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Author Topic: Sentinels of the Multiverse--Game 12  (Read 16359 times)

Offline Deaths Jester

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Re: Sentinels of the Multiverse--Game 12
« Reply #180 on: November 30, 2017, 12:27:52 AM »
Huh, so shaking him and turning him over a few times fixes everything. We must remember this in the future.
Avatar picture originally a Brom painting entitled Marionette.

Offline Reepicheep

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Re: Sentinels of the Multiverse--Game 12
« Reply #181 on: November 30, 2017, 07:52:36 AM »
I suppose I'll use a Telekinetic wallop to wallop blade and, obviously, nobody else. Idealist will use it.

Then Idealist will use Telekinetic Jab on Blade.

Dr Medico's Oath will heal the three non-sentinels.

The other two are still quietly stuffing their faces from the picnic hamper.

Offline Glitch Girl

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Re: Sentinels of the Multiverse--Game 12
« Reply #182 on: November 30, 2017, 01:53:12 PM »
Huh, so shaking him and turning him over a few times fixes everything. We must remember this in the future.
indeed.
-Glitch Girl

"Cynicism is not maturity, do not mistake the one for the other. If you truly cannot accept a story where someone does the right thing because itís the right thing to do, that says far more about who you are than these characters." - Greg Rucka

Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse--Game 12
« Reply #183 on: December 01, 2017, 12:03:03 AM »
You draw

Quote
Unique Capabilities: One-Shot--Search your deck for a Signature card and put it into play. Shuffle your deck. You may draw a card. You may play a card.

It is now Bunker's turn.

Villain Ongoing Effects
Whenever a Villain target enters play it under the villain character card and play the next card in the villain deck. Cards under the Villain character card have no text, are indestructible and are not in play.(Mad Bomber Baron Blade)


Hero Ongoing Effects
All Damage to Baron Blade is increased by 1. (Targeting Arrow)
Reduce damage dealt to Sky-Scraper by 2. Redirect any damage that would be dealt to a hero target to Sky-Scraper.(Thorathian Monolith)


Environment Ongoing Effects
Whenever a target is destroyed, put it under its associated deck.(Sky Deck)
If the Propulsion system is reduced to 0 or less HP, the Heroes lose.(Propulsion System)


Side: Maniacal Death Ray Wielder
HP: 18/40

Deck: 16
Trash: 4
In Play: 0

Spoiler: ShowHide

Mad Bomber
Whenever a Villain Target enters play, put it under this card and play the top card of the Villain deck. Cards under this card have no game text, are indestructible, and are not considered in play.At the start of the Villain turn, Baron Blade deals each non-Villain Target X Fire Damage where X = the number of cards under this card.When Baron Blade would be destroyed, flip Baron Blade's Villain Character card instead.

Maniacal Death Ray Wielder
When Baron Blade flips to this side, restore him to 40 HP. Destroy X Hero Ongoing and/or Equipment cards, where X = the number of cards under this card. Then, shuffle all cards under this card and the Villain trash into the Villain deck.At the start of the Villain turn, Baron Blade deals the Hero Target with the highest HP X Energy Damage, where X = the number of cards in the Villain trash.Whenever a Villain Target enters play, destroy it.




Size: Normal
HP: 16/33

Available Powers:
Surveillance(Normal): Draw 2 cards.
Concussive Clap(Huge): Sky-Scraper deals each non-hero target 2 sonic damage and each hero target 0 sonic damage.
Sneaking(Tiny): Play up to 2 link cards. You may move to your hand either 1 link card from play or 2 links cards from your trash.


Deck: 28
Hand: 6
Spoiler: ShowHide

Proportionist: Ongoing, Limited--Increase sonic damage dealt by Sky-Scraper by 1. When Sky-Scraper's character card is switched to a larger size, Sky-Scraper deals each non-hero target 1 melee damage. When Sky-Scraper's character card is switched to a smaller size, draw a card.
Catch A Ride: One-Shot, Tiny--Switch to Sky-Scraper's Tiny character card. A hero target other than Sky-Scraper deals 1 target 2 projectile damage. Sky-Scraper deals 1 target dealt damage that way 2 irreducible melee damage.
Cortex Hyperstimulator   : Equipment, Link--Play this card in front of a target. Reduce the first damage dealt by that target each turn by 1. At the end of its turn, that target deals itself 1 lightning damage.
Thorathian Monolith:Ongoing, Huge--When this card enters play, switch to Sky-Scraper's Huge character card. Reduce damage dealt to Sky-Scraper by 2. Redirect any damage that would be dealt to a hero target to Sky-Scraper. At the start of your turn, destroy this card.
Aggression Modulator: Equipment, Link--Play this card in front of an environment target.Reduce damage dealt by that target to hero targets by 2. Increase damage dealt by that target to villain targets by 1.
Neutralizing Resonator: Equipment, Link--Play this card in front of a villain character card and discard the top card of that villain's deck.At the start of your turn, you may destroy 1 ongoing card.If you do, destroy this card.


Trash: 5
In Play: 1
-Thorathian Monolith--Ongoing, Huge

Spoiler: ShowHide

Thorathian Monolith:Ongoing, Huge--When this card enters play, switch to Sky-Scraper's Huge character card. Reduce damage dealt to Sky-Scraper by 2. Redirect any damage that would be dealt to a hero target to Sky-Scraper. At the start of your turn, destroy this card.






HP: 14/26

Available Powers:
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.

Deck: 28
Hand: 4
Spoiler: ShowHide

Reveal the Flaws: Ongoing--Damage dealt by Hero Targets is irreducible. At the start of your turn, destroy this card.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Reveal the Flaws: Ongoing--Damage dealt by Hero Targets is irreducible. At the start of your turn, destroy this card.
Extrasensory Awareness: Ongoing--Power: Look at the top 3 cards of the villain deck. Discard 1 of them. Put the other 2 on top of the deck in any order. You may shuffle the villain deck.


Trash: 8
In Play: 0

Spoiler: ShowHide

Buffer Overflow:Ongoing--When a villain card would enter play, you may discard it instead and destroy this card. When this card is destroyed, draw a card and play the top card of the villain deck.
Critical Multiplier: Ongoing--Whenever you discard a card from hand, select a Hero target. Increase the next damage dealt by that target by 1.





