Freedom Reborn

Community Forums => Posting Games => Topic started by: catwhowalksbyhimself on April 28, 2015, 11:38:07 PM

Title: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on April 28, 2015, 11:38:07 PM
With the very long other game I was hosting set to end pretty soon (an awesome battle featuring the fan made expansion The Cauldron) It's time to get this ready.

Three folks, Reep, DJ, and Spade had reserved heroes ahead of time.  I'll want confirmation they are still in, so you three should still speak up.

Our currently confirmed heroic lineup is:
Reepicheep as KNYFE
Spade as Team Leader Tachyon
Deaths Jester as Guise
Outcast as Captain Cosmic

It's still first come first served (max of five), so claim your heroes or confirm your earlier claim.  Here's the full lineup other than the three requested reserves.

(http://www.sotm.freedomforceforever.com/banners/bunker.png)
Team: Freedom Five
Nemesis: Unknown, Vengeance Five (Fright Train), Iron Legacy
A soldier with a suit of military designed power armor, Bunker is a bit like Iron Man, only he can't fly and has a lot more guns.  Switches between different modes to gain different abilities.

(http://www.sotm.freedomforceforever.com/banners/fanatic.png)
Team: Prime Wardens
Nemesis: Apostate
Mistreated for the pair of wings she is gifted with, Fanatic has chosen to side with the angels--literally--in the fight against evil.  Holy warrior type powered by holy relics.

(http://www.sotm.freedomforceforever.com/banners/Haka.png)
Team: Prime Wardens
Nemesis: Ambuscade
A gentile soul gifted with super strength, ancient warrior traditions, and immortality.  He's like the Hulk if the Hulk looked more like a normal person, was highly educated, and was an elementary school teacher for his day job.  Okay, he's nothing like Hulk, but he does like to smash.

(http://www.sotm.freedomforceforever.com/banners/Legacy.png)
Team: Freedom Five (Leader)
Nemesis: Baron Blade, Vengeance Five (Baron Blade)
From a long line of Legacies starting with the Revolutionary War, each generation of Persons have developed a new power and passing it and all previous ones on to the next.  The current Legacy possesses flight, super strength, durability, and danger sense.  His daughter has laser vision.  Yeah, he's like a hybrid of Captain America and Superman, but plays most like the former, inspiring his team mates to greatness.

(http://www.sotm.freedomforceforever.com/banners/ra.png)
Team: None
Nemsis: The Ennead
Finding the staff of the Egyptian sun god Ra, a humble archeaologist uses it to transform into Ra, god of the sun!  Yeah, he's Thor with fire powers, basically.

(http://www.sotm.freedomforceforever.com/banners/tempest.png)
Team: Prime Wardens
Nemesis: Grand Warlord Voss, Iron Legacy
Former alien slave who escaped from the warlord Voss only to end up in the hands of suspicious humans.  He has powers over the weather and is also aquatic.  He even sometimes talks to the fishes.

(http://www.sotm.freedomforceforever.com/banners/Wrath.png)
Team: Freedom Five
Nemesis: Spite, Vengeance Five (Ermine), Iron Legacy
Billionaire heiress by day, stalker of criminals by night.  Female Batman, essentially.

(http://www.sotm.freedomforceforever.com/banners/absolutezero.png)
Team: Freedom Five
Nemesis: Unknown, Vengeance Five (Proletariate), Iron Legacy
A lab accident has turned him into a creature of frost and cold.  As his cryo suit and chamber is quite expensive, he is forced by the government to join the Freedom Five in exchange for being allowed to live.  He isn't terribly thrilled about it.  The most complex hero in the game, he relies on hurting himself to damage his enemies.

(http://www.sotm.freedomforceforever.com/banners/visionary.png)
Team: None
Nemesis: The Dreamer
A powerful psychic from the future who has come to the past to save her younger self from the life of a lab rat that she suffered through.  Manipulates decks and offers buffs and debuffs rather that direct attacks.

(http://www.sotm.freedomforceforever.com/banners/Unity.png)
Team: Freedom Five (Auxiliary member)
Nemesis: Unknown, Iron Legacy
A technopath who serves as Tachyon's lab assistant.  She builds an army of robots to assist her in battle.

(http://www.sotm.freedomforceforever.com/banners/scholar.png)
Team: None
Nemesis: Biomancer
As old man who spends most of his time relaxing in his houseboat. Also he possesses the philosopher's stone and sometimes goes off to fight supervillains. The games most tanky tank who can depending on which form he is using can ignore most damage, or heal it back and hurt the enemy in response.

(http://www.sotm.freedomforceforever.com/banners/mrfixer.png)
Team: Dark Watch
Nemesis: The Chairman
An elderly blind mechanic who happens to be a master martial artist. Fixer gets only one power, but can modify it with various tool and style cards.

(http://www.sotm.freedomforceforever.com/banners/Expatriette.png)
Team: Dark Watch
Nemesis: Citizen Dawn
Rejected by her supervillain mother for having no powers, Expat proves that you don't need powers to fight supervillains, just lots and lots of guns. She plays lots and lots of guns with their own attack power and modifies them with bullet cards.

(http://www.sotm.freedomforceforever.com/banners/argentadept.png)
Team: Prime Wardens (Leader)
Nemesis: Akash'Bhuta
With the power of ancient magical instruments, he puts the power of music to use.  A total support hero who make his team mates a little more awesome.

(http://www.sotm.freedomforceforever.com/banners/nightmist.png)
Team: Dark Watch (Leader)
Nemesis: Gloomweaver
Cursed into a form of mist and magic, this private eye uses powerful spells and ancient artifacts to take down the forces of darkness.  Another self damaging hero who can actually tank pretty well too.

(http://www.sotm.freedomforceforever.com/banners/Chronoranger.png)
Team: None
Nemesis: Plague Rat
The Sherrif of the 1800's town of Silver Gultch who fell into a time portal, Jim Brooks soon found himself in a faroff future where the world has been destroyed and taken over by monster. His arm bitten off buy a rat-man, he survived by wandering into the friendly sapient bunker Con, but upgraded him with cyberneticss, gave him time travel technology and sent him into the past to the destroy those who would create this desolute future. Chrono is the master of the plink damage.  He deals one point of damage, and he deals it a LOT in addition to play bounties that let him do other things.

(http://www.sotm.freedomforceforever.com/banners/omnitron-x.png)
Team: None
Nemesis: Omnitron
Far into the future, Omnitron-IX, having been destroyed and rebuilt countless times over the centuries decides to solve the problem of always beeing defeated by weak heroes by giving his next incarnation the one thing the heroes have that he doesn't--compassion.  The new Omnitron-X prompty repented of everything he'd done in his past models and went back in time to destroy himself.  Upgrades himself to grant new, usually automatic, abilities.

(http://www.sotm.freedomforceforever.com/banners/Parse.png)
Team: None
Nemesis: Miss Information
An analyst whose exposure to Omnitron's code has upgrades her mind, Parse can analyse any situation and discover every possible outcode, an ability which also makes her an uncanny archer.  A deck manipulator who can also deal damage.

(http://www.sotm.freedomforceforever.com/banners/Setback.png)
Team: Dark Watch
Nemesis: Kismet
Setback has always had wild swings of luck.  Really bad things happen to him out of nowhere, but then really lucky things always happen to.  Like when he was randomly kidnapped by Baron Blade to be the subject of deadly experiment, then was the only one to survive them and gain superpowers.  Lucky!  He has his own resource, Unlucky points.  By player cards that represent unlucky things happening, he can trade the points for really lucky things later.

(http://www.sotm.freedomforceforever.com/banners/Naturalist.png)
Team: None
Nemesis: Deadline
Cursed by the evil earth spirit Akashbhuta to live as an animal, he was freed from his curse by the Argent Adept and now uses his ability to transform into animals to protect nature from those who would destroy it.  A shapeshifter whose abilities and card effects vary according to what shape he's in.  Can fulfil multiple team roles.

(http://www.sotm.freedomforceforever.com/banners/sentinels.png)
Team: N/A
Nemesis: La Capitan
A team of 4 heroes that play off a single deck they are Dr. Medico, M.D. with light powers, his best friend with super strength and endurance Mainstay, his adoptive daughter with psychic powers The Idealist, and reformed criminal and living shadow Writhe.


(http://www.sotm.freedomforceforever.com/banners/skyscraper.png)
Team: None
Nemesis: Kargura Warfang
A member of the Thorathian resistance that fought against the tyranny of Grand Warlord Voss using her size changing powers, she was captured by Kargura Warfang and forced to fight in her arena, until freed by Earth's heroes.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on April 29, 2015, 12:25:26 AM
While waiting, let's meet our villains!

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)
Nemesis: Legacy
Mini-Nemeses: Citizen Slash(Expatriette), Omni-Blade(Omnitron-X), Ruin(Argent Adept), Zhu Long(Mr. Fixer), Empyreon(Captain Cosmic)
Having been beaten by the Freedom Five and their allies, Baron Blade is determined to have his revenge!  Having enhanced himself with new powers, he has gathered others with grudges again the Freedom Five and, just to neutralize any friends they might bring, has placed under each of them lesser villains who have grudges against each and every hero that might be brought in to oppose him.  He is prepared and ready for his revenge!

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Nemesis: Absolute Zero
Mini-Nemeses: Vyktor(Tempest), Doc Tusser(Chrono-Ranger), Radioactivist(Unity), Hermetic(Scholar)
A former Soviet super-soldier rescued from cryo storage by Baron Blade, the self multiplying Proletariate is eager to hurt that stooge of the hated American government, Absolute Zero.

(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)
Nemesis: Tachyon
Mini-Nemeses: Highbrow(Parse), Argentium(Guise), The Hippo(Haka), Revenant(Setback)
Tachyon's former lab assistant who stole a dangerous experimental super speed suit in revenge for being fired.

(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)
Nemesis: Bunker
Mini-Nemeses: Man-Grove(Nightmist), Major Flay(Visionary), The Crackjaw Crew(The Sentinels), Choke(K.N.Y.F.E.)
A rival of Bunkers who hates him for being promoted above him back in his military days.  Enhanced with super speed and strength, he lends his muscle to Baron Blade's cause.

(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Nemesis: Wraith
Mini-Nemeses: The Seer(Fanatic), Tantrum(Sky-Scraper), Equity(Naturalist), Calypso(Ra)
The greatest Jewel thief in Rook City, Ermine has found herself foiled at every turn by Wraith.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on April 29, 2015, 09:54:19 AM
Yes sir.

This one looks like it'll be fun!
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: HarryTrotter on April 29, 2015, 10:03:55 AM
Looks interesting.Im confirming my choice of Team Leader Tachyon. :)
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Deaths Jester on April 29, 2015, 07:04:13 PM
*Guise jumps up and down* OH, h..I'm in! I'm in!!!
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on April 29, 2015, 08:44:36 PM
That's three confirmed.  I have room for two more.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 01, 2015, 10:24:38 PM
Look to be one or two days at most until the other game wraps up.  I'll probably just start with 3 players if we don't get more by then.  Until then, those 2 spots are still open.  I'd rather get 5 so we can have the full villain team, but I'll drop two random villains otherwise.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on May 04, 2015, 08:02:25 AM
I'll give Captain Cosmic a try and see if he can be of any help.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Deaths Jester on May 04, 2015, 07:22:36 PM
Anyone heard from Uncle Yuan..know he was stoked to be in this battle, I think.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 04, 2015, 09:49:34 PM
I PMed him here.  I'll try pming him on another forum that her frequents more often.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 04, 2015, 09:50:59 PM
Speak of the devil, he just messaged me back.  He's in.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on May 04, 2015, 09:52:10 PM
Yes, let me take a look at who we're fielding and I'll make my pick.

edit: OK, let's try base Nightmist.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 04, 2015, 09:55:19 PM
KNYFE and cosmic both have variations to choose from.

Regular KNYFE--30 HP, Power: KNYFE deals 1 Target 2 Energy Damage.
Rogue Agent KNYFE--29 hp, Power: Reveal the bottom card of a deck. Either put it into play or discard it.

Regular Captain Cosmic--27 hp, Power: Reveal the top card of your deck. Put it into play or into your hand.
Prime Warden Captain Cosmic--28 hp, Power: Until the start of your next turn, whenever a Construct card is destroyed, you may shuffle it into your deck instead and either draw a card or play a card.

The regular versions are probably easiest first time out.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on May 05, 2015, 04:43:41 AM
Regular Captain Cosmic does seem to be the better choice.

I'll go with the regular, thanks.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on May 06, 2015, 02:04:34 PM
Correst me if I can be wiser, but I'll go with regular KNYFE in the interests of damage.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 09, 2015, 02:39:30 PM
I never notices YU's edit, and thus have been waiting for him to reply this entire time.  Oh well.

At any rate, we still have to choose the environment.  I'd suggest Baron Blade's Mobile Defense Platform, his flying base of operations since it would be thematically appropriate.  It's also a pretty easy environment.  If everyone's okay with that, we'll get started.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on May 09, 2015, 04:22:43 PM
Quote from: catwhowalksbyhimself on May 09, 2015, 02:39:30 PM
I never notices YU's edit, and thus have been waiting for him to reply this entire time.  Oh well.

Sorry about that.  No one had replied when I went to post my pick so I thought editing my previous post would be simpler.

QuoteAt any rate, we still have to choose the environment.  I'd suggest Baron Blade's Mobile Defense Platform, his flying base of operations since it would be thematically appropriate.  It's also a pretty easy environment.  If everyone's okay with that, we'll get started.

I agree.  Plus I haven't played that one a lot, so the variety will be fun.

Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: HarryTrotter on May 09, 2015, 06:29:59 PM
Im okay with the enviroment.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 10, 2015, 04:12:47 AM
An otherwise peaceful day in the city is interrupted by the shadow of one of Baron Blade's infamous Mobile Defence platforms.  A team of heroes quickly flies up to the platform to investigate the situation.  They are greeted by Baron Blade, but he isn't alone.  Flanking him are 4 other infamous villains, and other shapes can be seen in the distance.  The battle begins.

Villain Ongoing Effects
Each player cannot play more than 1 Hero card per turn.(Impulsion Beam)
Each Hero cannot use more than 1 Power per turn.(Impulsion Beam)
Reduce damage dealt to Baron Blade by 1.(Genetically Fused Physique)
Whenever Proletariat would be dealt non-Psychic damage, redirect it to the Clone with the lowest HP.(Proletariat)
Friction is immune to Lightning damage(Shock Dampeners)
Increase damage dealt by Fright Train by 1.(Engine of Destruction)
Increase the first damage dealt to Fright Train each turn by 1.(Engine of Destruction)

Hero Ongoing Effects

Environment Ongoing Effects

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)
Spoiler

Front Side
At the end of Baron Blade's villain turn, Baron Blade deals the hero target with the lowest HP and himself 2 melee damage.

Incompacitated
At the start of Baron Blade's villain turn, each Hero target deals itself 1 toxic damage.
HP: 32/32 Highest Villain Target
Deck: 18
Trash: 0
In Play: 2
-Implusion Beam--Device,HP: 8/8
-Genetically Fused Physique--Ongoing
Spoiler

Genetically Fused Physique: Ongoing--Reduce damage dealt to Baron Blade by 1. At the end of Baron Blade's turn, Baron Blade regains 2 HP.
Impulsion Beam: 8 HP, Device--Each player cannot play more than 1 Hero card per turn. Each Hero cannot use more than 1 power per turn.


(http://www.sotm.freedomforceforever.com/banners/knyfe.png)
HP: 30/30 Highest Hero Target
Available Powers:
Energy Lance: KNYFE deals 1 target 2 Energy damage.

Deck: 36
Hand: 4
Spoiler

Overdo It: Ongoing, Limited--At the start of your turn, you may play a card. At the end of your turn, KNYFE may deal herself 2 psychic damage. If she does not take damage this way, destroy this card.
Overcharged Null-Shield: Equipment, Limited--Reduce damage dealt to KNYFE by the villain target with the highest HP by 1. Power: Draw 2 cards. Destroy this card.
Overcharged Null-Shield: Equipment, Limited--Reduce damage dealt to KNYFE by the villain target with the highest HP by 1. Power: Draw 2 cards. Destroy this card.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Trash: 0
In Play: 0

Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Spoiler

Front Side
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incompacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.

HP: 20/20
Deck: 18
Trash: 0
In Play: 2
-Proletariate--Clone, HP: 6/6 Lowest Villain Target
-Proletariate--Clone, HP: 6/6 Lowest Villain Target
Spoiler

Proletariat: 6 hp, Clone--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

(http://www.sotm.freedomforceforever.com/banners/TLTachyon.png)
HP: 28/28

Available Powers
Team Leader: Each Player draws 1 card.

Deck: 36
Hand: 4
Spoiler

Synaptic Interruption: Ongoing,Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.
Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.
Sucker Punch: One-Shot, Burst--Destroy 1 Target with 2 or fewer HP.
Quick Insight:One-Shot, Burst--Draw 3 cards, discard 2 cards.
Trash: 0
In Play: 0
Spoiler



(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)
Spoiler

Front Side
At the end of Friction's turn, Friction deals the Hero target with the highest HP 1 melee damage.

Incompacitated
At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

HP: 26/26
Deck: 18
Trash: 0
In Play: 2
-Stolen Gear--Device, HP: 7/7
-Shock Dampeners--Device, HP: 9/9
Spoiler

Stolen Gear: 7 hp, Device--At the end of Friction's turn, play the top card of Friction's deck.
Shock Dampeners: 9 hp, Device--Friction is immune to lightning damage.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 27/27 Lowest Hero Target

Available Powers
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!


Deck: 36
Hand: 4
Spoiler

Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Blatant Reference: Ongoing, Limited--Look how cool I am! Just like that actor, whatshisname. At the end of each hero turn, you may discard 1 card. If you do, Guise deals 1 target 1 projectile damage. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)
Spoiler

Front Side
At the end of Fright Train's turn, Fright Train deals the Hero target with the highest HP 3 melee damage

Incompacitated
At the start of Fright Train's villain turn, the hero target with the highest HP deals themselves 2 toxic damage.

HP: 35/35
Deck: 19
Trash: 0
In Play: 1
-Engine of Destruction--Ongoing
Spoiler

Engine of Destruction: Ongoing--Increase damage dealt by Fright Train by 1.Increase the first damage dealt to Fright Train each turn by 1.

(http://www.sotm.freedomforceforever.com/banners/captaincosmic.png)
HP: 27/27 Lowest Hero Target

Available Powers
Fabrication: Reveal the top card of your deck. Put it into play or into your hand.


Deck: 36
Hand: 4
Spoiler

Augmented Ally: 4 hp, Construct--Play this card next to a hero character card.At the start of that hero's turn, their player may discard a card. If they do, they may use a power immediately.
Conservation of Energy: One-Shot--Destroy any number of construct cards.You may either draw X cards or play X cards, where X = the number of construct cards destroyed this way plus 1.
Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.
Wounding Buffer: 4 hp, Construct--Play this card next to a hero character card.The first time that hero character card is dealt damage by a target each turn, this card deals the source of that damage 2 energy damage.
Trash: 0
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Spoiler

Front Side
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incompacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.

HP: 25/25
Deck: 19
Trash: 0
In Play: 1
-Constant Prattle--Ongoing
Spoiler

Constant Prattle: Ongoing--At the end of Ermine's turn, discard the top card of each deck.

(http://www.sotm.freedomforceforever.com/banners/nightmist.png)
HP: 27/27 Lowest Hero Target

Available Powers
Investigate: Nightmist deals herself 2 Infernal Damage. Draw 2 cards.

Deck: 36
Hand: 4
Spoiler

Elder Ring: Spell 1, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Elder Ring: Spell 2, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Oblivion: Spell 3, One-Shot, Spell--Reveal the top 2 cards of your deck.Nightmist deals each Target one of the revealed card's [Spell] Infernal Damage, then deals each non-Hero Target the other revealed card's [Spell] Infernal Damage. Put the revealed cards into your trash.
Oblivion: Spell 4, One-Shot, Spell--Reveal the top 2 cards of your deck.Nightmist deals each Target one of the revealed card's [Spell] Infernal Damage, then deals each non-Hero Target the other revealed card's [Spell] Infernal Damage. Put the revealed cards into your trash.
Trash: 0
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Deck: 15
Trash: 0
In Play: 0
Spoiler

Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 10, 2015, 04:21:19 AM
Baron Blade's turn.

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)

Start: Nothing

Play: Displacing Teleporter: 6 hp, Device--Whenever Baron Blade deals damage to a Hero character card, that hero's player must discard 1 card

End: Baron Blade deals KNYFE 2 damage and himself 2 damage.  KNYFE must discard 1 card. KNYFE heals 1 back to full health.

That makes it KNYFE's turn.  Don't forget to choose 1 card to discard before beginning your turn.

Villain Ongoing Effects
Each player cannot play more than 1 Hero card per turn.(Impulsion Beam)
Each Hero cannot use more than 1 Power per turn.(Impulsion Beam)
Reduce damage dealt to Baron Blade by 1.(Genetically Fused Physique)
Whenever Baron Blade deals damage to a Hero character card, that hero's player must discard 1 card(Displacing Teleporter)
Whenever Proletariat would be dealt non-Psychic damage, redirect it to the Clone with the lowest HP.(Proletariat)
Friction is immune to Lightning damage(Shock Dampeners)
Increase damage dealt by Fright Train by 1.(Engine of Destruction)
Increase the first damage dealt to Fright Train each turn by 1.(Engine of Destruction)

Hero Ongoing Effects

Environment Ongoing Effects

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)
Spoiler

Front Side
At the end of Baron Blade's villain turn, Baron Blade deals the hero target with the lowest HP and himself 2 melee damage.

Incompacitated
At the start of Baron Blade's villain turn, each Hero target deals itself 1 toxic damage.
HP: 32/32 Highest Villain Target
Deck: 17
Trash: 0
In Play: 3
-Implusion Beam--Device, HP: 8/8
-Genetically Fused Physique--Ongoing
-Displacing Teleporter--Device, HP: 6/6 Lowest Villain Target
Spoiler

Genetically Fused Physique: Ongoing--Reduce damage dealt to Baron Blade by 1. At the end of Baron Blade's turn, Baron Blade regains 2 HP.
Impulsion Beam: 8 HP, Device--Each player cannot play more than 1 Hero card per turn. Each Hero cannot use more than 1 power per turn.
Displacing Teleporter: 6 hp, Device--Whenever Baron Blade deals damage to a Hero character card, that hero's player must discard 1 card


(http://www.sotm.freedomforceforever.com/banners/knyfe.png)
HP: 28/28 Highest Hero Target
Available Powers:
Energy Lance: KNYFE deals 1 target 2 Energy damage.

Deck: 36
Hand: 4
Spoiler

Overdo It: Ongoing, Limited--At the start of your turn, you may play a card. At the end of your turn, KNYFE may deal herself 2 psychic damage. If she does not take damage this way, destroy this card.
Overcharged Null-Shield: Equipment, Limited--Reduce damage dealt to KNYFE by the villain target with the highest HP by 1. Power: Draw 2 cards. Destroy this card.
Overcharged Null-Shield: Equipment, Limited--Reduce damage dealt to KNYFE by the villain target with the highest HP by 1. Power: Draw 2 cards. Destroy this card.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Trash: 0
In Play: 0

Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Spoiler

Front Side
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incompacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.

HP: 20/20
Deck: 18
Trash: 0
In Play: 2
-Proletariate--Clone, HP: 6/6 Lowest Villain Target
-Proletariate--Clone, HP: 6/6 Lowest Villain Target
Spoiler

Proletariat: 6 hp, Clone--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

(http://www.sotm.freedomforceforever.com/banners/TLTachyon.png)
HP: 28/28 Highest Hero Target

Available Powers
Team Leader: Each Player draws 1 card.

Deck: 36
Hand: 4
Spoiler

Synaptic Interruption: Ongoing,Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.
Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.
Sucker Punch: One-Shot, Burst--Destroy 1 Target with 2 or fewer HP.
Quick Insight:One-Shot, Burst--Draw 3 cards, discard 2 cards.
Trash: 0
In Play: 0
Spoiler



(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)
Spoiler

Front Side
At the end of Friction's turn, Friction deals the Hero target with the highest HP 1 melee damage.

Incompacitated
At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

HP: 26/26
Deck: 18
Trash: 0
In Play: 2
-Stolen Gear--Device, HP: 7/7
-Shock Dampeners--Device, HP: 9/9
Spoiler

Stolen Gear: 7 hp, Device--At the end of Friction's turn, play the top card of Friction's deck.
Shock Dampeners: 9 hp, Device--Friction is immune to lightning damage.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 27/27 Lowest Hero Target

Available Powers
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!


Deck: 36
Hand: 4
Spoiler

Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Blatant Reference: Ongoing, Limited--Look how cool I am! Just like that actor, whatshisname. At the end of each hero turn, you may discard 1 card. If you do, Guise deals 1 target 1 projectile damage. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)
Spoiler

Front Side
At the end of Fright Train's turn, Fright Train deals the Hero target with the highest HP 3 melee damage

Incompacitated
At the start of Fright Train's villain turn, the hero target with the highest HP deals themselves 2 toxic damage.

HP: 35/35
Deck: 19
Trash: 0
In Play: 1
-Engine of Destruction--Ongoing
Spoiler

Engine of Destruction: Ongoing--Increase damage dealt by Fright Train by 1.Increase the first damage dealt to Fright Train each turn by 1.

(http://www.sotm.freedomforceforever.com/banners/captaincosmic.png)
HP: 27/27 Lowest Hero Target

Available Powers
Fabrication: Reveal the top card of your deck. Put it into play or into your hand.


Deck: 36
Hand: 4
Spoiler

Augmented Ally: 4 hp, Construct--Play this card next to a hero character card.At the start of that hero's turn, their player may discard a card. If they do, they may use a power immediately.
Conservation of Energy: One-Shot--Destroy any number of construct cards.You may either draw X cards or play X cards, where X = the number of construct cards destroyed this way plus 1.
Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.
Wounding Buffer: 4 hp, Construct--Play this card next to a hero character card.The first time that hero character card is dealt damage by a target each turn, this card deals the source of that damage 2 energy damage.
Trash: 0
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Spoiler

Front Side
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incompacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.

HP: 25/25
Deck: 19
Trash: 0
In Play: 1
-Constant Prattle--Ongoing
Spoiler

Constant Prattle: Ongoing--At the end of Ermine's turn, discard the top card of each deck.

(http://www.sotm.freedomforceforever.com/banners/nightmist.png)
HP: 27/27 Lowest Hero Target

Available Powers
Investigate: Nightmist deals herself 2 Infernal Damage. Draw 2 cards.

Deck: 36
Hand: 4
Spoiler

Elder Ring: Spell 1, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Elder Ring: Spell 2, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Oblivion: Spell 3, One-Shot, Spell--Reveal the top 2 cards of your deck.Nightmist deals each Target one of the revealed card's [Spell] Infernal Damage, then deals each non-Hero Target the other revealed card's [Spell] Infernal Damage. Put the revealed cards into your trash.
Oblivion: Spell 4, One-Shot, Spell--Reveal the top 2 cards of your deck.Nightmist deals each Target one of the revealed card's [Spell] Infernal Damage, then deals each non-Hero Target the other revealed card's [Spell] Infernal Damage. Put the revealed cards into your trash.
Trash: 0
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Deck: 15
Trash: 0
In Play: 0
Spoiler

Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on May 10, 2015, 05:59:28 AM
I'll discard one of my overcharged null shields, but then start my turn by playing the other.

Then I shall energy lance the Impulsion Beam.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 10, 2015, 12:21:47 PM
KNYFE draws
Spoiler

Focusing Conduit-Blade: Equipment, Limited--Increase energy damage dealt by KNYFE by 1. Power: KNYFE deals 1 target 3 energy damage. Destroy this card. When this card is destroyed, you may play an equipment card.

That makes it Proletariate's turn.

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)

Start: Proletariate deals himself 1 damage for each clone.

Play: Vyktor: 4 hp, Nemesis(Tempest)--At the end of Proletariat's turn, destroy all Hero targets with 2 or fewer HP. If Tempest is active in this game, increase damage dealt to Hero targets by 1.

End: Prime Proletariate hits KNYFE for 2 Melee damage.
First Clone hits Tachyon with 2 Melee damage.
Second Clone hits one of the other three for 2 Melee damage.

Who gets the third hit?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on May 10, 2015, 12:24:51 PM
Quick correction for the summary - Fright Train, not Baron Blade, is the villain with the most HP.

For the rest of us - I find it's really important with the Vengeful Five to be very clear about who we're prioritizing.  There's going to be a LOT of available targets - not only do BB and Friction have devices with HP, Proletariat has clones and they all have 3-5 minor supervillains in their decks.  Not to mention to 5 main villains themselves.  If we aren't really coordinated we will loose.  On the plus side, any targets out for a villain will go away once the villain is incaped, so we can often ignore the minor villains and focus on their boss.  On the minus side, the villains have incap powers, so they still pick on us even after they're out.

So Reep has started things off by going for BB's Implusion Beam.  I agree this is a high priority target - no combos, and Tachyon will be seriously nerfed, until it's gone.

As for villains, my general priority is:

#1 - Friction.  Like Tachyon she gets stronger the longer she's in play by having "Surge" cards in her trash.  I find it healthier to not give her the chance.  To consider, Surge deals herself a lot of lightening damage.  Take out her Shock Dampeners and she'll help take herself out.
#2 - Ermine.  Lots of Ongoing cards that will steal (destroy) your Ongoings, Equipment, discard cards out of your hand, mill your deck, etc.  Since they're mostly Ongoings it takes her a few turns to be truly annoying.  Many players like making her #1 and I can't say they're wrong.  I just find her easier to mitigate since most of her destroy is of the "destroy 1 hero equipment card type" - which let's us pick who gets zapped.
#3 - Baron Blade.  Lots of devices that are a pain, but mostly around dealing damage.  Like Friction he can deal damage to himself, so if we keep his damage reduction to a minimum he can help take himself out.
#4 - Fright Train.  Fright Train deals a lot of damage, but his damage curve is pretty flat - late game damage output is not terribly different than early game.
#5 - Proletariat.  Others may disagree, but I've always found him to be the weakest in V5 by a fair amount - especially if we keep his clone count under control.  Keep him to 2-3 clones and I find him pretty easy to ignore.  That said, like any villain this is dependent on when his cards come into play and I can see where he can be devastating if things go just right.

