Which four?

Pick your favorite hero.

If you could start the game with any four of that hero’s cards in play, what would they be?

Assume that you don’t know who the villain will be, what the environment will be, who the other heroes will be, what order your hero will be in relation to the other heroes, and that you will also start the game with four random cards in hand, per usual.

For Legacy, I’d go with The Legacy Ring, Inspiring Presence, Motivational Charge, and Fortitude.

For The Wraith, I’d go with Utility Belt, Infrared Eyepiece, Razor Ordnance, and Stun Bolt.

For Bunker, I’d go with Gatling Gun, Flak Cannon, Grenade Launcher, and Turret Mode

Assuming nothing is known I’d want a card drawing engine aka Tachyon

HUD Googles, Research Grant, Synaptic Interruption, Synaptic Interruption.
(I was stuck for a fourth card before I remembered Synaptic Interruption wasn’t limited!)

I think being able to cycle your deck to get to the cards that help the others cycle their decks is a good call going into an unknown situation.

Matchstickman, are you sure you didn’t mean HUD Goggles, Pushing the Limits, Fleet of Foot, Fleet of Foot? And then played in that order? Maybe trade the last one out for Research Grant…

Whoops! Sorry! Back to formatting cards! Please, not the lash!

I adore Tempest, and for me a perfect opening hand would be Grievous Hail Storm, Gene-Bound Shackles, Cleansing Downpour, and… hrm. Lotta good choices, but I’ll go with Lightning Slash. Dealing some big damage on the first turn can be quite helpful if a villain starts off with some tough stuff.

Bad Christopher bad! You should be focusing on the future of the game, not the past, despite the past being just as, if not more, important than the future… hmmmm, I guess you dodge the lash this time.

As to your suggestion, yep partially agree. Fleet of Foot would have been a good choice but I interpreted the “in play” specification to mean that they started already in play, as if played on a previous turn, Fleet of Foot would be discarded with no effect. I also debated Pushing the Limits but, again, with it starting in play I decided that not suffering 2 points of damage at the start of my first turn to be a greater advantage than the additional card draw and play effects when facing an unknown enemy.

If I had to chose a a starting hand then I definitely agree with your choice (and I would take the 2xFoF, everyone drawing 2 cards is better than me having a net gain of 2 cards).

And just to add a second one to the mix, Mr Fixer.

I would start with Pipe Wrench, Grease Monkey Fist, Harmony and Tool Box in play.

With an unknown enemy I think Pipe Wrench is the best choice, it both boosts your damage and lowers damage done to you. Grease Monkey Fist gives a similar advantage, allowing you to chose any damage type (in case you are against a melee immune enemy) and increase your damage by 1.
With both a stance and a tool in play Harmony is a no brainer (and for some odd reason more difficult to draw than a Grease Gun).
Tool box would give no immediate advantage being in play but would come back to your hand as soon as your turn started, giving you the option of playing it again.

Tempest - Electrical Storm, Otherwordly Resilience, Gene-Bound Shackles, and Localized Hurricane/Grievous Hailstorm.

Absolute Zero - Null-Point Calibration, Isothermic Transducer, Cyro Chamber, and Focused Apertures. (Pretty obvious one right there though)

That’s my two favorite characters and what their set up would be if I play either of them. Can’t make up my mind between two of Tempest’s attacks, I suppose it may be depending on my mood if I actually was put into this situation.

I’d suggest two copies of Onboard Module Installation instead of the modes, simply because they can grab the modes out of the deck AND you can draw an extra card.

This is what I get for attempting to keep up with the forum by scanning every page as it goes by.

An inch deep; a mile wide.

shakes head

As you were, good forum folks!

Tempest: Localized Hurricane, Gene-bound shackles, Otherworldly Resilience, and Vicious Cyclone. Hit the boss for 9 by pitching 3 cards to vicious cyclone, then deal 5 damage with localized hurricane and draw cards to pitch next turn.

Ra.

Imbued Fire, Flesh of the Sun God, Solar Flare, Solar Flare.

+5 damage on every hit with no drawbacks is pretty nasty. Of course, you’d need something to do the damage for you.

you guys are doing it all wrong.

Ra:
summon staff, summon staff, summon staff, summon staff (also, I never once thought to use Solar Flare with Imbued Fire and Flesh of the Sun God. Stupid me. That’s a brilliant combo.)

Wraith:
Impromptu Invention, Impromptu Invention, Impromptu Invention, Smoke Bombs

Absolute Zero:
Module installation, Module installation, Focused Apertures, Cryochamber

Bunker’s pretty meh, so I almost never play him (he’s pretty good against the Matriarch, though) but I think his ideal first hand is Upgrade mode, ammo drop, omni-cannon, and Gatling gun. That way you’ll have lots of cards in your hand, and can start dealing damage/chargin ur lazor right out of the gate. He’s pretty much ONLY good against villains with lots of weak and/or respawning minions. He’s optimal against the matriarch, good against Voss and the Chairman, ok against Blade, Dawn and Omnitron, and absolutely horrid against Spite and Plague Rat. I imagine he’ll be good against Gloomweaver, with his armies of reanimating cultists, and MAYBE Akash’Bhuta, although she has several big targets, so they may not be destroyed quickly enough. Apostate will probably just have him, so that’s a no-go, Who knows about the Ennead.
/tangent

Tachyon: HUD, Pushing the limits, fleet of foot x2.