Writhe HP: 5/14
Doctor Medico HP: 5/13
Mainstay HP: 6/14
Idealist HP: 6/11

Available Powers

M.D.(Dr. Medico): 1 Hero Target regains 3 HP.
Telekinetic Jab(Idealist)r: The Idealist deals 1 Target 2 Psychic Damage.
Block(Mainstay): Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.
Extract(Writhe): Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Deck: 27
Hand: 5
Spoiler: ShowHide

Unique Capabilities: One-Shot--Search your deck for a Signature card and put it into play. Shuffle your deck. You may draw a card. You may play a card.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.
Second Chance: One-Shot--Flip one of your Character cards from its incapacitated side to its active side.Restore it to 6 HP.
Telekinetic Wallop: One-Shot--One of your Heroes deals up to 3 Targets 1 Melee Damage each.I f the Idealist deals this Damage, change the type to Psychic and increase it by 2.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.

Trash: 7

In Play: 1
-Hippocratic Oath--Ongoing, Signature

Spoiler: ShowHide

Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.




HP: 13/28

Available Powers:
Initialize: Draw a card.

Deck: 29
Hand: 6
Spoiler: ShowHide

Ammo Drop: Ongoing, Limited--Whenever a Villain card is destroyed, you may draw a card, even if a Mode card says you cannot.
External Combustion: One-Shot--Bunker deals himself 2 Fire Damage and deals each non-Hero Target 3 Fire Damage.
Turret Mode: Ongoing, Mode--When this card enters play, destroy all other Mode cards. You cannot play or draw cards. You may use an additional power during your power phase. Increase Damage dealt by Bunker by 1. At the start of your turn, you may destroy this card.
Adhesive Foam Grenade: One-Shot--Environmental cards cannot be played until the start of your next turn.
Decommissioned Hardware: One-Shot--Select 1 Equipment card in your trash and put it into play.
Omni-Cannon: Equipment, Limited--At the start of your turn, you may put up to 3 cards from your hand beneath this card.Power: Destroy all cards beneath this card. Bunker deals 1 Target X Energy Damage, where X = 2 times the number of cards destroyed.


Trash: 4
In Play: 2
-Maintenance Unit--Equipment
-Grenade Launcher--Equipment, Limited

Spoiler: ShowHide

Maintenance Unit: Equipment--Power: Bunker regains 2 HP.
Grenade Launcher: Equipment, Limited--Power: Bunker deals 1 Target 2 Projectile Damage. Bunker may deal a second Target 2 Projectile Damage. Bunker may deal a third Target 1 Projectile Damage.






Deck: 13
Trash: 0
In Play: 2
-Sky Deck--Level
-Propulsion Systems--Structure, HP:2/10

Spoiler: ShowHide

Battalion Brute: Minion, HP:4--At the end of the Environment turn, this card deals the Hero target with the highest HP 1 melee and 1 lightning damage.
Propulsion Systems: Structure, HP: 10--If this card is reduced to 0 or fewer HP, everyone dies. Game over.
Sky Deck: Level--When this card enters play, destroy any other level cards. Whenever a target is destroyed, put it under its associated deck.
I am the cat that walks by himself, all ways are alike to me.

Offline Murdock

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Re: Sentinels of the Multiverse--Game 12
« Reply #184 on: December 01, 2017, 09:15:18 AM »
I'll play Omni-Cannon, then use Grenade Launcher on Blade.
Taking a break due to RL issues.

Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse--Game 12
« Reply #185 on: December 04, 2017, 03:34:40 AM »
Bunker draws

Spoiler: ShowHide

Auxiliary Power Source: Equipment--At the start of your turn, you may destroy this card to use an additional power this turn.Power: Draw 3 cards. Destroy this card.


It is now the Environment's turn



Start: Nothing

Play: Berth: Level--When this card enters play, destroy any other Level cards. The first time a target enters play each turn, play the top card of the Environment deck.

Sky Deck is destroyed.

End: Nothing

It is now Baron Blade's turn



Start: Skyscraper takes 2 damage.

Play: Hasten Doom: One-Shot--Baron Blade deals each Hero Target 2 Toxic Damage.Play the top card of the Villain deck.

Blade deals Sky-Scraper 0 Damage.

He then plays a Target and destroys it.

Berth then plays Battalion Mechanic:Minion, HP:2--At the end of the Environment turn, each Structure card regains 1 HP.

End: Nothing

It is now Sky-Scraper's turn.  Thorathian Monolith is destroyed.

Villain Ongoing Effects
Whenever a Villain target enters play it under the villain character card and play the next card in the villain deck. Cards under the Villain character card have no text, are indestructible and are not in play.(Mad Bomber Baron Blade)


Hero Ongoing Effects


Environment Ongoing Effects
Whenever a target is played, play the top card of the Evironment Deck. (Berth)
If the Propulsion system is reduced to 0 or less HP, the Heroes lose.(Propulsion System)


Side: Maniacal Death Ray Wielder
HP: 16/40

Deck: 14
Trash: 6
In Play: 0

Spoiler: ShowHide

Mad Bomber
Whenever a Villain Target enters play, put it under this card and play the top card of the Villain deck. Cards under this card have no game text, are indestructible, and are not considered in play.At the start of the Villain turn, Baron Blade deals each non-Villain Target X Fire Damage where X = the number of cards under this card.When Baron Blade would be destroyed, flip Baron Blade's Villain Character card instead.

Maniacal Death Ray Wielder
When Baron Blade flips to this side, restore him to 40 HP. Destroy X Hero Ongoing and/or Equipment cards, where X = the number of cards under this card. Then, shuffle all cards under this card and the Villain trash into the Villain deck.At the start of the Villain turn, Baron Blade deals the Hero Target with the highest HP X Energy Damage, where X = the number of cards in the Villain trash.Whenever a Villain Target enters play, destroy it.




