Reveals: EPE and Run and Gun.
Let's wait till after Setback's card plays to resolve that, although I guess we should probably take our chances with Run and Gun.
Setback reveals Cash Out and Impomptu Invention. Firstly, Impromptu Invention, which draws, Ultimate Target. Search the deck for Jim's Hat, and put it into play. Play Cause and Effect, destroying Training Simulator, hit Omnitron for 19 (18 tokens+IF+By Any Means-Advanced) damage, twice! [13]. If any other Non-hero target is in play, it's probably dead!
Play Cash Out, remove all 18 tokens, draw Sudden Contract, High Risk Behavior, Displaced Armory, Impromptu Invention, Silver Lining, Cash Out, Cause and Effect, Fumbling Fool, Silver Lining, Looking Up, Grease Monkey Fist, Salvage Yard, Meditation, Dual Crowbars, Meditation, Jack Handle, Meditation, and Micro Targeting Computer.
Each player may discard 1 card, if 4 do, each hero regains 2 HP. I will totally discard Dual Crowbars!
Edit: I'm all for the EPE to be put on top, I doubt it will get a chance to fire...
And awesomeness ensues! I will discard Astral Premonition {2}.
And I will leave the EPE on top. Of course we'll get two villain card plays, and don't know what the second one will be.
Expat will discard Into the Stratosphere. (Useful for burying something like an EPE for a turn, but I suspect the damage from Ball Lightning will be more important.)
Naturalist discards Enduring Intercession. Everyone heals 2. Naturalist deals 3 fire damage to Omnitron [10]. I also vote for EPE on top.
Naturalistish
HP: 20
Hand: Ta Moko, Threatening Stomp, Natural Form's Power, Natural-Born Vigor, Bring What You Need, Pushing the Limits, Lightning Reflexes, Proverbs and Axioms
Play: The Formidable Rhinoceros, Mortal Form to Energy
Trash: Proverbs and Axioms, Transmutive Recovery (2), Enduring Intercession, HUD Goggles
Effects:
- reduce damage dealt to the Naturalist by 1
- whenever the Naturals heals, he deals one target the same amount of energy damage
[hr]
Start: Discard Ta Moko
Play: Pushing the Limits
Play: Lightning Reflexes
Play: Natural-Born Vigor
Play: Natural Form's Power
Power: The Formidable Rhinoceros - draw Dominion and Fleet of Foot
Power: Natural Form's Power - heal 2 HP [22]; deal 3 fire damage to Omnitron [7]
Draw: Resilient Hide and Threatening Stomp
End:
[hr]
HP: 22
Hand: Threatening Stomp (2), Bring What You Need, Proverbs and Axioms, Dominion, Fleet of Foot, Resilient Hide
Play: The Formidable Rhinoceros, Mortal Form to Energy, Natural Form's Power, Natural-Born Vigor, Pushing the Limits
Trash: Proverbs and Axioms, Transmutive Recovery (2), Enduring Intercession, HUD Goggles, Ta Moko, Lightning Reflexes
Effects:
- reduce damage dealt to the Naturalist by 1
- whenever the Naturals heals, he deals one target the same amount of energy damage
Freedom Tower
In Play: Medical Ward, Security Station
Trash: Training Simulator
-------------------------
Start of Turn: Each target regains 1hp. Naturalist deals 2 damage to Omnitron [6]
Play a Card: Entry Point - goes on top of one of the two.
End of Turn:
-------------------------
In Play: Medical Ward, Security Station, Entry point
Trash: Training Simulator
Start of turn all targets regain 1hp and a villain target from the villain trash enters play.
Start of turn a player mey discard their hand to destroy an environment card.
Entry Point covers one of the other two and increases all villain damge by 1.
COSMI-AMBUBLADE-ITRON!
HP: 6
In Play:
Trash: Run and Gun, Hasten Doom, Armed and Dangerous, Technological Singularity, Hasten Doom, S-85(2), S-84
-------------------------
Start of Turn:
Play a Card: EPE [15]
End of Turn: Play Armed and Dangerous, reveal until Explosives Launcher is revealed, put into play, shuffle other cards back in, play Run and Gun, deal Naturalist 2+1-1 damage [20], shuffle trash into villain deck, play Sedative Flechettes, each hero target takes 6+1 damage, destroy all ongoing cards, Explosives Launcher deals each hero target 3+1 fire damage.
-------------------------
HP: 6
In Play: EPE [15], Explosives Launcher [6]
Trash: Armed and dangerous, Run and Gun, Sedative Flechettes.
-------------------------
Effects:
Start: No Components? Flip
EPE deals its health as Lightning damage to all hero targets.
End: Play the top card of the villain deck.
Explosives Launcher deals each hero target 3 fire damage
Static: Damage dealt to Devices is -1.
Hero Status:
Omnitron-X: X
Setback: X
Expatriette: 4
Nightmist: X
Naturalist: 10
All Ongoing cards destroyed.
Wow, incredible luck there to make Omni look good with his last gasp.
To make it simple, Setback will let Expat use a power once his turn comes around.
I feel like Tom Hanks at the end of "Saving Private Ryan". I am lying there gravely wounded and will pull a pistol and start plinking away at the advancing steel monster.
Yeah, it is obviously over. I'm quite sad I didn't get to run off 10-12 cards in one turn and have everyone dead, also that I didn't get to Caspit's Playground/Tech Singularity, that would have been awesome. Also no Terraforming on the flip side with three cards out, come on, that would have played almost the entire deck.
Bah, Cheating Heroes still more powerful than cheating Villains.
Should have gone Miss Information with one too few clues in the deck. Just put random crappy cards in, see how many rounds it takes before the heroes figure out the game is unwinnable.
That would be fun.
or not
I have to say, I like making super broken hero decks!
Though a big weakness in my deck is, the only power I had other than the base was Looking Up, whoops! Good thing it ended up working out in the end.
It is a lot of fun.
I really thought I had you with this deck, but then that darned future me with all those feelings had to ruin everything.
A fun cheating Villain idea would be Akash’bhuta with a bunch of cards that give the environment extra plays. If you just want to be annoying, give Iron Legacy bestial vitality and a few entombs, and have him play through his entire deck and win before the heroes ever get a turn.
Dreamer with a few Ensnaring Brambles would be sufficiently annoying as well.
Are you using mix and match environments as well?
Yeah, Dreamer with Akash's limbs and Iron Legacy with, say, Galvanise x2 and Entomb x3 are both nigh-unwinnable, hence their not being broken out until the vilain-builders get a bit more desperate. Also Matriarch Ambus-Blade who fills hir trash on turn one, though that one has the vague possibility of being beaten... I think building a deck that's actually unwinnable (Dreamer short of projections, Miss Info short on clues, etc.) is rather unfair though.
So does anyone else want a crack at villain-building, or should I take another run at it?
Not yet. One of those villain-oriented would probably be quite vicious.
For formal end of game:
1) If O-X incap allows Expat to draw a card it will be Energy Burn.
2) Setback incap allows Expat to play a card - Energy Burn played: Omnitron to 4 HP
3) Expat plays Ball Lightning: Omnitron to 1 HP
4) Expat power is Prejudice - Omnitron [x] from pistol fire
... Alternately we do something else that allows Naturalist-ish to stomp on him and then kick him into a nearby recycling bin.