If other's have a different I approach, I think that's fine as long as we all agree what we're doing as a team.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 10, 2015, 12:27:33 PM
Quote from: Uncle Yuan on May 10, 2015, 12:24:51 PM
Quick correction for the summary - Fright Train, not Baron Blade, is the villain with the most HP.

Thanks, will be corrected.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on May 10, 2015, 12:28:19 PM
Nightmist can take it.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 10, 2015, 12:31:00 PM
That makes it Tachyon's turn.

Villain Ongoing Effects
Each player cannot play more than 1 Hero card per turn.(Impulsion Beam)
Each Hero cannot use more than 1 Power per turn.(Impulsion Beam)
Reduce damage dealt to Baron Blade by 1.(Genetically Fused Physique)
Whenever Baron Blade deals damage to a Hero character card, that hero's player must discard 1 card(Displacing Teleporter)
Whenever Proletariat would be dealt non-Psychic damage, redirect it to the Clone with the lowest HP.(Proletariat)
Friction is immune to Lightning damage(Shock Dampeners)
Increase damage dealt by Fright Train by 1.(Engine of Destruction)
Increase the first damage dealt to Fright Train each turn by 1.(Engine of Destruction)

Hero Ongoing Effects

Environment Ongoing Effects

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)
Spoiler

Front Side
At the end of Baron Blade's villain turn, Baron Blade deals the hero target with the lowest HP and himself 2 melee damage.

Incompacitated
At the start of Baron Blade's villain turn, each Hero target deals itself 1 toxic damage.
HP: 32/32
Deck: 17
Trash: 0
In Play: 3
-Implusion Beam--Device, HP: 6/8
-Genetically Fused Physique--Ongoing
-Displacing Teleporter--Device, HP: 6/6
Spoiler

Genetically Fused Physique: Ongoing--Reduce damage dealt to Baron Blade by 1. At the end of Baron Blade's turn, Baron Blade regains 2 HP.
Impulsion Beam: 8 HP, Device--Each player cannot play more than 1 Hero card per turn. Each Hero cannot use more than 1 power per turn.
Displacing Teleporter: 6 hp, Device--Whenever Baron Blade deals damage to a Hero character card, that hero's player must discard 1 card


(http://www.sotm.freedomforceforever.com/banners/knyfe.png)
HP: 26/28
Available Powers:
Energy Lance: KNYFE deals 1 target 2 Energy damage.

Deck: 35
Hand: 3
Spoiler

Focusing Conduit-Blade: Equipment, Limited--Increase energy damage dealt by KNYFE by 1. Power: KNYFE deals 1 target 3 energy damage. Destroy this card. When this card is destroyed, you may play an equipment card.
Overdo It: Ongoing, Limited--At the start of your turn, you may play a card. At the end of your turn, KNYFE may deal herself 2 psychic damage. If she does not take damage this way, destroy this card.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Trash: 1
In Play: 1
-Overcharged Null-Shield--Equipment, Limited

Spoiler

Overcharged Null-Shield: Equipment, Limited--Reduce damage dealt to KNYFE by the villain target with the highest HP by 1. Power: Draw 2 cards. Destroy this card.

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Spoiler

Front Side
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incompacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.

HP: 18/20
Deck: 18
Trash: 0
In Play: 2
-Proletariate--Clone, HP: 6/6
-Proletariate--Clone, HP: 6/6
-Vyktor--Nemesis(Tempest), HP: 4/4 Lowest Villain Target
Spoiler

Vyktor: 4 hp, Nemesis(Tempest)--At the end of Proletariat's turn, destroy all Hero targets with 2 or fewer HP. If Tempest is active in this game, increase damage dealt to Hero targets by 1.
Proletariat: 6 hp, Clone--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

(http://www.sotm.freedomforceforever.com/banners/TLTachyon.png)
HP: 26/28

Available Powers
Team Leader: Each Player draws 1 card.

Deck: 36
Hand: 4
Spoiler

Synaptic Interruption: Ongoing,Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.
Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.
Sucker Punch: One-Shot, Burst--Destroy 1 Target with 2 or fewer HP.
Quick Insight:One-Shot, Burst--Draw 3 cards, discard 2 cards.
Trash: 0
In Play: 0
Spoiler



(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)
Spoiler

Front Side
At the end of Friction's turn, Friction deals the Hero target with the highest HP 1 melee damage.

Incompacitated
At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

HP: 26/26
Deck: 18
Trash: 0
In Play: 2
-Stolen Gear--Device, HP: 7/7
-Shock Dampeners--Device, HP: 9/9
Spoiler

Stolen Gear: 7 hp, Device--At the end of Friction's turn, play the top card of Friction's deck.
Shock Dampeners: 9 hp, Device--Friction is immune to lightning damage.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 27/27 Highest Hero Target

Available Powers
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!


Deck: 36
Hand: 4
Spoiler

Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Blatant Reference: Ongoing, Limited--Look how cool I am! Just like that actor, whatshisname. At the end of each hero turn, you may discard 1 card. If you do, Guise deals 1 target 1 projectile damage. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)
Spoiler

Front Side
At the end of Fright Train's turn, Fright Train deals the Hero target with the highest HP 3 melee damage

Incompacitated
At the start of Fright Train's villain turn, the hero target with the highest HP deals themselves 2 toxic damage.

HP: 35/35 Highest Villain Target
Deck: 19
Trash: 0
In Play: 1
-Engine of Destruction--Ongoing
Spoiler

Engine of Destruction: Ongoing--Increase damage dealt by Fright Train by 1.Increase the first damage dealt to Fright Train each turn by 1.

(http://www.sotm.freedomforceforever.com/banners/captaincosmic.png)
HP: 27/27 Highest Hero Target

Available Powers
Fabrication: Reveal the top card of your deck. Put it into play or into your hand.


Deck: 36
Hand: 4
Spoiler

Augmented Ally: 4 hp, Construct--Play this card next to a hero character card.At the start of that hero's turn, their player may discard a card. If they do, they may use a power immediately.
Conservation of Energy: One-Shot--Destroy any number of construct cards.You may either draw X cards or play X cards, where X = the number of construct cards destroyed this way plus 1.
Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.
Wounding Buffer: 4 hp, Construct--Play this card next to a hero character card.The first time that hero character card is dealt damage by a target each turn, this card deals the source of that damage 2 energy damage.
Trash: 0
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Spoiler

Front Side
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incompacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.

HP: 25/25
Deck: 19
Trash: 0
In Play: 1
-Constant Prattle--Ongoing
Spoiler

Constant Prattle: Ongoing--At the end of Ermine's turn, discard the top card of each deck.

(http://www.sotm.freedomforceforever.com/banners/nightmist.png)
HP: 25/27 Lowest Hero Target

Available Powers
Investigate: Nightmist deals herself 2 Infernal Damage. Draw 2 cards.

Deck: 36
Hand: 4
Spoiler

Elder Ring: Spell 1, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Elder Ring: Spell 2, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Oblivion: Spell 3, One-Shot, Spell--Reveal the top 2 cards of your deck.Nightmist deals each Target one of the revealed card's [Spell] Infernal Damage, then deals each non-Hero Target the other revealed card's [Spell] Infernal Damage. Put the revealed cards into your trash.
Oblivion: Spell 4, One-Shot, Spell--Reveal the top 2 cards of your deck.Nightmist deals each Target one of the revealed card's [Spell] Infernal Damage, then deals each non-Hero Target the other revealed card's [Spell] Infernal Damage. Put the revealed cards into your trash.
Trash: 0
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Deck: 15
Trash: 0
In Play: 0
Spoiler

Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: HarryTrotter on May 10, 2015, 02:05:44 PM
I play Synaptic Interruption,then use my power.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 10, 2015, 04:23:57 PM
KNYFE draws

Spoiler

Wrecking Uppercut: One-Shot--KNYFE deals 1 target 3 melee damage. Discard the top card of the villain deck.

Tachyon draws
Spoiler

Pushing the Limits: Ongoing, Limited--You may play an additional card during your play phase and draw an additional card during your draw phase. At the start of your turn, Tachyon may deal herself 2 Sonic Damage. If she takes no Damage this way, this card is destroyed.
Supersonic Response:One-Shot, Burst--Tachyon deals 1 Target 2 Melee Damage. If that Target dealt Tachyon Damage since your last turn, she deals that Target 2 Sonic Damage.

Guise draws
Spoiler
Super Ultra Kawaii!!   : Ongoing, Limited--I'm not just a hero, I'm a magical love prince! At the end of each Hero turn, if you have more than H cards in your hand, you may play a card.At the start of your turn, destroy this card.

Captain Cosmic draws
Spoiler

Autonomous Blade: 4 hp, Construct--Play this card next to a hero target.The first time that target deals damage each turn, this card deals 1 target 2 energy damage.

Nightmist draws
Spoiler

Scouring Mists: Spell Power 4, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.

It is now Friction's turn.  I'll make this a separate post, because it's going to be a bit long.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 10, 2015, 05:07:42 PM
(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)

Play: Synergy Surge: One-Shot, Surge--Friction deals each villain target 2 lightning damage. Play the top card of each villain deck in turn order.

Friction is immune to lightning damage, and Proletariate redirect his to one of his clones, and Blade reduces his damage to 1, and Fright Train increases his to 3, but the rest take 2 damage each.

Now the Villains get to play their extra cards.

Baron Blade
A Chance at Vengeance: One-Shot--Reveal cards from the top of the villain deck belonging to the villain character with the highest HP until 1 target is revealed. Put it into play. Shuffle the other revealed cards back into that villain's deck.

Fright Train is the highest, so we go through his deck and pull out The Crackjaw Crew: 11 hp, Nemesis(The Sentinels)--At the end of Fright Traini's turn, this card deals the 2 Hero targets with the highest HP 1 energy damage each.Increase damage dealt by this card by 1 for each active member of the Sentinels.

Proletariate
Hermetic: 6 hp, Nemesis(Scholar)--At the end of Proletariat's turn, each Hero target deals itself 1 infernal damage. Then, if the Scholar is active in this game, each Hero character card deals itself 1 toxic damage.

Friction
Surge Strike: One-Shot, Surge--Friction deals herself 1 lightning damage.Friction deals the Hero target with the highest HP X melee damage, where X = the number of surge cards in her trash.

There are 0 Surge cards in her trash, so nothing happens.

Fright Train
Unstoppable Momentum: One-Shot--Fright Train deals the Hero character card with the highest HP 2 melee damage. That Hero's player may discard 1 card. If they do not, Fright Train deals that Hero character card 2 more melee damage.

Either Guise or Cosmic needs to take the damage and decide whether to take more damage or discard a card.  Note that due to Engine of destruction, it is 3 and 3 damage, not 2 and 2.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Deaths Jester on May 10, 2015, 08:43:01 PM
I'll take the damage and trash Say Cheese.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 10, 2015, 08:53:53 PM
Lastly, Stolen Gear plays Highbrow: 6 hp, Nemesis(Parse)--The first time a hero card enters play each turn, this card deals the Hero target wih the highest HP 1 energy damage.If Parse is active in this game, increase damage dealt by this card by 1.

Now its Guise's turn

Villain Ongoing Effects
Each player cannot play more than 1 Hero card per turn.(Impulsion Beam)
Each Hero cannot use more than 1 Power per turn.(Impulsion Beam)
Reduce damage dealt to Baron Blade by 1.(Genetically Fused Physique)
Whenever Baron Blade deals damage to a Hero character card, that hero's player must discard 1 card(Displacing Teleporter)
Whenever Proletariat would be dealt non-Psychic damage, redirect it to the Clone with the lowest HP.(Proletariat)
Friction is immune to Lightning damage(Shock Dampeners)
The first time a hero card enters play each turn, Highbrow deals the Hero target with the highest HP 1 energy damage.(Highbrow)
Increase damage dealt by Fright Train by 1.(Engine of Destruction)
Increase the first damage dealt to Fright Train each turn by 1.(Engine of Destruction)

Hero Ongoing Effects

Environment Ongoing Effects

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)
Spoiler

Front Side
At the end of Baron Blade's villain turn, Baron Blade deals the hero target with the lowest HP and himself 2 melee damage.

Incompacitated
At the start of Baron Blade's villain turn, each Hero target deals itself 1 toxic damage.
HP: 31/32
Deck: 16
Trash: 1
In Play: 3
-Implusion Beam--Device, HP: 4/8
-Genetically Fused Physique--Ongoing
-Displacing Teleporter--Device, HP: 4/6
Spoiler

Genetically Fused Physique: Ongoing--Reduce damage dealt to Baron Blade by 1. At the end of Baron Blade's turn, Baron Blade regains 2 HP.
Impulsion Beam: 8 HP, Device--Each player cannot play more than 1 Hero card per turn. Each Hero cannot use more than 1 power per turn.
Displacing Teleporter: 6 hp, Device--Whenever Baron Blade deals damage to a Hero character card, that hero's player must discard 1 card


(http://www.sotm.freedomforceforever.com/banners/knyfe.png)
HP: 26/28
Available Powers:
Energy Lance: KNYFE deals 1 target 2 Energy damage.

Deck: 34
Hand: 4
Spoiler

Wrecking Uppercut: One-Shot--KNYFE deals 1 target 3 melee damage. Discard the top card of the villain deck.
Focusing Conduit-Blade: Equipment, Limited--Increase energy damage dealt by KNYFE by 1. Power: KNYFE deals 1 target 3 energy damage. Destroy this card. When this card is destroyed, you may play an equipment card.
Overdo It: Ongoing, Limited--At the start of your turn, you may play a card. At the end of your turn, KNYFE may deal herself 2 psychic damage. If she does not take damage this way, destroy this card.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Trash: 1
In Play: 1
-Overcharged Null-Shield--Equipment, Limited

Spoiler

Overcharged Null-Shield: Equipment, Limited--Reduce damage dealt to KNYFE by the villain target with the highest HP by 1. Power: Draw 2 cards. Destroy this card.

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Spoiler

Front Side
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incompacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.

HP: 18/20
Deck: 16
Trash: 0
In Play: 4
-Proletariate--Clone, HP: 2/6 Lowest Villain Target
-Proletariate--Clone, HP: 4/6
-Vyktor--Nemesis(Tempest), HP: 2/4 Lowest Villain Target
Hermetic--Nemesis(Scholar), HP: 6/6
Spoiler

Hermetic: 6 hp, Nemesis(Scholar)--At the end of Proletariat's turn, each Hero target deals itself 1 infernal damage. Then, if the Scholar is active in this game, each Hero character card deals itself 1 toxic damage.
Vyktor: 4 hp, Nemesis(Tempest)--At the end of Proletariat's turn, destroy all Hero targets with 2 or fewer HP. If Tempest is active in this game, increase damage dealt to Hero targets by 1.
Proletariat: 6 hp, Clone--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

(http://www.sotm.freedomforceforever.com/banners/TLTachyon.png)
HP: 26/28

Available Powers
Team Leader: Each Player draws 1 card.

Deck: 34
Hand: 5
Spoiler

Pushing the Limits: Ongoing, Limited--You may play an additional card during your play phase and draw an additional card during your draw phase. At the start of your turn, Tachyon may deal herself 2 Sonic Damage. If she takes no Damage this way, this card is destroyed.
Supersonic Response:One-Shot, Burst--Tachyon deals 1 Target 2 Melee Damage. If that Target dealt Tachyon Damage since your last turn, she deals that Target 2 Sonic Damage.
Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.
Sucker Punch: One-Shot, Burst--Destroy 1 Target with 2 or fewer HP.
Quick Insight:One-Shot, Burst--Draw 3 cards, discard 2 cards.
Trash: 0
In Play: 1
-Synaptic Interruption--Ongoing, Burst
Spoiler

Synaptic Interruption: Ongoing, Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.


(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)
Spoiler

Front Side
At the end of Friction's turn, Friction deals the Hero target with the highest HP 1 melee damage.

Incompacitated
At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

HP: 26/26
Deck: 15
Trash: 2
In Play: 3
-Stolen Gear--Device, HP: 5/7
-Shock Dampeners--Device, HP: 7/9
-Highbrow--Nemesis(Parse), HP: 6/6
Spoiler

Highbrow: 6 hp, Nemesis(Parse)--The first time a hero card enters play each turn, this card deals the Hero target with the highest HP 1 energy damage.If Parse is active in this game, increase damage dealt by this card by 1.
Stolen Gear: 7 hp, Device--At the end of Friction's turn, play the top card of Friction's deck.
Shock Dampeners: 9 hp, Device--Friction is immune to lightning damage.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 24/27 Lowest Hero Target

Available Powers
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!


Deck: 35
Truash: 0
Hand: 4
Spoiler

Super Ultra Kawaii!!   : Ongoing, Limited--I'm not just a hero, I'm a magical love prince! At the end of each Hero turn, if you have more than H cards in your hand, you may play a card.At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Blatant Reference: Ongoing, Limited--Look how cool I am! Just like that actor, whatshisname. At the end of each hero turn, you may discard 1 card. If you do, Guise deals 1 target 1 projectile damage. At the start of your turn, destroy this card.
Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)
Spoiler

Front Side
At the end of Fright Train's turn, Fright Train deals the Hero target with the highest HP 3 melee damage

Incompacitated
At the start of Fright Train's villain turn, the hero target with the highest HP deals themselves 2 toxic damage.

HP: 32/35 Highest Villain Target
Deck: 17
Trash: 1
In Play: 2
-Engine of Destruction--Ongoing
-The Crackjaw Crew--Nemesis(The Sentinels), HP: 11/11
Spoiler

Engine of Destruction: Ongoing--Increase damage dealt by Fright Train by 1.Increase the first damage dealt to Fright Train each turn by 1.
The Crackjaw Crew: 11 hp, Nemesis(The Sentinels)--At the end of Fright Traini's turn, this card deals the 2 Hero targets with the highest HP 1 energy damage each.Increase damage dealt by this card by 1 for each active member of the Sentinels.

(http://www.sotm.freedomforceforever.com/banners/captaincosmic.png)
HP: 27/27 Highest Hero Target

Available Powers
Fabrication: Reveal the top card of your deck. Put it into play or into your hand.


Deck: 35
Hand: 5
Spoiler

Autonomous Blade: 4 hp, Construct--Play this card next to a hero target.The first time that target deals damage each turn, this card deals 1 target 2 energy damage.
Augmented Ally: 4 hp, Construct--Play this card next to a hero character card.At the start of that hero's turn, their player may discard a card. If they do, they may use a power immediately.
Conservation of Energy: One-Shot--Destroy any number of construct cards.You may either draw X cards or play X cards, where X = the number of construct cards destroyed this way plus 1.
Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.
Wounding Buffer: 4 hp, Construct--Play this card next to a hero character card.The first time that hero character card is dealt damage by a target each turn, this card deals the source of that damage 2 energy damage.
Trash: 0
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Spoiler

Front Side
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incompacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.

HP: 23/25
Deck: 19
Trash: 0
In Play: 1
-Constant Prattle--Ongoing
Spoiler

Constant Prattle: Ongoing--At the end of Ermine's turn, discard the top card of each deck.

(http://www.sotm.freedomforceforever.com/banners/nightmist.png)
HP: 25/27

Available Powers
Investigate: Nightmist deals herself 2 Infernal Damage. Draw 2 cards.

Deck: 35
Hand: 5
Spoiler

Scouring Mists: Spell Power 4, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.
Elder Ring: Spell Power 1, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Elder Ring: Spell Power 2, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Oblivion: Spell Power 3, One-Shot, Spell--Reveal the top 2 cards of your deck.Nightmist deals each Target one of the revealed card's Spell Power Infernal Damage, then deals each non-Hero Target the other revealed card's [Spell] Infernal Damage. Put the revealed cards into your trash.
Oblivion: Spell Power 4, One-Shot, Spell--Reveal the top 2 cards of your deck.Nightmist deals each Target one of the revealed card's Spell Power Infernal Damage, then deals each non-Hero Target the other revealed card's [Spell] Infernal Damage. Put the revealed cards into your trash.
Trash: 0
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Deck: 15
Trash: 0
In Play: 0
Spoiler

Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Deaths Jester on May 11, 2015, 07:36:40 PM
I'll play Retcon to get rid of the Impulsion Beam, followed by using my power on Ermine.  I'll draw three and end my turn.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 11, 2015, 10:48:07 PM
Quote from: Deaths Jester on May 11, 2015, 07:36:40 PM
I'll play Retcon to get rid of the Impulsion Beam, followed by using my power on Ermine.  I'll draw three and end my turn.

I am afraid the Impulsion Beam is not an Ongoing card and is thus immune to the effects of Retcon.  Would you like to use it on something else?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Deaths Jester on May 12, 2015, 12:16:36 AM
Then I'll use it on Constant Prattle and switch my attack to the beam.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 12, 2015, 12:44:48 AM
You draw
Spoiler

Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.

That makes it Fright Train's turn.

(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)

Start: Nothing

Play: Major Flay: 7 hp, Nemesis(Visionary)--At the end of Fright Train's turn, this card deals the Hero target with the highest HP 2 lightning damage. If the Visionary is active in this tame, Villain Ongoing cards are indestructible.

End: Fright Train hits Captain Cosmic for 4.

The Crackjaw Crew hits KNYFE and Tachyon for 1 damage each.

Major Flay hits KNYFE, Tachyon, or Nightmist for 2 damage.  Who wants it?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on May 12, 2015, 01:09:16 AM
Nightmist has the best regeneration potential - she can take it.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 12, 2015, 01:48:43 AM
That makes it Captain Cosmic's turn.

Villain Ongoing Effects
Each player cannot play more than 1 Hero card per turn.(Impulsion Beam)
Each Hero cannot use more than 1 Power per turn.(Impulsion Beam)
Reduce damage dealt to Baron Blade by 1.(Genetically Fused Physique)
Whenever Baron Blade deals damage to a Hero character card, that hero's player must discard 1 card(Displacing Teleporter)
Whenever Proletariat would be dealt non-Psychic damage, redirect it to the Clone with the lowest HP.(Proletariat)
Friction is immune to Lightning damage(Shock Dampeners)
The first time a hero card enters play each turn, Highbrow deals the Hero target with the highest HP 1 energy damage.(Highbrow)
Increase damage dealt by Fright Train by 1.(Engine of Destruction)
Increase the first damage dealt to Fright Train each turn by 1.(Engine of Destruction)

Hero Ongoing Effects

Environment Ongoing Effects

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)
Spoiler

Front Side
At the end of Baron Blade's villain turn, Baron Blade deals the hero target with the lowest HP and himself 2 melee damage.

Incompacitated
At the start of Baron Blade's villain turn, each Hero target deals itself 1 toxic damage.
HP: 31/32
Deck: 16
Trash: 1
In Play: 3
-Implusion Beam--Device, HP: 3/8
-Genetically Fused Physique--Ongoing
-Displacing Teleporter--Device, HP: 4/6
Spoiler

Genetically Fused Physique: Ongoing--Reduce damage dealt to Baron Blade by 1. At the end of Baron Blade's turn, Baron Blade regains 2 HP.
Impulsion Beam: 8 HP, Device--Each player cannot play more than 1 Hero card per turn. Each Hero cannot use more than 1 power per turn.
Displacing Teleporter: 6 hp, Device--Whenever Baron Blade deals damage to a Hero character card, that hero's player must discard 1 card


(http://www.sotm.freedomforceforever.com/banners/knyfe.png)
HP: 25/28 Highest Hero Target
Available Powers:
Energy Lance: KNYFE deals 1 target 2 Energy damage.

Deck: 34
Hand: 4
Spoiler

Wrecking Uppercut: One-Shot--KNYFE deals 1 target 3 melee damage. Discard the top card of the villain deck.
Focusing Conduit-Blade: Equipment, Limited--Increase energy damage dealt by KNYFE by 1. Power: KNYFE deals 1 target 3 energy damage. Destroy this card. When this card is destroyed, you may play an equipment card.
Overdo It: Ongoing, Limited--At the start of your turn, you may play a card. At the end of your turn, KNYFE may deal herself 2 psychic damage. If she does not take damage this way, destroy this card.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Trash: 1
In Play: 1
-Overcharged Null-Shield--Equipment, Limited

Spoiler

Overcharged Null-Shield: Equipment, Limited--Reduce damage dealt to KNYFE by the villain target with the highest HP by 1. Power: Draw 2 cards. Destroy this card.

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Spoiler

Front Side
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incompacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.

HP: 18/20
Deck: 16
Trash: 0
In Play: 4
-Proletariate--Clone, HP: 2/6 Lowest Villain Target
-Proletariate--Clone, HP: 4/6
-Vyktor--Nemesis(Tempest), HP: 2/4 Lowest Villain Target
Hermetic--Nemesis(Scholar), HP: 6/6
Spoiler

Hermetic: 6 hp, Nemesis(Scholar)--At the end of Proletariat's turn, each Hero target deals itself 1 infernal damage. Then, if the Scholar is active in this game, each Hero character card deals itself 1 toxic damage.
Vyktor: 4 hp, Nemesis(Tempest)--At the end of Proletariat's turn, destroy all Hero targets with 2 or fewer HP. If Tempest is active in this game, increase damage dealt to Hero targets by 1.
Proletariat: 6 hp, Clone--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

(http://www.sotm.freedomforceforever.com/banners/TLTachyon.png)
HP: 25/28 Highest Hero Target

Available Powers
Team Leader: Each Player draws 1 card.

Deck: 34
Hand: 5
Spoiler

Pushing the Limits: Ongoing, Limited--You may play an additional card during your play phase and draw an additional card during your draw phase. At the start of your turn, Tachyon may deal herself 2 Sonic Damage. If she takes no Damage this way, this card is destroyed.
Supersonic Response:One-Shot, Burst--Tachyon deals 1 Target 2 Melee Damage. If that Target dealt Tachyon Damage since your last turn, she deals that Target 2 Sonic Damage.
Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.
Sucker Punch: One-Shot, Burst--Destroy 1 Target with 2 or fewer HP.
Quick Insight:One-Shot, Burst--Draw 3 cards, discard 2 cards.
Trash: 0
In Play: 1
-Synaptic Interruption--Ongoing, Burst
Spoiler

Synaptic Interruption: Ongoing, Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.


(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)
Spoiler

Front Side
At the end of Friction's turn, Friction deals the Hero target with the highest HP 1 melee damage.

Incompacitated
At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

HP: 26/26
Deck: 15
Trash: 2
In Play: 3
-Stolen Gear--Device, HP: 5/7
-Shock Dampeners--Device, HP: 7/9
-Highbrow--Nemesis(Parse), HP: 6/6
Spoiler

Highbrow: 6 hp, Nemesis(Parse)--The first time a hero card enters play each turn, this card deals the Hero target with the highest HP 1 energy damage.If Parse is active in this game, increase damage dealt by this card by 1.
Stolen Gear: 7 hp, Device--At the end of Friction's turn, play the top card of Friction's deck.
Shock Dampeners: 9 hp, Device--Friction is immune to lightning damage.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 24/27

Available Powers
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!


Deck: 35
Truash: 0
Hand: 4
Spoiler

Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Super Ultra Kawaii!!   : Ongoing, Limited--I'm not just a hero, I'm a magical love prince! At the end of each Hero turn, if you have more than H cards in your hand, you may play a card.At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Blatant Reference: Ongoing, Limited--Look how cool I am! Just like that actor, whatshisname. At the end of each hero turn, you may discard 1 card. If you do, Guise deals 1 target 1 projectile damage. At the start of your turn, destroy this card.
Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)
Spoiler

Front Side
At the end of Fright Train's turn, Fright Train deals the Hero target with the highest HP 3 melee damage

Incompacitated
At the start of Fright Train's villain turn, the hero target with the highest HP deals themselves 2 toxic damage.

HP: 32/35 Highest Villain Target
Deck: 16
Trash: 1
In Play: 3
-Engine of Destruction--Ongoing
-The Crackjaw Crew--Nemesis(The Sentinels), HP: 11/11
-Major Flay--Nemesis(The Sentinels), HP: 7/7
Spoiler

Major Flay: 7 hp, Nemesis(Visionary)--At the end of Fright Train's turn, this card deals the Hero target with the highest HP 2 lightning damage. If the Visionary is active in this tame, Villain Ongoing cards are indestructible.
Engine of Destruction: Ongoing--Increase damage dealt by Fright Train by 1.Increase the first damage dealt to Fright Train each turn by 1.
The Crackjaw Crew: 11 hp, Nemesis(The Sentinels)--At the end of Fright Traini's turn, this card deals the 2 Hero targets with the highest HP 1 energy damage each.Increase damage dealt by this card by 1 for each active member of the Sentinels.

(http://www.sotm.freedomforceforever.com/banners/captaincosmic.png)
HP: 23/27

Available Powers
Fabrication: Reveal the top card of your deck. Put it into play or into your hand.


Deck: 35
Hand: 5
Spoiler

Autonomous Blade: 4 hp, Construct--Play this card next to a hero target.The first time that target deals damage each turn, this card deals 1 target 2 energy damage.
Augmented Ally: 4 hp, Construct--Play this card next to a hero character card.At the start of that hero's turn, their player may discard a card. If they do, they may use a power immediately.
Conservation of Energy: One-Shot--Destroy any number of construct cards.You may either draw X cards or play X cards, where X = the number of construct cards destroyed this way plus 1.
Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.
Wounding Buffer: 4 hp, Construct--Play this card next to a hero character card.The first time that hero character card is dealt damage by a target each turn, this card deals the source of that damage 2 energy damage.
Trash: 0
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Spoiler

Front Side
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incompacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.

HP: 23/25
Deck: 19
Trash: 1
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/nightmist.png)
HP: 23/27 Lowest Hero Target

Available Powers
Investigate: Nightmist deals herself 2 Infernal Damage. Draw 2 cards.

Deck: 35
Hand: 5
Spoiler

Scouring Mists: Spell Power 4, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.
Elder Ring: Spell Power 1, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Elder Ring: Spell Power 2, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Oblivion: Spell Power 3, One-Shot, Spell--Reveal the top 2 cards of your deck.Nightmist deals each Target one of the revealed card's Spell Power Infernal Damage, then deals each non-Hero Target the other revealed card's [Spell] Infernal Damage. Put the revealed cards into your trash.
Oblivion: Spell Power 4, One-Shot, Spell--Reveal the top 2 cards of your deck.Nightmist deals each Target one of the revealed card's Spell Power Infernal Damage, then deals each non-Hero Target the other revealed card's [Spell] Infernal Damage. Put the revealed cards into your trash.
Trash: 0
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Deck: 15
Trash: 0
In Play: 0
Spoiler

Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on May 12, 2015, 05:29:19 PM
Man, there sure is a lot of things going on. So what's the plan? Who do we need to take out first?