Size: Normal
HP: 14/33

Available Powers:
Surveillance(Normal): Draw 2 cards.
Concussive Clap(Huge): Sky-Scraper deals each non-hero target 2 sonic damage and each hero target 0 sonic damage.
Sneaking(Tiny): Play up to 2 link cards. You may move to your hand either 1 link card from play or 2 links cards from your trash.


Deck: 28
Hand: 6
Spoiler: ShowHide

Proportionist: Ongoing, Limited--Increase sonic damage dealt by Sky-Scraper by 1. When Sky-Scraper's character card is switched to a larger size, Sky-Scraper deals each non-hero target 1 melee damage. When Sky-Scraper's character card is switched to a smaller size, draw a card.
Catch A Ride: One-Shot, Tiny--Switch to Sky-Scraper's Tiny character card. A hero target other than Sky-Scraper deals 1 target 2 projectile damage. Sky-Scraper deals 1 target dealt damage that way 2 irreducible melee damage.
Cortex Hyperstimulator   : Equipment, Link--Play this card in front of a target. Reduce the first damage dealt by that target each turn by 1. At the end of its turn, that target deals itself 1 lightning damage.
Thorathian Monolith:Ongoing, Huge--When this card enters play, switch to Sky-Scraper's Huge character card. Reduce damage dealt to Sky-Scraper by 2. Redirect any damage that would be dealt to a hero target to Sky-Scraper. At the start of your turn, destroy this card.
Aggression Modulator: Equipment, Link--Play this card in front of an environment target.Reduce damage dealt by that target to hero targets by 2. Increase damage dealt by that target to villain targets by 1.
Neutralizing Resonator: Equipment, Link--Play this card in front of a villain character card and discard the top card of that villain's deck.At the start of your turn, you may destroy 1 ongoing card.If you do, destroy this card.


Trash: 6
In Play: 0

Spoiler: ShowHide







HP: 14/26

Available Powers:
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.

Deck: 28
Hand: 4
Spoiler: ShowHide

Reveal the Flaws: Ongoing--Damage dealt by Hero Targets is irreducible. At the start of your turn, destroy this card.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Reveal the Flaws: Ongoing--Damage dealt by Hero Targets is irreducible. At the start of your turn, destroy this card.
Extrasensory Awareness: Ongoing--Power: Look at the top 3 cards of the villain deck. Discard 1 of them. Put the other 2 on top of the deck in any order. You may shuffle the villain deck.


Trash: 8
In Play: 0

Spoiler: ShowHide

Buffer Overflow:Ongoing--When a villain card would enter play, you may discard it instead and destroy this card. When this card is destroyed, draw a card and play the top card of the villain deck.
Critical Multiplier: Ongoing--Whenever you discard a card from hand, select a Hero target. Increase the next damage dealt by that target by 1.





Writhe HP: 5/14
Doctor Medico HP: 5/13
Mainstay HP: 6/14
Idealist HP: 6/11

Available Powers

M.D.(Dr. Medico): 1 Hero Target regains 3 HP.
Telekinetic Jab(Idealist)r: The Idealist deals 1 Target 2 Psychic Damage.
Block(Mainstay): Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.
Extract(Writhe): Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Deck: 27
Hand: 5
Spoiler: ShowHide

Unique Capabilities: One-Shot--Search your deck for a Signature card and put it into play. Shuffle your deck. You may draw a card. You may play a card.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.
Second Chance: One-Shot--Flip one of your Character cards from its incapacitated side to its active side.Restore it to 6 HP.
Telekinetic Wallop: One-Shot--One of your Heroes deals up to 3 Targets 1 Melee Damage each.I f the Idealist deals this Damage, change the type to Psychic and increase it by 2.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.

Trash: 7

In Play: 1
-Hippocratic Oath--Ongoing, Signature

Spoiler: ShowHide

Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.




HP: 13/28

Available Powers:
Initialize: Draw a card.

Deck: 28
Hand: 6
Spoiler: ShowHide

Auxiliary Power Source: Equipment--At the start of your turn, you may destroy this card to use an additional power this turn.Power: Draw 3 cards. Destroy this card.
Ammo Drop: Ongoing, Limited--Whenever a Villain card is destroyed, you may draw a card, even if a Mode card says you cannot.
External Combustion: One-Shot--Bunker deals himself 2 Fire Damage and deals each non-Hero Target 3 Fire Damage.
Turret Mode: Ongoing, Mode--When this card enters play, destroy all other Mode cards. You cannot play or draw cards. You may use an additional power during your power phase. Increase Damage dealt by Bunker by 1. At the start of your turn, you may destroy this card.
Adhesive Foam Grenade: One-Shot--Environmental cards cannot be played until the start of your next turn.
Decommissioned Hardware: One-Shot--Select 1 Equipment card in your trash and put it into play.


Trash: 4
In Play: 3
-Maintenance Unit--Equipment
-Grenade Launcher--Equipment, Limited
-Omni-Cannon--Equipment, Limited

Spoiler: ShowHide

Omni-Cannon: Equipment, Limited--At the start of your turn, you may put up to 3 cards from your hand beneath this card.Power: Destroy all cards beneath this card. Bunker deals 1 Target X Energy Damage, where X = 2 times the number of cards destroyed.
Maintenance Unit: Equipment--Power: Bunker regains 2 HP.
Grenade Launcher: Equipment, Limited--Power: Bunker deals 1 Target 2 Projectile Damage. Bunker may deal a second Target 2 Projectile Damage. Bunker may deal a third Target 1 Projectile Damage.






Deck: 11
Trash: 1
In Play: 3
-Berth--Level
-Propulsion Systems--Structure, HP:2/10
-Battalion Mechanic--Minion, HP:2/2

Spoiler: ShowHide

Battalion Mechanic:Minion, HP:2--At the end of the Environment turn, each Structure card regains 1 HP.
Propulsion Systems: Structure, HP: 10--If this card is reduced to 0 or fewer HP, everyone dies. Game over.
Berth: Level--When this card enters play, destroy any other Level cards. The first time a target enters play each turn, play the top card of the Environment deck.


I am the cat that walks by himself, all ways are alike to me.

