Sentinels Deckbuilding, Game Six: The Iron Lady

Bunker is go.

Legacy the robot is ready, using Grandpa's card. I also cut tachyon

I'll take Tachyon.  I'll have the deck tonight.  Leaning toward base Expat for my power

The ULTIMATE Sentinels are ready, and ridiculous.

My deck is a tank/support deck with ongoing destruction. I have almost 0 damage though

That's fine. If I remember correctly, I'll be a glass cannon, so tank all you like.

I'm going to go ahead and kick this off. Behold:

Akash'Bhuta - The Iron Lady

Akash'Bhuta - 200

In Play:

Trash:

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ST:

Play: Rule From The Front - 4 melee damage to each non-villain target, and each player must discard two cards.

ET:

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Akash'Bhuta - 200

In Play:

Trash: Rule From The Front

Effects: Whenever an environment target enters play, play the top card of the villain deck.

Whenever a villain target enters play, discard the top card of the environment deck.

When the environment trash is shuffled into the environment deck, flip Akash'Bhuta.

Reduce damage dealt to Akash'Bhuta by 1.

Hero HP: Bunker - 24, Legacy - 26, The Idealist - 7, Dr. Medico - 9, Mainstay - 10, Writhe - 10, Expatriette - 25, Fanatic - 26

 

(We are, of course, playing in the Final Wasteland.)

Bunker

This is gonna be brutal. Starting hand: For the Greater Good, Flash Forge, Hasty Augmentation, Razor Ordnance

Discard For the Greater Good and Hasty Augmentation for Rule From the Front

HP: 24
Hand: Flash Forge, Razor Ordnance
Play:
Trash: For the Greater Good, Hasty Augmentation
Effects:

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Start:
Play: Razor Ordnance
Power: Initialize - draw Inspired Repair
Draw: Turret Mode
End:

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HP: 24
Hand: Turret Mode, Flash Forge, Inspired Repair
Play: Razor Ordnance
Trash: For the Greater Good, Hasty Augmentation
Effects:

Legacy’s starting hand is segmentation fault, inspiring presence, extra sensory awareness and synactic analysis.

I hate the iron lady. Discard syntactic analysis and segmentation fault

Im just going to go because I’m going to be more effective earlier in the turn order.

Play: extrasensory awareness
Power: extrasensory awareness, reveal top 3 and I can discard one, put the other 2 in any order and shuffle her deck if I wish
Draw: Take down

Well I was going to give power uses but I think this deck is too dangerous to not mess with

Also take down thus early is great, I can keep her contained for the moment

PL531 Compound Upsilon, Hasten Doom, Flying Assault

Guys, im thinking discard hasten doom, to avoid more card plays and shuffle. What do you think?

So we have Akash, Spite, Iron Legacy and Baron Blade. . .

we might be in trouble this time.

I'll discard Ground Pound and Haka of Restoration.

Hand is Team Communication and Proverbs and Axioms.

If I was designing this villain, the only thing from akash would be ger character card.

Primevil eruption from Akash, then the 4 hasten doom and 2 devious disruption from Baron.  The 5 drugs from Spite, and all the one shots and ongoings from IL.

 

Basically when she flips we all die.

I assume the environment is Final Wasteland? EDIT: Yes! I missed it earlier. Do we have a winner in the villain deck-construction battles?

I'm not sure it even makes sense for me to construct a deck in the face of that...

When we have the 5 drugs out, I assume Galvanize will be in, so +2 damage from that, and we'll get 2 villain cards most turns, with hasten playing a third. . .

I think we need to play this out just to see what happens.

The Sentinels!

HP:

I=7

D=9

M=10

W=10

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Start:

Play a card:  Team communication, draw Unique Capabilities, Mortal to Energy, Solid to Liquid, and Keep moving.

Play Unique Capabilities, put Hippocratic Oath into play, Draw Positive Energy

Play Keep moving, put Mortal to Energy form into play, shuffle deck

Play Proverbs and Axioms, draw Team Communication, Each Sentinel Character card will choose to heal 2, dealing 2x4 damage to Akash. [192]

Power:  Block, all sentinels take -1 damage.

draw:  Offensive Transmutation.

End:  Idealist, Medico and Mainstay regain 1hp, deal 1x3 damage to Akash. [189]

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HP:

I=10

D=12

M=13

W=12

HAND:  Offensive Transmutation, Mortal Form to Energy, Positive Energy, Solid to Liquid, Team Communication.

IN PLAY:  Hippocratic Oath, Mortal Form to Energy.

TRASH:  Ground Pound, Haka of Restoration, Keep Moving, Proverbs and Axioms, Team Communication, Unique Capabilities.

 

Everyone draws one card and either regains 2hp or deals themselves 3 damage and uses a power.

Bunker draws Throwing Knives and heals 2 HP.