I'm thinking the Impulsion Beam and the Displacing Teleporter hampers some of our abilities. Like playing 2 cards per turn.

But there are so many more villain targets to consider. Like Friction's ability to destroy equipment and ongoing cards and Fright Train's high damage attacks.

Right now, i'm considering playing wounding buffer giving us opportunities to counter attack more than one target? But i'm not sure who/where to place it. Who would be likely to receive more hits? The hero with highest hp or lowest?

Proletariat has a low hp and attacks the hero with the highest hp but has 2 clones to absorb the damage.

Baron Blade attacks the highest hero hp but has armor and healing abilities.

Hermetic has low hp. Although he could attack everyone, it's a bit weak.

Fright Train attacks high hp heroes but has a weak attack that can hurt every hero.


Then the only other option i see, would be Autonomous Blade. It can be a great help offensively for someone who can attack many per round or per hero's turn. Like Guise's Blatant reference, but it may a bit early to use it since it involves discarding cards.

So what do you guys think/suggest?


Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: HarryTrotter on May 12, 2015, 05:52:54 PM
Im all for taking out Impulsion beam first.For the rest,Im okay with any plan you have.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on May 12, 2015, 07:14:34 PM
UY gave an agreeable overview a bit ago. But holy moly, a lot happens here.

I think it may be wise to focus on one or two targets at a time and strategise as we go along, with UY's master plan to guide us. Far too much happens all the time to be able to plan ahead.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 12, 2015, 08:40:40 PM
I just realized I forget to deal Highbrow's damage for playing a card.  If I can make a simple adjustment I will otherwise, I won't worry about it and will carry on.

And yeah, with the V5 there's a LOT going on.  It's manageable I've found, but you have to work together.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on May 13, 2015, 12:39:02 AM
Again, I'd advise focusing damage on one arch villain.  Any minor villains in their deck will be destroyed when they're incapped and I tend to not worry too much about them.  My favorite first target is Friction, but most important is for everyone to be on the same page and not working to cross purposes.  I do think Impulsion Beam is a priority, though. 
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 13, 2015, 08:46:28 PM
Quote from: Outcast on May 12, 2015, 05:29:19 PM
Then the only other option i see, would be Autonomous Blade. It can be a great help offensively for someone who can attack many per round or per hero's turn. Like Guise's Blatant reference, but it may a bit early to use it since it involves discarding cards.

Just to be clear, Autonomous Blade does NOT require discarding of cards.  Augmented Hero does, and it does something quite different.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on May 13, 2015, 10:05:55 PM
I think he was referring to Blatant Reference requiring the discarding of cards.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 13, 2015, 10:07:06 PM
Quote from: Uncle Yuan on May 13, 2015, 10:05:55 PM
I think he was referring to Blatant Reference requiring the discarding of cards.

Ah yes, probably.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Deaths Jester on May 14, 2015, 07:46:34 PM
Quote from: catwhowalksbyhimself on May 13, 2015, 08:46:28 PM
Quote from: Outcast on May 12, 2015, 05:29:19 PM
Then the only other option i see, would be Autonomous Blade. It can be a great help offensively for someone who can attack many per round or per hero's turn. Like Guise's Blatant reference, but it may a bit early to use it since it involves discarding cards.

It's way too early for Blatant Reference.  Besides, I need to setup Guise the Barbarian before using Blatant Reference so that I do quite a bit more damage with my regular attack.  (Note: I plan on holding on to my current Retcon card for a bit, just in case we do decide to go for this route.)
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on May 15, 2015, 05:04:13 AM
Sorry for the delay but i thought i had already posted my play this turn. It would seem that my post didn't generate for some reason.

Ok. I had decided to play Autonomous Blade since this would give us some control on who we decide to attack compared to Wounding Buffer.

I also decided to place Autonomous Blade beside KNYFE. I think this would help add to her attacking abilities. I would have given it to NightMist since she is next to attack and could probably destroy quickly any targets that needed to be eliminated. I just thought KNYFE could use the assist as well, being the second member of our team to attack after my turn.

If you guys think there is a more better option, i'm still open and willing to retcon this decision.
Otherwise, i'll go ahead with that. And use my power to draw a card to put in my hand. Then draw another card to end my turn.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on May 15, 2015, 07:32:45 AM
Appreciated, Outcast. I haven't really had time to delve into the details of this round, so happy to agree someone else having it/playing another card if someone more attuned to whats happening speaks up. UY?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on May 15, 2015, 10:31:34 PM
I'm probably going to play Oblivion on my turn, so I'd get some use out of it.  Plus my base power is a self-damage attack, which counts.  Ideally this would go to a hero who has good out-of-turn attack potential, but I don't think we have one of those yet.  Guise should definitely have one if he gets his Blatant Reference going.  Anyone with a retribution attack should get one.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on May 15, 2015, 11:53:59 PM
Quote from: Uncle Yuan on May 15, 2015, 10:31:34 PM
I'm probably going to play Oblivion on my turn, so I'd get some use out of it.  Plus my base power is a self-damage attack, which counts.  Ideally this would go to a hero who has good out-of-turn attack potential, but I don't think we have one of those yet.  Guise should definitely have one if he gets his Blatant Reference going.  Anyone with a retribution attack should get one.

Initially, i thought only damage inflicted to an enemy target would count so i also thought it would be good to give it to someone who has that kind of a base power like KNYFE. But if NightMist's self inflicted damage counts, i guess giving her the blade would help make that sacrifice a little bit more worth it.

Ok. I'll place Autonomous Blade beside NightMist instead. Rest of my play stays the same.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on May 16, 2015, 03:34:12 PM
Suits me.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 16, 2015, 05:18:31 PM
Your power reveals Sustained Influence: Ongoing--Whenever a construct card is destroyed, you may destroy this card to put that construct back into play.

You may put it into your hand or directly into play.  Not sure if you missed that part, so I'll give you a chance to decide.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on May 16, 2015, 11:37:53 PM
I would if i could but the impulsion beam prevents me from doing so.

Hopefully, i can still draw some good constructs like Autonomous Blade for everyone Reepicheep.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 16, 2015, 11:51:51 PM
Quote from: Outcast on May 16, 2015, 11:37:53 PM
I would if i could but the impulsion beam prevents me from doing so.

Hopefully, i can still draw some good constructs like Autonomous Blade for everyone Reepicheep.

Nope, the Impulsion Beam only prevents you from playing more than one card per turn.  Your power does not play cards, it puts them into play, so it is not affected by Impulsion Beam.

Since you said you would do so if you could, I will put it into play for you.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 16, 2015, 11:59:59 PM
You draw Construct Cataclysm: One-Shot--Destroy all construct cards.Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.

I forgot that putting that card into play will do the highest 1 point of damage, so you still might not wish to put Sustain Influence into play.  I'll wait for your decision.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on May 17, 2015, 02:22:49 AM
Hmmm... i thought by playing Autonomous Blade, that it would be the first hero card that would be put into play during my turn. Triggering the effect of Highbrow to deal 1 hp damage to the highest hero. So then, if i am able to use my power to put Sustained Influence into play, wouldn't it count as the 2nd hero card played during my turn?

Are there any villains capable of targeting my constructs? I don't think they count as hero targets so i think they would be safe at the moment. So, if playing Sustained Influence would inflict 1 more energy damage to another hero, i think i'll just add it to my hand instead.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 17, 2015, 03:01:39 AM
Quote from: Outcast on May 17, 2015, 02:22:49 AM
Hmmm... i thought by playing Autonomous Blade, that it would be the first hero card that would be put into play during my turn. Triggering the effect of Highbrow to deal 1 hp damage to the highest hero. So then, if i am able to use my power to put Sustained Influence into play, wouldn't it count as the 2nd hero card played during my turn?

My mistake.  It is only the 1rst time per turn, so it wouldn't trigger any further damage.  So many different effects to keep track of.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 17, 2015, 03:02:52 AM
Quote from: Outcast on May 17, 2015, 02:22:49 AM
Are there any villains capable of targeting my constructs? I don't think they count as hero targets so i think they would be safe at the moment.

Constructs are hero card and they have hitpoint, so that makes them hero targets automatically.  Anything that hit the Hero target with the lowest hp would target them.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 17, 2015, 03:05:59 AM
So now we continue.

(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)

Start: Nothing

Play: Long Con: One-Shot--Each player discards 1 card. Ermine regains 3 HP.

Everyone should discard a card now.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: HarryTrotter on May 17, 2015, 09:00:43 AM
I drop Sucker punch.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on May 17, 2015, 09:52:13 AM
I'll discard Elder Ring [1].
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on May 17, 2015, 04:11:03 PM
Quote from: catwhowalksbyhimself on May 17, 2015, 03:02:52 AM
Quote from: Outcast on May 17, 2015, 02:22:49 AM
Are there any villains capable of targeting my constructs? I don't think they count as hero targets so i think they would be safe at the moment.

Constructs are hero card and they have hitpoint, so that makes them hero targets automatically.  Anything that hit the Hero target with the lowest hp would target them.

Quote from: catwhowalksbyhimself on May 17, 2015, 03:01:39 AM
Quote from: Outcast on May 17, 2015, 02:22:49 AM
Hmmm... i thought by playing Autonomous Blade, that it would be the first hero card that would be put into play during my turn. Triggering the effect of Highbrow to deal 1 hp damage to the highest hero. So then, if i am able to use my power to put Sustained Influence into play, wouldn't it count as the 2nd hero card played during my turn?

My mistake.  It is only the 1rst time per turn, so it wouldn't trigger any further damage.  So many different effects to keep track of.

Well, now that i know my constructs are also considered hero targets and i could play Sustained Influence without triggering any additional damage to my teammates, i would like my power to put it into play if i may still do so. It can come in handy in case Autonomous Blade gets destroyed.

I'll discard Conservation of Energy for Ermine's play.

Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Deaths Jester on May 17, 2015, 06:40:27 PM
I'll toss Uh, Yeah, I'm That Guy!...man, my hand is getting so small....
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on May 18, 2015, 09:45:41 AM
Tough choice, but I'll lose Overdo it.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 20, 2015, 12:07:52 AM
Aright now for the end.

End: Reveal Heavy Hitter: One-Shot--Move 1 Hero Ongoing or Equipment card from play to the top of the associated Hero's deck.Ermine deals the Hero target with the second lowest HP 3 melee damage.

Alright, so who wants to volunteer an Ongoing or Equipment card to go back on top of their deck?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on May 20, 2015, 06:26:49 AM
You can put Sustained Influence back on top of my deck.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 20, 2015, 09:23:33 PM
Either Nightmist or Cosmic needs to take 3 damage, then we can proceed with Nightmist's turn.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on May 20, 2015, 11:18:14 PM
Nightmist can take it.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 20, 2015, 11:21:37 PM
Then Nightmist, take your turn.

Villain Ongoing Effects
Each player cannot play more than 1 Hero card per turn.(Impulsion Beam)
Each Hero cannot use more than 1 Power per turn.(Impulsion Beam)
Reduce damage dealt to Baron Blade by 1.(Genetically Fused Physique)
Whenever Baron Blade deals damage to a Hero character card, that hero's player must discard 1 card(Displacing Teleporter)
Whenever Proletariat would be dealt non-Psychic damage, redirect it to the Clone with the lowest HP.(Proletariat)
Friction is immune to Lightning damage(Shock Dampeners)
The first time a hero card enters play each turn, Highbrow deals the Hero target with the highest HP 1 energy damage.(Highbrow)
Increase damage dealt by Fright Train by 1.(Engine of Destruction)
Increase the first damage dealt to Fright Train each turn by 1.(Engine of Destruction)

Hero Ongoing Effects

Environment Ongoing Effects

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)
Spoiler

Front Side
At the end of Baron Blade's villain turn, Baron Blade deals the hero target with the lowest HP and himself 2 melee damage.

Incompacitated
At the start of Baron Blade's villain turn, each Hero target deals itself 1 toxic damage.
HP: 31/32
Deck: 16
Trash: 1
In Play: 3
-Implusion Beam--Device, HP: 3/8
-Genetically Fused Physique--Ongoing
-Displacing Teleporter--Device, HP: 4/6
Spoiler

Genetically Fused Physique: Ongoing--Reduce damage dealt to Baron Blade by 1. At the end of Baron Blade's turn, Baron Blade regains 2 HP.
Impulsion Beam: 8 HP, Device--Each player cannot play more than 1 Hero card per turn. Each Hero cannot use more than 1 power per turn.
Displacing Teleporter: 6 hp, Device--Whenever Baron Blade deals damage to a Hero character card, that hero's player must discard 1 card


(http://www.sotm.freedomforceforever.com/banners/knyfe.png)
HP: 24/28 Highest Hero Target
Available Powers:
Energy Lance: KNYFE deals 1 target 2 Energy damage.

Deck: 34
Hand: 3
Spoiler

Wrecking Uppercut: One-Shot--KNYFE deals 1 target 3 melee damage. Discard the top card of the villain deck.
Focusing Conduit-Blade: Equipment, Limited--Increase energy damage dealt by KNYFE by 1. Power: KNYFE deals 1 target 3 energy damage. Destroy this card. When this card is destroyed, you may play an equipment card.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Trash: 2
In Play: 1
-Overcharged Null-Shield--Equipment, Limited

Spoiler

Overcharged Null-Shield: Equipment, Limited--Reduce damage dealt to KNYFE by the villain target with the highest HP by 1. Power: Draw 2 cards. Destroy this card.

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Spoiler

Front Side
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incompacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.

HP: 18/20
Deck: 16
Trash: 0
In Play: 4
-Proletariate--Clone, HP: 2/6 Lowest Villain Target
-Proletariate--Clone, HP: 4/6
-Vyktor--Nemesis(Tempest), HP: 2/4 Lowest Villain Target
Hermetic--Nemesis(Scholar), HP: 6/6
Spoiler

Hermetic: 6 hp, Nemesis(Scholar)--At the end of Proletariat's turn, each Hero target deals itself 1 infernal damage. Then, if the Scholar is active in this game, each Hero character card deals itself 1 toxic damage.
Vyktor: 4 hp, Nemesis(Tempest)--At the end of Proletariat's turn, destroy all Hero targets with 2 or fewer HP. If Tempest is active in this game, increase damage dealt to Hero targets by 1.
Proletariat: 6 hp, Clone--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

(http://www.sotm.freedomforceforever.com/banners/TLTachyon.png)
HP: 24/28 Highest Hero Target

Available Powers
Team Leader: Each Player draws 1 card.

Deck: 34
Hand: 4
Spoiler

Pushing the Limits: Ongoing, Limited--You may play an additional card during your play phase and draw an additional card during your draw phase. At the start of your turn, Tachyon may deal herself 2 Sonic Damage. If she takes no Damage this way, this card is destroyed.
Supersonic Response:One-Shot, Burst--Tachyon deals 1 Target 2 Melee Damage. If that Target dealt Tachyon Damage since your last turn, she deals that Target 2 Sonic Damage.
Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.
Quick Insight:One-Shot, Burst--Draw 3 cards, discard 2 cards.
Trash: 1(1 Burst)
In Play: 1
-Synaptic Interruption--Ongoing, Burst
Spoiler

Synaptic Interruption: Ongoing, Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.


(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)
Spoiler

Front Side
At the end of Friction's turn, Friction deals the Hero target with the highest HP 1 melee damage.

Incompacitated
At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

HP: 26/26
Deck: 15
Trash: 2
In Play: 3
-Stolen Gear--Device, HP: 5/7
-Shock Dampeners--Device, HP: 7/9
-Highbrow--Nemesis(Parse), HP: 6/6
Spoiler

Highbrow: 6 hp, Nemesis(Parse)--The first time a hero card enters play each turn, this card deals the Hero target with the highest HP 1 energy damage.If Parse is active in this game, increase damage dealt by this card by 1.
Stolen Gear: 7 hp, Device--At the end of Friction's turn, play the top card of Friction's deck.
Shock Dampeners: 9 hp, Device--Friction is immune to lightning damage.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 24/27 Highest Hero Target

Available Powers
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!


Deck: 35
Hand: 5
Spoiler

Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Super Ultra Kawaii!!   : Ongoing, Limited--I'm not just a hero, I'm a magical love prince! At the end of each Hero turn, if you have more than H cards in your hand, you may play a card.At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Blatant Reference: Ongoing, Limited--Look how cool I am! Just like that actor, whatshisname. At the end of each hero turn, you may discard 1 card. If you do, Guise deals 1 target 1 projectile damage. At the start of your turn, destroy this card.
Trash: 1
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)
Spoiler

Front Side
At the end of Fright Train's turn, Fright Train deals the Hero target with the highest HP 3 melee damage

Incompacitated
At the start of Fright Train's villain turn, the hero target with the highest HP deals themselves 2 toxic damage.

HP: 32/35 Highest Villain Target
Deck: 16
Trash: 1
In Play: 3
-Engine of Destruction--Ongoing
-The Crackjaw Crew--Nemesis(The Sentinels), HP: 11/11
-Major Flay--Nemesis(The Sentinels), HP: 7/7
Spoiler

Major Flay: 7 hp, Nemesis(Visionary)--At the end of Fright Train's turn, this card deals the Hero target with the highest HP 2 lightning damage. If the Visionary is active in this tame, Villain Ongoing cards are indestructible.
Engine of Destruction: Ongoing--Increase damage dealt by Fright Train by 1.Increase the first damage dealt to Fright Train each turn by 1.
The Crackjaw Crew: 11 hp, Nemesis(The Sentinels)--At the end of Fright Traini's turn, this card deals the 2 Hero targets with the highest HP 1 energy damage each.Increase damage dealt by this card by 1 for each active member of the Sentinels.

(http://www.sotm.freedomforceforever.com/banners/captaincosmic.png)
HP: 23/27

Available Powers
Fabrication: Reveal the top card of your deck. Put it into play or into your hand.


Deck: 34
Hand: 4
Spoiler

Construct Cataclysm: One-Shot--Destroy all construct cards.Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
Augmented Ally: 4 hp, Construct--Play this card next to a hero character card.At the start of that hero's turn, their player may discard a card. If they do, they may use a power immediately.
Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.
Wounding Buffer: 4 hp, Construct--Play this card next to a hero character card.The first time that hero character card is dealt damage by a target each turn, this card deals the source of that damage 2 energy damage.
Trash: 1
In Play: 1
-Sustained Influence--Ongoing
-Autonomous Blade--Construct, Next to Nightmist, HP: 4/4 Lowest Hero Target


Spoiler

Autonomous Blade: 4 hp, Construct--Play this card next to a hero target.The first time that target deals damage each turn, this card deals 1 target 2 energy damage.

(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Spoiler

Front Side
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incompacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.

HP: 25/25
Deck: 18
Trash: 2
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/nightmist.png)
HP: 20/27

Available Powers
Investigate: Nightmist deals herself 2 Infernal Damage. Draw 2 cards.

Deck: 35
Hand: 4
Spoiler

Scouring Mists: Spell Power 4, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.
Elder Ring: Spell Power 2, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Oblivion: Spell Power 3, One-Shot, Spell--Reveal the top 2 cards of your deck.Nightmist deals each Target one of the revealed card's Spell Power Infernal Damage, then deals each non-Hero Target the other revealed card's [Spell] Infernal Damage. Put the revealed cards into your trash.
Oblivion: Spell Power 4, One-Shot, Spell--Reveal the top 2 cards of your deck.Nightmist deals each Target one of the revealed card's Spell Power Infernal Damage, then deals each non-Hero Target the other revealed card's [Spell] Infernal Damage. Put the revealed cards into your trash.
Trash: 1
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Deck: 15
Trash: 0
In Play: 0
Spoiler

Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on May 21, 2015, 10:16:13 AM
Nightmist steps from the shadow at the base of a laser turret and her body shifts wholly solid, though her wounds bleed a steady stream of fog.  "Hang on to your hats, kids.  This is going to hurt.  I'd apologize, but trust me, it's going to hurt them more!"  Tendils of mist stream from her fingertips as Nightmist deftly traces a harsh appearing sigil in the air.  You feel a deep vibration in your bones as she calls out in a startlingly deep voice, "Noivilbo!".  The sigil explodes into countless shards of mist that streak towards all parts of the surrounding area.  (play Oblivion [3])

awaiting reveal . . .
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 21, 2015, 08:53:54 PM
Starshield Necklace[3] and Amulet of the Elder Gods[2]

I'm assuming everyone takes 2 and non-Heroes take 3, but that's your call.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on May 22, 2015, 01:59:59 AM
Sparks fly, lights flicker and people shriek as mystic shards hit nearly every object in the room.  As promised though, the largest shards seem inexorably drawn to the villains and their equipment.

(The only attack order that I think is critical is Proletariat.  First two point shard to the lowest (2/6 HP) clone, second two point shard to the remaining clone (4/6 => 2/6), then a two point shard to Proletariat will be redirected to that last clone, taking it out.  That should leave Proletariat alone to take the 3 point attack.)

With a quick and somewhat awkward twist of her wrist Nightmist summons a massive ethereal tome to float in front of her.  She visibly winces as she opens it.  Mist streams in thick bands from her eyes, nose, mouth, ears and all wounds, and is sucked into the book.  "Gods above and below, sometimes I really hate this damn thing," she mutters and begins rapidly paging through it (Investigate).
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 22, 2015, 02:19:28 AM
Someone other than Cosmic or Nightmist needs to take Highbrow's damage.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: HarryTrotter on May 22, 2015, 10:00:24 AM
I can take the damage,if nobody else wont.
Can I redirect it with Synaptic interuption?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on May 22, 2015, 02:39:47 PM
I may not be available for my next turn, but assuming Oblivion knocked out the Impulsion Beam, so when my turn comes around I will play both Wrecking Uppercut and Energy Lance on Friction.

PM me if I need to make a decision beforehand and I might just catch it.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on May 22, 2015, 05:33:21 PM
Quote from: Spade on May 22, 2015, 10:00:24 AM
I can take the damage,if nobody else wont.
Can I redirect it with Synaptic interuption?

No, that only triggers for 3 our more damage.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: HarryTrotter on May 22, 2015, 05:57:36 PM
Okay,then Im just taking the damage.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 22, 2015, 09:09:02 PM
That makes it the environment's turn.

(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Start: Nothing

Play: M.D.P. Turbolift: When this card enters play, reveal cards from the top of the Environment deck until a Structure or Level card is revealed.Put it into play, discard the other revealed cards, and destroy this card.

The first card revealed is Structure.  It is Shield Generator: 6 hp, Structure   --Reduce damage dealt to Environment targets by 1.

End: Nothing.

It is now Baron Blade's turn

Just realized we forgot to apply the Autonomous Blade's damage.  If we kill Highbrow, we can cancel that last damage.

A situation update for the purposes of determining target.  Ignore the Shield Generator.

Villain Ongoing Effects
Each player cannot play more than 1 Hero card per turn.(Impulsion Beam)
Each Hero cannot use more than 1 Power per turn.(Impulsion Beam)
Reduce damage dealt to Baron Blade by 1.(Genetically Fused Physique)
Whenever Baron Blade deals damage to a Hero character card, that hero's player must discard 1 card(Displacing Teleporter)
Whenever Proletariat would be dealt non-Psychic damage, redirect it to the Clone with the lowest HP.(Proletariat)
Friction is immune to Lightning damage(Shock Dampeners)
The first time a hero card enters play each turn, Highbrow deals the Hero target with the highest HP 1 energy damage.(Highbrow)
Increase damage dealt by Fright Train by 1.(Engine of Destruction)
Increase the first damage dealt to Fright Train each turn by 1.(Engine of Destruction)

Hero Ongoing Effects

Environment Ongoing Effects
Reduce damage dealt to Environment targets by 1.(Shield Generator)

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)
Spoiler

Front Side
At the end of Baron Blade's villain turn, Baron Blade deals the hero target with the lowest HP and himself 2 melee damage.

Incompacitated
At the start of Baron Blade's villain turn, each Hero target deals itself 1 toxic damage.
HP: 28/32
Deck: 16
Trash: 3
In Play: 1
-Genetically Fused Physique--Ongoing
Spoiler

Genetically Fused Physique: Ongoing--Reduce damage dealt to Baron Blade by 1. At the end of Baron Blade's turn, Baron Blade regains 2 HP.


(http://www.sotm.freedomforceforever.com/banners/knyfe.png)
HP: 22/28 Highest Hero Target
Available Powers:
Energy Lance: KNYFE deals 1 target 2 Energy damage.

Deck: 34
Hand: 3
Spoiler

Wrecking Uppercut: One-Shot--KNYFE deals 1 target 3 melee damage. Discard the top card of the villain deck.
Focusing Conduit-Blade: Equipment, Limited--Increase energy damage dealt by KNYFE by 1. Power: KNYFE deals 1 target 3 energy damage. Destroy this card. When this card is destroyed, you may play an equipment card.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Trash: 2
In Play: 1
-Overcharged Null-Shield--Equipment, Limited

Spoiler

Overcharged Null-Shield: Equipment, Limited--Reduce damage dealt to KNYFE by the villain target with the highest HP by 1. Power: Draw 2 cards. Destroy this card.

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Spoiler

Front Side
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incompacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.

HP: 15/20
Deck: 16
Trash: 0
In Play: 4
Hermetic--Nemesis(Scholar), HP: 1/6
Spoiler

Hermetic: 6 hp, Nemesis(Scholar)--At the end of Proletariat's turn, each Hero target deals itself 1 infernal damage. Then, if the Scholar is active in this game, each Hero character card deals itself 1 toxic damage.
Proletariat: 6 hp, Clone--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

(http://www.sotm.freedomforceforever.com/banners/TLTachyon.png)
HP: 21/28

Available Powers
Team Leader: Each Player draws 1 card.

Deck: 34
Hand: 4
Spoiler

Pushing the Limits: Ongoing, Limited--You may play an additional card during your play phase and draw an additional card during your draw phase. At the start of your turn, Tachyon may deal herself 2 Sonic Damage. If she takes no Damage this way, this card is destroyed.
Supersonic Response:One-Shot, Burst--Tachyon deals 1 Target 2 Melee Damage. If that Target dealt Tachyon Damage since your last turn, she deals that Target 2 Sonic Damage.
Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.
Quick Insight:One-Shot, Burst--Draw 3 cards, discard 2 cards.
Trash: 1(1 Burst)
In Play: 1
-Synaptic Interruption--Ongoing, Burst
Spoiler

Synaptic Interruption: Ongoing, Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.


(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)
Spoiler

Front Side
At the end of Friction's turn, Friction deals the Hero target with the highest HP 1 melee damage.

Incompacitated
At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

HP: 21/26
Deck: 15
Trash: 2
In Play: 3
-Shock Dampeners--Device, HP: 2/9
-Highbrow--Nemesis(Parse), HP: 1/6
Spoiler

Highbrow: 6 hp, Nemesis(Parse)--The first time a hero card enters play each turn, this card deals the Hero target with the highest HP 1 energy damage.If Parse is active in this game, increase damage dealt by this card by 1.
Shock Dampeners: 9 hp, Device--Friction is immune to lightning damage.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 22/27 Highest Hero Target

Available Powers
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!


Deck: 35
Hand: 5
Spoiler

Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Super Ultra Kawaii!!   : Ongoing, Limited--I'm not just a hero, I'm a magical love prince! At the end of each Hero turn, if you have more than H cards in your hand, you may play a card.At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Blatant Reference: Ongoing, Limited--Look how cool I am! Just like that actor, whatshisname. At the end of each hero turn, you may discard 1 card. If you do, Guise deals 1 target 1 projectile damage. At the start of your turn, destroy this card.
Trash: 1
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)
Spoiler

Front Side
At the end of Fright Train's turn, Fright Train deals the Hero target with the highest HP 3 melee damage

Incompacitated
At the start of Fright Train's villain turn, the hero target with the highest HP deals themselves 2 toxic damage.

HP: 25/35 Highest Villain Target
Deck: 16
Trash: 1
In Play: 3
-Engine of Destruction--Ongoing
-The Crackjaw Crew--Nemesis(The Sentinels), HP: 6/11
-Major Flay--Nemesis(The Sentinels), HP: 2/7
Spoiler

Major Flay: 7 hp, Nemesis(Visionary)--At the end of Fright Train's turn, this card deals the Hero target with the highest HP 2 lightning damage. If the Visionary is active in this tame, Villain Ongoing cards are indestructible.
Engine of Destruction: Ongoing--Increase damage dealt by Fright Train by 1.Increase the first damage dealt to Fright Train each turn by 1.
The Crackjaw Crew: 11 hp, Nemesis(The Sentinels)--At the end of Fright Traini's turn, this card deals the 2 Hero targets with the highest HP 1 energy damage each.Increase damage dealt by this card by 1 for each active member of the Sentinels.

(http://www.sotm.freedomforceforever.com/banners/captaincosmic.png)
HP: 21/27

Available Powers
Fabrication: Reveal the top card of your deck. Put it into play or into your hand.


Deck: 34
Hand: 4
Spoiler

Construct Cataclysm: One-Shot--Destroy all construct cards.Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
Augmented Ally: 4 hp, Construct--Play this card next to a hero character card.At the start of that hero's turn, their player may discard a card. If they do, they may use a power immediately.
Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.
Wounding Buffer: 4 hp, Construct--Play this card next to a hero character card.The first time that hero character card is dealt damage by a target each turn, this card deals the source of that damage 2 energy damage.
Trash: 1
In Play: 1
-Autonomous Blade--Construct, Next to Nightmist, HP: 2/4 Lowest Hero Target


Spoiler

Autonomous Blade: 4 hp, Construct--Play this card next to a hero target.The first time that target deals damage each turn, this card deals 1 target 2 energy damage.

(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Spoiler

Front Side
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incompacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.

HP: 20/25
Deck: 18
Trash: 2
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/nightmist.png)
HP: 16/27

Available Powers
Investigate: Nightmist deals herself 2 Infernal Damage. Draw 2 cards.