Offline Deaths Jester

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Re: Sentinels of the Multiverse--Game 12
« Reply #186 on: December 04, 2017, 04:31:25 AM »
I'll play Catch a Ride (target: Blade), then tiny power to play the Hyperstimulator on Blade, draw and end.

Edit: Unless anyone has a better idea...
« Last Edit: December 04, 2017, 04:05:22 PM by Deaths Jester »
Avatar picture originally a Brom painting entitled Marionette.

Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse--Game 12
« Reply #187 on: December 04, 2017, 09:09:38 PM »
You did not specify which hero you will use the card on.  The picture on the card shows Parse, but you can choose anyone.

Also, do you wish to draw any links from your discard pile to your hand?  I can get you a list of your discard pile if you need it.
I am the cat that walks by himself, all ways are alike to me.

Offline Deaths Jester

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Re: Sentinels of the Multiverse--Game 12
« Reply #188 on: December 05, 2017, 02:38:56 AM »
Let's go with Parse and no on the link to hand move. We should be close enough that by next round I can just be a damage soaker.
Avatar picture originally a Brom painting entitled Marionette.

Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse--Game 12
« Reply #189 on: December 05, 2017, 03:20:18 AM »
Sky-Scraper draws

Spoiler: ShowHide

Explosive Reveal:One-Shot, Normal--Switch to Sky-Scraper's Normal character card. Destroy any number of link cards. Sky-Scraper deals up to X targets 2 projectile damage and 2 fire damage each, where X = the number of cards destroyed this way.


It is now Parse's turn

Villain Ongoing Effects
Whenever a Villain target enters play it under the villain character card and play the next card in the villain deck. Cards under the Villain character card have no text, are indestructible and are not in play.(Mad Bomber Baron Blade)


Hero Ongoing Effects


Environment Ongoing Effects
Whenever a target is played, play the top card of the Evironment Deck. (Berth)
If the Propulsion system is reduced to 0 or less HP, the Heroes lose.(Propulsion System)


Side: Maniacal Death Ray Wielder
HP: 12/40

Deck: 14
Trash: 6
In Play: 0

Spoiler: ShowHide

Mad Bomber
Whenever a Villain Target enters play, put it under this card and play the top card of the Villain deck. Cards under this card have no game text, are indestructible, and are not considered in play.At the start of the Villain turn, Baron Blade deals each non-Villain Target X Fire Damage where X = the number of cards under this card.When Baron Blade would be destroyed, flip Baron Blade's Villain Character card instead.

Maniacal Death Ray Wielder
When Baron Blade flips to this side, restore him to 40 HP. Destroy X Hero Ongoing and/or Equipment cards, where X = the number of cards under this card. Then, shuffle all cards under this card and the Villain trash into the Villain deck.At the start of the Villain turn, Baron Blade deals the Hero Target with the highest HP X Energy Damage, where X = the number of cards in the Villain trash.Whenever a Villain Target enters play, destroy it.




Size: Normal
HP: 14/33

Available Powers:
Surveillance(Normal): Draw 2 cards.
Concussive Clap(Huge): Sky-Scraper deals each non-hero target 2 sonic damage and each hero target 0 sonic damage.
Sneaking(Tiny): Play up to 2 link cards. You may move to your hand either 1 link card from play or 2 links cards from your trash.


Deck: 29
Hand: 7
Spoiler: ShowHide

Proportionist: Ongoing, Limited--Increase sonic damage dealt by Sky-Scraper by 1. When Sky-Scraper's character card is switched to a larger size, Sky-Scraper deals each non-hero target 1 melee damage. When Sky-Scraper's character card is switched to a smaller size, draw a card.
Catch A Ride: One-Shot, Tiny--Switch to Sky-Scraper's Tiny character card. A hero target other than Sky-Scraper deals 1 target 2 projectile damage. Sky-Scraper deals 1 target dealt damage that way 2 irreducible melee damage.
Explosive Reveal:One-Shot, Normal--Switch to Sky-Scraper's Normal character card. Destroy any number of link cards. Sky-Scraper deals up to X targets 2 projectile damage and 2 fire damage each, where X = the number of cards destroyed this way.
Thorathian Monolith:Ongoing, Huge--When this card enters play, switch to Sky-Scraper's Huge character card. Reduce damage dealt to Sky-Scraper by 2. Redirect any damage that would be dealt to a hero target to Sky-Scraper. At the start of your turn, destroy this card.
Aggression Modulator: Equipment, Link--Play this card in front of an environment target.Reduce damage dealt by that target to hero targets by 2. Increase damage dealt by that target to villain targets by 1.
Neutralizing Resonator: Equipment, Link--Play this card in front of a villain character card and discard the top card of that villain's deck.At the start of your turn, you may destroy 1 ongoing card.If you do, destroy this card.


Trash: 6
In Play: 1
-Cortex Hyperstimulator--Equipment, Link

Spoiler: ShowHide

Cortex Hyperstimulator: Equipment, Link--Play this card in front of a target. Reduce the first damage dealt by that target each turn by 1. At the end of its turn, that target deals itself 1 lightning damage.






HP: 14/26

Available Powers:
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.

Deck: 28
Hand: 4
Spoiler: ShowHide

Reveal the Flaws: Ongoing--Damage dealt by Hero Targets is irreducible. At the start of your turn, destroy this card.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Reveal the Flaws: Ongoing--Damage dealt by Hero Targets is irreducible. At the start of your turn, destroy this card.
Extrasensory Awareness: Ongoing--Power: Look at the top 3 cards of the villain deck. Discard 1 of them. Put the other 2 on top of the deck in any order. You may shuffle the villain deck.


Trash: 8
In Play: 0

Spoiler: ShowHide

Buffer Overflow:Ongoing--When a villain card would enter play, you may discard it instead and destroy this card. When this card is destroyed, draw a card and play the top card of the villain deck.
Critical Multiplier: Ongoing--Whenever you discard a card from hand, select a Hero target. Increase the next damage dealt by that target by 1.





