I didn't mean to upset anyone. I didn't think Shattered Timelines was mentioned in it. I just wanted to know if I missed anymore villain on villain goodness. The two battles posted were awesome.
Bump
This thread and idea are awesome. You still around, Brax? Need more commentary of Villains punchin' themselves in the nuts. ;)
Smilinbrax,
Do we have permission to carry on the tournament and commentary? Are you going to start a new one when ST arrives?
Right, I plan to run the Gloomweaver Vs. Voss battle shortly (H=4, basic mode, no environment), if there are no objections.
Grand Warlord Voss Vs. Gloomweaver
My favourite twelve-sided random number generator selected Voss to go first, and the first card he played was the TCF Stalwart. A very good start for Voss, and a very bad one for Gloomy... Gloomy responds with his Drum of Despair, but damage dealt to Voss is useless, and since the zombies can damage neither Voss nor his flagship they resort to hitting a few minions for 1 damage each. Then the Stalwart destroys them all.
Voss' Quark Drive Translocator was his second play, and most of the rest of the game was such a whitewash that it's barely worth describing. Seven or so turns in Voss had ten minions in play. Gloomy's Grimoire of Curses almost saved the day by destroying them all, but by that point Gloomy was on a single hit point, and at the start of Voss' next turn the Nightmare Walker was zapped by a spaceship.
Grand Warlord Voss wins!
Rulings:
Drum of Despair: Ignore the discards and destruction, and simply deal the H-1 infernal to the villain character card.
Indigo Pin: Discard from the top of the deck.
Sable Pin: Ignore the card destruction effect in favour of dealing damage.
Grimoire of Curses: Discard the top card of the villain deck, then deal H-1 damage.
Excellent! I have a perfect record so far!
*grins*
Another one! Skipping Ambuscade Vs. The Chairman, since I have neither Ambuscade nor Rook City, so next up is The Ennead Vs. Mad Bomber Blade! (I don't actually have MBB either, but the internet is a wonderful thing.) H=4, basic mode, and with a composite environment deck this time.
The Ennead Vs. Mad Bomber Blade
Atum, Tefnut, Shu and Set open for the Ennead, but Blade gets the drop on them. A Devious Disruption may not be the finest opening, but it certainly lands some damage on the Ennead. Ther response is an Ankh-Sun-Hand trifecta, thanks to Atum and Set, knocking eight health off of MBB. Blade's healing is responded to by a barrage of Ennead flame, and at the end of the third turn the Ennead are back at full HP. An Atlantean Font of Power does more harm than good too.
The next round is mostly building power: Blade gets another bomb, and the Ennead get Nephthys and Nuit. And the environment gets an Enraged T-Rex, which is always nice. The Bomber builds bombs, the Ennead throw out an Electrical Storm, the environment mauls the Ennead a little. Mad Bomber Blade is rather on the ropes at this point, and though he gets another bomb out next turn, the Ennead get Geb. Living Force Field manages to protect Blade from a turn that would have killed him otherwise, but the same turn also nukes the environment that's been so reliably damaging them...
The next turn flips Blade, which probably means game over is coming before too long, but a Hallway Collapse means that once again the environment is favouring the Baron. His own deck, however, is not; for the second time in the game Flesh-Repair Nanites are played before the Baron takes enough damage to fully utilise them. Isis appears, The Kraken follows, the Baron hits back with Hasten Doom/Slash and Burn, but the Ennead are still dishing out damage at an admirable pace. Then, finally, we get our first casualty; The Kraken, boosted by Explosive Wagon and Cramped Quarters Combat, drags Set into the deeps. This could spice up this match somewhat...
Consider The Price of Victory. Normally, quite a good card. When played against the Ennead, who act baased on cards entering their trash... not so much. That was pretty much the end of the game.
The Ennead Win!
BlueHairedMeerkat,
Your signature is awesome.
Good battle stories, too. The Voss and Ennead victories are not all that surprising.
Thank you! :D I feel obliged to inform you that it's a quote from Jagarciao though.
Voss was really not surprising at all, but there was a fair bit of money against the Ennead (incuding that of Christopher and Adam... sorry guys xD). Next up is Akash'Bhuta versus Omnitron... could be a very interesting game, and not one I'd like to call.
That one should be interesting… an avatar of nature vs an avatar of technology.
Akash'Bhuta Vs. Omnitron
The nature spirit takes the first turn, and an early, if minor, lead; Entomb damages Omnitron and finishes off his S-85 Repair Drone, while Omni's Terraforming and Repair Drone are both useless this early on. Actually, not entirely; Omni's Rampaging Robot ability sticks the latter straight back into play next turn, where it does some good, while its friend the S-83 Assault Drone deals a little damage to Akash'Bhuta. Then a second Entomb knocks them both out, as well as doing a dangerous amount of damage to a nearby Explosive Wagon.