Deck: 35
Hand: 4
Spoiler

Scouring Mists: Spell Power 4, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.
Elder Ring: Spell Power 2, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Oblivion: Spell Power 3, One-Shot, Spell--Reveal the top 2 cards of your deck.Nightmist deals each Target one of the revealed card's Spell Power Infernal Damage, then deals each non-Hero Target the other revealed card's [Spell] Infernal Damage. Put the revealed cards into your trash.
Oblivion: Spell Power 4, One-Shot, Spell--Reveal the top 2 cards of your deck.Nightmist deals each Target one of the revealed card's Spell Power Infernal Damage, then deals each non-Hero Target the other revealed card's [Spell] Infernal Damage. Put the revealed cards into your trash.
Trash: 1
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Deck: 15
Trash: 0
In Play: 1
-Shield Generator--Structure, HP: 6/6
Spoiler

Shield Generator: 6 hp, Structure--Reduce damage dealt to Environment targets by 1.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on May 23, 2015, 01:01:52 AM
Highbrow would still attack since Oblivion enters play before Autonomous Blade acts.  If I have an extra 2 damage to deal I will take out Friction's Shock Dampeners.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 23, 2015, 02:26:26 AM
Technically, Cosmic deals it, although it may steamline things greatly if we just let you direct it for now and retcon it later if need be.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on May 23, 2015, 11:08:07 AM
I guess you're right.  The text doesn't specify who controls the construct, so we'd have to assume that CC still does.  We've always played it that the character with the construct decides - and the pictures on the cards, for what that's worth, typically depict the "target" heroes using the constructs). 
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on May 23, 2015, 11:36:53 AM
Also, the turn summary doesn't have my correct hand.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on May 23, 2015, 02:19:54 PM
Well, i also thought whoever had the construct would have the final say on who or what will be targeted.

Although i'm not so sure why Shock Dampeners would have more priority over Highbrow, i'll just go with whatever Uncle Yuan decides.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 23, 2015, 02:36:13 PM
Quote from: Outcast on May 23, 2015, 02:19:54 PM
Well, i also thought whoever had the construct would have the final say on who or what will be targeted.

Although i'm not so sure why Shock Dampeners would have more priority over Highbrow, i'll just go with whatever Uncle Yuan decides.

Without Shock Dampeners, Friction will start hurting herself.

Sorry about the lack of card draw.  Nightmist draws
Spoiler

Master of Magic: Spell Power 2, Ongoing, Limited--Whenever you play a Spell card, Nightmist regains that card's [Spell] HP.
Planar Banishment: Spell Power 1, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Scouring Mists: Spell Power 2, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.


Alright, Blade's turn.

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)

Start: Nothing

Play: Negation Bands: 4 hp, Device--The first time Baron Blade would be dealt damage each turn, reduce that damage to 0 and Baron Blade regains 2 HP.

End: He heals by 2.

He hits the Autonomous Blade for 2, destroying it.  He hits himself for 2, which the Negation Band cancel and heal  himself by 2 instead.  Blade is now back at full hp.

This makes it KNYFE's turn.

Villain Ongoing Effects
Each player cannot play more than 1 Hero card per turn.(Impulsion Beam)
Each Hero cannot use more than 1 Power per turn.(Impulsion Beam)
Reduce damage dealt to Baron Blade by 1.(Genetically Fused Physique)
Whenever Baron Blade deals damage to a Hero character card, that hero's player must discard 1 card(Displacing Teleporter)
Whenever Proletariat would be dealt non-Psychic damage, redirect it to the Clone with the lowest HP.(Proletariat)
Friction is immune to Lightning damage(Shock Dampeners)
The first time a hero card enters play each turn, Highbrow deals the Hero target with the highest HP 1 energy damage.(Highbrow)
Increase damage dealt by Fright Train by 1.(Engine of Destruction)
Increase the first damage dealt to Fright Train each turn by 1.(Engine of Destruction)

Hero Ongoing Effects

Environment Ongoing Effects
Reduce damage dealt to Environment targets by 1.(Shield Generator)

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)
Spoiler

Front Side
At the end of Baron Blade's villain turn, Baron Blade deals the hero target with the lowest HP and himself 2 melee damage.

Incompacitated
At the start of Baron Blade's villain turn, each Hero target deals itself 1 toxic damage.
HP: 32/32 Highest Villain Target
Deck: 16
Trash: 3
In Play: 1
-Genetically Fused Physique--Ongoing
-Negation Bands--Device, HP: 4/4
Spoiler

Negation Bands: 4 hp, Device--The first time Baron Blade would be dealt damage each turn, reduce that damage to 0 and Baron Blade regains 2 HP.
Genetically Fused Physique: Ongoing--Reduce damage dealt to Baron Blade by 1. At the end of Baron Blade's turn, Baron Blade regains 2 HP.


(http://www.sotm.freedomforceforever.com/banners/knyfe.png)
HP: 22/28 Highest Hero Target
Available Powers:
Energy Lance: KNYFE deals 1 target 2 Energy damage.

Deck: 34
Hand: 3
Spoiler

Wrecking Uppercut: One-Shot--KNYFE deals 1 target 3 melee damage. Discard the top card of the villain deck.
Focusing Conduit-Blade: Equipment, Limited--Increase energy damage dealt by KNYFE by 1. Power: KNYFE deals 1 target 3 energy damage. Destroy this card. When this card is destroyed, you may play an equipment card.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Trash: 2
In Play: 1
-Overcharged Null-Shield--Equipment, Limited

Spoiler

Overcharged Null-Shield: Equipment, Limited--Reduce damage dealt to KNYFE by the villain target with the highest HP by 1. Power: Draw 2 cards. Destroy this card.

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Spoiler

Front Side
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incompacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.

HP: 15/20
Deck: 16
Trash: 0
In Play: 4
Hermetic--Nemesis(Scholar), HP: 1/6
Spoiler

Hermetic: 6 hp, Nemesis(Scholar)--At the end of Proletariat's turn, each Hero target deals itself 1 infernal damage. Then, if the Scholar is active in this game, each Hero character card deals itself 1 toxic damage.
Proletariat: 6 hp, Clone--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

(http://www.sotm.freedomforceforever.com/banners/TLTachyon.png)
HP: 21/28

Available Powers
Team Leader: Each Player draws 1 card.

Deck: 34
Hand: 4
Spoiler

Pushing the Limits: Ongoing, Limited--You may play an additional card during your play phase and draw an additional card during your draw phase. At the start of your turn, Tachyon may deal herself 2 Sonic Damage. If she takes no Damage this way, this card is destroyed.
Supersonic Response:One-Shot, Burst--Tachyon deals 1 Target 2 Melee Damage. If that Target dealt Tachyon Damage since your last turn, she deals that Target 2 Sonic Damage.
Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.
Quick Insight:One-Shot, Burst--Draw 3 cards, discard 2 cards.
Trash: 1(1 Burst)
In Play: 1
-Synaptic Interruption--Ongoing, Burst
Spoiler

Synaptic Interruption: Ongoing, Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.


(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)
Spoiler

Front Side
At the end of Friction's turn, Friction deals the Hero target with the highest HP 1 melee damage.

Incompacitated
At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

HP: 21/26
Deck: 15
Trash: 4
In Play: 1
-Highbrow--Nemesis(Parse), HP: 1/6
Spoiler

Highbrow: 6 hp, Nemesis(Parse)--The first time a hero card enters play each turn, this card deals the Hero target with the highest HP 1 energy damage.If Parse is active in this game, increase damage dealt by this card by 1.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 22/27 Highest Hero Target

Available Powers
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!


Deck: 35
Hand: 5
Spoiler

Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Super Ultra Kawaii!!   : Ongoing, Limited--I'm not just a hero, I'm a magical love prince! At the end of each Hero turn, if you have more than H cards in your hand, you may play a card.At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Blatant Reference: Ongoing, Limited--Look how cool I am! Just like that actor, whatshisname. At the end of each hero turn, you may discard 1 card. If you do, Guise deals 1 target 1 projectile damage. At the start of your turn, destroy this card.
Trash: 1
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)
Spoiler

Front Side
At the end of Fright Train's turn, Fright Train deals the Hero target with the highest HP 3 melee damage

Incompacitated
At the start of Fright Train's villain turn, the hero target with the highest HP deals themselves 2 toxic damage.

HP: 25/35
Deck: 16
Trash: 1
In Play: 3
-Engine of Destruction--Ongoing
-The Crackjaw Crew--Nemesis(The Sentinels), HP: 6/11
-Major Flay--Nemesis(The Sentinels), HP: 2/7
Spoiler

Major Flay: 7 hp, Nemesis(Visionary)--At the end of Fright Train's turn, this card deals the Hero target with the highest HP 2 lightning damage. If the Visionary is active in this tame, Villain Ongoing cards are indestructible.
Engine of Destruction: Ongoing--Increase damage dealt by Fright Train by 1.Increase the first damage dealt to Fright Train each turn by 1.
The Crackjaw Crew: 11 hp, Nemesis(The Sentinels)--At the end of Fright Traini's turn, this card deals the 2 Hero targets with the highest HP 1 energy damage each.Increase damage dealt by this card by 1 for each active member of the Sentinels.

(http://www.sotm.freedomforceforever.com/banners/captaincosmic.png)
HP: 21/27

Available Powers
Fabrication: Reveal the top card of your deck. Put it into play or into your hand.


Deck: 34
Hand: 4
Spoiler

Construct Cataclysm: One-Shot--Destroy all construct cards.Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
Augmented Ally: 4 hp, Construct--Play this card next to a hero character card.At the start of that hero's turn, their player may discard a card. If they do, they may use a power immediately.
Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.
Wounding Buffer: 4 hp, Construct--Play this card next to a hero character card.The first time that hero character card is dealt damage by a target each turn, this card deals the source of that damage 2 energy damage.
Trash: 1
In Play: 1
-Autonomous Blade--Construct, Next to Nightmist, HP: 2/4 Lowest Hero Target


Spoiler

Autonomous Blade: 4 hp, Construct--Play this card next to a hero target.The first time that target deals damage each turn, this card deals 1 target 2 energy damage.

(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Spoiler

Front Side
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incompacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.

HP: 20/25
Deck: 18
Trash: 2
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/nightmist.png)
HP: 16/27

Available Powers
Investigate: Nightmist deals herself 2 Infernal Damage. Draw 2 cards.

Deck: 32
Hand: 6
Spoiler

Master of Magic: Spell Power 2, Ongoing, Limited--Whenever you play a Spell card, Nightmist regains that card's [Spell] HP.
Planar Banishment: Spell Power 1, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Scouring Mists: Spell Power 2, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.
Scouring Mists: Spell Power 4, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.
Elder Ring: Spell Power 2, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Oblivion: Spell Power 4, One-Shot, Spell--Reveal the top 2 cards of your deck.Nightmist deals each Target one of the revealed card's Spell Power Infernal Damage, then deals each non-Hero Target the other revealed card's [Spell] Infernal Damage. Put the revealed cards into your trash.
Trash: 1
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Deck: 15
Trash: 0
In Play: 1
-Shield Generator--Structure, HP: 6/6
Spoiler

Shield Generator: 6 hp, Structure--Reduce damage dealt to Environment targets by 1.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 23, 2015, 02:49:51 PM
KNYFE does 5 damage total to Friction and makes her discard Argentium: 8 hp, Nemesis--At the end of Friction's turn, this card deals the Hero target with the second lowest HP 1 projectile damage.If Guise is active in this game, targets dealt damage by this card cannot deal damage until the start of Friction's turn.

KNYFE draws
Spoiler
Battlefield Experience: Ongoing--Power: KNYFE deals 1 target 2 melee damage and 2 energy damage, then destroy this card. When this card is destroyed, you may draw 1 card and play 1 card.

That makes it Proletariate's turn

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)

Start: No clones, so nothing

Play: Everyman's Strength: Ongoing--Increase melee damage dealt by the Proletariat with the highest HP by X, where X = 7 minus the number of Proletariats in play.

End: All heroes hit themselves for damage.

Proletariate then hits either KNYFE or Guise for 8 Melee damage.  Sadly, since Tachyon took the 1 damage before, she can't redirect it.  So who wants it?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Deaths Jester on May 23, 2015, 08:29:40 PM
I'll take it.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 23, 2015, 09:03:58 PM
And that makes it Tachyon's turn.  Also, I forgot to apply Highbrow's damage, so I'll do that now to KNYFE.

Villain Ongoing Effects
Each player cannot play more than 1 Hero card per turn.(Impulsion Beam)
Each Hero cannot use more than 1 Power per turn.(Impulsion Beam)
Reduce damage dealt to Baron Blade by 1.(Genetically Fused Physique)
Whenever Baron Blade deals damage to a Hero character card, that hero's player must discard 1 card(Displacing Teleporter)
Whenever Proletariat would be dealt non-Psychic damage, redirect it to the Clone with the lowest HP.(Proletariat)
Friction is immune to Lightning damage(Shock Dampeners)
The first time a hero card enters play each turn, Highbrow deals the Hero target with the highest HP 1 energy damage.(Highbrow)
Increase damage dealt by Fright Train by 1.(Engine of Destruction)
Increase the first damage dealt to Fright Train each turn by 1.(Engine of Destruction)

Hero Ongoing Effects

Environment Ongoing Effects
Reduce damage dealt to Environment targets by 1.(Shield Generator)

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)
Spoiler

Front Side
At the end of Baron Blade's villain turn, Baron Blade deals the hero target with the lowest HP and himself 2 melee damage.

Incompacitated
At the start of Baron Blade's villain turn, each Hero target deals itself 1 toxic damage.
HP: 32/32 Highest Villain Target
Deck: 16
Trash: 3
In Play: 1
-Genetically Fused Physique--Ongoing
-Negation Bands--Device, HP: 4/4
Spoiler

Negation Bands: 4 hp, Device--The first time Baron Blade would be dealt damage each turn, reduce that damage to 0 and Baron Blade regains 2 HP.
Genetically Fused Physique: Ongoing--Reduce damage dealt to Baron Blade by 1. At the end of Baron Blade's turn, Baron Blade regains 2 HP.


(http://www.sotm.freedomforceforever.com/banners/knyfe.png)
HP: 20/28 Highest Hero Target
Available Powers:
Energy Lance: KNYFE deals 1 target 2 Energy damage.
Overcharged Null-Shield: Draw 2 cards. Destroy Overcharged Null-Shield.

Deck: 33
Hand: 3
Spoiler

Battlefield Experience: Ongoing--Power: KNYFE deals 1 target 2 melee damage and 2 energy damage, then destroy this card. When this card is destroyed, you may draw 1 card and play 1 card.Focusing Conduit-Blade: Equipment, Limited--Increase energy damage dealt by KNYFE by 1. Power: KNYFE deals 1 target 3 energy damage. Destroy this card. When this card is destroyed, you may play an equipment card.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Trash: 2
In Play: 1
-Overcharged Null-Shield--Equipment, Limited

Spoiler

Overcharged Null-Shield: Equipment, Limited--Reduce damage dealt to KNYFE by the villain target with the highest HP by 1. Power: Draw 2 cards. Destroy this card.

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Spoiler

Front Side
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incompacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.

HP: 15/20
Deck: 15
Trash: 3
In Play: 2
-Everyman's Strength--Ongoing
-Hermetic--
Spoiler

Everyman's Strength: Ongoing--Increase melee damage dealt by the Proletariat with the highest HP by X, where X = 7 minus the number of Proletariats in play.
Hermetic: 6 hp, Nemesis(Scholar)--At the end of Proletariat's turn, each Hero target deals itself 1 infernal damage. Then, if the Scholar is active in this game, each Hero character card deals itself 1 toxic damage.
Proletariat: 6 hp, Clone--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

(http://www.sotm.freedomforceforever.com/banners/TLTachyon.png)
HP: 20/28

Available Powers
Team Leader: Each Player draws 1 card.

Deck: 34
Hand: 4
Spoiler

Pushing the Limits: Ongoing, Limited--You may play an additional card during your play phase and draw an additional card during your draw phase. At the start of your turn, Tachyon may deal herself 2 Sonic Damage. If she takes no Damage this way, this card is destroyed.
Supersonic Response:One-Shot, Burst--Tachyon deals 1 Target 2 Melee Damage. If that Target dealt Tachyon Damage since your last turn, she deals that Target 2 Sonic Damage.
Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.
Quick Insight:One-Shot, Burst--Draw 3 cards, discard 2 cards.
Trash: 1(1 Burst)
In Play: 1
-Synaptic Interruption--Ongoing, Burst
Spoiler

Synaptic Interruption: Ongoing, Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.


(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)
Spoiler

Front Side
At the end of Friction's turn, Friction deals the Hero target with the highest HP 1 melee damage.

Incompacitated
At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

HP: 16/26
Deck: 15
Trash: 4
In Play: 1
-Highbrow--Nemesis(Parse), HP: 1/6
Spoiler

Highbrow: 6 hp, Nemesis(Parse)--The first time a hero card enters play each turn, this card deals the Hero target with the highest HP 1 energy damage.If Parse is active in this game, increase damage dealt by this card by 1.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 13/27 Highest Hero Target

Available Powers
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!


Deck: 35
Hand: 5
Spoiler

Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Super Ultra Kawaii!!   : Ongoing, Limited--I'm not just a hero, I'm a magical love prince! At the end of each Hero turn, if you have more than H cards in your hand, you may play a card.At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Blatant Reference: Ongoing, Limited--Look how cool I am! Just like that actor, whatshisname. At the end of each hero turn, you may discard 1 card. If you do, Guise deals 1 target 1 projectile damage. At the start of your turn, destroy this card.
Trash: 1
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)
Spoiler

Front Side
At the end of Fright Train's turn, Fright Train deals the Hero target with the highest HP 3 melee damage

Incompacitated
At the start of Fright Train's villain turn, the hero target with the highest HP deals themselves 2 toxic damage.

HP: 25/35
Deck: 16
Trash: 1
In Play: 3
-Engine of Destruction--Ongoing
-The Crackjaw Crew--Nemesis(The Sentinels), HP: 6/11
-Major Flay--Nemesis(The Sentinels), HP: 2/7
Spoiler

Major Flay: 7 hp, Nemesis(Visionary)--At the end of Fright Train's turn, this card deals the Hero target with the highest HP 2 lightning damage. If the Visionary is active in this tame, Villain Ongoing cards are indestructible.
Engine of Destruction: Ongoing--Increase damage dealt by Fright Train by 1.Increase the first damage dealt to Fright Train each turn by 1.
The Crackjaw Crew: 11 hp, Nemesis(The Sentinels)--At the end of Fright Traini's turn, this card deals the 2 Hero targets with the highest HP 1 energy damage each.Increase damage dealt by this card by 1 for each active member of the Sentinels.

(http://www.sotm.freedomforceforever.com/banners/captaincosmic.png)
HP: 20/27

Available Powers
Fabrication: Reveal the top card of your deck. Put it into play or into your hand.


Deck: 34
Hand: 4
Spoiler

Construct Cataclysm: One-Shot--Destroy all construct cards.Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
Augmented Ally: 4 hp, Construct--Play this card next to a hero character card.At the start of that hero's turn, their player may discard a card. If they do, they may use a power immediately.
Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.
Wounding Buffer: 4 hp, Construct--Play this card next to a hero character card.The first time that hero character card is dealt damage by a target each turn, this card deals the source of that damage 2 energy damage.
Trash: 2
In Play: 0


Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Spoiler

Front Side
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incompacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.

HP: 20/25
Deck: 18
Trash: 2
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/nightmist.png)
HP: 15/27

Available Powers
Investigate: Nightmist deals herself 2 Infernal Damage. Draw 2 cards.

Deck: 32
Hand: 6
Spoiler

Master of Magic: Spell Power 2, Ongoing, Limited--Whenever you play a Spell card, Nightmist regains that card's [Spell] HP.
Planar Banishment: Spell Power 1, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Scouring Mists: Spell Power 2, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.
Scouring Mists: Spell Power 4, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.
Elder Ring: Spell Power 2, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Oblivion: Spell Power 4, One-Shot, Spell--Reveal the top 2 cards of your deck.Nightmist deals each Target one of the revealed card's Spell Power Infernal Damage, then deals each non-Hero Target the other revealed card's [Spell] Infernal Damage. Put the revealed cards into your trash.
Trash: 1
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Deck: 15
Trash: 0
In Play: 1
-Shield Generator--Structure, HP: 6/6
Spoiler

Shield Generator: 6 hp, Structure--Reduce damage dealt to Environment targets by 1.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: HarryTrotter on May 24, 2015, 05:24:36 AM
Supersonic response on Friction,use my power,and draw a card.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 24, 2015, 04:12:37 PM
I'm surprised you didn't play Fleet of Foot first, but you can always do so later.

Everyone draws cards

KNYFE
Spoiler

Amplified Combatant: One-Shot--KNYFE deals up to 3 targets 1 melee damage and 1 energy damage each.

Tachyon
Spoiler

Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.
Lightspeed Barrage:One-Shot--Tachyon deals 1 Target X Melee Damage, where X = the number of Burst cards in your trash.

Guise
Spoiler

Gimmicky Character: One-Shot--Discard the top card of every deck. Guise regains HP equal to the number of target cards discarded. You may play a card. What's wrong with shark-jumping, anyway?

Captain Cosmic
Spoiler

Sustained Influence: Ongoing--Whenever a construct card is destroyed, you may destroy this card to put that construct back into play.

Nightmist
Spoiler

Planar Banishment: Spell Power 3, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.

It is now Friction's turn

(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)

Start: Nothing

Play: Speedy Sidestep: Ongoing, Surge--If Friction would be dealt 5 or more damage from a single source, prevent that damage and destroy this card.

End: Friction hits KNYFE, Tachyon, or Cosmic for 1 damage.  Since I forgot to apply Hightbrow's damage, one of the other two will need to take two damage as well.  Just remember that if Tachyon takes Friction's hit, she'll take an extra point of damage, so you might want to avoid that.

Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: HarryTrotter on May 24, 2015, 04:56:27 PM
I didnt play FoF because Impulsion Beam is still active.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 24, 2015, 05:00:23 PM
Quote from: Spade on May 24, 2015, 04:56:27 PM
I didnt play FoF because Impulsion Beam is still active.

Nope, it was blown up on Nightmist's turn.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: HarryTrotter on May 24, 2015, 05:18:11 PM
Last update still lists it IIRC.But its not important now,Im gonna play it next time.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 24, 2015, 05:26:05 PM
Quote from: Spade on May 24, 2015, 05:18:11 PM
Last update still lists it IIRC.But its not important now,Im gonna play it next time.

It just checked the last update and it actually doesn't.  The one before that probably did.  It was a pretty recent action.

But next time you can chain two copies of it if you like.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: HarryTrotter on May 24, 2015, 05:28:36 PM
Sorry then.Whose turn was it now?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 24, 2015, 06:14:09 PM
Quote from: Spade on May 24, 2015, 05:28:36 PM
Sorry then.Whose turn was it now?

Waiting on volunteers to take damage.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on May 24, 2015, 06:42:01 PM
Impulsion beam still shows on the ongoing effects, Cat.

I'll take the 2 damage, since Guise so kindly sacrificed a big hit instead of me recently.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 24, 2015, 06:43:46 PM
Quote from: Reepicheep on May 24, 2015, 06:42:01 PM
Impulsion beam still shows on the ongoing effects, Cat.

I'll take the damage, since Guise so kindly sacrificed a big hit instead of me recently.
Yikes, I was looking under Blade's cards.  I'll fix it for next time.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on May 29, 2015, 01:11:42 PM
I think we're waiting for either Tachyon or Captain Cosmic to take the other 1 point of damage.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: HarryTrotter on May 29, 2015, 01:46:07 PM
Im gonna take the damage if nobody else cant.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 29, 2015, 08:57:53 PM
Then I'll give Tachyon Highbrow's hit and KNYFE Friction's, thus avoiding the nemesis bonus.

Guise, you're up.

Villain Ongoing Effects
Each player cannot play more than 1 Hero card per turn.(Impulsion Beam)
Each Hero cannot use more than 1 Power per turn.(Impulsion Beam)
Reduce damage dealt to Baron Blade by 1.(Genetically Fused Physique)
Whenever Baron Blade deals damage to a Hero character card, that hero's player must discard 1 card(Displacing Teleporter)
Whenever Proletariat would be dealt non-Psychic damage, redirect it to the Clone with the lowest HP.(Proletariat)
Friction is immune to Lightning damage(Shock Dampeners)
The first time a hero card enters play each turn, Highbrow deals the Hero target with the highest HP 1 energy damage.(Highbrow)
Increase damage dealt by Fright Train by 1.(Engine of Destruction)
Increase the first damage dealt to Fright Train each turn by 1.(Engine of Destruction)

Hero Ongoing Effects

Environment Ongoing Effects
Reduce damage dealt to Environment targets by 1.(Shield Generator)

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)
Spoiler

Front Side
At the end of Baron Blade's villain turn, Baron Blade deals the hero target with the lowest HP and himself 2 melee damage.

Incompacitated
At the start of Baron Blade's villain turn, each Hero target deals itself 1 toxic damage.
HP: 32/32 Highest Villain Target
Deck: 16
Trash: 3
In Play: 1
-Genetically Fused Physique--Ongoing
-Negation Bands--Device, HP: 4/4
Spoiler

Negation Bands: 4 hp, Device--The first time Baron Blade would be dealt damage each turn, reduce that damage to 0 and Baron Blade regains 2 HP.
Genetically Fused Physique: Ongoing--Reduce damage dealt to Baron Blade by 1. At the end of Baron Blade's turn, Baron Blade regains 2 HP.


(http://www.sotm.freedomforceforever.com/banners/knyfe.png)
HP: 19/28
Available Powers:
Energy Lance: KNYFE deals 1 target 2 Energy damage.
Overcharged Null-Shield: Draw 2 cards. Destroy Overcharged Null-Shield.

Deck: 32
Hand: 4
Spoiler

Focusing Conduit-Blade: Equipment, Limited--Increase energy damage dealt by KNYFE by 1. Power: KNYFE deals 1 target 3 energy damage. Destroy this card. When this card is destroyed, you may play an equipment card.
Amplified Combatant: One-Shot--KNYFE deals up to 3 targets 1 melee damage and 1 energy damage each.
Battlefield Experience: Ongoing--Power: KNYFE deals 1 target 2 melee damage and 2 energy damage, then destroy this card. When this card is destroyed, you may draw 1 card and play 1 card.Focusing Conduit-Blade: Equipment, Limited--Increase energy damage dealt by KNYFE by 1. Power: KNYFE deals 1 target 3 energy damage. Destroy this card. When this card is destroyed, you may play an equipment card.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Trash: 2
In Play: 1
-Overcharged Null-Shield--Equipment, Limited

Spoiler

Overcharged Null-Shield: Equipment, Limited--Reduce damage dealt to KNYFE by the villain target with the highest HP by 1. Power: Draw 2 cards. Destroy this card.

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Spoiler

Front Side
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incompacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.

HP: 15/20
Deck: 15
Trash: 3
In Play: 2
-Everyman's Strength--Ongoing
-Hermetic--
Spoiler

Everyman's Strength: Ongoing--Increase melee damage dealt by the Proletariat with the highest HP by X, where X = 7 minus the number of Proletariats in play.
Hermetic: 6 hp, Nemesis(Scholar)--At the end of Proletariat's turn, each Hero target deals itself 1 infernal damage. Then, if the Scholar is active in this game, each Hero character card deals itself 1 toxic damage.
Proletariat: 6 hp, Clone--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

(http://www.sotm.freedomforceforever.com/banners/TLTachyon.png)
HP: 19/28

Available Powers
Team Leader: Each Player draws 1 card.

Deck: 32
Hand: 5
Spoiler

Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.
Lightspeed Barrage:One-Shot--Tachyon deals 1 Target X Melee Damage, where X = the number of Burst cards in your trash.
Pushing the Limits: Ongoing, Limited--You may play an additional card during your play phase and draw an additional card during your draw phase. At the start of your turn, Tachyon may deal herself 2 Sonic Damage. If she takes no Damage this way, this card is destroyed.
Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.
Quick Insight:One-Shot, Burst--Draw 3 cards, discard 2 cards.
Trash: 2(2 Burst)
In Play: 1
-Synaptic Interruption--Ongoing, Burst
Spoiler

Synaptic Interruption: Ongoing, Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.


(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)
Spoiler

Front Side
At the end of Friction's turn, Friction deals the Hero target with the highest HP 1 melee damage.

Incompacitated
At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

HP: 13/26
Deck: 15
Trash: 4(4 Surge)
In Play: 1
-Speedy Sidestep--Ongoing, Surge
-Highbrow--Nemesis(Parse), HP: 1/6
Spoiler

Speedy Sidestep: Ongoing, Surge--If Friction would be dealt 5 or more damage from a single source, prevent that damage and destroy this card.
Highbrow: 6 hp, Nemesis(Parse)--The first time a hero card enters play each turn, this card deals the Hero target with the highest HP 1 energy damage.If Parse is active in this game, increase damage dealt by this card by 1.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 13/27

Available Powers
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!


Deck: 34
Hand: 6
Spoiler

Gimmicky Character: One-Shot--Discard the top card of every deck. Guise regains HP equal to the number of target cards discarded. You may play a card. What's wrong with shark-jumping, anyway?
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Super Ultra Kawaii!!   : Ongoing, Limited--I'm not just a hero, I'm a magical love prince! At the end of each Hero turn, if you have more than H cards in your hand, you may play a card.At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Blatant Reference: Ongoing, Limited--Look how cool I am! Just like that actor, whatshisname. At the end of each hero turn, you may discard 1 card. If you do, Guise deals 1 target 1 projectile damage. At the start of your turn, destroy this card.
Trash: 1
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)
Spoiler

Front Side
At the end of Fright Train's turn, Fright Train deals the Hero target with the highest HP 3 melee damage

Incompacitated
At the start of Fright Train's villain turn, the hero target with the highest HP deals themselves 2 toxic damage.

HP: 25/35
Deck: 16
Trash: 1
In Play: 3
-Engine of Destruction--Ongoing
-The Crackjaw Crew--Nemesis(The Sentinels), HP: 6/11
-Major Flay--Nemesis(The Sentinels), HP: 2/7
Spoiler

Major Flay: 7 hp, Nemesis(Visionary)--At the end of Fright Train's turn, this card deals the Hero target with the highest HP 2 lightning damage. If the Visionary is active in this tame, Villain Ongoing cards are indestructible.
Engine of Destruction: Ongoing--Increase damage dealt by Fright Train by 1.Increase the first damage dealt to Fright Train each turn by 1.
The Crackjaw Crew: 11 hp, Nemesis(The Sentinels)--At the end of Fright Traini's turn, this card deals the 2 Hero targets with the highest HP 1 energy damage each.Increase damage dealt by this card by 1 for each active member of the Sentinels.