Writhe HP: 5/14
Doctor Medico HP: 5/13
Mainstay HP: 6/14
Idealist HP: 6/11

Available Powers

M.D.(Dr. Medico): 1 Hero Target regains 3 HP.
Telekinetic Jab(Idealist)r: The Idealist deals 1 Target 2 Psychic Damage.
Block(Mainstay): Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.
Extract(Writhe): Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Deck: 27
Hand: 5
Spoiler: ShowHide

Unique Capabilities: One-Shot--Search your deck for a Signature card and put it into play. Shuffle your deck. You may draw a card. You may play a card.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.
Second Chance: One-Shot--Flip one of your Character cards from its incapacitated side to its active side.Restore it to 6 HP.
Telekinetic Wallop: One-Shot--One of your Heroes deals up to 3 Targets 1 Melee Damage each.I f the Idealist deals this Damage, change the type to Psychic and increase it by 2.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.

Trash: 7

In Play: 1
-Hippocratic Oath--Ongoing, Signature

Spoiler: ShowHide

Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.




HP: 13/28

Available Powers:
Initialize: Draw a card.

Deck: 28
Hand: 6
Spoiler: ShowHide

Auxiliary Power Source: Equipment--At the start of your turn, you may destroy this card to use an additional power this turn.Power: Draw 3 cards. Destroy this card.
Ammo Drop: Ongoing, Limited--Whenever a Villain card is destroyed, you may draw a card, even if a Mode card says you cannot.
External Combustion: One-Shot--Bunker deals himself 2 Fire Damage and deals each non-Hero Target 3 Fire Damage.
Turret Mode: Ongoing, Mode--When this card enters play, destroy all other Mode cards. You cannot play or draw cards. You may use an additional power during your power phase. Increase Damage dealt by Bunker by 1. At the start of your turn, you may destroy this card.
Adhesive Foam Grenade: One-Shot--Environmental cards cannot be played until the start of your next turn.
Decommissioned Hardware: One-Shot--Select 1 Equipment card in your trash and put it into play.


Trash: 4
In Play: 3
-Maintenance Unit--Equipment
-Grenade Launcher--Equipment, Limited
-Omni-Cannon--Equipment, Limited

Spoiler: ShowHide

Omni-Cannon: Equipment, Limited--At the start of your turn, you may put up to 3 cards from your hand beneath this card.Power: Destroy all cards beneath this card. Bunker deals 1 Target X Energy Damage, where X = 2 times the number of cards destroyed.
Maintenance Unit: Equipment--Power: Bunker regains 2 HP.
Grenade Launcher: Equipment, Limited--Power: Bunker deals 1 Target 2 Projectile Damage. Bunker may deal a second Target 2 Projectile Damage. Bunker may deal a third Target 1 Projectile Damage.






Deck: 11
Trash: 1
In Play: 3
-Berth--Level
-Propulsion Systems--Structure, HP:2/10
-Battalion Mechanic--Minion, HP:2/2

Spoiler: ShowHide

Battalion Mechanic:Minion, HP:2--At the end of the Environment turn, each Structure card regains 1 HP.
Propulsion Systems: Structure, HP: 10--If this card is reduced to 0 or fewer HP, everyone dies. Game over.
Berth: Level--When this card enters play, destroy any other Level cards. The first time a target enters play each turn, play the top card of the Environment deck.
I am the cat that walks by himself, all ways are alike to me.

Offline Glitch Girl

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Re: Sentinels of the Multiverse--Game 12
« Reply #190 on: December 05, 2017, 03:59:26 AM »
Don't want to add to villain trash, so I'm just going to Reveal the Flaws then Pinpointshot Baron unless someone has a better idea.  It's my bedtime so I'm a little fuzzy in the thinking department.
-Glitch Girl

"Cynicism is not maturity, do not mistake the one for the other. If you truly cannot accept a story where someone does the right thing because itís the right thing to do, that says far more about who you are than these characters." - Greg Rucka

Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse--Game 12
« Reply #191 on: December 06, 2017, 12:15:21 AM »
Parse draws

Spoiler: ShowHide

Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.


It is now the Sentinels' turn.

Villain Ongoing Effects
Whenever a Villain target enters play it under the villain character card and play the next card in the villain deck. Cards under the Villain character card have no text, are indestructible and are not in play.(Mad Bomber Baron Blade)


Hero Ongoing Effects


Environment Ongoing Effects
Whenever a target is played, play the top card of the Evironment Deck. (Berth)
If the Propulsion system is reduced to 0 or less HP, the Heroes lose.(Propulsion System)


Side: Maniacal Death Ray Wielder
HP: 10/40

Deck: 14
Trash: 6
In Play: 0

Spoiler: ShowHide

Mad Bomber
Whenever a Villain Target enters play, put it under this card and play the top card of the Villain deck. Cards under this card have no game text, are indestructible, and are not considered in play.At the start of the Villain turn, Baron Blade deals each non-Villain Target X Fire Damage where X = the number of cards under this card.When Baron Blade would be destroyed, flip Baron Blade's Villain Character card instead.

Maniacal Death Ray Wielder
When Baron Blade flips to this side, restore him to 40 HP. Destroy X Hero Ongoing and/or Equipment cards, where X = the number of cards under this card. Then, shuffle all cards under this card and the Villain trash into the Villain deck.At the start of the Villain turn, Baron Blade deals the Hero Target with the highest HP X Energy Damage, where X = the number of cards in the Villain trash.Whenever a Villain Target enters play, destroy it.




Size: Tiny
HP: 14/33

Available Powers:
Surveillance(Normal): Draw 2 cards.
Concussive Clap(Huge): Sky-Scraper deals each non-hero target 2 sonic damage and each hero target 0 sonic damage.
Sneaking(Tiny): Play up to 2 link cards. You may move to your hand either 1 link card from play or 2 links cards from your trash.