Legacy: Inspiring Presence, the Ring, Motivational Charge, and either Fortitude, Lead from the Front, or Danger Sense.

Fixer: Alternating Tiger Claw, Jack Handle, Harmony, Tool Box.

Expatriette: Reflexes, Speed Loading, Quick Draw, Quick Draw (major flaw with her; she needs outside help to mill her deck. It’s pretty crippling without Tachyon or Visionary to help her burn through her deck.)

Tempest: Shackles, Resilience, Hail, Cleansing Downpour. Hurricane would be nice too, especially with Ra.

Fanatic: Absolution, Aegis, Zealous Offense, and some misc card. Maybe Embolden, if she’s playing with Ra and he has his optimal first hand.

Haka: I don’t know. I never play Haka.

Visionary: Twist the Ether, Mass Levitation, Mental Divergence, that one that lets her draw 3 as her power.

‘We guys’ are doing it right, we’re reading the opening post and focusing on the bit that says
If you could start the game with any four of that hero’s cards in play, what would they be?

I agree with most of your choices for a starting hand though.

You got it all wrong, man. Bunker murders Spite. He has ongoing cards and Victims, so Ammo Drop still works. The first half of (at least Advanced) Spite is an exercise in getting ready for the real game, and no hero can use noncombat time better than Bunker, with Auxiliary Power Source, Initialize, and Maintenance Unit. Heavy Plating gives him armor, really good against Spite. Adhesive Foam Grenade is the ONLY thing in the game that can preempt Spite’s environment-fueled attacks of Mind-Phyre and Lab Raid. Upgrade Mode is one of the few cards that allows the heroes to outpace that drug that returns your stuff to your hand. And once you can actually attack him, if you’ve been charging that Omni-Cannon, then you’ll be awfully pleased. Try it.

Against Plague Rat, at least Plague Rat doesn’t destroy your stuff. I find Bunker has serious issues against Citizen Dawn and Omnitron for that reason. How are you using him against the Matriarch? Drawing a card for every bird killed is wondrous, but what happens then?

‘We guys’ are doing it right, we’re reading the opening post and focusing on the bit that says
If you could start the game with any four of that hero’s cards in play, what would they be?
I did too. They start out in play, and since they’re one-shots they all activate simultaneously. or technically-not-simultaneously.

that whole Bunker thing
one of my many problems with Bunker is that Ammo drop is useless without villain cards to kill. Once Spite flips, Bunker can’t draw any cards, so after a few turns of Gatling Gun and Omni-cannon, you’ll have to switch to recharge mode to draw any cards, which just wastes time.

With the Matriarch, what I do is this. I set out Upgrade Mode, Ammo Drop, Gatling Gun, Omni-Cannon, Flak Cannon, Grenade Launcher, Armor Plating, the Healing thing, External Combustion, and Turret mode, in that order. With someone else doing AoE, he’ll draw lots of cards, which he just keeps using to feed Gatling Gun and Omni-Cannon. He just keeps dumping random cards into those (saving extra copies of Upgrade Mode, Turret Mode, and Ammo Drop in case Horrid Cacophany pops up,) and unloads on the Matriarch, Carrion Fields, and cohorts. With 2 powers a turn, buffed damage, and a free damage at the start of your turn, plus the charging super-attack, he can keep the big stuff at bay pretty easily.

Must be nice to draw everything you need in the order you need it – especially before the red Cohort shows up and wrecks everything. :stuck_out_tongue:

I’m not sure I understand why you’d want four summon staffs as Ra? Yes, you’d have a bunch of extra cards at start, but half of them would be staffs… Also, why would you want Embolden if you start with a bunch of staffs? Is your plan to spend your plays and powers throwing staffs at the boss? This seems very ineffective.

Haka: Savage Mana, Punish the Weak, Taiaha, Ta Moko. This is only really awesome against a minion boss. Against someone like Plague Rat or Spite, I’d swap out Savage Mana and Taiaha for Dominion and Mere or Dominion and Dominion so he can start drawing into his one-shots and his Hakas. Punish the Weak should stay, though. It’s pretty awesome against someone like Spite.

One problem with that, there are only three Summon Staff cards (and, consequently, three Staff of Ra cards) in the deck. Pick something else please.

There’s actually 4 staffs (staves?) and 4 Summons, if you’ve only got 3 of each you’re missing something.

Well, is Ammo Drop useless just because Spite doesn’t have recurring minions? He has ongoing cards, and he has victims. He destroys the victims fairly regularly, and he destroys all of his (non-drug) cards when he flips. So, you still get cards from it, just less than from the other villains. Drawing maybe 5 cards (a low estimate) is still better than any comparable card. (Except probably Haka’s Dominion, in this situation.) When he flips, just return Ammo Drop to your hand with that otherwise really annoying drug, and feed it to the Omni-Cannon. Which, if you did get that out early, will have no problem killing Spite before you run out of cards.

I’ll try your advice for the Matriarch. She usually just destroys all my stuff and laughs at me. :slight_smile:

We now return you to your regularly scheduled thread.