It most assuredly is. I was going to make a custom deck of cards from different environments, but I ended up just wanting lots of Rook City in it. Nothing says "You just walked into a death trap" like Rook City. I am not going to change any of the card effects, just give them different setting and implication.
"We don't have time to deal with his distractions" Felicia shouted as the lightning struck her. "We have to take him out before he blows up everything!"
Young Legacy
HP: 24
Hand: "Thokk", Next Evolution, Motivational Charge, Bolster Allies
In Play:
Trash: Backfist Strike
Additional Effects:
-------------------------
Start of Turn:
Play a Card: "Thokk" BB for 3 net damage (18), draw "Thokk", take 4 Lightning damge from Backlash Field (20)
Use a Power: Atomic Glare BB for 3 damage (15)
Draw a Card: Inspiring Presence
End of Turn:
-------------------------
HP: 20
Hand: "Thokk", Next Evolution, Motivational Charge, Bolster Allies, Inspiring Presence
If I can keep the Darts, then I can drop Ultimate Target on him and hit him each time he does retaliation damage. That will rapidly make the Backlash Field irrelevant, and I believe would likely flip him this round.
I think one priority is to figure out how much we need to keep to flip him this round. Everything else will be destroyed in the flip. Ammo Drop does indeed seem to be a key card to keep, as it helps us after the flip; I'm less certain about the Flak Cannon.
If I keep Jim's Hat, then I can do 4 damage on my turn (destroying the Living Force Field), and 2 damage on each of Omnitron-X and Bunker's turns, assuming they do some damage to BB. (This is playing Ultimate Target, then Displaced Armory for a Temporal Grenade, then using the Temporal Grenade and another power.) Without the Hat, I do only 1 damage on my turn and 1 damage on O-X and Bunker's turns.
Either way, if I keep the Darts I reduce the damage he deals in retaliation.
Can we just suck up the full 9 points and gun him down this round? His next side will be a cakewalk if we stay set up…
I’m seeing a minimum of 2 on OX’s side and, if I leave everything in play, another 5 from Bunker. That’s not counting anything from C-R during those turns.
Baron Blade chuckled as the heroes made plans, they did not know that when his heart rate reached 0 his bombs would go off, destroying X hero Ongoing and Equipment card, where X was the number of devices and minions he had been able to 'capture' under him... and then he would be revived ready to destroy the heroes once more.
(When he flips, he destroys stuff, you wont be as set up as you think)
If you're sure that you can flip him this turn, then I won't destroy my cards. Don't forget that he's actually going to deal us each 12 damage (9+3) and this will destroy OX's component, so we can't count on that 2 damage.
Yes, I would plan well what you are doing, because any unnecessary card you keep will cost you all 1 hp and be destroyed anyway. You are currently looking at 10 cards destroyed on flip, so if you play 2 more cards you can protect 1.
While I forgot that OX's equipment will go boom, I'll also get a net +2 damage if C-R destroys the Force Field. That'll make up the difference and still get him to flip this turn.
If we destroy AA's two cards, O-X's Focused Plasma Cannon (which will be destroyed anyway), and the Grenade Launcher, we're left with 5 cards (two from Chrono-Ranger, one from O-X, and two from Bunker). I can do 4 damage on my turn (taking out the Living Force Field); O-X can use Singularity to blow up (say) the Elemental Exochasis, Jim's Hat, and the Darts for 3 more damage, which lets me do 2 more; and then Bunker can put down Turret Mode, do 4 damage with the Flak Cannon to let me do 2 more, flipping the Baron. I guess Bunker would unfortunately not get an extra power use at that point to take out the Backlash Field.
O-X also gets a Timeshift, which might or might not help out.