Deck: 29
Hand: 7
Spoiler: ShowHide

Proportionist: Ongoing, Limited--Increase sonic damage dealt by Sky-Scraper by 1. When Sky-Scraper's character card is switched to a larger size, Sky-Scraper deals each non-hero target 1 melee damage. When Sky-Scraper's character card is switched to a smaller size, draw a card.
Catch A Ride: One-Shot, Tiny--Switch to Sky-Scraper's Tiny character card. A hero target other than Sky-Scraper deals 1 target 2 projectile damage. Sky-Scraper deals 1 target dealt damage that way 2 irreducible melee damage.
Explosive Reveal:One-Shot, Normal--Switch to Sky-Scraper's Normal character card. Destroy any number of link cards. Sky-Scraper deals up to X targets 2 projectile damage and 2 fire damage each, where X = the number of cards destroyed this way.
Thorathian Monolith:Ongoing, Huge--When this card enters play, switch to Sky-Scraper's Huge character card. Reduce damage dealt to Sky-Scraper by 2. Redirect any damage that would be dealt to a hero target to Sky-Scraper. At the start of your turn, destroy this card.
Aggression Modulator: Equipment, Link--Play this card in front of an environment target.Reduce damage dealt by that target to hero targets by 2. Increase damage dealt by that target to villain targets by 1.
Neutralizing Resonator: Equipment, Link--Play this card in front of a villain character card and discard the top card of that villain's deck.At the start of your turn, you may destroy 1 ongoing card.If you do, destroy this card.


Trash: 6
In Play: 1
-Cortex Hyperstimulator--Equipment, Link

Spoiler: ShowHide

Cortex Hyperstimulator: Equipment, Link--Play this card in front of a target. Reduce the first damage dealt by that target each turn by 1. At the end of its turn, that target deals itself 1 lightning damage.






HP: 14/26

Available Powers:
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.

Deck: 27
Hand: 4
Spoiler: ShowHide

Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Reveal the Flaws: Ongoing--Damage dealt by Hero Targets is irreducible. At the start of your turn, destroy this card.
Extrasensory Awareness: Ongoing--Power: Look at the top 3 cards of the villain deck. Discard 1 of them. Put the other 2 on top of the deck in any order. You may shuffle the villain deck.


Trash: 8
In Play: 1
-Reveal the Flaws--Ongoing

Spoiler: ShowHide

Reveal the Flaws: Ongoing--Damage dealt by Hero Targets is irreducible. At the start of your turn, destroy this card.





Writhe HP: 5/14
Doctor Medico HP: 5/13
Mainstay HP: 6/14
Idealist HP: 6/11

Available Powers

M.D.(Dr. Medico): 1 Hero Target regains 3 HP.
Telekinetic Jab(Idealist)r: The Idealist deals 1 Target 2 Psychic Damage.
Block(Mainstay): Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.
Extract(Writhe): Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Deck: 27
Hand: 5
Spoiler: ShowHide

Unique Capabilities: One-Shot--Search your deck for a Signature card and put it into play. Shuffle your deck. You may draw a card. You may play a card.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.
Second Chance: One-Shot--Flip one of your Character cards from its incapacitated side to its active side.Restore it to 6 HP.
Telekinetic Wallop: One-Shot--One of your Heroes deals up to 3 Targets 1 Melee Damage each.I f the Idealist deals this Damage, change the type to Psychic and increase it by 2.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.

Trash: 7

In Play: 1
-Hippocratic Oath--Ongoing, Signature

Spoiler: ShowHide

Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.




HP: 13/28

Available Powers:
Initialize: Draw a card.

Deck: 28
Hand: 6
Spoiler: ShowHide

Auxiliary Power Source: Equipment--At the start of your turn, you may destroy this card to use an additional power this turn.Power: Draw 3 cards. Destroy this card.
Ammo Drop: Ongoing, Limited--Whenever a Villain card is destroyed, you may draw a card, even if a Mode card says you cannot.
External Combustion: One-Shot--Bunker deals himself 2 Fire Damage and deals each non-Hero Target 3 Fire Damage.
Turret Mode: Ongoing, Mode--When this card enters play, destroy all other Mode cards. You cannot play or draw cards. You may use an additional power during your power phase. Increase Damage dealt by Bunker by 1. At the start of your turn, you may destroy this card.
Adhesive Foam Grenade: One-Shot--Environmental cards cannot be played until the start of your next turn.
Decommissioned Hardware: One-Shot--Select 1 Equipment card in your trash and put it into play.


Trash: 4
In Play: 3
-Maintenance Unit--Equipment
-Grenade Launcher--Equipment, Limited
-Omni-Cannon--Equipment, Limited

Spoiler: ShowHide

Omni-Cannon: Equipment, Limited--At the start of your turn, you may put up to 3 cards from your hand beneath this card.Power: Destroy all cards beneath this card. Bunker deals 1 Target X Energy Damage, where X = 2 times the number of cards destroyed.
Maintenance Unit: Equipment--Power: Bunker regains 2 HP.
Grenade Launcher: Equipment, Limited--Power: Bunker deals 1 Target 2 Projectile Damage. Bunker may deal a second Target 2 Projectile Damage. Bunker may deal a third Target 1 Projectile Damage.






Deck: 11
Trash: 1
In Play: 3
-Berth--Level
-Propulsion Systems--Structure, HP:2/10
-Battalion Mechanic--Minion, HP:2/2

Spoiler: ShowHide

Battalion Mechanic:Minion, HP:2--At the end of the Environment turn, each Structure card regains 1 HP.
Propulsion Systems: Structure, HP: 10--If this card is reduced to 0 or fewer HP, everyone dies. Game over.
Berth: Level--When this card enters play, destroy any other Level cards. The first time a target enters play each turn, play the top card of the Environment deck.
I am the cat that walks by himself, all ways are alike to me.

Offline Reepicheep

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Re: Sentinels of the Multiverse--Game 12
« Reply #192 on: December 06, 2017, 08:11:50 AM »
Iíll use unique capabilities to get durasteel chains. Iíll use fling into Darkness on blade, with Mainstay doing the damage. Then Iíll use Telekinetic jab on him.

Hippocratic oath will heal the non-sentinels.

I think that should be enough for Bunker to get the last hit in.

Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse--Game 12
« Reply #193 on: December 06, 2017, 11:13:40 PM »
If he had been 2 hp lower, you could have flung him into the darkness.  Oh  well.