(http://www.sotm.freedomforceforever.com/banners/captaincosmic.png)
HP: 20/27 Highest Hero Target

Available Powers
Fabrication: Reveal the top card of your deck. Put it into play or into your hand.


Deck: 33
Hand: 5
Spoiler

Sustained Influence: Ongoing--Whenever a construct card is destroyed, you may destroy this card to put that construct back into play.
Construct Cataclysm: One-Shot--Destroy all construct cards.Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
Augmented Ally: 4 hp, Construct--Play this card next to a hero character card.At the start of that hero's turn, their player may discard a card. If they do, they may use a power immediately.
Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.
Wounding Buffer: 4 hp, Construct--Play this card next to a hero character card.The first time that hero character card is dealt damage by a target each turn, this card deals the source of that damage 2 energy damage.
Trash: 2
In Play: 0


Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Spoiler

Front Side
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incompacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.

HP: 20/25
Deck: 18
Trash: 2
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/nightmist.png)
HP: 15/27

Available Powers
Investigate: Nightmist deals herself 2 Infernal Damage. Draw 2 cards.

Deck: 32
Hand: 6
Spoiler

Master of Magic: Spell Power 2, Ongoing, Limited--Whenever you play a Spell card, Nightmist regains that card's [Spell] HP.
Planar Banishment: Spell Power 3, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Planar Banishment: Spell Power 1, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Scouring Mists: Spell Power 2, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.
Scouring Mists: Spell Power 4, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.
Elder Ring: Spell Power 2, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Oblivion: Spell Power 4, One-Shot, Spell--Reveal the top 2 cards of your deck.Nightmist deals each Target one of the revealed card's Spell Power Infernal Damage, then deals each non-Hero Target the other revealed card's [Spell] Infernal Damage. Put the revealed cards into your trash.
Trash: 1
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Deck: 15
Trash: 0
In Play: 1
-Shield Generator--Structure, HP: 6/6
Spoiler

Shield Generator: 6 hp, Structure--Reduce damage dealt to Environment targets by 1.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on May 29, 2015, 10:13:07 PM
Quote from: Reepicheep on May 29, 2015, 01:11:42 PM
I think we're waiting for either Tachyon or Captain Cosmic to take the other 1 point of damage.

Sorry guys, i didn't realize this as well. I thought Knyfe had already volunteered to take the last damage. Misunderstood the last post i guess. I would have gladly taken the damage had i known.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on May 29, 2015, 10:15:58 PM
Quote from: Outcast on May 29, 2015, 10:13:07 PM
Quote from: Reepicheep on May 29, 2015, 01:11:42 PM
I think we're waiting for either Tachyon or Captain Cosmic to take the other 1 point of damage.

Sorry guys, i didn't realize this as well. I thought Knyfe had already volunteered to take the last damage. Misunderstood the last post i guess. I would have gladly taken the damage had i known.

Doesn't matter, Fright train and his minions will be happy to correct that by punching you in the face.  Probably repeatedly.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on May 30, 2015, 11:34:17 AM
I thought Minions were cute and amusingly clumsy and ineffective.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on June 03, 2015, 09:27:50 PM
Are we waiting for something specific?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 03, 2015, 09:28:57 PM
Quote from: Uncle Yuan on June 03, 2015, 09:27:50 PM
Are we waiting for something specific?

We are waiting for Guise to hopefully do something awesome.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Deaths Jester on June 04, 2015, 01:10:38 AM
I thought it was Knyfe's turn?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 04, 2015, 01:17:50 AM
Quote from: Deaths Jester on June 04, 2015, 01:10:38 AM
I thought it was Knyfe's turn?

KNYFE's turn was posted way ahead of time and was processed immediately.  Then Tachyon took her turn, now it is your turn.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Deaths Jester on June 04, 2015, 04:24:04 AM
Okay, then let's do this. I'll play Guise the Barbarian, use my power on Friction followed by Blatant Reference (will discard Lemme See That and Super Ultra Kawaii for hits on Friction), dram my card and end my turn.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on June 04, 2015, 10:59:06 AM
Quote from: Deaths Jester on June 04, 2015, 04:24:04 AM
Okay, then let's do this. I'll play Guise the Barbarian, use my power on Friction followed by Blatant Reference (will discard Lemme See That and Super Ultra Kawaii for hits on Friction), dram my card and end my turn.

I don't follow why you are discarding Lemme See That and Super Ultra Kwaii.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Deaths Jester on June 04, 2015, 01:29:04 PM
I've got to discard a card for every time I use Blatant Reference to attack after a hero's turn. I'm just letting Cat know which I'll trash ahead of time.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: laughing paradox on June 05, 2015, 06:59:45 PM
Hey Guys - I don't mean to interrupt your game at all, but I wanted to let you know that the digital version of Sentinels of the Multiverse will be introducing multiplayer in its next update. (Whenever that will be)

https://www.youtube.com/watch?v=Dt1Bms4dZ94 (the pertinent information starts around 5:20)
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 05, 2015, 09:08:29 PM
6 points of damage on Friction and you draw

Spoiler

Super Ultra Kawaii!!   : Ongoing, Limited--I'm not just a hero, I'm a magical love prince! At the end of each Hero turn, if you have more than H cards in your hand, you may play a card.At the start of your turn, destroy this card.

Do you want to throw that on the pile for doing damage?

That makes it Fright Train's turn

(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)

Start: Nothing

Play: Improbable Grapple: One-Shot--Fright Train deals the Hero target with the highest HP 2 melee damage.That target's player discards their hand unless each player discards 1 card now.

Cosmic will then take 3 damage.  Does Cosmic discard his hand, or does everyone agree to discard one card (including Cosmic)?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on June 05, 2015, 10:20:26 PM
I'm willing to discard one.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Deaths Jester on June 06, 2015, 12:10:28 AM
I'm willing to discard Kawii so Capt keeps his hand. If we don't go that route then I'll discard it for damage.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: HarryTrotter on June 06, 2015, 12:30:58 PM
I discard Quick Insight.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 07, 2015, 04:27:34 PM
Still waiting on KNYFE to decide to discard to save cosmic.  Those who have not already should say what card they wish to discard to save time. Also, to save time, KNYFE and Tachyon are both going to be hit, one for 2 damage and one for 4, so decide who gets which.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: HarryTrotter on June 07, 2015, 04:28:58 PM
Can I take 4 damage and redirect it?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 07, 2015, 04:29:30 PM
Quote from: Spade on June 07, 2015, 04:28:58 PM
Can I take 4 damage and redirect it?

Yes, yes you can.  Who would you like to re-direct it to.

Also, note that if you do so, then either you or KNYFE would have to take the next 2 damage, since you would still be tied for highest.

Another note is that if you hit Friction, Guise will then take her out at the end of the next hero's turn.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: HarryTrotter on June 07, 2015, 04:35:14 PM
Ok,I redirect the dmg at Friction,then take 2 dmg.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on June 07, 2015, 05:20:50 PM
Quote from: Uncle Yuan on June 05, 2015, 10:20:26 PM
I'm willing to discard one.

Scouring Mists [2]
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on June 08, 2015, 07:01:01 AM
I'll discard focusing conduit blade.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on June 08, 2015, 11:21:52 AM
Thanks for the sacrifice guys.

I'll be discarding "Sustained Influence".
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 08, 2015, 09:37:31 PM
The makes it Captain Cosmic's turn.

Villain Ongoing Effects
Each player cannot play more than 1 Hero card per turn.(Impulsion Beam)
Each Hero cannot use more than 1 Power per turn.(Impulsion Beam)
Reduce damage dealt to Baron Blade by 1.(Genetically Fused Physique)
Whenever Baron Blade deals damage to a Hero character card, that hero's player must discard 1 card(Displacing Teleporter)
Whenever Proletariat would be dealt non-Psychic damage, redirect it to the Clone with the lowest HP.(Proletariat)
Friction is immune to Lightning damage(Shock Dampeners)
The first time a hero card enters play each turn, Highbrow deals the Hero target with the highest HP 1 energy damage.(Highbrow)
Increase damage dealt by Fright Train by 1.(Engine of Destruction)
Increase the first damage dealt to Fright Train each turn by 1.(Engine of Destruction)

Hero Ongoing Effects

Environment Ongoing Effects
Reduce damage dealt to Environment targets by 1.(Shield Generator)

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)
Spoiler

Front Side
At the end of Baron Blade's villain turn, Baron Blade deals the hero target with the lowest HP and himself 2 melee damage.

Incompacitated
At the start of Baron Blade's villain turn, each Hero target deals itself 1 toxic damage.
HP: 32/32 Highest Villain Target
Deck: 16
Trash: 3
In Play: 1
-Genetically Fused Physique--Ongoing
-Negation Bands--Device, HP: 4/4
Spoiler

Negation Bands: 4 hp, Device--The first time Baron Blade would be dealt damage each turn, reduce that damage to 0 and Baron Blade regains 2 HP.
Genetically Fused Physique: Ongoing--Reduce damage dealt to Baron Blade by 1. At the end of Baron Blade's turn, Baron Blade regains 2 HP.


(http://www.sotm.freedomforceforever.com/banners/knyfe.png)
HP: 19/28 Highest Hero Target
Available Powers:
Energy Lance: KNYFE deals 1 target 2 Energy damage.
Overcharged Null-Shield: Draw 2 cards. Destroy Overcharged Null-Shield.

Deck: 32
Hand: 3
Spoiler

Amplified Combatant: One-Shot--KNYFE deals up to 3 targets 1 melee damage and 1 energy damage each.
Battlefield Experience: Ongoing--Power: KNYFE deals 1 target 2 melee damage and 2 energy damage, then destroy this card. When this card is destroyed, you may draw 1 card and play 1 card.Focusing Conduit-Blade: Equipment, Limited--Increase energy damage dealt by KNYFE by 1. Power: KNYFE deals 1 target 3 energy damage. Destroy this card. When this card is destroyed, you may play an equipment card.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Trash: 3
In Play: 1
-Overcharged Null-Shield--Equipment, Limited

Spoiler

Overcharged Null-Shield: Equipment, Limited--Reduce damage dealt to KNYFE by the villain target with the highest HP by 1. Power: Draw 2 cards. Destroy this card.

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Spoiler

Front Side
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incompacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.

HP: 15/20
Deck: 15
Trash: 3
In Play: 2
-Everyman's Strength--Ongoing
-Hermetic--
Spoiler

Everyman's Strength: Ongoing--Increase melee damage dealt by the Proletariat with the highest HP by X, where X = 7 minus the number of Proletariats in play.
Hermetic: 6 hp, Nemesis(Scholar)--At the end of Proletariat's turn, each Hero target deals itself 1 infernal damage. Then, if the Scholar is active in this game, each Hero character card deals itself 1 toxic damage.
Proletariat: 6 hp, Clone--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

(http://www.sotm.freedomforceforever.com/banners/TLTachyon.png)
HP: 17/28

Available Powers
Team Leader: Each Player draws 1 card.

Deck: 32
Hand: 4
Spoiler

Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.
Lightspeed Barrage:One-Shot--Tachyon deals 1 Target X Melee Damage, where X = the number of Burst cards in your trash.
Pushing the Limits: Ongoing, Limited--You may play an additional card during your play phase and draw an additional card during your draw phase. At the start of your turn, Tachyon may deal herself 2 Sonic Damage. If she takes no Damage this way, this card is destroyed.
Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.
Trash: 4(4 Burst)
In Play: 0
Spoiler

Synaptic Interruption: Ongoing, Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.


(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)
Spoiler

Front Side
At the end of Friction's turn, Friction deals the Hero target with the highest HP 1 melee damage.

Incompacitated
At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

HP: 3/26
Deck: 15
Trash: 4(4 Surge)
In Play: 1
-Speedy Sidestep--Ongoing, Surge
-Highbrow--Nemesis(Parse), HP: 1/6
Spoiler

Speedy Sidestep: Ongoing, Surge--If Friction would be dealt 5 or more damage from a single source, prevent that damage and destroy this card.
Highbrow: 6 hp, Nemesis(Parse)--The first time a hero card enters play each turn, this card deals the Hero target with the highest HP 1 energy damage.If Parse is active in this game, increase damage dealt by this card by 1.


(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 13/27

Available Powers
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!


Deck: 34
Hand: 3
Spoiler

Gimmicky Character: One-Shot--Discard the top card of every deck. Guise regains HP equal to the number of target cards discarded. You may play a card. What's wrong with shark-jumping, anyway?
Super Ultra Kawaii!!   : Ongoing, Limited--I'm not just a hero, I'm a magical love prince! At the end of each Hero turn, if you have more than H cards in your hand, you may play a card.At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Trash: 3
In Play: 2
-Guise The Barbarian--Ongoing, Limited
-Blatant Reference--Ongoing, Limited
Spoiler

Blatant Reference: Ongoing, Limited--Look how cool I am! Just like that actor, whatshisname. At the end of each hero turn, you may discard 1 card. If you do, Guise deals 1 target 1 projectile damage. At the start of your turn, destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.

(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)
Spoiler

Front Side
At the end of Fright Train's turn, Fright Train deals the Hero target with the highest HP 3 melee damage

Incompacitated
At the start of Fright Train's villain turn, the hero target with the highest HP deals themselves 2 toxic damage.

HP: 25/35
Deck: 16
Trash: 1
In Play: 3
-Engine of Destruction--Ongoing
-The Crackjaw Crew--Nemesis(The Sentinels), HP: 6/11
-Major Flay--Nemesis(The Sentinels), HP: 2/7
Spoiler

Major Flay: 7 hp, Nemesis(Visionary)--At the end of Fright Train's turn, this card deals the Hero target with the highest HP 2 lightning damage. If the Visionary is active in this tame, Villain Ongoing cards are indestructible.
Engine of Destruction: Ongoing--Increase damage dealt by Fright Train by 1.Increase the first damage dealt to Fright Train each turn by 1.
The Crackjaw Crew: 11 hp, Nemesis(The Sentinels)--At the end of Fright Traini's turn, this card deals the 2 Hero targets with the highest HP 1 energy damage each.Increase damage dealt by this card by 1 for each active member of the Sentinels.

(http://www.sotm.freedomforceforever.com/banners/captaincosmic.png)
HP: 16/27

Available Powers
Fabrication: Reveal the top card of your deck. Put it into play or into your hand.


Deck: 33
Hand: 4
Spoiler

Construct Cataclysm: One-Shot--Destroy all construct cards.Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
Augmented Ally: 4 hp, Construct--Play this card next to a hero character card.At the start of that hero's turn, their player may discard a card. If they do, they may use a power immediately.
Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.
Wounding Buffer: 4 hp, Construct--Play this card next to a hero character card.The first time that hero character card is dealt damage by a target each turn, this card deals the source of that damage 2 energy damage.
Trash: 3
In Play: 0


Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Spoiler

Front Side
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incompacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.

HP: 20/25
Deck: 18
Trash: 2
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/nightmist.png)
HP: 15/27

Available Powers
Investigate: Nightmist deals herself 2 Infernal Damage. Draw 2 cards.

Deck: 32
Hand: 5
Spoiler

Master of Magic: Spell Power 2, Ongoing, Limited--Whenever you play a Spell card, Nightmist regains that card's [Spell] HP.
Planar Banishment: Spell Power 3, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Planar Banishment: Spell Power 1, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Scouring Mists: Spell Power 4, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.
Elder Ring: Spell Power 2, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Oblivion: Spell Power 4, One-Shot, Spell--Reveal the top 2 cards of your deck.Nightmist deals each Target one of the revealed card's Spell Power Infernal Damage, then deals each non-Hero Target the other revealed card's [Spell] Infernal Damage. Put the revealed cards into your trash.
Trash: 2
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Deck: 15
Trash: 0
In Play: 1
-Shield Generator--Structure, HP: 6/6
Spoiler

Shield Generator: 6 hp, Structure--Reduce damage dealt to Environment targets by 1.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on June 09, 2015, 04:31:10 PM
Ok. I'd like to consult my teammates for my next card play.

I'm thinking of playing either Wounding Buffer and placing it next to KNYFE since he has the highest HP and would be targeted next, (I don't think Wounding Buffer would benefit NightMist by the way since she inflicts damage to herself.)  or

I could play Augmented Ally placing it next to Tachyon. That way she could use her power to add more cards for the team, by discarding one card she doesn't need. And if it's a burst card she discards, it would add more power to her Lightning Barrage attack.

I just hope the constructs last a bit longer for me to play Cosmic Crest and try to make my constructs a little bit more sturdy.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on June 09, 2015, 07:03:51 PM
I'm not going to go down in a hurry just yet, so go ahead and place Augmented Ally next to Tachyon. I need cards more than HP.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 09, 2015, 09:07:38 PM
Quote from: Reepicheep on June 09, 2015, 07:03:51 PM
I'm not going to go down in a hurry just yet, so go ahead and place Augmented Ally next to Tachyon. I need cards more than HP.

I'd like to point out that you cannot use the same power twice on a given turn, so Tachyon would not be able to use her base power any more than she already is.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on June 10, 2015, 01:05:50 AM
Quote from: catwhowalksbyhimself on June 09, 2015, 09:07:38 PM
Quote from: Reepicheep on June 09, 2015, 07:03:51 PM
I'm not going to go down in a hurry just yet, so go ahead and place Augmented Ally next to Tachyon. I need cards more than HP.

I'd like to point out that you cannot use the same power twice on a given turn, so Tachyon would not be able to use her base power any more than she already is.

Hmmm...looks like Augmented Ally is only good for those who have 2 different powers going. KNYFE could achieve that by playing Battle Field Experience. But Reep's rather low on cards so i'm not sure if he is willing to sacrifice a card to deal extra damage.

KNYFE looks like the only choice for any of my constructs at the moment. What do you say Reep? Wounding Buffer or Augmented Ally?

I wonder if i could also use Augmented Ally on myself, that is if i want to use Cosmic Crest's power to heal my constructs.

Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 10, 2015, 01:30:56 AM
Quote from: Outcast on June 10, 2015, 01:05:50 AM

I wonder if i could also use Augmented Ally on myself, that is if i want to use Cosmic Crest's power to heal my constructs.

You are a valid target for your constructs.  In fact, some of your constructs are valid targets for your constructs.

Also, Augmented Ally would work very well with Tachyon if she gets Research Grant into play, allowing her to build up her stack of Burst cards very quickly.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on June 10, 2015, 01:52:31 AM
Thanks for the clarification Cat.

Reviewing UY's plan, i believe the next target would be Ermine though. Her cards are a serious threat to our team's ongoing cards. So that would hamper Augmented Ally's ability to assist the other team members.

If i play a construct, chances are her next target would probably be Guise then. So i think it would be better to let Guise have Wounding Buffer and counter attack her. That is if she doesn't play Subtle Diverson, that would backfire on us.

Ok. I'll just let Guise have Wounding Buffer for now.  And use my power to either play or draw a good card. Then draw a card to end my turn.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 10, 2015, 02:40:09 AM
Top card is another Augmented Ally.  Draw it or put it into play?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on June 10, 2015, 02:55:53 AM
More constructs in play the better i say.

I'll play Augmented Ally next to KNYFE. Just in case he wants to use Focusing Conduit Blade next round. Which i believe is better than a short lived Battle Field Experience.

Draw another card to end my turn.

Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 10, 2015, 03:16:42 AM
You draw

Spoiler
Unflagging Animation: Ongoing, Limited--At the end of your turn, Captain Cosmic deals himself 1 irreducible psychic damage. At the start of your turn, you may move 1 construct card from your trash into play. Then, you may destroy this card.

Playing a card also hurts KNYFE for one, thanks to Highbrow.

That won't be a problem anymore, because at the end of your turn, Guise discards a card to incapacitate Friction!  Her deck and all her cards are now out of play, including Highbrow!

It is now Ermine's turn.

(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)

Start: Nothing.

Play: Impromptu Heist: Ongoing--At the end of Ermine's villain turn, destroy 1 Hero Ongoing card and 1 Equipment card. If at least 1 card is destroyed this way, destroy this card.

End: Ermine discards Uncatchable: Ongoing--If Ermine would be dealt damage, prevent that damage and destroy this card.

She deals 2 damage to one of the Constructs.  Which one do you want to take it?

Also one Ongoing and one Equipment card need to go.  Unless I'm missing something, that means the Null Shield and one of Guise's Ongoings.  Guise will need to choose which.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on June 10, 2015, 04:16:43 AM
Yeah for a moment i kinda forgot about Highbrow's attack on the hero with the highest HP when a hero plays a card.

I know it will trigger when i played my first card, Wounding Buffer. As long as it won't trigger again, when i use my power (like last round) to play Augmented Ally.

Hmm, so Ermine's default attack targets the hero with the lowest HP like Blade?

I'll choose Wounding Buffer to absorb the attack. Looks like it wasn't that useful for a counter attack.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 10, 2015, 09:30:45 AM
Quote from: Outcast on June 10, 2015, 04:16:43 AM

Hmm, so Ermine's default attack targets the hero with the lowest HP like Blade?

Second Lowest, actually.  And her attack only triggers if her top card if not a One-Shot.  If it is, she plays it instead.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Deaths Jester on June 10, 2015, 08:07:09 PM
As I'm now done with it, I'll toss Blatant Reference to the trash.

AND DOWN GOES FRICTION!!!  NEXT UP...ERMINE!!  (I need a few rounds of card drawing to setup for another take down like the last one but so you guys know..don't get attached to that top card on your deck..I plan on healing a bit.)
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 10, 2015, 09:02:09 PM
With all that decided, it is now Nightmist's turn.

Villain Ongoing Effects
Reduce damage dealt to Baron Blade by 1.(Genetically Fused Physique)
The First time Baron Blade would be dealt damage each turn, reduce the damage to 0 and Baron Blade regains 2 HP.(Negation Bands)
Whenever Proletariat would be dealt non-Psychic damage, redirect it to the Clone with the lowest HP.(Proletariat)
Increase damage dealt by Fright Train by 1.(Engine of Destruction)
Increase the first damage dealt to Fright Train each turn by 1.(Engine of Destruction)

Hero Ongoing Effects

Environment Ongoing Effects
Reduce damage dealt to Environment targets by 1.(Shield Generator)

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)
Spoiler

Front Side
At the end of Baron Blade's villain turn, Baron Blade deals the hero target with the lowest HP and himself 2 melee damage.

Incompacitated
At the start of Baron Blade's villain turn, each Hero target deals itself 1 toxic damage.
HP: 32/32 Highest Villain Target
Deck: 16
Trash: 3
In Play: 1
-Genetically Fused Physique--Ongoing
-Negation Bands--Device, HP: 4/4
Spoiler

Negation Bands: 4 hp, Device--The first time Baron Blade would be dealt damage each turn, reduce that damage to 0 and Baron Blade regains 2 HP.
Genetically Fused Physique: Ongoing--Reduce damage dealt to Baron Blade by 1. At the end of Baron Blade's turn, Baron Blade regains 2 HP.


(http://www.sotm.freedomforceforever.com/banners/knyfe.png)
HP: 18/28 Highest Hero Target
Available Powers:
Energy Lance: KNYFE deals 1 target 2 Energy damage.
Overcharged Null-Shield: Draw 2 cards. Destroy Overcharged Null-Shield.

Deck: 32
Hand: 3
Spoiler

Amplified Combatant: One-Shot--KNYFE deals up to 3 targets 1 melee damage and 1 energy damage each.
Battlefield Experience: Ongoing--Power: KNYFE deals 1 target 2 melee damage and 2 energy damage, then destroy this card. When this card is destroyed, you may draw 1 card and play 1 card.Focusing Conduit-Blade: Equipment, Limited--Increase energy damage dealt by KNYFE by 1. Power: KNYFE deals 1 target 3 energy damage. Destroy this card. When this card is destroyed, you may play an equipment card.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Trash: 3
In Play: 0

Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Spoiler

Front Side
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incompacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.

HP: 15/20
Deck: 15
Trash: 3
In Play: 2
-Everyman's Strength--Ongoing
-Hermetic--
Spoiler

Everyman's Strength: Ongoing--Increase melee damage dealt by the Proletariat with the highest HP by X, where X = 7 minus the number of Proletariats in play.
Hermetic: 6 hp, Nemesis(Scholar)--At the end of Proletariat's turn, each Hero target deals itself 1 infernal damage. Then, if the Scholar is active in this game, each Hero character card deals itself 1 toxic damage.
Proletariat: 6 hp, Clone--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

(http://www.sotm.freedomforceforever.com/banners/TLTachyon.png)
HP: 17/28

Available Powers
Team Leader: Each Player draws 1 card.

Deck: 32
Hand: 4
Spoiler

Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.
Lightspeed Barrage:One-Shot--Tachyon deals 1 Target X Melee Damage, where X = the number of Burst cards in your trash.
Pushing the Limits: Ongoing, Limited--You may play an additional card during your play phase and draw an additional card during your draw phase. At the start of your turn, Tachyon may deal herself 2 Sonic Damage. If she takes no Damage this way, this card is destroyed.
Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.
Trash: 4(4 Burst)
In Play: 0
Spoiler



(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)
Spoiler

Front Side
At the end of Friction's turn, Friction deals the Hero target with the highest HP 1 melee damage.

Incompacitated
At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

INCAPACITATED!
Incap Ability: At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 13/27

Available Powers
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!


Deck: 34
Hand: 3
Spoiler

Gimmicky Character: One-Shot--Discard the top card of every deck. Guise regains HP equal to the number of target cards discarded. You may play a card. What's wrong with shark-jumping, anyway?
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Trash: 5
In Play: 1
-Guise The Barbarian--Ongoing, Limited
Spoiler

Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.

(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)
Spoiler

Front Side
At the end of Fright Train's turn, Fright Train deals the Hero target with the highest HP 3 melee damage

Incompacitated
At the start of Fright Train's villain turn, the hero target with the highest HP deals themselves 2 toxic damage.

HP: 25/35
Deck: 16
Trash: 1
In Play: 3
-Engine of Destruction--Ongoing
-The Crackjaw Crew--Nemesis(The Sentinels), HP: 6/11
-Major Flay--Nemesis(The Sentinels), HP: 2/7
Spoiler

Major Flay: 7 hp, Nemesis(Visionary)--At the end of Fright Train's turn, this card deals the Hero target with the highest HP 2 lightning damage. If the Visionary is active in this tame, Villain Ongoing cards are indestructible.
Engine of Destruction: Ongoing--Increase damage dealt by Fright Train by 1.Increase the first damage dealt to Fright Train each turn by 1.
The Crackjaw Crew: 11 hp, Nemesis(The Sentinels)--At the end of Fright Traini's turn, this card deals the 2 Hero targets with the highest HP 1 energy damage each.Increase damage dealt by this card by 1 for each active member of the Sentinels.

(http://www.sotm.freedomforceforever.com/banners/captaincosmic.png)
HP: 16/27

Available Powers
Fabrication: Reveal the top card of your deck. Put it into play or into your hand.


Deck: 31
Hand: 3
Spoiler

Augmented Ally: 4 hp, Construct--Play this card next to a hero character card.At the start of that hero's turn, their player may discard a card. If they do, they may use a power immediately.
Unflagging Animation: Ongoing, Limited--At the end of your turn, Captain Cosmic deals himself 1 irreducible psychic damage. At the start of your turn, you may move 1 construct card from your trash into play. Then, you may destroy this card.Construct Cataclysm: One-Shot--Destroy all construct cards.Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.
Trash: 3
In Play: 2
-Wounding Buffer--Construct, Limited, Next to Guise, HP: 4/4
-Augmented Ally--Construct, Limited, Next to Guise, HP: 2/4

Spoiler

Augmented Ally: 4 hp, Construct--Play this card next to a hero character card.At the start of that hero's turn, their player may discard a card. If they do, they may use a power immediately.
Wounding Buffer: 4 hp, Construct--Play this card next to a hero character card.The first time that hero character card is dealt damage by a target each turn, this card deals the source of that damage 2 energy damage.

(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Spoiler

Front Side
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incompacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.

HP: 20/25
Deck: 18
Trash: 2
In Play: 0
-Impromptu Heist--Ongoing

Spoiler


(http://www.sotm.freedomforceforever.com/banners/nightmist.png)
HP: 15/27

Available Powers
Investigate: Nightmist deals herself 2 Infernal Damage. Draw 2 cards.

Deck: 32
Hand: 5
Spoiler

Master of Magic: Spell Power 2, Ongoing, Limited--Whenever you play a Spell card, Nightmist regains that card's [Spell] HP.
Planar Banishment: Spell Power 3, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Planar Banishment: Spell Power 1, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Scouring Mists: Spell Power 4, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.
Elder Ring: Spell Power 2, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Oblivion: Spell Power 4, One-Shot, Spell--Reveal the top 2 cards of your deck.Nightmist deals each Target one of the revealed card's Spell Power Infernal Damage, then deals each non-Hero Target the other revealed card's [Spell] Infernal Damage. Put the revealed cards into your trash.
Trash: 2
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Deck: 15
Trash: 0
In Play: 1
-Shield Generator--Structure, HP: 6/6
Spoiler

Shield Generator: 6 hp, Structure--Reduce damage dealt to Environment targets by 1.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on June 10, 2015, 11:31:15 PM
Quote from: catwhowalksbyhimself on June 10, 2015, 09:30:45 AM
Quote from: Outcast on June 10, 2015, 04:16:43 AM

Hmm, so Ermine's default attack targets the hero with the lowest HP like Blade?

Second Lowest, actually.  And her attack only triggers if her top card if not a One-Shot.  If it is, she plays it instead.

I just thought the 2 constructs would have been tied for the lowest HP hero targets. But it's all good if it saves Guise from any damage.

Now that Friction is incapacitated, i think she stills does a pretty good job at helping Ermine keep our Equipment and Ongoing cards at bay. Maybe we should target some of the guys targeting our highest HP heroes?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 10, 2015, 11:49:42 PM
Keep in mind that Guise's Ongoings all die as soon as his turn starts.  Friction's turn is right before his, so any of his Ongoings she destroys won't hurt him at all.  Thus her Incap ability is not so bad in this case. Also, Ermine's flip ability discards cards from the top of the Hero deck, which doesn't really harm anything and may actually help Tachyon.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on June 11, 2015, 12:29:18 PM
Nightmist shows a grim, satisfied smile as Friction tumbles to an unconscious heap.   Despite being knocked out, arcs of electricity, some quite large, occasionally flicker across her body.  "And that give us the breathing room to engage in a little advanced planning!  Cigam fo retsam! (Play Master of Magic.)  Another ethereal sigil appears before Nightmist, this one somehow giving an impression of regrowth.  It is scarcely formed before it envelopes Nightmist in a swirl of green and fades away.  What effect this has is not readily apparent.

