Inspiring Presence; everyone gets 1 HP and we all deal extra damage
Expat draws Mental Divergence due to Leadership.
I should be able to take out Trueshot next turn. Play Shotgun - blast with same, and then have Platform Bot finish her off. (Thank you Inspiring Presence.) Assuming The Dreamer doesn't roll out something that gives her DR.
The Final Wasteland
In Play:
Trash: Abominable Snowman, Horrid Skunk Ape, New Jersey Devil
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Start of Turn:
Play a Card: Amphibious Chupacabra
End of Turn:
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In Play: Amphibious Chupacabra - 6
Trash: Abominable Snowman, Horrid Skunk Ape, New Jersey Devil
Effects:
Round Five
The Dreamer - Friendship is Magic
The Dreamer - 3
In Play: Trueshot - 8, Final Breath - 4, Battle Forged - 2
Trash: La Paradoja Magnifica, Electro-Pulse Explosive, Devastating Aurora, Citizen Hammer, Citizen Winter
Beneath The Dreamer: Whipacorn, Grotesque Arachnoid, Dark Hero, Granite Oni, Macabre Spectre
--------------------------------------------------------
Start of Turn:
Play a Card: Siege-Breaker
End of Turn: The Dreamer deals no damage, then plays DEVASTATING AURORA, Whipacorn, Dark Hero.
Trueshot deals 5 projectile damage to Tempest [X].
Final Breath deals 5 Toxic damage to the Expat [X].
Battle Forged deals 6 energy damage to The Naturalist [X], plays Citizen Truth.
Siege-Breaker deals 4 irreducible fire damage to Tachyon [X].
VICTORY TO VILLAINY
DECK MAKEUP:
The Dreamer:
- Dark Hero x2
- Granite Oni x2
- Grotesque Arachnoid x2
- Macabre Spectre x2
- Whipacorn x2
Citizen Dawn:
- Citizen Summer
- Citizen Winter
- Citizen Truth
- Citizen Dare
- Citizen Hammer
- Citizen Assault
- Devastating Aurora x2
La Capitan:
- La Paradoja Magnifica
- Trueshot
- Final Breath
- Battle Forged
- Siege-Breaker
Omnitron:
- Electro-Pulse Explosive x2
I think The Dreamer is the best way to make a minion deck, because a) on her flip side she gets like four card plays a turn, b) you can't use AoE attacks without slaughtering her, and c) you have to wait for her deck to cycle instead of pounding on her (indeed, if it weren't for the Ship you'd need two cycles of the deck to get all the projections in her trash). Perhaps it's a particular strength of building around the Dreamer; even the strongest of heroes keep getting hit.
Right, who's up next? :D
So, Trueshot, Final Breath, and Battle Forged were all Hypersonic Assaulted - they can't deal damage. Only Siege Breaker and Whipacorn should hit us.
NOT DEAD YET!
I think we're at 3, 3, 3, 1, X and the Whipacorn hit the Environment monster.
Oh, and I am slightly disappointed that the villain card that could deploy Omnitron components without worrying about losing them due to damage did not take advantage of the opportunity. 
3/3/3/1/x sounds right.
Assuming 3/3/3/1/X is correct:
Naturalist
HP: 3
Hand: Temporal Grenade, Displaced Armory, Sudden Contract, By Any Means, Surge of Strength, The Predator's Eye, Cornered Beast, Natural Form's Power, Natural-Born Vigor, Durasteel Chains
Play:
Trash: Jim's Hat, Displaced Armory, Flying Smash, Inspiring Presence, The Deadly Crocodile, Fling Into Darkness, Team Communication
Effects:
[hr]
Start:
Play: Displaced Armory - take Jim's Hat from the trash and put it into play; deal some meaningless damage
Play: Natural-Born Vigor
Power: Transform - put The Deadly Crocodile into play
Power: The Deadly Crocodile - deal 2 (3-1) melee damage to Dark Hero [3]
Draw: The Predator's Eye
End:
[hr]
HP: 3
Hand: Temporal Grenade, Sudden Contract, By Any Means, Surge of Strength, The Predator's Eye (2), Cornered Beast, Natural Form's Power, Durasteel Chains
Play: Jim's Hat, Natural-Born Vigor, The Deadly Crocodile
Trash: Displaced Armory (2), Flying Smash, Inspiring Presence, Fling Into Darkness, Team Communication
Effects: Damage dealt by the Naturalist is increased by 1
So plan: I will stop everything out there from dealing damage one more round at least. If we need it, I can lightning reflexes + mistbound as well. Hoping against hope that we see another grease gun come out from team leader.
Edit: nooo! I need a damage boost to stop seige breaker.
Edit Edit: With Citizen Truth coming up, I don’t think we’ll win. Shame though, without that second Aurora, we stood a decent chance.
So, I could change one of my card plays to give you a damage boost against Siege Breaker. Truth will be a problem, yes.
MISTBOUND YES!
I can stratosphere Siege Breaker, you mistbound and hypersonic and we live another round!
