Really pushing the necroposting here, but I think it’s worth it for a game as crazy as this one gets. Bugbear is usually my prime target, and this was no exception; Fanatic did Wrathful Retribution for 15 when he was at 12, ignoring other targets at 14 or 16, just to be rid of him. Then the name of the game was watching Plague Rat mess up Greazer’s hair, get punched for it, and occasionally also hit Anvil and be burned by Hammer. Greazer fainted into a weeping puddle on the floor after enough hairs were ripped out, and the Rat spent a lot of time bashing his own face into various carnival posters for 3 self-damage, before his handlers showed up, and forced me to put him out of his misery to get rid of them. Capitan was a nuisance who kept dodging right when I was about to kill her, but finally she went down, and it was just the Citizens. Surprisingly no Bastion all game, but I did manage to forget that Anvil can full-rez Hammer, so I was stuck with Tuck still ticking long after the rest of the game was over.
I really suffered for letting the environment get out of hand all game. Gone Without a Trace took out both Haka and Fanatic after they self-endangered recklessly with Enduring Intercession and Divine Sacrifice (annoyingly, Haka even had Ground Pound up when he was nuked by a card that does self-damage and thus isn’t stopped). Then Wraith with her Micro-Targeting Computer got stuck in the shooting gallery, and had to take herself out in order to spare Ra and Visi. Ra finally switched from offense to survival mode and played Flesh of the Sun God, making him immune to Hammer’s attacks, and a lucky Scorching Snap kept Ra from not believing his eyes for 5. Hammer got a bonus play from Greazer’s exhaust fumes, and it was a Citizen’s Imperative to take Visi out, the only hero casualty all game that came from the villains, rather than from the environment making a hero give up. Then with Haka’s incap card play plus his own turn, Ra finally managed the win. Alzrabar showed up in the fourth to last round or so, with at least Haka already down, and I wasted huge numbers of cards on him while virtually never getting anything.
It’s worth noting that because of the video game having a fundamental decision in effect, where incapacitating a hero does not count as destroying a target, Gone Without a Trace works differently in the app than I’ve always played it at my home table, and IMO differently than how it should. Just as the entire point of Unforgiving Wasteland, IMO, is the risk of a hero being removed from the game, which can’t happen in the app (at least not unless you allow it to), so too “should” Gone Without a Trace always remove itself from the game when it incaps a hero or a Vengeance villain. In this game, one copy of Gone took out a Decoy Projection and vanished, but the other was free to incap both Prime Wardens in this battle, and still stayed in play to threaten Ra and Visi with obliteration as well. The defanging of Unforgiving Wasteland is part of why I think of the Final Wasteland as being one of the game’s safest and hero-friendliest environments, which is obviously off theme, and conversely, with the Maze of Mirrors alone already making MMFFCC one of the least pleasant environments to fight in (great soundtrack, though), the fact that just one copy of Gone could potentially wipe out an entire party further renders this a troubling place to fight. I don’t know all the card interactions around this “incap =/= destroy” ruling; maybe it’s in place for good reason. But based on these two cards, both of which I find pretty iconic, the ruling seems questionable to me.