"And since advanced planning involves gathering resources for future use . . ." Nightmist turns back to her immense floating tome and begins paging through it.  But each turn of the page seems to tear away more of her mist.  (Investigate)
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 11, 2015, 11:14:42 PM
You draw
Spoiler

Enlightenment: Spell Power 2, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. One player may draw that card's [Spell] cards. Put the revealed card into your trash.
Enlightenment: Spell Power 1, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. One player may draw that card's [Spell] cards. Put the revealed card into your trash.
Mistbound: Spell Power 1, One-Shot, Spell--Discard 2 cards. If you do, you may select a deck. Cards from that deck cannot be played until the start of your next turn.

Environment is up next.

(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Start: Nothing

Play: Battalion Brute: 4 hp, Minion--At the end of the Environment turn, this card deals the Hero target with the highest HP 1 melee and 1 lightning damage.

End: The Brute hits KNYFE for 1 and 1.

It is now Baron Blade's turn.

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)

Start: Nothing

Play: Old Tricks - New Allies: One-Shot--Play the top card of each villain deck, other than Baron Blade's. Each villain target regains 1 HP.

Proletariate plays Proletariat: 6 hp, Clone--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Friction has no deck

Fright Train plays Off the Rails: One-Shot--Fright Train deals the Hero target with the highest HP 3 projectile damage. Destroy 1 Hero target with 2 or fewer HP.


We'll have to stop there to see whether Tachyon or KNYFE want to take the damage. I'm afraid that Wounding Buffer is toast, though.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: HarryTrotter on June 12, 2015, 10:09:58 AM
I will take the damage...again...
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 13, 2015, 12:45:29 AM
Ermine's last then.  She plays Impromptu Heist: Ongoing--At the end of Ermine's villain turn, destroy 1 Hero Ongoing card and 1 Equipment card. If at least 1 card is destroyed this way, destroy this card.

Then Blade hits the other Construct for 2.

That makes it KNYFE's turn.

Villain Ongoing Effects
Reduce damage dealt to Baron Blade by 1.(Genetically Fused Physique)
The First time Baron Blade would be dealt damage each turn, reduce the damage to 0 and Baron Blade regains 2 HP.(Negation Bands)
Whenever Proletariat would be dealt non-Psychic damage, redirect it to the Clone with the lowest HP.(Proletariat)
Increase damage dealt by Fright Train by 1.(Engine of Destruction)
Increase the first damage dealt to Fright Train each turn by 1.(Engine of Destruction)

Hero Ongoing Effects

Environment Ongoing Effects
Reduce damage dealt to Environment targets by 1.(Shield Generator)

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)
Spoiler

Front Side
At the end of Baron Blade's villain turn, Baron Blade deals the hero target with the lowest HP and himself 2 melee damage.

Incompacitated
At the start of Baron Blade's villain turn, each Hero target deals itself 1 toxic damage.
HP: 32/32 Highest Villain Target
Deck: 16
Trash: 3
In Play: 1
-Genetically Fused Physique--Ongoing
-Negation Bands--Device, HP: 4/4
Spoiler

Negation Bands: 4 hp, Device--The first time Baron Blade would be dealt damage each turn, reduce that damage to 0 and Baron Blade regains 2 HP.
Genetically Fused Physique: Ongoing--Reduce damage dealt to Baron Blade by 1. At the end of Baron Blade's turn, Baron Blade regains 2 HP.


(http://www.sotm.freedomforceforever.com/banners/knyfe.png)
HP: 17/28 Highest Hero Target
Available Powers:
Energy Lance: KNYFE deals 1 target 2 Energy damage.
Overcharged Null-Shield: Draw 2 cards. Destroy Overcharged Null-Shield.

Deck: 32
Hand: 3
Spoiler

Amplified Combatant: One-Shot--KNYFE deals up to 3 targets 1 melee damage and 1 energy damage each.
Battlefield Experience: Ongoing--Power: KNYFE deals 1 target 2 melee damage and 2 energy damage, then destroy this card. When this card is destroyed, you may draw 1 card and play 1 card.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Trash: 3
In Play: 0

Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Spoiler

Front Side
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incompacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.

HP: 16/20
Deck: 15
Trash: 3
In Play: 3
-Everyman's Strength--Ongoing
-Hermetic--Nemesis, HP: 6/6
-Proletariate--Clone, HP: 6/6
Spoiler

Everyman's Strength: Ongoing--Increase melee damage dealt by the Proletariat with the highest HP by X, where X = 7 minus the number of Proletariats in play.
Hermetic: 6 hp, Nemesis(Scholar)--At the end of Proletariat's turn, each Hero target deals itself 1 infernal damage. Then, if the Scholar is active in this game, each Hero character card deals itself 1 toxic damage.
Proletariat: 6 hp, Clone--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

(http://www.sotm.freedomforceforever.com/banners/TLTachyon.png)
HP: 13/28

Available Powers
Team Leader: Each Player draws 1 card.

Deck: 32
Hand: 4
Spoiler

Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.
Lightspeed Barrage:One-Shot--Tachyon deals 1 Target X Melee Damage, where X = the number of Burst cards in your trash.
Pushing the Limits: Ongoing, Limited--You may play an additional card during your play phase and draw an additional card during your draw phase. At the start of your turn, Tachyon may deal herself 2 Sonic Damage. If she takes no Damage this way, this card is destroyed.
Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.
Trash: 4(4 Burst)
In Play: 0
Spoiler



(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)
Spoiler

Front Side
At the end of Friction's turn, Friction deals the Hero target with the highest HP 1 melee damage.

Incompacitated
At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

INCAPACITATED!
Incap Ability: At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 13/27

Available Powers
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!


Deck: 34
Hand: 3
Spoiler

Gimmicky Character: One-Shot--Discard the top card of every deck. Guise regains HP equal to the number of target cards discarded. You may play a card. What's wrong with shark-jumping, anyway?
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Trash: 5
In Play: 1
-Guise The Barbarian--Ongoing, Limited
Spoiler

Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.

(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)
Spoiler

Front Side
At the end of Fright Train's turn, Fright Train deals the Hero target with the highest HP 3 melee damage

Incompacitated
At the start of Fright Train's villain turn, the hero target with the highest HP deals themselves 2 toxic damage.

HP: 26/35
Deck: 16
Trash: 1
In Play: 3
-Engine of Destruction--Ongoing
-The Crackjaw Crew--Nemesis(The Sentinels), HP: 7/11
-Major Flay--Nemesis(The Sentinels), HP: 3/7
Spoiler

Major Flay: 7 hp, Nemesis(Visionary)--At the end of Fright Train's turn, this card deals the Hero target with the highest HP 2 lightning damage. If the Visionary is active in this tame, Villain Ongoing cards are indestructible.
Engine of Destruction: Ongoing--Increase damage dealt by Fright Train by 1.Increase the first damage dealt to Fright Train each turn by 1.
The Crackjaw Crew: 11 hp, Nemesis(The Sentinels)--At the end of Fright Traini's turn, this card deals the 2 Hero targets with the highest HP 1 energy damage each.Increase damage dealt by this card by 1 for each active member of the Sentinels.

(http://www.sotm.freedomforceforever.com/banners/captaincosmic.png)
HP: 16/27

Available Powers
Fabrication: Reveal the top card of your deck. Put it into play or into your hand.


Deck: 31
Hand: 3
Spoiler

Augmented Ally: 4 hp, Construct--Play this card next to a hero character card.At the start of that hero's turn, their player may discard a card. If they do, they may use a power immediately.
Unflagging Animation: Ongoing, Limited--At the end of your turn, Captain Cosmic deals himself 1 irreducible psychic damage. At the start of your turn, you may move 1 construct card from your trash into play. Then, you may destroy this card.Construct Cataclysm: One-Shot--Destroy all construct cards.Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.
Trash: 2
In Play: 1
-Augmented Ally--Construct, Limited, Next to KNYFE, HP: 2/4

Spoiler

Augmented Ally: 4 hp, Construct--Play this card next to a hero character card.At the start of that hero's turn, their player may discard a card. If they do, they may use a power immediately.

(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Spoiler

Front Side
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incompacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.

HP: 21/25
Deck: 17
Trash: 2
In Play: 1
-Impromptu Heist--Ongoing

Spoiler

Impromptu Heist: Ongoing--At the end of Ermine's villain turn, destroy 1 Hero Ongoing card and 1 Equipment card. If at least 1 card is destroyed this way, destroy this card.

(http://www.sotm.freedomforceforever.com/banners/nightmist.png)
HP: 13/27

Available Powers
Investigate: Nightmist deals herself 2 Infernal Damage. Draw 2 cards.

Deck: 26
Hand: 8
Spoiler

Enlightenment: Spell Power 2, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. One player may draw that card's [Spell] cards. Put the revealed card into your trash.
Enlightenment: Spell Power 1, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. One player may draw that card's [Spell] cards. Put the revealed card into your trash.
Mistbound: Spell Power 1, One-Shot, Spell--Discard 2 cards. If you do, you may select a deck. Cards from that deck cannot be played until the start of your next turn.
Planar Banishment: Spell Power 3, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Planar Banishment: Spell Power 1, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Scouring Mists: Spell Power 4, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.
Elder Ring: Spell Power 2, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Oblivion: Spell Power 4, One-Shot, Spell--Reveal the top 2 cards of your deck.Nightmist deals each Target one of the revealed card's Spell Power Infernal Damage, then deals each non-Hero Target the other revealed card's [Spell] Infernal Damage. Put the revealed cards into your trash.
Trash: 5
In Play: 1
-Master of Magic--Ongoing, Limited
Spoiler

Master of Magic: Spell Power 2, Ongoing, Limited--Whenever you play a Spell card, Nightmist regains that card's [Spell] HP.

(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Deck: 13
Trash: 0
In Play: 2
-Shield Generator--Structure, HP: 6/6
-Battalion Brute--Structure, HP: 4/4
Spoiler

Shield Generator: 6 hp, Structure--Reduce damage dealt to Environment targets by 1.
Play: Battalion Brute: 4 hp, Minion--At the end of the Environment turn, this card deals the Hero target with the highest HP 1 melee and 1 lightning damage.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on June 13, 2015, 02:34:52 AM
Just want to clarify, i placed Augmented Ally next to KNYFE. Guise had the Wounding Buffer.

Also, Battle Field Experience doesn't seem too bad cause it would let KNYFE draw and play a card as well.

Since Ermine or Friction might destroy any lingering ongoings, it's also good that it destroys itself before it can do so.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 13, 2015, 02:40:37 AM
Gotcha.  KNYFE can use it then if desired.  I'll change the next sheet.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on June 13, 2015, 09:46:18 AM
I'll ignore the augmented ally in favour of having a bigger deck.

I'll play amplified combatant on Ermine, then see what I draw before proceeding.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on June 13, 2015, 10:10:04 AM
Did you mean Battle Field Experience? Because that one targets 1 enemy and lets you draw and play a card.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on June 13, 2015, 10:44:34 AM
I stand corrected. Need to pay more attention!
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 13, 2015, 02:18:25 PM
You draw
Spoiler
Prototype Servo-Gauntlet: Equipment, Limited--Increase melee damage dealt by KNYFE by 1. Power: KNYFE deals 1 target 2 melee damage. If that target is destroyed, you may destroy an Ongoing card.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on June 13, 2015, 04:12:19 PM
I'm thinking that Prototype Servo-Gauntlet could be useful to takeout Major Flay. One of Fright Train's card which would enable you to also destroy one ongoing card from their side.

Too bad Friction's ongoing effect makes it difficult for us to keep our ongoing cards longer.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: HarryTrotter on June 13, 2015, 06:28:10 PM
My turn?
Fleet of Foot>Another FoF>Lightspeed Barrage targeting Proletariat.
Use my power.
Draw a card.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on June 13, 2015, 08:35:16 PM
Good idea, Outcast. I'll use that strategy now to get rid of Inpromptu Heist to save two of our own cards.

Edit: my bad - just noticed Inpromptu Heist should have got destroyed last turn. Since that's the case, I'll instead play prototype servo gauntlet, but use energy lance to deal Ermine another 3 damage.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 13, 2015, 09:44:41 PM
Quote from: Reepicheep on June 13, 2015, 08:35:16 PM
Good idea, Outcast. I'll use that strategy now to get rid of Inpromptu Heist to save two of our own cards.

Edit: my bad - just noticed Inpromptu Heist should have got destroyed last turn. Since that's the case, I'll instead play prototype servo gauntlet, but use energy lance to deal Ermine another 3 damage.

You can't do that.  You already used your one power use for BattleField Experience.  It gives you a card draw and play, but not another power.

Also, Improptu Heist was destroyed, but Baron Played caused her to play a second one, which is currently in play.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on June 13, 2015, 10:41:45 PM
Ah, you're right. I mistook Battlefield Experience for a one-shot (actually, I mistook it for amplified combatant, and it all when downhill from there.)

In that case, I'll play the gauntlet card and finish there.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on June 13, 2015, 11:31:17 PM
Well my idea would need you to discard 1 card in favor of using Augmented Ally's effect to use another power this turn. :P

On which ongoing we could destroy, maybe Fright Train's Engine of Destruction or Proletariat's Everyman's Strength or Baron Blade's Genetically fused physique?

The first two ongoings seem to be more a threat to me though.

Not sure how Everyman's Strength works right now.. Cat? How much does it increase Proletariat's damage right now?

Or if you really like to get rid of one of their ongoings this turn, you could retcon playing Battle Field Experience and play For The Greater Good instead. It will save you from discarding a card, but that will sacrifice a 4hp hit against Ermine.

Note: I also saw Ermine's Impromptu Heist still there earlier, so it was also among the ongoings i had in mind to be destroyed. But looks like it was destroyed apparently. Lucky for us, it works only once.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 13, 2015, 11:45:07 PM
Quote from: Outcast on June 13, 2015, 11:31:17 PM
Note: I also saw Ermine's Impromptu Heist still there earlier, so it was also among the ongoings i had in mind to be destroyed. But looks like it was destroyed apparently. Lucky for us, it works only once.

The first copy was destroyed.  The copy that got played on Baron Blade's turn is still there, since it won't trigger until Ermine's turn.

As for everyman's Strenght, it's simple, it adds 7- the number Proletariate's in play to the damage by the Proletariate with the highest hp, which is the main proletariate.  There are currently 2 in play, the main one, and a single clone, so that means the main Proletariate will do 5 bonus damage.  At the end of his turn, he normally does 2 damage, so he'll do 7 instead.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on June 14, 2015, 12:03:07 AM
Quote from: catwhowalksbyhimself on June 13, 2015, 11:45:07 PM
Quote from: Outcast on June 13, 2015, 11:31:17 PM
Note: I also saw Ermine's Impromptu Heist still there earlier, so it was also among the ongoings i had in mind to be destroyed. But looks like it was destroyed apparently. Lucky for us, it works only once.

The first copy was destroyed.  The copy that got played on Baron Blade's turn is still there, since it won't trigger until Ermine's turn.

As for everyman's Strenght, it's simple, it adds 7- the number Proletariate's in play to the damage by the Proletariate with the highest hp, which is the main proletariate.  There are currently 2 in play, the main one, and a single clone, so that means the main Proletariate will do 5 bonus damage.  At the end of his turn, he normally does 2 damage, so he'll do 7 instead.

Ouch! That's one severe beat down. And it looks like KNYFE will be the first to get a taste of that unless it gets destroyed before that happens.

Another Impromptu Heist? Ugh, so many obstacles in our way. :doh:
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on June 14, 2015, 12:15:55 AM
Augmented Ally only plays at the start of the turn, so I wouldn't have been able to use the power from servo-gauntlet from it anyway. I also had no way of knowing that I was going to draw servo-gauntlet, so it's a bit unfair to retcon now...

If retcon weren't considered a cheat (Cat?), I'd switch tactics to have played For the Greater Good instead and used the extra power from there to play the gauntlet and get rid of Proletariat's Everyman's Strength (now that I know it's about to wreck me!) and then use Energy Lance on Ermine for good measure.

But fair's fair, and I think I'd have to stick with my original plan.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on June 14, 2015, 12:27:13 AM
Quote from: Reepicheep on June 14, 2015, 12:15:55 AM
Augmented Ally only plays at the start of the turn, so I wouldn't have been able to use the power from servo-gauntlet from it anyway.

That i forgot about. But using For the Greater Good you will have to sacrifice 3hp as well, so you add the 2 melee damage from Proletariat you get minus 5hp. Just a 2hp difference. Still it is "For the Greater Good" of everybody if Everyman's Strength is gone. :P

My constructs can only distract the ones potentially dealing damage to weaker heroes. I cannot protect the higher HP heroes. We need a tank. Only Guise and Nightmist seems to have healing. With Nightmist's mist form, she can probably tank very well but that's an ongoing card. We would probably need to have other ongoing cards to sacrifice to keep it going.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 14, 2015, 12:49:58 AM
Quote from: Reepicheep on June 14, 2015, 12:15:55 AM
If retcon weren't considered a cheat (Cat?), I'd switch tactics to have played For the Greater Good instead and used the extra power from there to play the gauntlet and get rid of Proletariat's Everyman's Strength (now that I know it's about to wreck me!) and then use Energy Lance on Ermine for good measure..

I'm willing to allow it, but only if the Servo Gauntlet is shuffled back into the deck first so you don't know what card you'll actually draw.  This probably defeats the purpose of it anyway, however.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on June 14, 2015, 10:29:01 AM
Let's go with how I'd have originally played the round, ending with putting the servo gauntlet into play - doesn't seem right to me to go back on my move on the basis that I know what my card draw is.

Could you just clarify whether or not I have Overcharged Null Shield in play or not? Struggling to keep track and I feel like it may have got destroyed.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on June 14, 2015, 11:52:23 AM
Quote from: Spade on June 13, 2015, 06:28:10 PM
My turn?
Fleet of Foot>Another FoF>Lightspeed Barrage targeting Proletariat.
Use my power.
Draw a card.

We should probably decide what the next designated target is.  My suggestion is Ermine - she doesn't do a lot of damage but she will steal you blind.  Cards from your hand, cards from your tableau, cards from your deck.  Once she gets rolling she can really shut us all down in a BIG way.  But . . . as I said the key is to be coordinated.  If we want to go after someone else I'm fine with it as long as we're organized.

As for tanking, Nightmist can be an excellent tank.  I've got one of the important cards for this in play already - I just need to keep it there . . .
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 14, 2015, 12:07:20 PM
Ermine destroyed the Null Shield, since it was the only equipment card in play.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on June 14, 2015, 02:16:39 PM
Quote from: catwhowalksbyhimself on June 14, 2015, 12:07:20 PM
Ermine destroyed the Null Shield, since it was the only equipment card in play.

I thought so - it was still listed on my powers, but not in my active cards.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Deaths Jester on June 14, 2015, 06:20:24 PM
I agree with Yuan on going after Ermine next even in my turn isn't going to cause her too much damage (would like to stripe Prot of that damage dealing b/c that hurts A LOT)...my turn will look like this:

Spoiler
I'll play Gimmicky Hero to heal up some, followed by Retcon to get rid of Everyman's Strength (if it's still in play, otherwise I'll hit Ermine's Impromptu Heist). I'll then whack Ermine with my power, draw 3 cards, and end my turn.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 14, 2015, 07:20:51 PM
Your draw then is
Spoiler
Primed Punch: Ongoing--At the start of your turn, KNYFE may deal 1 target 4 melee damage. If she deals damage this way, destroy this card. Power: KNYFE deals 1 target 1 melee damage and 1 energy damage.

This makes it Proletariate's turn.

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)

Start: Proletariate damages himself for 1 hp.

Play: Doc Tusser: 9 hp,Nemesis(Chrono-Ranger)--At the end of Proletariat's turn, this card deals the Hero target with the second lowest HP 1 projectile damage. Then, if Chrono-Ranger is active in this game, this card regains 3 HP.

End: Proletariate hits KNYFE for 7 damage

Hermetic makes every Hero target hit itself for 1 damage.

The Clone hits Captain Cosmic for 2 damage.

Doc Tusser hits KNYFE for 1 damage.

It is now Tachyon's turn.  Since I am nice, I will give you the draws for both Fleet of Foots, then pause in case you wish to play one of the cards you just drew instead.

KNYFE draws

Spoiler

For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Kinetic Neutralizer: Ongoing, Limited--Increase damage dealt by KNYFE to the villain target with the highest HP by 1.

Tachyon

Spoiler

Lightning Reflexes:One-Shot--You may play up to 2 cards now.
HUD Goggles: Equipment, Limited--You may play an additional card during your play phase.

Guise

Spoiler

Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.

Captain Cosmic

Spoiler

Dynamic Siphon: 4 hp,    Construct--Play this card next to a hero character card. Whenever this card is dealt damage, that hero may use a power.
Cosmic Weapon: 4 hp, Construct--Play this card next to a hero character card. That hero gains the following power:Power: This hero deals 1 target 3 energy damage.

Nightmist

Spoiler

Amulet of the Elder Gods: Spell Power 3, Equipment, Relic, Limited--The first time Nightmist would be dealt Damage each turn, you may discard 2 cards. If you do, you may redirect that Damage to a Target of your choice.
Call Forth: Spell Power 1, One-Shot, Spell:Discard a card. Reveal cards from the top of your deck until the discarded card's [Spell] Relics are revealed. Put the Relics into your hand. Shuffle the other revealed cards back into your deck.

Tachyon, do you wish to change your next card play or proceed with the original plan?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 14, 2015, 07:27:26 PM
I will point out that one of the cards Guise just drew would make it possible for him to destroy 2 ongoings on his turn.

Spoiler

Use Lemme See that to use the Prototype Servo Guantlet, then destroy Major Flay with it.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Deaths Jester on June 15, 2015, 02:50:24 AM
Alright, I'll do as Cat says and play Lemme See That in place of one of my draws to grab the Guantlet and junk Major Flay. Means I only get to draw two but it does strip away stuff.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: HarryTrotter on June 15, 2015, 04:20:21 AM
Im going with the original plan.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on June 15, 2015, 08:52:21 AM
Quote from: Deaths Jester on June 15, 2015, 02:50:24 AM
Alright, I'll do as Cat says and play Lemme See That in place of one of my draws to grab the Guantlet and junk Major Flay. Means I only get to draw two but it does strip away stuff.

"Hey! I wanted to be the first to use it!"
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 15, 2015, 11:57:37 PM
So that's 6 damage to Proletariate prime.

More card draws for everyone!

Knyfe
Spoiler

Flawless Execution: Ongoing, Limited--Whenever damage dealt by KNYFE reduces a target to 1 HP, destroy that target.

Tachyon
Spoiler

Nimble Strike: One-Shot, Burst--"Tachyon deals 1 Target 1 Melee Damage. You may draw a card.
Accelerated Assault: One-Shot,Burst--Tachyon deals each non-Hero Target 1 Melee Damage.

Guise
Spoiler

Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.

Captain Cosmic
Spoiler

Energy Bracers: 4 hp, Construct--Play this card next to a hero character card.Reduce damage dealt to that hero character card by 1.

Nightmist
Spoiler

Starshield Necklace: Spell Power 1, Equipment ,Relic, Limited--At the end of your turn, you may discard a card. If you do, Nightmist regains that card's [Spell] HP.

This makes it Friction's turn. She destroys Guise the Barbarian, which was going to destroy itself anyway.

I will pause for Guise because I thing you don't realize that using the Guantlet would mean you'd be using its power, not your own.  So that would mean only 1 card being drawn this round.  I actually did not think about that either.

So do you prefer the card draw, or the Ongoing destruction?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Deaths Jester on June 16, 2015, 03:20:52 AM
Edit: Will hold off on Let Me See That then and go with card draw. I need good ones to set up for latter.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 17, 2015, 12:22:13 AM
The following cards are discarded.

Baron Blade
Spoiler
Obsessive Planning: Ongoing--At the start of Baron Blade's turn, destroy 2 Hero Ongoing and/or Equipment cards.If 2 cards are destroyed this way, also destroy this card.

KNYFE
Spoiler
Kinetic Neutralizer: Ongoing, Limited--Increase damage dealt by KNYFE to the villain target with the highest HP by 1.

Proletariate
Spoiler
Proletariat: 6 hp, Clone--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Tachyon
Spoiler
Fleet of Foot:One-Shot,Burst--Each player may draw a card. You may play a card.

Friction
N/A

Guise
Spoiler
Where Did I Leave That ...: One-shot--Draw 2 cards. Did you get what you were looking for? If so, good .If not, you may discard the 2 cards you just drew to put a card from your trash in your hand.

Fright Train
Spoiler

Off the Rails: One-Shot--Fright Train deals the Hero target with the highest HP 3 projectile damage. Destroy 1 Hero target with 2 or fewer HP.

Captain Cosmic
Spoiler
Vitality Conduit: 4 hp, Construct--Play this card next to a target. After each time this card is dealt damage, the target next to this card regains 2 hp.

Ermine
Spoiler

Subtle Diversion: Ongoing--The first time Ermine would be dealt damage each turn, redirect that damage to the Hero target with the highest HP.

Nightmist
Spoiler
Astral Premonition: Spell Power 2, Ongoing--Power: Discard 1 card. If you do, reveal the top 2 cards of a deck. Put 1 on the top of that deck and 1 on the bottom of that deck.

Mobile Defense Platform
Spoiler
Battalion Gunner: 3   hp, Minion--At the end of the Environment turn, this card deals each Hero target 1 energy damage.

That's 3 targets, so you heal by 3.

You draw
Spoiler

Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.

And that makes it Fright Train's turn.

(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)

Start: Nothing

Play: Plow Through: One-Shot--Fright Train deals the two non-villain targets with the lowest HP 2 melee damage each.

Two lowest would be Augmented Ally, which is destroyed, and the Shield Generator.

End: Fright Train hits Guise for 4.

The Crackjaw Crew hits Captain Cosmic and either Tachyon or Nightmist for 1.  Major Flay will hit the other of those 2 for 2.

Who wants the 1 and who wants the two?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on June 17, 2015, 09:56:24 AM
Nightmist can take 2
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 17, 2015, 10:05:23 AM
That makes it Captain Cosmic's turn.

Villain Ongoing Effects
Reduce damage dealt to Baron Blade by 1.(Genetically Fused Physique)
The First time Baron Blade would be dealt damage each turn, reduce the damage to 0 and Baron Blade regains 2 HP.(Negation Bands)
Whenever Proletariat would be dealt non-Psychic damage, redirect it to the Clone with the lowest HP.(Proletariat)
Increase damage dealt by Fright Train by 1.(Engine of Destruction)
Increase the first damage dealt to Fright Train each turn by 1.(Engine of Destruction)

Hero Ongoing Effects

Environment Ongoing Effects
Reduce damage dealt to Environment targets by 1.(Shield Generator)

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)
Spoiler

Front Side
At the end of Baron Blade's villain turn, Baron Blade deals the hero target with the lowest HP and himself 2 melee damage.

Incompacitated
At the start of Baron Blade's villain turn, each Hero target deals itself 1 toxic damage.
HP: 32/32 Highest Villain Target
Deck: 13
Trash: 5
In Play: 2
-Genetically Fused Physique--Ongoing
-Negation Bands--Device, HP: 4/4
Spoiler

Negation Bands: 4 hp, Device--The first time Baron Blade would be dealt damage each turn, reduce that damage to 0 and Baron Blade regains 2 HP.
Genetically Fused Physique: Ongoing--Reduce damage dealt to Baron Blade by 1. At the end of Baron Blade's turn, Baron Blade regains 2 HP.


(http://www.sotm.freedomforceforever.com/banners/knyfe.png)
HP: 8/28
Available Powers:
Energy Lance: KNYFE deals 1 target 2 Energy damage.
Prototype Servo-Gauntlet: KNYFE deals 1 target 2 melee damage. If that target is destroyed, you may destroy an Ongoing card.


Deck: 26
Hand: 6
Spoiler

Flawless Execution: Ongoing, Limited--Whenever damage dealt by KNYFE reduces a target to 1 HP, destroy that target.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Kinetic Neutralizer: Ongoing, Limited--Increase damage dealt by KNYFE to the villain target with the highest HP by 1.
Primed Punch: Ongoing--At the start of your turn, KNYFE may deal 1 target 4 melee damage. If she deals damage this way, destroy this card. Power: KNYFE deals 1 target 1 melee damage and 1 energy damage.
Amplified Combatant: One-Shot--KNYFE deals up to 3 targets 1 melee damage and 1 energy damage each.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Trash: 7
In Play: 1
-Prototype Servo-Gauntlet--Equipment, Limited

Spoiler

Prototype Servo-Gauntlet: Equipment, Limited--Increase melee damage dealt by KNYFE by 1. Power: KNYFE deals 1 target 2 melee damage. If that target is destroyed, you may destroy an Ongoing card.

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Spoiler

Front Side
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incompacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.

HP: 9/20
Deck: 14
Trash: 4
In Play: 3
-Hermetic--Nemesis, HP: 6/6
-Proletariate--Clone, HP: 6/6
-Doc Tusser--Nemesis, HP: 9/9
Spoiler

Hermetic: 6 hp, Nemesis(Scholar)--At the end of Proletariat's turn, each Hero target deals itself 1 infernal damage. Then, if the Scholar is active in this game, each Hero character card deals itself 1 toxic damage.
Proletariat: 6 hp, Clone--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.
Doc Tusser: 9 hp,Nemesis(Chrono-Ranger)--At the end of Proletariat's turn, this card deals the Hero target with the second lowest HP 1 projectile damage. Then, if Chrono-Ranger is active in this game, this card regains 3 HP.

(http://www.sotm.freedomforceforever.com/banners/TLTachyon.png)
HP: 11/28

Available Powers
Team Leader: Each Player draws 1 card.

Deck: 27
Hand: 5
Spoiler

Nimble Strike: One-Shot, Burst--"Tachyon deals 1 Target 1 Melee Damage. You may draw a card.
Accelerated Assault: One-Shot,Burst--Tachyon deals each non-Hero Target 1 Melee Damage.
Lightning Reflexes:One-Shot--You may play up to 2 cards now.
HUD Goggles: Equipment, Limited--You may play an additional card during your play phase.
Pushing the Limits: Ongoing, Limited--You may play an additional card during your play phase and draw an additional card during your draw phase. At the start of your turn, Tachyon may deal herself 2 Sonic Damage. If she takes no Damage this way, this card is destroyed.
Trash: 8(7 Burst)
In Play: 0
Spoiler



(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)
Spoiler

Front Side
At the end of Friction's turn, Friction deals the Hero target with the highest HP 1 melee damage.