Then I need to find a grease gun.
Sounds like a plan.
BluehairedMeercat: Just so we are on the same page, I need you to stack the environment deck with Con’s Bunker and Ancient Library, and then make sure the Dreamer plays nothing but projections. I promise to look the other way if Citizen Truth gets “lost” somehow and doesn’t come out when Dreamer can play cards.
*thinks*
Nah.
Expatriette
HP: 3
In Hand: Hairtrigger Reflexes, Swift Bot, Champion Bot, RPG Launcher, Wrecking Uppercut, Raptor Bot,
Tactical Shotgun, Mental Divergence
In Play: Platform Bot [3]
Trash: Wrest the Mind, Stealth Bot, Platform Bot, Brainstorm, Twist the Ether
-------------------------
Start of Turn:
Play a Card: RPG Launcher
Destroy Amphibious Chupacabra
Deal 1 fire damage to Dark Hero [2]
Deal 1 fire damage to Whipcorn [6]
Power: Load -> Play Raptor Bot
Draw a Card: Bee Bot
End of Turn:
Platform Bot hits Dark Hero for 3-1 points [x]
Raptor Bot hits Whipacorn for 3 points [3]
-------------------------
HP: 3
In Hand: Hairtrigger Reflexes, Swift Bot, Champion Bot, Wrecking Uppercut (x2), Tactical Shotgun, Raptor Bot, Mental Divergence, Bee Bot
In Play: Platform Bot [3], Raptor Bot [2]
Trash: Wrest the Mind, Stealth Bot, Platform Bot, Brainstorm, Twist the Ether, RPG Launcher
Comment:
Got Dark Hero out of the way, put another target in play, and tried to chip villains down so that after the Hypersonic Assault if the Environment plays something that preys on low HP non-environment cards it will have villains to chew on. IF we're more concerned with getting a "high" HP hero target out I can replace Raptor Bot with Champion Bot and give the Whipacorn 3 HP back.
Team Leader Tachyon
HP: 3? 1? (I’m not really sure)
In Hand: Mistbound, Blinding Speed, Lightning Reflexes, Know When to Turn Loose, Hypersonic Assault, Gatling Gun, Mistbound, Adhesive Foam Grenade, Keep Moving, Know When to Turn Loose
In Play:
Trash: Hypersonic Assault x2, Flesh to Iron, Transmutative Recovery, Pushing the Limits, Flesh to Iron
Start of Turn:
Play a Card: Lightning Reflexes, Mistbound on Dreamer (discard Know when to turn loose and Keep Moving), Hypersonic Assault Dreamer [2], Whipacorn [2], Chupacabra [2], Trueshot [8], Battleforged [1], Final Breath [3]
Power: Team Leader, everyone draws a card. I get Blinding Speed
Draw a Card: HUD Goggles
End of Turn:
HP: ?
In Hand: Mistbound, Blinding Speed, Adhesive Foam Grenade, Gatling Gun, Know When to Turn Loose
In Play:
Trash: Hypersonic Assault x2, Flesh to Iron, Transmutative Recovery, Pushing the Limits, Flesh to Iron, Lightning Reflexes, Mistbound, Hypersonic Assault, Know When to Turn Loose, Keep Moving
Effects: No villain damage (except siege), no villain cards
Start:
End:
Static:
Naturalist draws Displaced Armory.
I draw Wrathful Retribution for Team leader.
Tempest: Restorer of Shadow
HP: 3
In Play:
Hand: Ball Lightning, Chain Lightning, Consecrated Ground, Final Dive Gene-Bound Shackles, Into the Stratosphere, Lightning Slash, Micro-Targetting Computer, Utility Belt
Trash: Dual Crowbars, End of Days, Grease Gun, Impromptu Intervention(2), Lightning Slash, Localized Hurricane
-------------------------
Start of Turn:
Play a Card: Into the Stratosphere, place Siege Breaker back on top of the deck. Deal Final Breath 2 projectile Damage.
Use a Power: Skip
Draw a Card: SALVAGE YARD!!!!!
End of Turn:
-------------------------
HP: 3
In Play:
Hand: Ball Lightning, Chain Lightning, Consecrated Ground, Final Dive, Gene-Bound Shackles, Jack Handle, Micro-Targetting Computer, Salvage Yard, Utility Belt, Wrathful Retribution
Trash: Dual Crowbars, End of Days, Holy Nova, Impromptu Intervention(2), Into the Stratosphere, Lightning Slash, Localized Hurricane
Can I salvage Yard for Omni's card play? If not I'll do salvage/grease next round using his play.
I honestly forgot I switched a salvage yard in for I think the second Gene-bound shackle. I'm glad I did.
I don't even remember what is in my own deck.
Also if no one minds I have a great idea for Match #5 that I'd like to do, have the villain ready to go. If someone else is dying to go that's cool too.
Sure why not! Play your Salvage Yard.
SALVAGE YARD!!!
I take Dual Crowbars and Grease Gun back to my hand.