Making me wish I had Wraith....
Cosmitron pulled 2 Flecthettes. A few turns later, Immtutus comes out, followed by 2 EPE's. Dead, correct? No. Forget Maia, I have Legacy! Next Evolution+LEad from the front.
After that, he had no chance.
Making me wish I had Wraith....
Cosmitron pulled 2 Flecthettes. A few turns later, Immtutus comes out, followed by 2 EPE's. Dead, correct? No. Forget Maia, I have Legacy! Next Evolution+LEad from the front.
After that, he had no chance.
Game 11, Progeny.
HOLY HELL. That was genuinely one of the most tense games I've ever played.
It started off okay. I mean, it's Progeny, so not great, but it was going okay. Then I was given the choice of destroying Blight or Flame. Okay, thought I, I really can't keep discarding cards like this, so I destroyed Blight.
Then Progeny played another Flame, and suddenly the entire party was on low single digit HP. Oh dear.
Interestingly, the Depth Chart actually made it a lot more tense. I had a Take Down, which I played to stop Progeny from playing cards for a round, and if it was a normal game I would just let Omnitron die for the greater good, but here that means I have no Omnitron forever, so that's a bummer. So what did I do? Why, I had Chrono-Ranger shoot Nightmist in the face. Then Nightmist, now the lowest HP, redirected Progeny's damage right back at him. The Hostage Situation was a bit of a bummer, but Astral Premonition meant I could ensure a safe play, and by the time it got back to Progeny he was on 4HP. He enjoyed the taste of his own damage, I hope.
Game 12, Miss Information. Given I'd rather eat crayons than play against her, this is going to be a skip.
Game 13, Kismet. She was pretty brutal, getting eight Jinxes and Lady Luck on the field by round two, but we prevailed.
Now this is some good strategy.
I try
Game 14, Spite. I hit him until he died.
Game 15, Gloomspite. Opened with a Samaritan and a Lost Child, and I Timeshifted a Bystander into play, so I was hopeful that I'd get a Drug face-down. Then Samaritan revealed Lab Raid, and because it wasn't played he wasn't moved, grumblegrumblegrumble. Still, we pulled it off. It was bloody close, but we pulled it off.
Game Three: The Chairman in his home territory.
The Chairman got off to a fast start with the help of some Informants, but the Informant brought out the Contract and the Deputy off turn, and Rampage (with some help) cleared the field before we ever had to deal with their thugs. We were at low health, but once again, Cleansing Downpour healed us up well, and with all the underbosses cleared, the Chairman is pretty easy to manage. The second Prison Break (the first came extremely early) was only the penultimate card, and although the underbosses came in force, the deck reshuffled before they could retreive their thugs. By this point, the Operative was dead, and Haka had another Rampage, and cleaning up the Chairman was a piece of cake.
Ugh, I'm not looking forward to Round 3. But that's OK; I'm working on unlocking variants at the moment. Unlocked GloomSpite! Also Dark Visionary, but she's not usable in this challenge. Now I just have to figure out the appropriate strategy for taking down GloomSpite in Rook City... ugh.
Heroic Infinitor should be fun to unlock, though.
Round 3: Bwahahaha... Visionary had a Brain Burn in her opening hand, and Wraith had a chain of Impromptu Inventions that led into a combination of first-turn Throat Jab on Op, followed by Targeting Computer/Galvanized Throwing Knives to wipe out almost the entire field. That really takes the edge off of Chairman, even if Visionary was below half HP before the first environment turn. Operative went down on Wraith's third turn after everyone and the environment spent a couple of rounds beating on her since she was often the only valid target (Fixer -loved- that), then Pike flipped to his active side the following villain turn. Really, it's amazing how easy this deck is if you can bypass the constant chain of mooks. I've -never- had such a quick battle against the Chairman, especially in RC. Had a bit of a scary last round, when the final environment turn threw a Twisting Back Alleys at me, that I made the poor decision of taking the destruction effect on... so it pulled a Scum and Villainy and the Underboss I'd put on top of the deck with Visionary. Then the Scum and Villainy pulled a "Rook City Is Mine", which pulled a Falling Statuary (which thankfully fell on the Underboss that had just been played) and another Scum and Villainy... by the end of the following Villain turn, there were suddenly two Underbosses and an Enforcers. Oops. On the plus side, Tachy was waiting with a Hypersonic Assault and a Lightspeed Barrage, leaving Pike at 7HP and everything unable to damage me. Fixer dropped him to 1HP with a pair of Galvanized Strikes, Wraith wiped out the minions with her powered-up Throwing Knives, and poor Visionary, all the way down at 7HP when everyone else was firmly in double digits, made Pike's brain a splode with a Cerebral Hemorrhage. Victory with no incaps!
Next one I'm a little worried about is Round 5, just because I know I'm going to need a lot of damage prevention. Thankfully, my team's built for that.
