Unaccompanied

The team was Argent Adept, Legacy, Expatriette and Golem Unity.  They were engaged in an all-out brawl with the Advanced Ennead in the Time Cataclysm.  Argent Adept helped Unity ramp up to the point where she was tearing down one member a turn, with her bots being covered by Stealth Bot and Lead from the Front from Legacy.  There was a great moment where Fixed Point came out and all damage was redirected to Stealth Bot.  Unfortunately, the next turn, with the Ennead flipped and the group between protection methods, an Elemental Storm took out Legacy and most of the bot army.

Unity swiftly retrieved Stealth Bot and Argent Adept set up massive damage reduction on it, via Counterpoint Bulwark and Legacy's incapacitated power.  But the overstimulated environment played out a bunch of cards, and the bots were lost once again to a huge Desert's Wrath. 

Building up over the next couple of turns, Unity's raptors ripped through Tefnut, leaving only Osiris and Shu.  The team experienced indecision for a time, caught between figuring out how to slay Shu and not wanting to kill Osiris, for Unity's sake.  As you know, indecision is deadly in an Advanced Ennead game. 

Even so, incapacitated Set flipped a Vernal Sonata for Argent Adept, allowing Unity to get back Stealth Bot yet again, but all the damage reduction in the world didn't help when the Grave Beckoned to Unity and Expatriette the next turn.

This left Argent Adept, alive by the grace of Inspiring Supertonic and Musaragni's Harp.  He was well set up, but had no one to help!  No matter.  On his turn, he executed his setup; gain 4 life, draw a card, gain one point of damage reduction.  Then on Legacy's turn, he did it again.  Then on Expatriette's turn, he did it again.  Then I realized I would win this. 

Once Argent Adept found Syncopated Onslaught, which didn't take long, it was over.  He ripped Osiris apart in one round, even through Atlantean Throne Room, by spamming Syncopated Onslaught and Scherzo of Frost and Flame.  Shu followed the turn after, and the rest of the team learned not to mess with the Argent Adept.

That's beautiful.  Didn't know Argent Adept could be such a beast.

That sounds so awesome. Gotta love the support taking the reins and putting the villains in their place!

I don't have all the incap abilities memorized, but I've learned that the incaps that let a hero use a power are vastly more powerful than just about all the others (the one that, situationally, compares in my mind is Tempest giving immunity to a type of damage).

I find "Use a Power" less powerful than "Play a Card", in most circumstances.  However, any game with a prepared Argent Adept is definitely not one of those circumstances.

I suppose it depends on the circumstances. I recently had a win because Bunker was up and Expat and AZ were both feeding him extra powers, while Tempest was making him immune to almost all of the Chairman's damage :-p If Tempest was the last one alive, playing an extra card is probably more worthwhile, considering the awesome variety and strength of his deck.

Depending on his level of set-up going in, Argent Adept can really benefit from the "Play a card" simply because he has so many good cards to play. "Silver Shadow? Don't mind if I do...."

 

Of course, I'm also the one who played Argent Adept as the tank and then dealt the final 7 points to the villain without losing other heroes. Basically Argent Adept is amazing.

I actually used to think that the Adept sucked. He needed too many things, too much set-up, and one Devastating Aurora later and he's another baby crying for mommy.

Keyword there is 'used to'.

I have to agree. Played correctly, with a competent player, AA is crazy. Unfortunately, one thing I was never able to mitigate about him is his turn length: my teammates would invariably get annoyed and impatient once my turn comes along.

That game where I played him as a tank, I literally wrote out my turn on a piece of paper to make sure that I did it right. It had 11 steps.

 You mentioned using incapacatated heroes and giving the remaining powers. Im new and was wondering do they still activate in normal order....or for that matter do the heroes always activate in a clockwise order? Seems like form the statements above anyways that you choose but any clarification would be awesome. 

 Thanks in advance 8)

No, they activate in turn order. So if It was Argent, Legacy, Ex-Pat, and Golem, even incapped they go in that order. Also, if you have a card like the Pillars of Hercules that can only be gotten rid of if you skip a turn, incapped heroes count for that skipped turn. So if you just don't use Leacy's incapped power, bam, turn skipped.

 Ok thanks celette482 so its always in order....good to know lol

I recently had a "bad" game with AA and some new players. My starting hand was 2 vernal sonatas and 2 Rhapsody of vigors, I felt pretty good with how I played him and we won , but everyone informed me I shouldn't pick such a weak hero again. I wish I could have played him to his fullest, but I've just never been able to get him rolling in a game.

Had a new player pick him out last Saturday. He wanted a mystic and that AA is a musician on top of it sealed it for him. He was having a blast that game.

I generally have not had a good experience with Double A and new players.  He's great, don't get me wrong, but he isn't terribly friendly to new players when they're trying to learn the mechanics.  I'd recommend sticking with the core game, and being very trigger-shy with Zero.

I should clarify that I was playing AA, I always tell new players that AA, AZ, and NM are probably best avoided until they have a firm grasp of the rules.