Incompacitated
At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

INCAPACITATED!
Incap Ability: At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 11/27

Available Powers
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!


Deck: 27
Hand: 7
Spoiler

Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Gimmicky Character: One-Shot--Discard the top card of every deck. Guise regains HP equal to the number of target cards discarded. You may play a card. What's wrong with shark-jumping, anyway?
Trash: 7
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)
Spoiler

Front Side
At the end of Fright Train's turn, Fright Train deals the Hero target with the highest HP 3 melee damage

Incompacitated
At the start of Fright Train's villain turn, the hero target with the highest HP deals themselves 2 toxic damage.

HP: 26/35
Deck: 15
Trash: 2
In Play: 3
-Engine of Destruction--Ongoing
-The Crackjaw Crew--Nemesis(The Sentinels), HP: 7/11
-Major Flay--Nemesis(The Sentinels), HP: 3/7
Spoiler

Major Flay: 7 hp, Nemesis(Visionary)--At the end of Fright Train's turn, this card deals the Hero target with the highest HP 2 lightning damage. If the Visionary is active in this tame, Villain Ongoing cards are indestructible.
Engine of Destruction: Ongoing--Increase damage dealt by Fright Train by 1.Increase the first damage dealt to Fright Train each turn by 1.
The Crackjaw Crew: 11 hp, Nemesis(The Sentinels)--At the end of Fright Traini's turn, this card deals the 2 Hero targets with the highest HP 1 energy damage each.Increase damage dealt by this card by 1 for each active member of the Sentinels.

(http://www.sotm.freedomforceforever.com/banners/captaincosmic.png)
HP: 12/27 Highest Hero Target

Available Powers
Fabrication: Reveal the top card of your deck. Put it into play or into your hand.


Deck: 28
Hand: 6
Spoiler

Energy Bracers: 4 hp, Construct--Play this card next to a hero character card.Reduce damage dealt to that hero character card by 1.
Dynamic Siphon: 4 hp, Construct--Play this card next to a hero character card. Whenever this card is dealt damage, that hero may use a power.
Cosmic Weapon: 4 hp, Construct--Play this card next to a hero character card. That hero gains the following power:Power: This hero deals 1 target 3 energy damage.
Augmented Ally: 4 hp, Construct--Play this card next to a hero character card.At the start of that hero's turn, their player may discard a card. If they do, they may use a power immediately.
Unflagging Animation: Ongoing, Limited--At the end of your turn, Captain Cosmic deals himself 1 irreducible psychic damage. At the start of your turn, you may move 1 construct card from your trash into play. Then, you may destroy this card.Construct Cataclysm: One-Shot--Destroy all construct cards.Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.
Trash: 6
In Play: 0

Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Spoiler

Front Side
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incompacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.

HP: 16/25
Deck: 16
Trash: 3
In Play: 1
-Impromptu Heist--Ongoing

Spoiler

Impromptu Heist: Ongoing--At the end of Ermine's villain turn, destroy 1 Hero Ongoing card and 1 Equipment card. If at least 1 card is destroyed this way, destroy this card.

(http://www.sotm.freedomforceforever.com/banners/nightmist.png)
HP: 10/27

Available Powers
Investigate: Nightmist deals herself 2 Infernal Damage. Draw 2 cards.

Deck: 24
Hand: 9
Spoiler

Starshield Necklace: Spell Power 1, Equipment ,Relic, Limited--At the end of your turn, you may discard a card. If you do, Nightmist regains that card's [Spell] HP.
Amulet of the Elder Gods: Spell Power 3, Equipment, Relic, Limited--The first time Nightmist would be dealt Damage each turn, you may discard 2 cards. If you do, you may redirect that Damage to a Target of your choice.
Call Forth: Spell Power 1, One-Shot, Spell:Discard a card. Reveal cards from the top of your deck until the discarded card's [Spell] Relics are revealed. Put the Relics into your hand. Shuffle the other revealed cards back into your deck.
Enlightenment: Spell Power 2, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. One player may draw that card's [Spell] cards. Put the revealed card into your trash.
Enlightenment: Spell Power 1, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. One player may draw that card's [Spell] cards. Put the revealed card into your trash.
Mistbound: Spell Power 1, One-Shot, Spell--Discard 2 cards. If you do, you may select a deck. Cards from that deck cannot be played until the start of your next turn.
Planar Banishment: Spell Power 3, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Planar Banishment: Spell Power 1, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Scouring Mists: Spell Power 4, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.
Elder Ring: Spell Power 2, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Oblivion: Spell Power 4, One-Shot, Spell--Reveal the top 2 cards of your deck.Nightmist deals each Target one of the revealed card's Spell Power Infernal Damage, then deals each non-Hero Target the other revealed card's [Spell] Infernal Damage. Put the revealed cards into your trash.
Trash: 6
In Play: 1
-Master of Magic--Ongoing, Limited
Spoiler

Master of Magic: Spell Power 2, Ongoing, Limited--Whenever you play a Spell card, Nightmist regains that card's [Spell] HP.

(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Deck: 12
Trash: 1
In Play: 2
-Shield Generator--Structure, HP: 4/6
-Battalion Brute--Structure, HP: 4/4
Spoiler

Shield Generator: 6 hp, Structure--Reduce damage dealt to Environment targets by 1.
Play: Battalion Brute: 4 hp, Minion--At the end of the Environment turn, this card deals the Hero target with the highest HP 1 melee and 1 lightning damage.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on June 17, 2015, 05:11:04 PM
So...just want to make sure if Guise's play has been confirmed or finalized yet.

If so, did he went on to destroy Major Flay and Everyman's Strength? Or did he destroy 2 ongoings or did he wanted to draw more cards?

I'm thinking of playing Dynamic Siphon on myself so i can at least have more chances to make more constructs. They always break before some of us can even make use of them. I'm hoping i get to draw/play Vitality Conduit (just missed one!) to heal the others.

I'll then use my power to draw a card and see if it's a construct i can play.

After that, draw a card to end my turn.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 17, 2015, 09:49:28 PM
Quote from: Outcast on June 17, 2015, 05:11:04 PM
So...just want to make sure if Guise's play has been confirmed or finalized yet.
Guise went with his original plan and destroyed Everyman's strength and drew 3 cards.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on June 18, 2015, 04:17:28 PM
Ok. I'll just go ahead with my original play. Not much i can really do.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Deaths Jester on June 18, 2015, 08:29:47 PM
Sorry about that Outcast, I had wanted to go with the other way but it meant giving up on drawing all but one card.  I kind of need those extra cards to pull off some of the abilities of my other cards.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 18, 2015, 10:49:21 PM
What you could have done is take out Ermine's card now and let KNYFE take out Proletariate's on her turn.  Teamwork.

The top card is

Potent Disruption:One-Shot--Destroy 1 construct card. Captain Cosmic deals 1 target energy damage equal to the hp of the destroyed construct card plus 1.

put in play or in hand?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on June 19, 2015, 02:58:47 AM
Quote from: catwhowalksbyhimself on June 18, 2015, 10:49:21 PM
What you could have done is take out Ermine's card now and let KNYFE take out Proletariate's on her turn.  Teamwork.

The top card is

Potent Disruption:One-Shot--Destroy 1 construct card. Captain Cosmic deals 1 target energy damage equal to the hp of the destroyed construct card plus 1.

put in play or in hand?

Oh. Sorry. Didn't see how KNYFE could take out Proletariat. (Wouldn't the clone absorb the damage?) Although i did see how i can take out Ermine's Impromptu Heist. If i'm correct, by playing Unflagging Animation, i could volunteer that, when Ermine's turn comes up to destroy an ongoing.

Just thought that with our group's relative low health, that i need to redirect some of the attacks to more constructs.

Darn that i didn't draw a construct card.

But if you guys think we won't need the construct and need to take out Proletariat or one of his clones, i could use Potent Disruption to destroy Dynamic Siphon to deal 5hp damage to weaken one of them. NightMist or KNYFE could probably finish the job.

Otherwise, i'll keep Potent Disruption in my hand.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 19, 2015, 10:06:12 AM
I was not talking about Proletariate himself, but Proletariate's Ongoing.  I was pointed out that both Ongoings could have still been destroyed before either got to activate.

Can't just take out Proletariate himself that way.  And not at all relevant to your turn.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Deaths Jester on June 19, 2015, 06:30:58 PM
Quote from: catwhowalksbyhimself on June 19, 2015, 10:06:12 AM
I was not talking about Proletariate himself, but Proletariate's Ongoing.  I was pointed out that both Ongoings could have still been destroyed before either got to activate.

Can't just take out Proletariate himself that way.  And not at all relevant to your turn.

I think Cat is talking about my turn but not sure...all I know is that everyone seemed interested in getting rid of Proletariate's Ongoing yet ever chance I saw of folks going after it, they didn't..so I stepped in and took it out so we could move on to taking out the main villians.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 19, 2015, 08:50:22 PM
Not faulting you at all.  I just like running through possible scenarios and different ways of dealing with things.  I think you all will see why Ermine was actually worse then Proletariate in this case.  Yuan and I both see, but we have considerable experience with this game.  As soon as Cosmic decides his turn for certain, I will demonstrate.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Deaths Jester on June 19, 2015, 09:25:46 PM
I had agreed with Yuan that Ermine should've been next then everyone started in on Pro so had to go with what was up. Can only guess how painful Ermine's card stealing will be.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on June 20, 2015, 02:13:32 PM
Sorry. I misunderstood. Well, since no one has made any input about Potent Disruption, i guess i'll just go on with leaving Dynamic Siphon in play and keep Potent Disruption in hand. I'm not sure who or what the others will be doing next.

Draw a card to end my turn of course.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 20, 2015, 10:41:42 PM
You draw
Spoiler

Dynamic Siphon: 4 hp, Construct--Play this card next to a hero character card. Whenever this card is dealt damage, that hero may use a power.

The makes it Ermine's turn.

(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)

Start: Nothing

Play: The Seer: 9 hp, Nemesis--At the end of Ermine's turn, this card deals the Hero target with the highest HP 2 infernal damage. If Fanatic is active in this game, all Hero targets are immune to damage from Hero targets.

End: Ermine reveals the top card of her deck.  It is Heavy Hitter: One-Shot--Move 1 Hero Ongoing or Equipment card from play to the top of the associated Hero's deck.Ermine deals the Hero target with the second lowest HP 3 melee damage.

It goes into play.  Which card goes back on top of it's deck.  Whichever one does not will be destroyed when Impromptu Heist goes off.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on June 21, 2015, 12:12:35 PM
I'd quite like to keep my gauntlet so that we have a weapon against ongoings, but if Yuan makes a case for Master of Magic, I'll oblige. It may end up vanishing anyway when it gets to Friction's turn.

I can't see any other ongoings than those two... Am I missing anything?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 21, 2015, 12:34:51 PM
Quote from: Reepicheep on June 21, 2015, 12:12:35 PM
I'd quite like to keep my gauntlet so that we have a weapon against ongoings, but if Yuan makes a case for Master of Magic, I'll oblige. It may end up vanishing anyway when it gets to Friction's turn.

I can't see any other ongoings than those two... Am I missing anything?

There is absolutely no way to keep it.  Impromptu Heist will go off in a second and destroy 1 Ongoing and 1 Equipment card and there are only one of each.  Heavy Hitter goes off first, so the best you can hope for is to use it to put it back on top of your deck where you can retrieve it later.  Master of Magic, however, is just as essential to Nightmist if not more so, so it's not an easy choice.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on June 21, 2015, 03:03:03 PM
Argh.  I would like to get that back.  Nightmist can zap ongoings decently well, but she pays for EVERYTHING with hp and keeping her healing engine running is going to be the only way she stays in the game long. 

On the other hand I do have some work arounds in hand, so if KNYFE really wants to restock her card I can cope.  But until we get rid of Ermine those of us that rely on equipment and ongoings are going to be pretty nerfed.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on June 21, 2015, 09:54:29 PM
Quote from: Uncle Yuan on June 21, 2015, 03:03:03 PM
Argh.  I would like to get that back.  Nightmist can zap ongoings decently well, but she pays for EVERYTHING with hp and keeping her healing engine running is going to be the only way she stays in the game long. 

On the other hand I do have some work arounds in hand, so if KNYFE really wants to restock her card I can cope.  But until we get rid of Ermine those of us that rely on equipment and ongoings are going to be pretty nerfed.

Sounds like you'll need yours long term more than I'll need mine. You go ahead and hang on to Master of Magic.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 21, 2015, 11:52:02 PM
So then, Master of Magic goes back on top of it's deck and KNYFE takes 3 damage.

Impromptu Heist then goes off, destroying the Prototype Servo Gauntlet and itself.

The Seer then hits Captain Cosmic for 2.

This makes it Nightmist's turn.

Villain Ongoing Effects
Reduce damage dealt to Baron Blade by 1.(Genetically Fused Physique)
The First time Baron Blade would be dealt damage each turn, reduce the damage to 0 and Baron Blade regains 2 HP.(Negation Bands)
Whenever Proletariat would be dealt non-Psychic damage, redirect it to the Clone with the lowest HP.(Proletariat)
Increase damage dealt by Fright Train by 1.(Engine of Destruction)
Increase the first damage dealt to Fright Train each turn by 1.(Engine of Destruction)

Hero Ongoing Effects
Whenever a Spell card is played, Nightmist gains HP equal to that card's Spell Power.(Master of Magic)

Environment Ongoing Effects
Reduce damage dealt to Environment targets by 1.(Shield Generator)

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)
Spoiler

Front Side
At the end of Baron Blade's villain turn, Baron Blade deals the hero target with the lowest HP and himself 2 melee damage.

Incompacitated
At the start of Baron Blade's villain turn, each Hero target deals itself 1 toxic damage.
HP: 32/32 Highest Villain Target
Deck: 13
Trash: 5
In Play: 2
-Genetically Fused Physique--Ongoing
-Negation Bands--Device, HP: 4/4
Spoiler

Negation Bands: 4 hp, Device--The first time Baron Blade would be dealt damage each turn, reduce that damage to 0 and Baron Blade regains 2 HP.
Genetically Fused Physique: Ongoing--Reduce damage dealt to Baron Blade by 1. At the end of Baron Blade's turn, Baron Blade regains 2 HP.


(http://www.sotm.freedomforceforever.com/banners/knyfe.png)
HP: 5/28
Available Powers:
Energy Lance: KNYFE deals 1 target 2 Energy damage.


Deck: 26
Hand: 6
Spoiler

Flawless Execution: Ongoing, Limited--Whenever damage dealt by KNYFE reduces a target to 1 HP, destroy that target.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Kinetic Neutralizer: Ongoing, Limited--Increase damage dealt by KNYFE to the villain target with the highest HP by 1.
Primed Punch: Ongoing--At the start of your turn, KNYFE may deal 1 target 4 melee damage. If she deals damage this way, destroy this card. Power: KNYFE deals 1 target 1 melee damage and 1 energy damage.
Amplified Combatant: One-Shot--KNYFE deals up to 3 targets 1 melee damage and 1 energy damage each.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Trash: 8
In Play: 0

Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Spoiler

Front Side
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incompacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.

HP: 9/20
Deck: 14
Trash: 4
In Play: 3
-Hermetic--Nemesis, HP: 6/6
-Proletariate--Clone, HP: 6/6
-Doc Tusser--Nemesis, HP: 9/9
Spoiler

Hermetic: 6 hp, Nemesis(Scholar)--At the end of Proletariat's turn, each Hero target deals itself 1 infernal damage. Then, if the Scholar is active in this game, each Hero character card deals itself 1 toxic damage.
Proletariat: 6 hp, Clone--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.
Doc Tusser: 9 hp,Nemesis(Chrono-Ranger)--At the end of Proletariat's turn, this card deals the Hero target with the second lowest HP 1 projectile damage. Then, if Chrono-Ranger is active in this game, this card regains 3 HP.

(http://www.sotm.freedomforceforever.com/banners/TLTachyon.png)
HP: 11/28 Highest Hero Target

Available Powers
Team Leader: Each Player draws 1 card.

Deck: 27
Hand: 5
Spoiler

Nimble Strike: One-Shot, Burst--"Tachyon deals 1 Target 1 Melee Damage. You may draw a card.
Accelerated Assault: One-Shot,Burst--Tachyon deals each non-Hero Target 1 Melee Damage.
Lightning Reflexes:One-Shot--You may play up to 2 cards now.
HUD Goggles: Equipment, Limited--You may play an additional card during your play phase.
Pushing the Limits: Ongoing, Limited--You may play an additional card during your play phase and draw an additional card during your draw phase. At the start of your turn, Tachyon may deal herself 2 Sonic Damage. If she takes no Damage this way, this card is destroyed.
Trash: 8(7 Burst)
In Play: 0
Spoiler



(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)
Spoiler

Front Side
At the end of Friction's turn, Friction deals the Hero target with the highest HP 1 melee damage.

Incompacitated
At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

INCAPACITATED!
Incap Ability: At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 11/27 Highest Hero Target

Available Powers
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!


Deck: 27
Hand: 7
Spoiler

Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Gimmicky Character: One-Shot--Discard the top card of every deck. Guise regains HP equal to the number of target cards discarded. You may play a card. What's wrong with shark-jumping, anyway?
Trash: 7
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)
Spoiler

Front Side
At the end of Fright Train's turn, Fright Train deals the Hero target with the highest HP 3 melee damage

Incompacitated
At the start of Fright Train's villain turn, the hero target with the highest HP deals themselves 2 toxic damage.

HP: 26/35
Deck: 15
Trash: 2
In Play: 3
-Engine of Destruction--Ongoing
-The Crackjaw Crew--Nemesis(The Sentinels), HP: 7/11
-Major Flay--Nemesis(The Sentinels), HP: 3/7
Spoiler

Major Flay: 7 hp, Nemesis(Visionary)--At the end of Fright Train's turn, this card deals the Hero target with the highest HP 2 lightning damage. If the Visionary is active in this tame, Villain Ongoing cards are indestructible.
Engine of Destruction: Ongoing--Increase damage dealt by Fright Train by 1.Increase the first damage dealt to Fright Train each turn by 1.
The Crackjaw Crew: 11 hp, Nemesis(The Sentinels)--At the end of Fright Traini's turn, this card deals the 2 Hero targets with the highest HP 1 energy damage each.Increase damage dealt by this card by 1 for each active member of the Sentinels.

(http://www.sotm.freedomforceforever.com/banners/captaincosmic.png)
HP: 10/27

Available Powers
Fabrication: Reveal the top card of your deck. Put it into play or into your hand.


Deck: 28
Hand: 6
Spoiler

Potent Disruption:One-Shot--Destroy 1 construct card. Captain Cosmic deals 1 target energy damage equal to the hp of the destroyed construct card plus 1.
Energy Bracers: 4 hp, Construct--Play this card next to a hero character card.Reduce damage dealt to that hero character card by 1.
Dynamic Siphon: 4 hp, Construct--Play this card next to a hero character card. Whenever this card is dealt damage, that hero may use a power.
Cosmic Weapon: 4 hp, Construct--Play this card next to a hero character card. That hero gains the following power:Power: This hero deals 1 target 3 energy damage.
Augmented Ally: 4 hp, Construct--Play this card next to a hero character card.At the start of that hero's turn, their player may discard a card. If they do, they may use a power immediately.
Unflagging Animation: Ongoing, Limited--At the end of your turn, Captain Cosmic deals himself 1 irreducible psychic damage. At the start of your turn, you may move 1 construct card from your trash into play. Then, you may destroy this card.Construct Cataclysm: One-Shot--Destroy all construct cards.Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.
Trash: 6
In Play: 1
-Dynamic Siphon--Construct, HP: 4/4

Spoiler

Dynamic Siphon: 4 hp, Construct--Play this card next to a hero character card. Whenever this card is dealt damage, that hero may use a power.

(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Spoiler

Front Side
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incompacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.

HP: 16/25
Deck: 15
Trash: 4
In Play: 1
-The Seer--Nemesis, HP: 9/9

Spoiler

The Seer: 9 hp, Nemesis--At the end of Ermine's turn, this card deals the Hero target with the highest HP 2 infernal damage. If Fanatic is active in this game, all Hero targets are immune to damage from Hero targets.
Impromptu Heist: Ongoing--At the end of Ermine's villain turn, destroy 1 Hero Ongoing card and 1 Equipment card. If at least 1 card is destroyed this way, destroy this card.

(http://www.sotm.freedomforceforever.com/banners/nightmist.png)
HP: 10/27

Available Powers
Investigate: Nightmist deals herself 2 Infernal Damage. Draw 2 cards.

Deck: 24
Hand: 9
Spoiler

Starshield Necklace: Spell Power 1, Equipment ,Relic, Limited--At the end of your turn, you may discard a card. If you do, Nightmist regains that card's [Spell] HP.
Amulet of the Elder Gods: Spell Power 3, Equipment, Relic, Limited--The first time Nightmist would be dealt Damage each turn, you may discard 2 cards. If you do, you may redirect that Damage to a Target of your choice.
Call Forth: Spell Power 1, One-Shot, Spell:Discard a card. Reveal cards from the top of your deck until the discarded card's [Spell] Relics are revealed. Put the Relics into your hand. Shuffle the other revealed cards back into your deck.
Enlightenment: Spell Power 2, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. One player may draw that card's [Spell] cards. Put the revealed card into your trash.
Enlightenment: Spell Power 1, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. One player may draw that card's [Spell] cards. Put the revealed card into your trash.
Mistbound: Spell Power 1, One-Shot, Spell--Discard 2 cards. If you do, you may select a deck. Cards from that deck cannot be played until the start of your next turn.
Planar Banishment: Spell Power 3, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Planar Banishment: Spell Power 1, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Scouring Mists: Spell Power 4, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.
Elder Ring: Spell Power 2, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Oblivion: Spell Power 4, One-Shot, Spell--Reveal the top 2 cards of your deck.Nightmist deals each Target one of the revealed card's Spell Power Infernal Damage, then deals each non-Hero Target the other revealed card's [Spell] Infernal Damage. Put the revealed cards into your trash.
Trash: 6
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Deck: 12
Trash: 1
In Play: 2
-Shield Generator--Structure, HP: 4/6
-Battalion Brute--Structure, HP: 4/4
Spoiler

Shield Generator: 6 hp, Structure--Reduce damage dealt to Environment targets by 1.
Play: Battalion Brute: 4 hp, Minion--At the end of the Environment turn, this card deals the Hero target with the highest HP 1 melee and 1 lightning damage.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 21, 2015, 11:53:04 PM
To save time, you might want to decide who the Brute is going to hit ahead of time, Guise or Tachyon.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Deaths Jester on June 22, 2015, 12:56:31 AM
I'll take the hit along with any others that need deciding.

Edit:

Spoiler
Guys, try to keep the ongoings and equipment to a minimum until after Friction's turn. After that I plan on throwing out some sacrificial ongoings that Ermine can munch on, thus saving everyone else their ongoings.  Sound good?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on June 22, 2015, 09:57:24 PM
The ever frenetic Ermine tumbles past Nightmist, lashing out with a fine silver chain.  The chain whistles through Nightmist's recently cast spell, tearing it apart.  "Whoopsie, looks like you'll have to cast that one all over again!," taunts Ermine.  Nightmist doesn't respond but her pupil-less white eyes narrow in irritation.  With a few quick flicks of her wrist Nightmist gathers the fading mists of her spell into a neat ball and hurls it at the thief.  "Dnuobtsim!  The spell catches Ermine mid-way through a back flip and suspends her in mid air.  "All that jumping about looks so strenuous.  You should rest a bit!" (Play Mistbound, discard Planar Banishment [1] and Enlightenment [1]).  Nightmist smiles at the stream of invective coming from the thwarted thief and turns back to her spell book (Investigate).

Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 22, 2015, 10:13:37 PM
You draw
Spoiler

Planar Banishment: Spell Power 2, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Master of Magic: Spell Power 2, Ongoing, Limited--Whenever you play a Spell card, Nightmist regains that card's [Spell] HP.
Mist Form: Spell Power 2, Ongoing, Limited--Nightmist is immune to Damage. You cannot play cards or use Powers. You may draw an additional card during your draw phase.At the start of your turn, you may destroy this card.

It is now the Environment's turn.

(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Start: Nothing

Play: Sky Deck: Level--When this card enters play, destroy any other level cards.Whenever a target is destroyed, put it under its associated deck.

End: The Brute hits Guise for 1 and 1.

That makes it Baron Blade's turn

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)

Start: Nothing

Play: Impulsion Beam: 8 HP, Device--Each player cannot play more than 1 Hero card per turn. Each Hero cannot use more than 1 power per turn.

End: Blade punches the Siphon for 2 damage.  Captain Cosmic, you may now use a power!

EDIT: since you only have one and you've already told me your intent, I will tell you that the top card of your deck is Wounding Buffer: 4 hp, Construct--Play this card next to a hero character card.The first time that hero character card is dealt damage by a target each turn, this card deals the source of that damage 2 energy damage.

Put it in hand or in play.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on June 23, 2015, 10:08:30 AM
I'll play Wounding Buffer next to (the highest hp hero right now)Tachyon. Since she will probably be next to be targeted by the enemy. Unless the others have any suggestion as to how i can make it so Ermine gets the hit.

And when it comes to who would take a hit between me and another hero (like NightMist), i'll volunteer to take the damage.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 23, 2015, 10:13:24 AM
It is now KNYFE's turn.

Villain Ongoing Effects
Reduce damage dealt to Baron Blade by 1.(Genetically Fused Physique)
The First time Baron Blade would be dealt damage each turn, reduce the damage to 0 and Baron Blade regains 2 HP.(Negation Bands)
Whenever Proletariat would be dealt non-Psychic damage, redirect it to the Clone with the lowest HP.(Proletariat)
Increase damage dealt by Fright Train by 1.(Engine of Destruction)
Increase the first damage dealt to Fright Train each turn by 1.(Engine of Destruction)

Hero Ongoing Effects
Ermine may not play cards(Mistbound)

Environment Ongoing Effects
Reduce damage dealt to Environment targets by 1.(Shield Generator)
Whenever a target is destroyed, but it on the bottom of its deck(Sky Deck)

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)
Spoiler

Front Side
At the end of Baron Blade's villain turn, Baron Blade deals the hero target with the lowest HP and himself 2 melee damage.

Incompacitated
At the start of Baron Blade's villain turn, each Hero target deals itself 1 toxic damage.
HP: 32/32 Highest Villain Target
Deck: 12
Trash: 5
In Play: 3
-Genetically Fused Physique--Ongoing
-Negation Bands--Device, HP: 4/4
-Impulsion Beam--Device, HP: 8/8
Spoiler

Impulsion Beam: 8 HP, Device--Each player cannot play more than 1 Hero card per turn. Each Hero cannot use more than 1 power per turn.
Negation Bands: 4 hp, Device--The first time Baron Blade would be dealt damage each turn, reduce that damage to 0 and Baron Blade regains 2 HP.
Genetically Fused Physique: Ongoing--Reduce damage dealt to Baron Blade by 1. At the end of Baron Blade's turn, Baron Blade regains 2 HP.


(http://www.sotm.freedomforceforever.com/banners/knyfe.png)
HP: 5/28
Available Powers:
Energy Lance: KNYFE deals 1 target 2 Energy damage.


Deck: 26
Hand: 6
Spoiler

Flawless Execution: Ongoing, Limited--Whenever damage dealt by KNYFE reduces a target to 1 HP, destroy that target.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Kinetic Neutralizer: Ongoing, Limited--Increase damage dealt by KNYFE to the villain target with the highest HP by 1.
Primed Punch: Ongoing--At the start of your turn, KNYFE may deal 1 target 4 melee damage. If she deals damage this way, destroy this card. Power: KNYFE deals 1 target 1 melee damage and 1 energy damage.
Amplified Combatant: One-Shot--KNYFE deals up to 3 targets 1 melee damage and 1 energy damage each.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Trash: 8
In Play: 0

Spoiler

Prototype Servo-Gauntlet: Equipment, Limited--Increase melee damage dealt by KNYFE by 1. Power: KNYFE deals 1 target 2 melee damage. If that target is destroyed, you may destroy an Ongoing card.

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Spoiler

Front Side
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incompacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.

HP: 9/20
Deck: 14
Trash: 4
In Play: 3
-Hermetic--Nemesis, HP: 6/6
-Proletariate--Clone, HP: 6/6
-Doc Tusser--Nemesis, HP: 9/9
Spoiler

Hermetic: 6 hp, Nemesis(Scholar)--At the end of Proletariat's turn, each Hero target deals itself 1 infernal damage. Then, if the Scholar is active in this game, each Hero character card deals itself 1 toxic damage.
Proletariat: 6 hp, Clone--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.
Doc Tusser: 9 hp,Nemesis(Chrono-Ranger)--At the end of Proletariat's turn, this card deals the Hero target with the second lowest HP 1 projectile damage. Then, if Chrono-Ranger is active in this game, this card regains 3 HP.

(http://www.sotm.freedomforceforever.com/banners/TLTachyon.png)
HP: 11/28 Highest Hero Target

Available Powers
Team Leader: Each Player draws 1 card.

Deck: 27
Hand: 5
Spoiler

Nimble Strike: One-Shot, Burst--"Tachyon deals 1 Target 1 Melee Damage. You may draw a card.
Accelerated Assault: One-Shot,Burst--Tachyon deals each non-Hero Target 1 Melee Damage.
Lightning Reflexes:One-Shot--You may play up to 2 cards now.
HUD Goggles: Equipment, Limited--You may play an additional card during your play phase.
Pushing the Limits: Ongoing, Limited--You may play an additional card during your play phase and draw an additional card during your draw phase. At the start of your turn, Tachyon may deal herself 2 Sonic Damage. If she takes no Damage this way, this card is destroyed.
Trash: 8(7 Burst)
In Play: 0
Spoiler



(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)
Spoiler

Front Side
At the end of Friction's turn, Friction deals the Hero target with the highest HP 1 melee damage.

Incompacitated
At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

INCAPACITATED!
Incap Ability: At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 9/27 Highest Hero Target

Available Powers
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!


