18 (3 cards), Fixer - 17, Nightmist - 14 (4+1 cards)

ROUND 6

CHAIRMAN: Play: Undivided Attention deals 4 to Expat [14], 4 to Fixer [13].

EXPAT: Play: Hollow Points on Assault Rifle. Power: Assault Rifle the Operative and the Chairman .

 

So yeah. Possible, but tricky.

 

I've got an ettique question.

I also accepted the Ennead challenge and worked a solution last night.  Would posting an alternate solution look too much like competing?

That is not my intention.

I didn't think there was time to get Legacy and Parse developed like BlueHairedMeerkat did.  I'm impressed.

I went for a brute force solution.

I didn't want to step on any toes, but I would have been curious to have some eyes on it to see if I missed anything.  I haven't played the Ennead that much

 

 

 

Anyway, I will return to lurking now.

Thanks

Nothing wrong with posting another solution.  Each one will have pros and cons that make it good to analyze.

 

 

Okay.  Here goes.  Hopefully I didn't make any errors:

 

 




The Ennead open Set [26], Geb [32], Osiris [27].

ROUND 1

ENNEAD: Start: Nephthys [28] enters play. Play: The Grave Beckons, nothing happens. Black symbol; Legacy discards Danger Sense, Wraith discards Suture Self, Parse discards Critical Multiplier.  All heroes deal themselves 1 damage and have 3 cards in hand.  Nephthys heals all villain targets 1 but they are already at max.

LEGACY [31]: Play: Inspiring Presence, heal all heroes for 1 (All heroes now at max). Power: Galvanize.

WRAITH [26]: Play: Chain three Impromptus to bring out MTC, Utility Belt and Throwing Knives, then plays Razor Ordnance
  Power: Razor Ordnance Set [19], Throwing Knives Set [14], Nephthys [23], Osiris [22].

PARSE [26]: Play: Syntactic Analysis on Legacy revealing two Flying Smashes.  He plays them both.  Set [9], Osiris [17], Nephthys [18].  Set [4], Osiris [12], Geb [27]
  Power: Shoot Set [X].

ENVIRONMENT: Play: Plummeting Monorail [10] enters play.

Set - X, Geb - 27, Osiris - 12, Nephthys - 18, Legacy - 32, Wraith - 26, Parse - 26

ROUND 2

ENNEAD: Start: Tefnut [29] enters play.
  Set Incap Power: Enead play The Grave Beckons, nothing happens. Black symbol; Legacy discards Danger Sense, Wraith discards Suture Self, Parse discards Critical Multiplier.  All heroes deal themselves 1 damage and have 2 cards in hand: Legacy [31], Wraith [25], Parse [25].  Nephthys heals all villain targets 1: Geb [28], Osiris [13], Nephthys [19].
    Legacy plays Backfist Strike on Tefnut [23]; Wraith plays Combat Stance; Parse plays Synactic Analysis on herself, revealing Targeting Arrow and Between the Lines.  Plays Targeting Arrow on Geb [25] (+1 damage to him) and plays Between the Lines on Wraith who uses Throwing Knives: Geb [19], Osiris [8] and Tefnut [18]; Environment plays Targeting Innocents [10]
  Play: Desert's Wrath: Plummenting Monorail and Targeting Innocents are destroyed; Osiris hits all heroes for 2: Legacy [29], Wraith [23], Parse [23], Wraith hits Osiris [4]. Green hand; Geb hits Legacy and Wraith for 2: Legacy [27], Wraith [21], Wraith hits Geb [14]; Nephthys hits all heroes for 1: Legacy [26], Wraith [20], Parse [22], Wraith hits Nephthys [15]; Tefnut his Wraith [18], Wraith hits Tefnut [14]

LEGACY [26]: Play: Backfist Strike on Nephthys [10]. Power: Galvanize.

WRAITH [18]: Play: Throat Jab Tefnut [10].
  Power: Razor Ordnance Geb [6], Throwing Knives Geb [X], Nephthys [5], Tefnut [5].

PARSE [22]: Play: Between the Lines: Wraith uses Throwing Knives: Osiris [X], Nephthys [X], Tefnut [X].
 

 

I went this way because I really thought if you spent the time to build Parse and Legacy's machine up, you'd never catch back up to the Ennead.

I was wrong about that.

 

Enjoy

 

Thanks BlueHairedMeerkat. While I may not get that setup it does make me feel it's worth a few more tries. 

I assumed you wouldn't be able to cut them down so quickly; I figured building would be the best way to go, to get a lock on the group in the long game, hence me saving big guns like Syntactic and Between the Lines until right at the end. I guess we both learnt things today  :P

 

I'd say so.

=D

 

It really is fun trying to think these through.

 

 

Haven't looked to see if it would change the outcome, but the heroes' damage is boosted at this point by Inspiring Presence and Galvanize, so they'd deal three to themselves.

 

Figured I would have missed something.  But even with their health would adjust down by two in all further entries, the outcome should be the same.

They should actually end with Legacy [24], Wraith [16], and Parse [20]

 

Thanks for catching that.

FIXER [21]: Play: Bloody Knuckles. Power: Strike Chairman [27], Chairman hits Fixer, redirects to Operative [36], hit The Operative [27], destroy Knuckles.

This wouldn't get redirected; Bloody Knuckles would ensure that it was more than 2 damage.

FIXER [24]: Play: Driving Mantis. Power: Strike the Contract [X], Operative hits Fixer, hit redirected to Hired Gun [2], hit the Operative [38], destroy Flak Jacket.

Nor would this; Nemesis damage + contract = 1 + 1 + 1.

Those were the only two errors that I saw though!

I didn't attempt to follow the whole game, but The Contract was just killed here, so is no longer boosting damage. (Doesn't the ongoing effect go away before the retaliation damage?)

You're totally right! I just played again (damn those prison breaks...) and he definitely doesn't boost the damage from his own death.

I don't think it messes with the final numbers, but I think you also missed a handful of Chairman retaliations.

Okay I've tried this over 100 times now, and I think I'm going to declare it humanly impossible and move on.

Feel free to screenshot the "win" page to prove me wrong!