It is now Bunker's turn

Villain Ongoing Effects
Whenever a Villain target enters play it under the villain character card and play the next card in the villain deck. Cards under the Villain character card have no text, are indestructible and are not in play.(Mad Bomber Baron Blade)


Hero Ongoing Effects


Environment Ongoing Effects
Whenever a target is played, play the top card of the Evironment Deck. (Berth)
If the Propulsion system is reduced to 0 or less HP, the Heroes lose.(Propulsion System)


Side: Maniacal Death Ray Wielder
HP: 4/40

Deck: 14
Trash: 6
In Play: 0

Spoiler: ShowHide

Mad Bomber
Whenever a Villain Target enters play, put it under this card and play the top card of the Villain deck. Cards under this card have no game text, are indestructible, and are not considered in play.At the start of the Villain turn, Baron Blade deals each non-Villain Target X Fire Damage where X = the number of cards under this card.When Baron Blade would be destroyed, flip Baron Blade's Villain Character card instead.

Maniacal Death Ray Wielder
When Baron Blade flips to this side, restore him to 40 HP. Destroy X Hero Ongoing and/or Equipment cards, where X = the number of cards under this card. Then, shuffle all cards under this card and the Villain trash into the Villain deck.At the start of the Villain turn, Baron Blade deals the Hero Target with the highest HP X Energy Damage, where X = the number of cards in the Villain trash.Whenever a Villain Target enters play, destroy it.




Size: Tiny
HP: 14/33

Available Powers:
Surveillance(Normal): Draw 2 cards.
Concussive Clap(Huge): Sky-Scraper deals each non-hero target 2 sonic damage and each hero target 0 sonic damage.
Sneaking(Tiny): Play up to 2 link cards. You may move to your hand either 1 link card from play or 2 links cards from your trash.


Deck: 29
Hand: 7
Spoiler: ShowHide

Proportionist: Ongoing, Limited--Increase sonic damage dealt by Sky-Scraper by 1. When Sky-Scraper's character card is switched to a larger size, Sky-Scraper deals each non-hero target 1 melee damage. When Sky-Scraper's character card is switched to a smaller size, draw a card.
Catch A Ride: One-Shot, Tiny--Switch to Sky-Scraper's Tiny character card. A hero target other than Sky-Scraper deals 1 target 2 projectile damage. Sky-Scraper deals 1 target dealt damage that way 2 irreducible melee damage.
Explosive Reveal:One-Shot, Normal--Switch to Sky-Scraper's Normal character card. Destroy any number of link cards. Sky-Scraper deals up to X targets 2 projectile damage and 2 fire damage each, where X = the number of cards destroyed this way.
Thorathian Monolith:Ongoing, Huge--When this card enters play, switch to Sky-Scraper's Huge character card. Reduce damage dealt to Sky-Scraper by 2. Redirect any damage that would be dealt to a hero target to Sky-Scraper. At the start of your turn, destroy this card.
Aggression Modulator: Equipment, Link--Play this card in front of an environment target.Reduce damage dealt by that target to hero targets by 2. Increase damage dealt by that target to villain targets by 1.
Neutralizing Resonator: Equipment, Link--Play this card in front of a villain character card and discard the top card of that villain's deck.At the start of your turn, you may destroy 1 ongoing card.If you do, destroy this card.


Trash: 6
In Play: 1
-Cortex Hyperstimulator--Equipment, Link

Spoiler: ShowHide

Cortex Hyperstimulator: Equipment, Link--Play this card in front of a target. Reduce the first damage dealt by that target each turn by 1. At the end of its turn, that target deals itself 1 lightning damage.






HP: 14/26

Available Powers:
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.

Deck: 27
Hand: 4
Spoiler: ShowHide

Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.
Reveal the Flaws: Ongoing--Damage dealt by Hero Targets is irreducible. At the start of your turn, destroy this card.
Extrasensory Awareness: Ongoing--Power: Look at the top 3 cards of the villain deck. Discard 1 of them. Put the other 2 on top of the deck in any order. You may shuffle the villain deck.


Trash: 8
In Play: 1
-Reveal the Flaws--Ongoing

Spoiler: ShowHide

Reveal the Flaws: Ongoing--Damage dealt by Hero Targets is irreducible. At the start of your turn, destroy this card.





Writhe HP: 5/14
Doctor Medico HP: 5/13
Mainstay HP: 6/14
Idealist HP: 6/11

Available Powers

M.D.(Dr. Medico): 1 Hero Target regains 3 HP.
Telekinetic Jab(Idealist)r: The Idealist deals 1 Target 2 Psychic Damage.
Block(Mainstay): Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.
Extract(Writhe): Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Deck: 27
Hand: 5
Spoiler: ShowHide

Unique Capabilities: One-Shot--Search your deck for a Signature card and put it into play. Shuffle your deck. You may draw a card. You may play a card.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.
Second Chance: One-Shot--Flip one of your Character cards from its incapacitated side to its active side.Restore it to 6 HP.
Telekinetic Wallop: One-Shot--One of your Heroes deals up to 3 Targets 1 Melee Damage each.I f the Idealist deals this Damage, change the type to Psychic and increase it by 2.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.

Trash: 7

In Play: 1
-Hippocratic Oath--Ongoing, Signature

Spoiler: ShowHide

Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.




HP: 13/28

Available Powers:
Initialize: Draw a card.

Deck: 28
Hand: 6
Spoiler: ShowHide

Auxiliary Power Source: Equipment--At the start of your turn, you may destroy this card to use an additional power this turn.Power: Draw 3 cards. Destroy this card.
Ammo Drop: Ongoing, Limited--Whenever a Villain card is destroyed, you may draw a card, even if a Mode card says you cannot.
External Combustion: One-Shot--Bunker deals himself 2 Fire Damage and deals each non-Hero Target 3 Fire Damage.
Turret Mode: Ongoing, Mode--When this card enters play, destroy all other Mode cards. You cannot play or draw cards. You may use an additional power during your power phase. Increase Damage dealt by Bunker by 1. At the start of your turn, you may destroy this card.
Adhesive Foam Grenade: One-Shot--Environmental cards cannot be played until the start of your next turn.
Decommissioned Hardware: One-Shot--Select 1 Equipment card in your trash and put it into play.