Wow. Fireworks in the desert.
Round 4. I have rarely seen a more 'splodey game. It started off slowly. Akash got Allies of the Earth, and then Ensnaring Brambles (which dutifully ensnared a Dynamic Syphon), while the heroes set up. The first environment play was Sustain the Portal, which didn't trigger a play for Akash. But the second environment card was Explosives Wagon. And that played Primeval Eruption, which pulled 4 limbs and Rejuvenating Entropy, which blew up all my equipment. Then Akash plays a second Primeval Eruption, which pulls 4 more limbs, and Earth's Sacrifice, which blew up all my ongoings.
Things seemed to be going south for my lupine team, so Haka did what he does best - Rampage! Rampage enough was not enough to solve this problem, but we had an unexpected ally - Akash's Living Rockslides had brought the Explosives Wagon down to 1 hp. And a Rampage + an Explosives Wagon deals 12 damage to all villain targets (if carefully managed). Well, the heroes took a beating, but suddenly Akash had no more limbs, and half her health was gone. And Tempest had a Cleansing Downpour, to start putting us back in the green. Also, all these limbs had torn through the environment rather quickly, and on the Environment turn, Akash flipped, giving us more control over her extra plays.
Then the environment played another Explosives Wagon, and Akash played Entomb - but the Prime Wardens are heavy on ongoing destruction, so she never got a chance to use it. And Into the Stratosphere put that Allies of the Earth back on top of her deck to delay her another turn. And another Explosives Wagon came out, and gave us time to fire away at her remaining health. Two more harmless environment targets came out (well, not harmless, but Cyrus shot up some Constructs and left the rest of us alone). Akash was at 32 HP.
And Akash plays Disrupt the Field. Which of course, blows up the Environment. Playing a bunch of cards for Akash, and blowing up both Explosives Wagons for 14 damage to all targets. Fortunately, the extra cards that Akash played included two Arboreal Phalanges, which when destroyed by the Wagons dealt enough damage to Akash that she died before the heroes could take any damage.
All in all, I'm naming Explosive Wagon the MVP of this game, with support from Haka.
Wow, Progeny coudn't have been a closer game. I thought about using a mulligan after he played two scions of the storm in a row with his fire scion in play but decided against it because some of my heroes had pretty good hands, Legacy was down to 2 hit points before I magaged to have fixer use bloody knuckles to land the final blow, definitly too close for comfort. Now on to Miss information... this should be interesting.
When you realize you forgot to enter your second game...
Round 5 - Haka makes an excellent tank, Tempest makes an excellent healer, AA and CC enabled those two, the civilians were helpful (mostly), and apparently birds don't do well in Dok'Thorath's atmosphere.
Round 6 - A good old fashioned smackdown. Baron Blade never knew what hit him.
Hm… I may skip Round 7, considering how much Skinwalker neuters Captain Cosmic. Decided to play it out.
Round 7 - A long and hard fought battle. Pouch of Bones and Grimoire of Curses both had to be killed twice, and Captain Cosmic was basically useless. But Ground Pound and Cleansing Downpour kept us afloat and victory came at last.
Round 8 - A much faster beatdown. Everyone was in single digits at the end, with AA at 2 HP. But we were victorious here as well, and Infinitor shall bother the ruins of Atlantis no more.
Huh, I see there's a second time around now, since The Meerkats are on round 28 now. Mind posting the Advanced chart, Pydro?
Done.
Round 4: Oh man, oh man, that was close. I'm pretty sure it would've been a total party wipe if I hadn't controlled the order of things at the end. All heroes down to single-digit HP, Akash at 26 HP with two undamaged Living Rockslides and an undamaged Living Carapace. Visionary had a Wrest the Mind on the first Living Rockslide and a Twist the Ether on Akash. And there was a Take Down and a 5HP Explosives Wagon in play, and a single Galvanize. So, first Living Rockslide (the Wrest the Mind one) goes off, I set the first target to Visionary, and redirect it to the other Living Rockslide. Visionary hits the first one for 5, hits herself for 5 (bringing her down to 4 HP), the second Rockslide gets hit for 4, then I just let the Rockslide do its thing from there and punch everybody... which brought the Explosives Wagon down to 1 HP. Then the second Rockslide goes off. First target? Explosives Wagon. From here, I can set the order of things. So, first target is the Rockslide that just went off. Crushed it (stopping the damage dead in its tracks, though that wouldn't help due to Explosives Wagon), Akash immediately punches herself for 11 damage between the various buffs and debuffs. Explosives Wagon kills the other Rockslide, Akash hits herself for 11 again... then the Explosives Wagon hits Akash for two instances of 2 damage. Barely avoided any incaps!
That said, every game seems to be coming closer and closer to losing some heroes. I don't think I like that.
