I'm still seeing the Spreadsheet link to the team reg page.
Ditto.
Let’s try again:
There we go! I see it!
Uploading my first game:
The Wandering Wolves vs. the Ennead.
My initial team is the Prime Wardens. They came out strong. AA in particular had a nice setup for letting other players play cards. The Ennead had both Nuit and Set to start with, which was annoying, but they were beaten down without much trouble. Tempest was MVP, with AA helping him play multiple Chain Lightnings and Lightning Slashes in one turn.
Holy butts, it worked! :D I'll have to give this a shot now. (Kinda forgot my team after submitting it. XD)
It's been a while since Ive played at Mars. I drew a Pervasive Red Dust, then another Red Dust, and by then I had incapped whoever shuffles the environment trash into the deck.Tried to see how close I could make it by End of Days-ing. Still, no incaps! When I was countingon incap set to let us play cards to win, a meteorite shower came. Fun.
No, that was my fault. It is counted Wraith as Ra since Wraith has Ra in it. I will try to deal with that issue when I can.
EDIT: Ra is now "The mighty Ra," which should fix the problem.
Oh! I would not have guessed that. It just felt like one of those "Well, fuggit, everyone died I guess!" things. :V
Game 7, Skinwalker Gloomy. Used a mulligan (dropped a Relic first round, then pinned Legacy), but he wasn't so bad second time around.
Game One was an interesting back and forth for the Roustabouts.
Every turn the Ennead played another member from under the shrine and in all but one round the environment managed to get Villianous Weaponry into play. Still, Hypersonic Assualts, Heroic Interception, and Meteor Storms kept them from doing too much damage.
In the end Captain Cosmic managed to faciliate taking Tefnut from full health to incap in one turn (potent disrupting a full health construct to use the sustained influence damage to activate a Galvanize and a Cosmic Weaponed Hunter and Hunted Ultimate Targeted Chrono Ranger with two autonomous blades.)
Onward to Omnitron!
Time to go for broke! How far can I ride this train?
Round 5: It was a rout. :( My "kill Tempest" strategy stalled just long enough that he died on his turn instead of before, and we just couldn't hold out. I got her below half HP, at least? :/
Round 6: Nice and simple. My favorite part was when Blade brought out his second defense platform and Fanatic went buttnutty on it, taking it down in one turn.
Round 7: Mr. Fixer was the MVP, but sadly succumbed the round before we won. I think taking advantage of an early Proverbs and Axioms to deal him some extra damage for the sake of dealing extra damage was what turned it; I just couldn't heal him fast enough. But hey, this was probably the fastest game against Skinwalker I've ever had!
Round 8: I nearly lost Tachyon, but she hung on through two Crushing Cages in a row. Infinitor never flipped, and in the end, it was the Atlantean defenses that took him out. (Man do I love the Legacy/Scholar combo.)
Round 9: Playing this game is a lot easier when you're not on advanced. c.c Dreamer's front side gave us some trouble, but after a few rounds, I got her to flip, and then the only problem was keeping enough projections in play to put under her card. I even ended up "overkilling" her (and almost actually killing her; DDA pulled out an Accelerated Assault that cut Dreamer's HP in half) by one Illusory Demon. Onward!
Round 10: It's really annoying having Legacy in the penultimate hero slot. I shoulda planned this better. :| Anyway, Surprise Shopping Trip and Forced Deployment is... Just sitting there, watching the environment punch the minions back into the trash as they emerge is an experience. Sadly, Tachyon went down early, and Legacy followed soon after. Despite valiant efforts from Fanatic and Scholar, Voss was able to... overrun the Time Cataclysm with his army? Anyway, it's time for my last REDO.
Round 10, take 2: "Hot knife through butter" is the phrase that comes to mind. I just don't know what went right. I didn't even have this easy a time doing the one-shot, and that has guides! Voss was taken out on Scholar's turn, thanks to paired Mortal Forms to Energy dealing over ten damage in total.