Trash: 4
In Play: 3
-Maintenance Unit--Equipment
-Grenade Launcher--Equipment, Limited
-Omni-Cannon--Equipment, Limited

Spoiler: ShowHide

Omni-Cannon: Equipment, Limited--At the start of your turn, you may put up to 3 cards from your hand beneath this card.Power: Destroy all cards beneath this card. Bunker deals 1 Target X Energy Damage, where X = 2 times the number of cards destroyed.
Maintenance Unit: Equipment--Power: Bunker regains 2 HP.
Grenade Launcher: Equipment, Limited--Power: Bunker deals 1 Target 2 Projectile Damage. Bunker may deal a second Target 2 Projectile Damage. Bunker may deal a third Target 1 Projectile Damage.






Deck: 11
Trash: 1
In Play: 3
-Berth--Level
-Propulsion Systems--Structure, HP:2/10
-Battalion Mechanic--Minion, HP:2/2

Spoiler: ShowHide

Battalion Mechanic:Minion, HP:2--At the end of the Environment turn, each Structure card regains 1 HP.
Propulsion Systems: Structure, HP: 10--If this card is reduced to 0 or fewer HP, everyone dies. Game over.
Berth: Level--When this card enters play, destroy any other Level cards. The first time a target enters play each turn, play the top card of the Environment deck.
I am the cat that walks by himself, all ways are alike to me.

Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse--Game 12
« Reply #194 on: December 06, 2017, 11:16:17 PM »
As the game is about to end, I will probably be waiting until New Years for the next one, unless the public demands we go ahead and start.  I'll probably finish writing up the Cauldron stuff in the meantime.  By the time the next game is over, the final expansion should be out, so we'll have 6 Villains turned Hero to play with and new powered up version of the Sentinels.
I am the cat that walks by himself, all ways are alike to me.

Offline Murdock

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Re: Sentinels of the Multiverse--Game 12
« Reply #195 on: December 07, 2017, 10:41:10 AM »
The coup de grace?

I place Auxiliary Power Source, Ammo Drop, and External Combustion beneath Omni-Cannon. Play Turret Mode. Then use Omni-Cannon to deliver the final blow to Blade.  :thumbup:

Taking a break due to RL issues.

Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse--Game 12
« Reply #196 on: December 07, 2017, 11:13:18 AM »
Heroes Win!
I am the cat that walks by himself, all ways are alike to me.

Offline Reepicheep

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Re: Sentinels of the Multiverse--Game 12
« Reply #197 on: December 07, 2017, 01:09:49 PM »
Woop woop!

Take all the time you need, Cat. I'm looking forward to the next round and trying out some of the Cauldron content.

Offline Glitch Girl

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Re: Sentinels of the Multiverse--Game 12
« Reply #198 on: December 08, 2017, 02:23:11 PM »
Yay! 

I guess until we gather again, Happy Holidays to all, whatever you celebrate!

(also, can anyone give me tips on how to get past Citizen Dawn on the Steam version of the game?  She's been kicking my but regularly, though I can get through the rest of the villains)
-Glitch Girl

"Cynicism is not maturity, do not mistake the one for the other. If you truly cannot accept a story where someone does the right thing because itís the right thing to do, that says far more about who you are than these characters." - Greg Rucka

Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse--Game 12
« Reply #199 on: January 01, 2018, 07:02:43 PM »
Yay! 

I guess until we gather again, Happy Holidays to all, whatever you celebrate!

(also, can anyone give me tips on how to get past Citizen Dawn on the Steam version of the game?  She's been kicking my but regularly, though I can get through the rest of the villains)

I never did answer this, it seems.   Citizen Dawn is the hardest of the starting four. (but not the hardest period)  There are two basic strategies to beating her.  1.  Flip her as quickly as possible, then immediately flip her back.  She only flips once per game, so take out all her minions at that point and beat her down.

2.  Don't flip her at all and beat her down as quickly as possible.

This is one case where Hero selection can make a big difference.  Deck control like Wraith or Visionary is a huge help as you can keep Devastating Arrora or some her more annoying minions from coming out.  Heroes that are not as setup dependant like Legacy or Tachyon are able mostly shrug off DA.  Deck control is essential if you are playing anyone setup heavy, like Bunker or Wraith.  Wraith, fortunately, bring her own deck control.

If you are going for option 1, try to leave any minion you can deal with alive, so you can flip her back quickly.  Remember, Dawn is herself a Citizen, so it is entirely possible to flip her back immediately.  Spring is a common one to leave around as the small amount of healing she doesn't isn't that big a deal.  Return with the Dawn can actually be useful once you've flipped her to flip her back quickly, but beware of expecially painful citizens Like Summer coming back.

For option 2, you need either Haka or Visionary.  Visionary can use Brain Burn to get citizens out of the trash and back into the deck before she flips.  Haka can put destroyed citizens under his Savage Mana card so they never enter her discard.  Either method can prevent her from ever flipping without having to leave citizens around to cause more damage.

No matter what you do, however, she's still a challenge, although not as bad as The Chairman in Rook City and Iron Legacy in Shattered Timelines.
I am the cat that walks by himself, all ways are alike to me.

Offline Reepicheep

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Re: Sentinels of the Multiverse--Game 12
« Reply #200 on: January 02, 2018, 11:27:43 PM »
Our first game was four years ago?!?

How did this happen?

Who allowed this?!?

Offline catwhowalksbyhimself

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Re: Sentinels of the Multiverse--Game 12
« Reply #201 on: January 02, 2018, 11:31:24 PM »
I blame Guise.
I am the cat that walks by himself, all ways are alike to me.

Offline Deaths Jester

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Re: Sentinels of the Multiverse--Game 12
« Reply #202 on: January 03, 2018, 12:44:23 AM »
I DID NOT DO IT!!
Avatar picture originally a Brom painting entitled Marionette.

Offline Glitch Girl

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Re: Sentinels of the Multiverse--Game 12
« Reply #203 on: January 03, 2018, 02:07:19 AM »
[sings] "Memories..."  :D
-Glitch Girl

"Cynicism is not maturity, do not mistake the one for the other. If you truly cannot accept a story where someone does the right thing because itís the right thing to do, that says far more about who you are than these characters." - Greg Rucka