Final HP: Legacy 8, Tachyon 5, Fixer 5, Wraith 4, Visionary 4.
Round 5: Another close one, but not quite as much as Akash. It got a lot easier once Matriarch flipped, though, as I had a Fortitude and a Lead from the Front on Legacy, so he could just soak all the damage from everything. Bird's doing one damage? Legacy will take it and ignore it. Bird died and Carrion Fields is going off? Legacy soaks it up. Matriarch is pissed at the lowest-HP person for exploding her birds? Legacy takes it happily. And then it just turned into a game of making the damage output outpace the birds coming out, and a Take Down was good for that, especially paired with a Grease Gun to make Legs not even take the damage.
Even so, I had Wraith fire off a 16-damage Inventory Barrage to end it, even though Matriarch was down to 2 HP by that point. Because dammit, birds.
Final HP: Legacy 9, Tachyon 8, Fixer 9, Wraith 11, Visionary 8.
Round 28, Advanced Plague Rat. This is normally a very fast fight, and the two environment cards that were played - Close Quarters Combat and Rooftop Combat - certainly helped that along. Nothing particularly exciting happened, though an 11-damage Quick Shot was rather nice.
Round 29, Advanced Omnitron. Well that was a rout. My damage dealers got set up quite quickly, and it just... didn't.
Round 30, Deadline. Eh. I hit him until he died.
Round 6: Baron Blade is always easy. I tried for the Final Wasteland Eats Blade method, but the decks didn't cooperate much. I got a lot of awesome cards in my opening hands for dealing damage, but never got anything in Visionary's hand that would let me manipulate the environment deck. So I just pummeled him into the ground.
Final HP: Legacy 18, Tachyon 22, Fixer 21, Wraith 21, Visionary 17.
Round 7: I... have no idea how I pulled that off. I expect it largely involved Fixer punching Gloomy repeatedly with Hoist Chains, Wraith doubling up Stun Bolts, a couple of Take Downs, and appropriately timed Throat Jabs and Hypersonic Assaults. Also a few Suggestions to make sure that if I needed a brief breather, Gloomy would play a zombie. Even so, I went into Gloomy's last turn with Tachyon at 2 HP and Fixer at 1... but Gloomy was Throat Jabbed at the time, and then a zombie came out and went to bite an environment target. Tachyon ended up dealing the death blow with a Sonic Vortex.
Final HP: Legacy 9, Tachyon 3, Fixer 2, Wraith 6, Visionary 5.
Round 8: I am getting the sense that something very, very bad is going to happen very, very soon. Every game seems to be lower and lower HP at the end... And this when I used my first Redo, as well, as the *first* attempt at this was a rather rapid total party wipe. So, Infinitor opened with two Ocular Swarms in play, and Crushing Caged Visionary. But that's OK, Tachy had a Hypersonic Assault in hand! And... it basically turned into a slugfest. The only reason I didn't lose both Legacy and Fixer in this round was that I got a last-minute Smoke Bombs into play...
Final HP: Legacy 1, Tachyon 5, Fixer 1, Wraith 4, Visionary 4.
Round 9: Visionary vs. herself! And... yup, something very bad happened. I made it *almost* to the end, flipped Dreamer, was up to 6 cards under her... and then Legacy went down. The rest of the crew rallied and got the win on the following round, but... that's my first casualty.
Final HP: Legacy 0, Tachyon 1, Fixer 1, Wraith 6, Visionary 5.
Well I managed to make it to the advanced levels with only one hero gone but I suspect I will lose many more soon now that i'm in advanced and out of skips but at least it means I will have a change in my team.
Completed first ten matches. Of note was Akash and the Dreamer. Akash would somehow disrupt the field every time Explosive Wagons came out. Thankfully it resulted in her room after my mulligan. For the Dreamer that was just mostly the lowest everyone ended at health wise. I took a risk that the environment wouldn't hurt the Dreamer on the last round otherwise I woul have lost at least one team member. Got two Dark Heroes to start but Legacy had Inspiring Presense so it was negated at least but that first round damage was harsh. I think this is probably one of my few five player Dreamer wins.
OK, getting back into this thing after a couple weeks off.
Round 10: Brain Burn is best card. Seriously, if you want to shut down anything that runs on villain trash, there's nothing quite like it. Of course, Voss never actually got anything that wasn't a minion out of his deck *anyways*, even without Visionary screwing with it. And Ra making everyone immune to fire damage was pretty great. And sticking Mr. Fixer with a no-damage Tendrils attack (thanks, Wraith!) while there were Imbued Fire, Dual Crowbars, Grease Monkey Fist, and Harmony all in play at once and an Overdrive in hand made for an amusing final turn. Also, Visionary spent most of the game with single-digit help, but Smoke Bombs kept her going despite that.
Final HP: Ra 16, Tachy 15, Fixer 15, Wraith 15, Visionary 8.