Round 11: I really wish DDA would stop pulling End of Days on me. >.< So I guess Progeny is made of butter, too. Fanatic took him down all by her lonesome in the end, with a 24 damage Wrathful Retribution followed up by a 7 damage Sacrosanct Martyr. :)
Round 12: Second SKIP because I'd rather fight Spite than Miss Information, not that I'm optimistic about my chances of getting to him.
Round 13: Oh boy, my least favorite environment! Funnily, the low number of targets makes Inconceivable Obstruction a very good card to have in play. Things were going well, but a late-game Violent Trickster took Fanatic out. And right before she was gonna Wrathful Retribution for the win! It's my fault for leaving so many Jinxes in play. :/ Tachyon took Kismet down with a Lightspeed Barrage later that turn. Things are about to get hairy...
Round 14: Used Pushing the Limits to mitigate the "put stuff back" drug and found the first half of the fight pretty tolerable, for Spite. Minus being unable to keep anyone under the Safe House. Then it was your average slog to the end, cut thankfully short by a pair of 20 damage LSB's the turn after he flipped. And given that I was able to get Next Evo, Legacy Ring and Lead from the Front out early, this was a pretty painless Spite game. Here's hoping that remains the same.
Round 15: Everything was going great, then I spent three turns unable to put a Samaritan under the Safe House, during which time Spite was able to get all his Drugs out. :( Thankfully, I had plenty of Offensive Transmutations and Hypersonic Assaults to keep Legacy from going under on the flip side. Once again, Tachyon finished things with LSB. That was not painless.
Round 16: Let me walk you through the final round of this game. The environment is down to two cards, one of which is Sustain the Portal. Severed Leyline has nerfed Tachyon's LSBs. By her turn, Deadline has 4 HP and she's got two 1 damage LSBs and two Sucker Punches. So I LSB, hoping that 50/50 chance of Sustain the Portal works out in my favor. It doesn't. On his turn, he plays Unnatural Disaster and puts out three Catastrophes. This should have spelled my doom, but for some reason, he didn't flip and I was able to finish him off with Mortal Form to Energy. But you better believe I was sweating at the end there.
Round 17: I looked at the lineup and said "oh, we're dead". I wasn't wrong. This is not a high-damage team, and they couldn't deal with the Electro-Pulse Explosives, to say nothing of the copious Adaptive Plating Subroutines. Tachyon ran out of cards early on and couldn't recover. Yet, none of that seemed to matter. We were riding a wave of "if we can just hit him with not-melee, Tachyon can LSB" and then I made a bad call with Tony Taurus, letting Scum and Villainy put an Explosive in play on the environment turn. :( RIP
Boy was this fun, though. :D And I got a lot farther on three heroes than I thought I would!
Game 8, Infinitor. Was looking hairy for a while, but a perfectly timed Timeshifted Hastily Augmentated Defensive Blast cleared a ten-Manifestation board, and after that it was a rout.
Managed to pull through game 3 on first try thanks to Fixer and Tempest dealing with most of the problems that came up so I managed to survive with no icaps or redos. Hopefully the other games won't be as close.
Game 2: Omnitron played both of his Technological Singuarlities in the second round, and after that Absolute Zero never looked back. Never saw the Explosive or Flechettes, but I got rid of my usual favorite (Slamaara) in order to make sure it wouldn't.
Game 3: My Chairman game doesn't have a lot of finesse and with no deck control (outside of Take Down,) I was at the mercy of the organization. Luckily most of the early plays were their healing cards and I never saw a Prison Break. I made a few tactical mistakes (I usually play fast and loose with rewinding turns, not so this time,) but they didn't hurt me in the long run.
Game 4: I'm never afraid of basic Akash if I have Chrono-ranger on the team, Ultimate Target works so well on her. Even by wiping out all ongoings and equipments at the beginning of round three the team got rolling early and was unstoppable.
Game 5: I considered skipping this round (that much area damage with the bird, yikes,) but since I had Tachyon on the team I figured I had to go for it. Both Cohorts came out on the first turn, which I guess was a blessing in disguise (I could take out both and nothing to destroy.) A first turn inspiring presence helped punch through that damage reduction and after one rough turn involving an Orbital Bombardmant I managed to have enough Hypersonic Assaults to handle her, if not easily.