Two Ensnaring Brambles are something of a redundancy, and for now are rather ineffective; Omnitron has no opportunity to deal damage on his turn, opting instead for a useless Technological Singularity and another Assault Drone. Perhaps Akash is inspired by Omni's useless equipment destruction; a Mongolian Death Worm-triggered Rejuvenating Entropy does virtualy nothing. That said, his turn more than makes up for this: a Living Rockslide, two Mountainous Carapaces and a third Ensnaring Brambles all hit the table on his turn. Omnitron does his best to respond, getting an Interpolation Beam out, but as long as those Carapaces are out it's all but useless, and is promptly destroyed by the Death Worm - which promptly re-emerges, bringing an Arboreal Phalanges with it.
BOOM! That's the sound of a second Living Rockslide causing an Explosive Wagon to go off. It doesn't scratch Akash himself, but it's a harsh reminder that he shouldn't get complacent; he's winning now, but if his limbs go down he'll be in for a world of hurt. They don't, however; after an Omnitron turn of no consequence, a Time-Crazed Prisoner ushers in a Rejuvenating Entropy, and all the limbs heal right back up to full. An Allies of the Earth is pretty much just kicking Omnitron while he's down. A Fixed Point is a small reprieve for Omni, and a Mountainous Carapace - the third on the field, is just unnecessary.
Bzzzt. That's (probably) the sound of an Electro-Pulse Explosive - this could be Omnitron's making. The Kraken heals Akash to full, and he puts out yet another limb - a second Arboreal Phalanges - aaand the Ensnaring Brambles manage to lock down the Electro-Pulse Explosives. Not to worry though - Omnitron has a spare.Akash is enraged, throwing out every last one of his limbs, but this time it really is too late. In one fell swoop, Omnitron hits Akash for 37 damage, and wrecks his Brambles and an already-damaged Carapace to boot. An Adaptive Plating Subroutine is always nice to have, but pales in comparison to Sedative Flechettes... 92 more damage to Akash, adding the rest of the limbs to his growing trash - which, conveniently, was shuffled back into the deck shortly before the destruction began, meaning they won't be back for a while. Omnitron's health is low, but Akash is now well below half, and both Electro-Pulse Explosives are still around...
The Chaos-Bound Creator sure as hell isn't going down without a fight, however. An Entomb played on the environment turn damages Omni and his bombs, and a second Entomb is readied. It smashes Omnitron's fresh-faced drones, does more damage to the Explosives (after they did more damage to him) and Omni's Adaptive Plating actually works against him - his immunity to psychic damage leaves it around for another turn. Rejuvenating Entropy, however, is a wasted play, and Omnitron's explosives and drones (both of which get swiftly broken by Entomb, but not until they've already done their damage), along with his new Electro-Magnetic Railgun, keep chipping away at Akash. That said, his limbs have started reappearing...
Things are looking bleak on Omnitron's next turn; Akash has four limbs on the field, thanks to a Disrupt the Field and a Primeval Eruption, and he's taking quite a beating. His Disintegration Ray will go down before his next turn, his Technological Singularity does nothing... An Enraged T-Rex even takes a chunk out of him. It's over before the start of his next turn.
Akash'Bhuta Wins!
Sounds like one of the most satisfyingly insane battles so far! Glad that Omnitron got in some good hits before going down, the fact that wrecking limbs hurt Akash really evened things out. As a player I really hate those flechettes so it was fun to watch them used against a villain. I guess we will get to see them again when Omni reboots as cosmic and goes against Spite.
I just realized spite is going to be an interesting opponent, since villains will not be making any effort to protect victims. Hmm...
Yeah, this was a really fun game to run. Akash had the advantage, but for a moment I really thought Omnitron was going to pull it out of the bag...
The problem with this is that I can't play Rook City games, so ideally someone else could run those. I can, however, throw the Shattered Timelines heroes into the mix. So, without any further ado, the last few round 1 match-ups will be:
The Matriarch Vs. Miss Information
Kismet Vs. La Capitan
The Dreamer Vs. Iron Legacy
Hmm. The obvious problem here is that Iron Legacy would take out the Dreamer in two rounds flat... This could be problematic. Meanwhile though, there's nothing stopping the second match-up going ahead, so that'll come soon.
There could be a rule that The Dreamer is immune to Iron Legacy's damage. She will still be able to be targeted by the environment deck though, so it could turn out pretty nasty!
or if she has a projection in play they take the damage for her? In the scenario of the Heroes fighting the dreamer, they are fighting through her projects to get to her to wake her up and stop the psychic projections from running amuck. If she were aware and fighting someone, the Projections would be fare more likely to be used in defense against someonelike IL, no?
Yeah, that sounds like a plan; Whenever The Dreamer would be dealt damage, it is redirected to the Projection with the highest HP. Would she still have her alternate win condition, do you think, or can IL only win through beatdown? (I'm inclined to say the latter, but I want other opinions.)