Game 6: I was actually more worried about Baron than the last few fights. Chairman and Matriarch don't do much to destroy equipment so once Zero got going it was only a matter of time, here though a bad Devious Disruption could doom or frustrate me. I needn't have worried. Easily won.
Game 7: The most challeneging and fun yet! Gloomweaver's targeting of the 2nd lowest meant that Cosmic couldn't contribute as much until the environment got some targets out, and of course all of his relics were out by turn three. Still this team is built on boosting many instances of damage so Obsidian Fields helped Chrono and Absolute Zero wreck house. Still no incaps in the Roustabouts.
Game 9, The Dreamer. There goes my second mulligan - her first turn took 13 health off of each hero, so that was a non-starter. The second game got hairy (read: was a Dreamer game), but we all made it through.
Game 10, Voss. Piece of cake.
Game 9: The Roustabouts foiled! I used my first Mulligan after Dreamer pulled two violent nightmares. Second game almost went my way, but damage from the arachnid took out Legacy, Cosmic, Chrono to end the game.
Game 10: A new team rises to take the mantle. They weren't able to put out the consistent damage of the previosu Roustabouts but they were working together well by the end. I see bright things for them.
Game 11: Skipped, I'm not ready to say goodbye to this team quite yet.
OK, I think I'll jump in on this. If nothing else, it'll get me to take the time to actually get the rest of my villain variants unlocked, since I only have two of the five right now (hey, why isn't Kismet's variant in there yet...?).
Team name is 'Not Just Another Hero Team' because I couldn't come up with anything better on the spur of the moment.
The Wandering Wolves have weathered a brutal fight with Cosmitron!
We did pretty well at first, but an ill-timed Sedative Fletchettes badly broke our setup, and we never really recovered, until a second set of Fletchettes put us down for good. Second round opened with a EPE, which we promptly nuked with End of Days. Two Sedative Fletchettes on mostly empty boards, and another EPE (which was brought down by the same End of Days that killed the first one), and we were pretty low on health, but then we managed to stabilize with a Dynamic Syphon on Tempest with Two Cleansing Downpours. With Fanatic, Haka, and friendly Endlings, we were soon healing 6-10 pts per hero per round, and then Tempest got out his Shackles, and the game quickly went downhill for Cosmitron.
Game 1: The deck was friendly to me. Also, Wraith can do a lot of control with an eyepiece. The starting lineup was Nephthys, Nuit, Geb, Tefnut, Set. I focused all my firepower on Nuit first, for obvious reasons, then Nephthys, in order to minimize the healing. Wraith kept any additional gods from coming into play, Tachyon played lots of Hypersonic Assaults, Fixer tossed a Grease Gun in once, and Legacy used a Heroic Interception and a Take Down to minimize the damage from the villain. Honestly took more damage from the environment than anything.
Final HP: Legacy 12, Tachyon 10, Fixer 9, Wraith 10, Visionary 9.
Game 2: Anyone who says Mister Fixer is underpowered doesn't know how to use Mister Fixer. Multiple consecutive rounds in which a Dual Crowbars/Grease Monkey combo allowed him to lay down close to 20HP of smackdown on Omni is definitely not underpowered. This was another round where Tachy kept the environment under control, Wraith kept any of the ugly stuff from coming out of Omni's deck, and Legacy acted as a support hero. Cosmitron stayed in Dropship mode for the entire game after the starting turn, but never played anything particularly ugly. One Singularity took out Wraith's kit but she only had two cards out at the time. I also unlocked my Compounded Ether Fist 'cheev during this battle, mostly because I was just kind of taking damage types at random for Fixer to output, and I guess he got the last one I needed to pull over 100 over 100. Frustratingly, Bloogo came out on the last environment turn and promptly glommed onto Cosmitron (who was at 5 HP at the time). Tachyon knocked him to the pavement with a Lightspeed Barrage, then backed it up with a second one immediately afterwards to obliterate Cosmitron. Fixer promptly called her a kill-stealer.
Final HP: Legacy 9, Tachyon 11, Fixer 12, Wraith 12, Visionary 10.