Kismet Vs. La Capitan
La Capitan begins fairly standardly, with a useless Plunder and a rather more useful Trueshot. Kismet, for her part, brings out an Inconceivable Obstruction and hits the good captain with a Shaky Arm jinx. The environment, meanwhile, conjures up a F.I.L.T.E.R. Officer, who snipes at the Trueshot. The game continues with Maria Helena's Revenge, and though Kismet redirects Cappy's attack to a nearby Explosive Wagon, the Amazon and an "All Together Now!" keep chipping away at her health. The charmed scoundrel's damage output is less than the time corsair's, but with Two Left Feet, Fortune's Smile and a Scattered Mind, not to mention the damage boost from her Talisman, she's certainly not going down without a fight.
Turn three, and La Capitan launches her game into the stratosphere. Raiding Party and A Motley Crew bring five more crew into play, and Plunder filches all of Kismet's ongoings and readies the Captain for a flip. Oh, and steals The Talisman, then gives it back (odd; damaging the villain target with the lowest HP is basically useless here). But Kismet does not shy away from a fight - Karmic Disjunction, Glass Jaw, Two Left Feet, Imminent Destruction and Hapless Strike smashes half of Capitan's crew and drops two curses on the Captain. The next round is pretty low-key - La Capitan chips away at Kismet's health while Kismet damages La Capitan's crew and destroys her stolen cards. Trueshot returns, but then Kismet brings out the big guns: Imminent Destruction, with three jinxes out and The Talisman in her area. That said, Kismet's 'Big Guns' are doing more harm than good as long as La Capitan has Maria Helena's Revenge on the field.
Kismet's in bad shape now, and the environment is really not helping; an Atlantean Font of Power brings out Chip, L'Epeiste and The Amazing Mable on La Capitan's side while blessing Kismet with a virtually worthless jinx. La Capitan brings out the Battle Forged and blasts away at Kismet, whose Unlucky Break destroys Maria Helena's Revenge far too late. She gets destroyed the next turn.
La Capitan wins!
This was an interesting match; both villains felt like they were doing things all the way through, unlike, say, Gloomweaver. Maria Helena's Revenge probably was La Capitan's star player, but I think she'd have won without it; Kismet's heavy reliance on ongoings is easy pickings for the captain.
The Dreamer Vs. Iron Legacy
[The Dreamer loses her alternate victory condition, and any damage dealt to her gets redirected to the Projection with the lowest HP.]
Iron Legacy wins initiative, and opens with a Flying Assault on The Dreamer's Dark Hero, Grotesque Arachnid and Granite Oni, then uses his base attack (boosted by a pair of Demoralizing Presence cards) to smash all of young Vanessa's Projections, before demoralizing her twice. She flips, wiping out all of Legacy's Ongoings, then uses Projected Paralysis to stop him playing cards next turn before taking a single HP from him with Night Terrors and bringing out a Granite Oni, which unfortunately gets rather mauled by an Enraged T-Rex before being finished by Legacy.
Vanessa's next turn sees her field a Macabre Specter, another Dark Hero and, interestingly, a Whipacorn; the ability to flat out stop Paul from dealing damage is likely going to come in very useful. It does get rather mauled by the T-Rex though, and after eating the Specter, the Kraken is eyeing it hungrily. Legacy flips, plays a useless Iron-Fist Strike, then heals himself. The Dreamer brings out The Toy Master and an Illusory Demon, and hits IL with a second Projected Paralysis and quite a bt of damage. The environment remains neutral - the T-Rex bites Legacy, the Kraken eats the Whipacorn, and a Surprise Shopping Trip is a bit useless, seeing as both villains have damage reduction.
On his turn, Iron Legacy heals himself, and sits around feeling rather impotent.
On her turn, The Dreamer brings out a Treacherous Ape, damages IL, uses Violent Nightmares to bring out a Tooth Fairy and a Whipacorn, summons up another Tooth Fairy, then lets her minions run wild and attack IL as well as the local fauna. Said fauna decide to team up for once, and tear down the Dark Hero. Then IL, finally able to act, brings out Galvanized and tears apart the Treacherous Ape. His efforts are futile though: on her turn, The Dreamer swells her ranks and finishes him.
The Dreamer wins!
Well that was unexpected - one of the strongest villains in the game is knocked out of the tournament by a six-year-old At this point the game gets problematic though, because I cannot run any of the remaining games, so I really need someone with Rook City and Ambuscade to step in and play them for me. Anyone up for it?
If you can give me an idea of what the put-together Envirnment deck looks like I can run the other stuff in the next couple of days
Awesome! My environment deck is not completely fixed; I always have the T-Rex and the Kraken, the Explosive Wagon, Fixed Point, Close Quarters Combat and the Atlantean Font of Power, and fill the rest with some targets and some non-targets (usually, the non-targets are ones which only stay in play for one round, but they don't have to be).