Deck: 27
Hand: 7
Spoiler

Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Gimmicky Character: One-Shot--Discard the top card of every deck. Guise regains HP equal to the number of target cards discarded. You may play a card. What's wrong with shark-jumping, anyway?
Trash: 7
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)
Spoiler

Front Side
At the end of Fright Train's turn, Fright Train deals the Hero target with the highest HP 3 melee damage

Incompacitated
At the start of Fright Train's villain turn, the hero target with the highest HP deals themselves 2 toxic damage.

HP: 26/35
Deck: 15
Trash: 2
In Play: 3
-Engine of Destruction--Ongoing
-The Crackjaw Crew--Nemesis(The Sentinels), HP: 7/11
-Major Flay--Nemesis(The Sentinels), HP: 3/7
Spoiler

Major Flay: 7 hp, Nemesis(Visionary)--At the end of Fright Train's turn, this card deals the Hero target with the highest HP 2 lightning damage. If the Visionary is active in this tame, Villain Ongoing cards are indestructible.
Engine of Destruction: Ongoing--Increase damage dealt by Fright Train by 1.Increase the first damage dealt to Fright Train each turn by 1.
The Crackjaw Crew: 11 hp, Nemesis(The Sentinels)--At the end of Fright Traini's turn, this card deals the 2 Hero targets with the highest HP 1 energy damage each.Increase damage dealt by this card by 1 for each active member of the Sentinels.

(http://www.sotm.freedomforceforever.com/banners/captaincosmic.png)
HP: 10/27

Available Powers
Fabrication: Reveal the top card of your deck. Put it into play or into your hand.


Deck: 27
Hand: 6
Spoiler

Potent Disruption:One-Shot--Destroy 1 construct card. Captain Cosmic deals 1 target energy damage equal to the hp of the destroyed construct card plus 1.
Energy Bracers: 4 hp, Construct--Play this card next to a hero character card.Reduce damage dealt to that hero character card by 1.
Dynamic Siphon: 4 hp, Construct--Play this card next to a hero character card. Whenever this card is dealt damage, that hero may use a power.
Cosmic Weapon: 4 hp, Construct--Play this card next to a hero character card. That hero gains the following power:Power: This hero deals 1 target 3 energy damage.
Augmented Ally: 4 hp, Construct--Play this card next to a hero character card.At the start of that hero's turn, their player may discard a card. If they do, they may use a power immediately.
Unflagging Animation: Ongoing, Limited--At the end of your turn, Captain Cosmic deals himself 1 irreducible psychic damage. At the start of your turn, you may move 1 construct card from your trash into play. Then, you may destroy this card.Construct Cataclysm: One-Shot--Destroy all construct cards.Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.
Trash: 6
In Play: 2
-Dynamic Siphon--Construct, Next to Captain Cosmic, HP: 2/4
-Wounding Buffer--Construct, Next to Tachyon, HP: 4/4

Spoiler

Wounding Buffer: 4 hp, Construct--Play this card next to a hero character card.The first time that hero character card is dealt damage by a target each turn, this card deals the source of that damage 2 energy damage.
Dynamic Siphon: 4 hp, Construct--Play this card next to a hero character card. Whenever this card is dealt damage, that hero may use a power.

(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Spoiler

Front Side
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incompacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.

HP: 16/25
Deck: 15
Trash: 4
In Play: 1
-The Seer--Nemesis, HP: 9/9

Spoiler

The Seer: 9 hp, Nemesis--At the end of Ermine's turn, this card deals the Hero target with the highest HP 2 infernal damage. If Fanatic is active in this game, all Hero targets are immune to damage from Hero targets.

(http://www.sotm.freedomforceforever.com/banners/nightmist.png)
HP: 8/27

Available Powers
Investigate: Nightmist deals herself 2 Infernal Damage. Draw 2 cards.

Deck: 24
Hand: 9
Spoiler

Planar Banishment: Spell Power 2, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Master of Magic: Spell Power 2, Ongoing, Limited--Whenever you play a Spell card, Nightmist regains that card's [Spell] HP.
Mist Form: Spell Power 2, Ongoing, Limited--Nightmist is immune to Damage. You cannot play cards or use Powers. You may draw an additional card during your draw phase.At the start of your turn, you may destroy this card.
Starshield Necklace: Spell Power 1, Equipment ,Relic, Limited--At the end of your turn, you may discard a card. If you do, Nightmist regains that card's [Spell] HP.
Amulet of the Elder Gods: Spell Power 3, Equipment, Relic, Limited--The first time Nightmist would be dealt Damage each turn, you may discard 2 cards. If you do, you may redirect that Damage to a Target of your choice.
Call Forth: Spell Power 1, One-Shot, Spell:Discard a card. Reveal cards from the top of your deck until the discarded card's [Spell] Relics are revealed. Put the Relics into your hand. Shuffle the other revealed cards back into your deck.
Enlightenment: Spell Power 2, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. One player may draw that card's [Spell] cards. Put the revealed card into your trash.
Planar Banishment: Spell Power 3, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Scouring Mists: Spell Power 4, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.
Elder Ring: Spell Power 2, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Oblivion: Spell Power 4, One-Shot, Spell--Reveal the top 2 cards of your deck.Nightmist deals each Target one of the revealed card's Spell Power Infernal Damage, then deals each non-Hero Target the other revealed card's [Spell] Infernal Damage. Put the revealed cards into your trash.
Trash: 7
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Deck: 11
Trash: 1
In Play: 3
-Shield Generator--Structure, HP: 4/6
-Battalion Brute--Minion, HP: 4/4
-Sky Deck--Level
Spoiler

Shield Generator: 6 hp, Structure--Reduce damage dealt to Environment targets by 1.
Battalion Brute: 4 hp, Minion--At the end of the Environment turn, this card deals the Hero target with the highest HP 1 melee and 1 lightning damage.
Sky Deck: Level--When this card enters play, destroy any other level cards.Whenever a target is destroyed, put it under its associated deck.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on June 23, 2015, 10:21:59 AM
Ouch, 5 hp? I don't think I'm going to be lasting to the end of this game.

I'll play Amplified Combatant on Ermine, Prolet and the Impulsion Beam for 2hp each.

Then Energy Lance on the Implusion Beam.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Deaths Jester on June 23, 2015, 06:56:18 PM
Wasn't Impromptu Heist destroyed when it trashed Knyfe's Gauntlet?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 23, 2015, 09:03:59 PM
Quote from: Deaths Jester on June 23, 2015, 06:56:18 PM
Wasn't Impromptu Heist destroyed when it trashed Knyfe's Gauntlet?

Yes it was, just missed it.  Sorry.  It's gone.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 24, 2015, 02:35:14 AM
You draw Flawless Execution: Ongoing, Limited--Whenever damage dealt by KNYFE reduces a target to 1 HP, destroy that target.

It is now Proletariate's turn.

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)

Start: Proletariate Prime hits himself for 1 damage.

Play: Share in the Struggle: One-Shot--Reveal cards from the top of Proletariat's deck until 2 clone cards are revealed. Put them into play. Shuffle the other revealed cards into Proletariat's deck.

2 more Clones come out.  Please note that their are no more Clone cards remaining in his deck.

End: Proletariate Prime hits Tachyon for 2.  Wounding Buffer hits hims back for 2 and it is redirected to a clone.

Clone 1 hits Captain Cosmic for 2.

Hermetic Makes all hero targets hit themselves for 1.  Fortunately for Tachyon, Wounding Buffer only triggers once per turn. Also Dynamic Siphons lets Captain Cosmic use his power!

Top card of Cosmic's deck is Construct Cataclysm: One-Shot--Destroy all construct cards. Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.

Play it or put it in you hand?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on June 24, 2015, 09:36:59 AM
Well, i still need to protect us from those hitting our weakened comrades. So destroying the constructs would be a no-no for me. Unless you guys think it would really help us or we can manage to survive the next round without them. I think i'll keep in my hand for now.

Darn it. Just what we need, more of these clones and another Impulsion Beam.

If only Nightmist had the starshield necklace out, she could probably play Mist Form. Drawing the attacks of those targeting the strong members in our team. Then if a number of my constructs are still alive, i could play cosmic crest to heal them every turn.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 25, 2015, 12:35:17 AM
I'm going to assume that it's confirmed to be going into your hand since there have been no further responses.

Doc Tusser hits the Wounding Buffer for one.

The last two Proletariate clones hit Guise and Tachyon.  Wounding Buffer hits a Clone back for 2.

The makes it Tachyon's turn.

Villain Ongoing Effects
Reduce damage dealt to Baron Blade by 1.(Genetically Fused Physique)
The First time Baron Blade would be dealt damage each turn, reduce the damage to 0 and Baron Blade regains 2 HP.(Negation Bands)
Whenever Proletariat would be dealt non-Psychic damage, redirect it to the Clone with the lowest HP.(Proletariat)
Increase damage dealt by Fright Train by 1.(Engine of Destruction)
Increase the first damage dealt to Fright Train each turn by 1.(Engine of Destruction)

Hero Ongoing Effects
Ermine may not play cards(Mistbound)

Environment Ongoing Effects
Reduce damage dealt to Environment targets by 1.(Shield Generator)
Whenever a target is destroyed, but it on the bottom of its deck(Sky Deck)

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)
Spoiler

Front Side
At the end of Baron Blade's villain turn, Baron Blade deals the hero target with the lowest HP and himself 2 melee damage.

Incompacitated
At the start of Baron Blade's villain turn, each Hero target deals itself 1 toxic damage.
HP: 32/32 Highest Villain Target
Deck: 12
Trash: 5
In Play: 3
-Genetically Fused Physique--Ongoing
-Negation Bands--Device, HP: 4/4
-Impulsion Beam--Device, HP: 4/8
Spoiler

Impulsion Beam: 8 HP, Device--Each player cannot play more than 1 Hero card per turn. Each Hero cannot use more than 1 power per turn.
Negation Bands: 4 hp, Device--The first time Baron Blade would be dealt damage each turn, reduce that damage to 0 and Baron Blade regains 2 HP.
Genetically Fused Physique: Ongoing--Reduce damage dealt to Baron Blade by 1. At the end of Baron Blade's turn, Baron Blade regains 2 HP.


(http://www.sotm.freedomforceforever.com/banners/knyfe.png)
HP: 4/28
Available Powers:
Energy Lance: KNYFE deals 1 target 2 Energy damage.


Deck: 25
Hand: 6
Spoiler

Flawless Execution: Ongoing, Limited--Whenever damage dealt by KNYFE reduces a target to 1 HP, destroy that target.
Flawless Execution: Ongoing, Limited--Whenever damage dealt by KNYFE reduces a target to 1 HP, destroy that target.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Kinetic Neutralizer: Ongoing, Limited--Increase damage dealt by KNYFE to the villain target with the highest HP by 1.
Primed Punch: Ongoing--At the start of your turn, KNYFE may deal 1 target 4 melee damage. If she deals damage this way, destroy this card. Power: KNYFE deals 1 target 1 melee damage and 1 energy damage.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Trash: 8
In Play: 0

Spoiler

Prototype Servo-Gauntlet: Equipment, Limited--Increase melee damage dealt by KNYFE by 1. Power: KNYFE deals 1 target 2 melee damage. If that target is destroyed, you may destroy an Ongoing card.

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Spoiler

Front Side
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incompacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.

HP: 8/20
Deck: 14
Trash: 4
In Play: 3
-Hermetic--Nemesis, HP: 6/6
-Proletariate--Clone, HP: 2/6
-Doc Tusser--Nemesis, HP: 9/9
-Proletariate--Clone, HP: 4/6
-Proletariate--Clone, HP: 6/6
Spoiler

Hermetic: 6 hp, Nemesis(Scholar)--At the end of Proletariat's turn, each Hero target deals itself 1 infernal damage. Then, if the Scholar is active in this game, each Hero character card deals itself 1 toxic damage.
Proletariat: 6 hp, Clone--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.
Doc Tusser: 9 hp,Nemesis(Chrono-Ranger)--At the end of Proletariat's turn, this card deals the Hero target with the second lowest HP 1 projectile damage. Then, if Chrono-Ranger is active in this game, this card regains 3 HP.

(http://www.sotm.freedomforceforever.com/banners/TLTachyon.png)
HP: 6/28 Highest Hero Target

Available Powers
Team Leader: Each Player draws 1 card.

Deck: 27
Hand: 5
Spoiler

Nimble Strike: One-Shot, Burst--"Tachyon deals 1 Target 1 Melee Damage. You may draw a card.
Accelerated Assault: One-Shot,Burst--Tachyon deals each non-Hero Target 1 Melee Damage.
Lightning Reflexes:One-Shot--You may play up to 2 cards now.
HUD Goggles: Equipment, Limited--You may play an additional card during your play phase.
Pushing the Limits: Ongoing, Limited--You may play an additional card during your play phase and draw an additional card during your draw phase. At the start of your turn, Tachyon may deal herself 2 Sonic Damage. If she takes no Damage this way, this card is destroyed.
Trash: 8(7 Burst)
In Play: 0
Spoiler



(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)
Spoiler

Front Side
At the end of Friction's turn, Friction deals the Hero target with the highest HP 1 melee damage.

Incompacitated
At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

INCAPACITATED!
Incap Ability: At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 6/27

Available Powers
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!


Deck: 27
Hand: 7
Spoiler

Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Gimmicky Character: One-Shot--Discard the top card of every deck. Guise regains HP equal to the number of target cards discarded. You may play a card. What's wrong with shark-jumping, anyway?
Trash: 7
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)
Spoiler

Front Side
At the end of Fright Train's turn, Fright Train deals the Hero target with the highest HP 3 melee damage

Incompacitated
At the start of Fright Train's villain turn, the hero target with the highest HP deals themselves 2 toxic damage.

HP: 26/35
Deck: 15
Trash: 2
In Play: 3
-Engine of Destruction--Ongoing
-The Crackjaw Crew--Nemesis(The Sentinels), HP: 7/11
-Major Flay--Nemesis(The Sentinels), HP: 3/7
Spoiler

Major Flay: 7 hp, Nemesis(Visionary)--At the end of Fright Train's turn, this card deals the Hero target with the highest HP 2 lightning damage. If the Visionary is active in this tame, Villain Ongoing cards are indestructible.
Engine of Destruction: Ongoing--Increase damage dealt by Fright Train by 1.Increase the first damage dealt to Fright Train each turn by 1.
The Crackjaw Crew: 11 hp, Nemesis(The Sentinels)--At the end of Fright Traini's turn, this card deals the 2 Hero targets with the highest HP 1 energy damage each.Increase damage dealt by this card by 1 for each active member of the Sentinels.

(http://www.sotm.freedomforceforever.com/banners/captaincosmic.png)
HP: 7/27 Highest Hero Target

Available Powers
Fabrication: Reveal the top card of your deck. Put it into play or into your hand.


Deck: 26
Hand: 7
Spoiler

Construct Cataclysm: One-Shot--Destroy all construct cards. Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
Potent Disruption:One-Shot--Destroy 1 construct card. Captain Cosmic deals 1 target energy damage equal to the hp of the destroyed construct card plus 1.
Energy Bracers: 4 hp, Construct--Play this card next to a hero character card.Reduce damage dealt to that hero character card by 1.
Dynamic Siphon: 4 hp, Construct--Play this card next to a hero character card. Whenever this card is dealt damage, that hero may use a power.
Cosmic Weapon: 4 hp, Construct--Play this card next to a hero character card. That hero gains the following power:Power: This hero deals 1 target 3 energy damage.
Augmented Ally: 4 hp, Construct--Play this card next to a hero character card.At the start of that hero's turn, their player may discard a card. If they do, they may use a power immediately.
Unflagging Animation: Ongoing, Limited--At the end of your turn, Captain Cosmic deals himself 1 irreducible psychic damage. At the start of your turn, you may move 1 construct card from your trash into play. Then, you may destroy this card.Construct Cataclysm: One-Shot--Destroy all construct cards.Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.
Trash: 6
In Play: 2
-Dynamic Siphon--Construct, Next to Captain Cosmic, HP: 1/4
-Wounding Buffer--Construct, Next to Tachyon, HP: 2/4

Spoiler

Wounding Buffer: 4 hp, Construct--Play this card next to a hero character card.The first time that hero character card is dealt damage by a target each turn, this card deals the source of that damage 2 energy damage.
Dynamic Siphon: 4 hp, Construct--Play this card next to a hero character card. Whenever this card is dealt damage, that hero may use a power.

(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Spoiler

Front Side
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incompacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.

HP: 14/25
Deck: 15
Trash: 4
In Play: 1
-The Seer--Nemesis, HP: 9/9

Spoiler

The Seer: 9 hp, Nemesis--At the end of Ermine's turn, this card deals the Hero target with the highest HP 2 infernal damage. If Fanatic is active in this game, all Hero targets are immune to damage from Hero targets.

(http://www.sotm.freedomforceforever.com/banners/nightmist.png)
HP: 7/27 Highest Hero Target

Available Powers
Investigate: Nightmist deals herself 2 Infernal Damage. Draw 2 cards.

Deck: 24
Hand: 9
Spoiler

Planar Banishment: Spell Power 2, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Master of Magic: Spell Power 2, Ongoing, Limited--Whenever you play a Spell card, Nightmist regains that card's [Spell] HP.
Mist Form: Spell Power 2, Ongoing, Limited--Nightmist is immune to Damage. You cannot play cards or use Powers. You may draw an additional card during your draw phase.At the start of your turn, you may destroy this card.
Starshield Necklace: Spell Power 1, Equipment ,Relic, Limited--At the end of your turn, you may discard a card. If you do, Nightmist regains that card's [Spell] HP.
Amulet of the Elder Gods: Spell Power 3, Equipment, Relic, Limited--The first time Nightmist would be dealt Damage each turn, you may discard 2 cards. If you do, you may redirect that Damage to a Target of your choice.
Call Forth: Spell Power 1, One-Shot, Spell:Discard a card. Reveal cards from the top of your deck until the discarded card's [Spell] Relics are revealed. Put the Relics into your hand. Shuffle the other revealed cards back into your deck.
Enlightenment: Spell Power 2, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. One player may draw that card's [Spell] cards. Put the revealed card into your trash.
Planar Banishment: Spell Power 3, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Scouring Mists: Spell Power 4, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.
Elder Ring: Spell Power 2, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Oblivion: Spell Power 4, One-Shot, Spell--Reveal the top 2 cards of your deck.Nightmist deals each Target one of the revealed card's Spell Power Infernal Damage, then deals each non-Hero Target the other revealed card's [Spell] Infernal Damage. Put the revealed cards into your trash.
Trash: 7
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Deck: 11
Trash: 1
In Play: 3
-Shield Generator--Structure, HP: 4/6
-Battalion Brute--Minion, HP: 4/4
-Sky Deck--Level
Spoiler

Shield Generator: 6 hp, Structure--Reduce damage dealt to Environment targets by 1.
Battalion Brute: 4 hp, Minion--At the end of the Environment turn, this card deals the Hero target with the highest HP 1 melee and 1 lightning damage.
Sky Deck: Level--When this card enters play, destroy any other level cards.Whenever a target is destroyed, put it under its associated deck.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: HarryTrotter on June 25, 2015, 05:24:50 AM
Lets see:
Pushing the limits>Lighting Reflexes>Accelerated Assult>Nimble Strike on Proletariat>use my power>draw a card.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 25, 2015, 06:31:03 AM
Quote from: Spade on June 25, 2015, 05:24:50 AM
Lets see:
Pushing the limits>Lighting Reflexes>Accelerated Assult>Nimble Strike on Proletariat>use my power>draw a card.

Sorry, but the Implusion Beam played by the good Baron limits you to only playing one card.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: HarryTrotter on June 25, 2015, 09:06:12 AM
Sorry then.Just Nimble Strike on Proletariat and then use my power/draw a card.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on June 25, 2015, 11:41:43 AM
Which raises a good point - Impulsion Beam would be a great secondary target if folks are looking for one.  Tachyon and Guise are really going to hate that thing.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Deaths Jester on June 25, 2015, 05:36:08 PM
Yes..yes I do hate that thing....

My moves:

Spoiler
Play beefcake, use power on Implosion Beam, draw 2 cards and end my turn.  Blasted damn beam...keeping me from doing what I want to....hope I make it out of this turn alive...
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 27, 2015, 05:40:00 PM
There will be a slight delay.  I spilled the Captain Cosmic deck all over the floor and have to reconstitute the thing.  I can do it no problem it's just going to be a bit tedious.  Please bear with me.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 30, 2015, 01:04:23 AM
KNYFE draw
Spoiler

Focusing Conduit-Blade: Equipment, Limited--Increase energy damage dealt by KNYFE by 1. Power: KNYFE deals 1 target 3 energy damage. Destroy this card. When this card is destroyed, you may play an equipment card.

Tachyon draws
Spoiler

Accelerated Assault: One-Shot,Burst--Tachyon deals each non-Hero Target 1 Melee Damage.
Research Grant:Ongoing--Power: Draw 2 cards. Discard a card.
Hypersonic Assault: One-Shot--Tachyon deals each non-Hero Target 1 Sonic Damage. Targets dealt Damage this way cannot deal Damage until the start of your next turn.

Guise draws
Spoiler

X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.

Captain Cosmic draws
Spoiler

Harsh Offense: One-Shot--Reveal the top 3 cards of your deck.Captain Cosmic deals 1 target X energy damage, where X = the number of construct cards revealed this way times 2. Discard all cards revealed this way.

Nightmist Draws
Spoiler

Astral Premonition: Spell Power 4, Ongoing--Power: Discard 1 card. If you do, reveal the top 2 cards of a deck. Put 1 on the top of that deck and 1 on the bottom of that deck.

Friction tries to destroy stuff but can't.  NEXT!

Guise draws
Spoiler

Look What I Found!: One-shot--Guise deals 1 target 3 melee damage. Is that target still around? You should do more damage next time. If that target is still in play, increase the next damage dealt by Guise by 1.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.

This makes it Fright Train's turn.

(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)

Start: Nothing

Play: Locomotivation: One-Shot--Reveal the top card of Fright Train's deck. If it is a Nemesis card, discard it and Fright Train regains 5 HP. If it is not a Nemesis card, put it into play.

Top card of his deck is Off the Rails: One-Shot--Fright Train deals the Hero target with the highest HP 3 projectile damage. Destroy 1 Hero target with 2 or fewer HP.

Cosmic and Nightmist will both end up being hit for 4 damage apiece so it doesn't matter who gets this one.  What does matter is which Construct gets destroyed, as those are the only Hero targets with 2 hp or under.  Destroying Siphon will not trigger its abilities.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on June 30, 2015, 03:51:49 AM
Well looks like this is it. It's gonna be game over soon. There was just too many enemies and our team just couldn't get ourselves to properly set up. We didn't have the luck of the draw too i guess. :P

Let's see if i got the damage report right.
KNYFE has 4hp
Tachyon has 6hp
Guise has 6hp (he could probably still heal himself)
Cosmic has 3hp
Nightmist has 3hp
Wounding buffer has 2hp
Dynamic Siphon has 1hp

Ermine would then follow up an attack to the second lowest hero.

Then Battalion Brute will next attack the highest hero for 2hp damage.
Baron Blade will attack the lowest for 2hp damage at least.

And i don't even know how much damage Proletariat and his gang/clones will do the highest hero target.

Oh man. And Fright Train and his crew have yet to finish their attack this turn. Which would probably leave the team's highest hp target having at least 4hp. The same amount as my constructs. Hmmm...

I was thinking of using Cosmic Crest this turn and then heal the remaining constructs. But doing that i'll be limited to 2 constructs with (4hp if i choose wounding buffer to stay, or 1 with 4hp and 1 with 3hp if i choose dynamic siphon to stay).

But if i play another dynamic siphon, and use my power and hope that i draw another construct, there will be at least 3 construct standing. If not, at least get another chance to make a new construct if the new dynamic siphon gets hit at least once.

What i should take note though is if i have my constructs at 4hp and we have heroes at 3hp, Baron Blade could attack them too.

Nightmist would really need to use her mist form this turn if she wants to survive a little bit longer. I don't know. Could she really afford to "investigate"(sacrificing 2hp) any further?

I don't think either of the remaining constructs now would be able to use their power since they will be destroyed once they get hit. So i guess i'll choose the lowest construct Dynamic Siphon to get destroyed.








Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on June 30, 2015, 09:27:45 AM
The Crackjaw Crew will hit Guise and Tachyon.  Guise redirects his damage to one of the Proletariates, destroying it.

Wounding Buffer will hit back the Crackjaw Crew for 2.

Major Flay will then hit Guise for 2.

That makes it Cosmic's turn.

Villain Ongoing Effects
Reduce damage dealt to Baron Blade by 1.(Genetically Fused Physique)
The First time Baron Blade would be dealt damage each turn, reduce the damage to 0 and Baron Blade regains 2 HP.(Negation Bands)
Whenever Proletariat would be dealt non-Psychic damage, redirect it to the Clone with the lowest HP.(Proletariat)
Increase damage dealt by Fright Train by 1.(Engine of Destruction)
Increase the first damage dealt to Fright Train each turn by 1.(Engine of Destruction)

Hero Ongoing Effects
Ermine may not play cards(Mistbound)

Environment Ongoing Effects
Reduce damage dealt to Environment targets by 1.(Shield Generator)
Whenever a target is destroyed, but it on the bottom of its deck(Sky Deck)

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)
Spoiler

Front Side
At the end of Baron Blade's villain turn, Baron Blade deals the hero target with the lowest HP and himself 2 melee damage.

Incompacitated
At the start of Baron Blade's villain turn, each Hero target deals itself 1 toxic damage.
HP: 32/32 Highest Villain Target
Deck: 12
Trash: 5
In Play: 3
-Genetically Fused Physique--Ongoing
-Negation Bands--Device, HP: 4/4
-Impulsion Beam--Device, HP: 3/8
Spoiler

Impulsion Beam: 8 HP, Device--Each player cannot play more than 1 Hero card per turn. Each Hero cannot use more than 1 power per turn.
Negation Bands: 4 hp, Device--The first time Baron Blade would be dealt damage each turn, reduce that damage to 0 and Baron Blade regains 2 HP.
Genetically Fused Physique: Ongoing--Reduce damage dealt to Baron Blade by 1. At the end of Baron Blade's turn, Baron Blade regains 2 HP.


(http://www.sotm.freedomforceforever.com/banners/knyfe.png)
HP: 4/28
Available Powers:
Energy Lance: KNYFE deals 1 target 2 Energy damage.


Deck: 24
Hand: 6
Spoiler

Focusing Conduit-Blade: Equipment, Limited--Increase energy damage dealt by KNYFE by 1. Power: KNYFE deals 1 target 3 energy damage. Destroy this card. When this card is destroyed, you may play an equipment card.
Flawless Execution: Ongoing, Limited--Whenever damage dealt by KNYFE reduces a target to 1 HP, destroy that target.
Flawless Execution: Ongoing, Limited--Whenever damage dealt by KNYFE reduces a target to 1 HP, destroy that target.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Kinetic Neutralizer: Ongoing, Limited--Increase damage dealt by KNYFE to the villain target with the highest HP by 1.
Primed Punch: Ongoing--At the start of your turn, KNYFE may deal 1 target 4 melee damage. If she deals damage this way, destroy this card. Power: KNYFE deals 1 target 1 melee damage and 1 energy damage.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Trash: 8
In Play: 0

Spoiler

Prototype Servo-Gauntlet: Equipment, Limited--Increase melee damage dealt by KNYFE by 1. Power: KNYFE deals 1 target 2 melee damage. If that target is destroyed, you may destroy an Ongoing card.

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Spoiler

Front Side
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incompacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.

HP: 8/20
Deck: 15
Trash: 4
In Play: 4
-Hermetic--Nemesis, HP: 6/6
-Doc Tusser--Nemesis, HP: 9/9
-Proletariate--Clone, HP: 4/6
-Proletariate--Clone, HP: 6/6
Spoiler

Hermetic: 6 hp, Nemesis(Scholar)--At the end of Proletariat's turn, each Hero target deals itself 1 infernal damage. Then, if the Scholar is active in this game, each Hero character card deals itself 1 toxic damage.
Proletariat: 6 hp, Clone--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.
Doc Tusser: 9 hp,Nemesis(Chrono-Ranger)--At the end of Proletariat's turn, this card deals the Hero target with the second lowest HP 1 projectile damage. Then, if Chrono-Ranger is active in this game, this card regains 3 HP.

(http://www.sotm.freedomforceforever.com/banners/TLTachyon.png)
HP: 5/28 Highest Hero Target

Available Powers
Team Leader: Each Player draws 1 card.

Deck: 24
Hand: 7
Spoiler

Accelerated Assault: One-Shot,Burst--Tachyon deals each non-Hero Target 1 Melee Damage.
Research Grant:Ongoing--Power: Draw 2 cards. Discard a card.
Hypersonic Assault: One-Shot--Tachyon deals each non-Hero Target 1 Sonic Damage. Targets dealt Damage this way cannot deal Damage until the start of your next turn.
Accelerated Assault: One-Shot,Burst--Tachyon deals each non-Hero Target 1 Melee Damage.
Lightning Reflexes:One-Shot--You may play up to 2 cards now.
HUD Goggles: Equipment, Limited--You may play an additional card during your play phase.
Pushing the Limits: Ongoing, Limited--You may play an additional card during your play phase and draw an additional card during your draw phase. At the start of your turn, Tachyon may deal herself 2 Sonic Damage. If she takes no Damage this way, this card is destroyed.
Trash: 9(8 Burst)
In Play: 0
Spoiler



(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)
Spoiler

Front Side
At the end of Friction's turn, Friction deals the Hero target with the highest HP 1 melee damage.

Incompacitated
At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

INCAPACITATED!
Incap Ability: At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 4/27

Available Powers
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!


Deck: 26
Hand: 9
Spoiler

I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Look What I Found!: One-shot--Guise deals 1 target 3 melee damage. Is that target still around? You should do more damage next time. If that target is still in play, increase the next damage dealt by Guise by 1.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Gimmicky Character: One-Shot--Discard the top card of every deck. Guise regains HP equal to the number of target cards discarded. You may play a card. What's wrong with shark-jumping, anyway?
Trash: 7
In Play: 1
-Total Beefcake--Ongoing, Limited

Spoiler

Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.

(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)
Spoiler

Front Side
At the end of Fright Train's turn, Fright Train deals the Hero target with the highest HP 3 melee damage

Incompacitated
At the start of Fright Train's villain turn, the hero target with the highest HP deals themselves 2 toxic damage.

HP: 26/35
Deck: 13
Trash: 4
In Play: 3
-Engine of Destruction--Ongoing
-The Crackjaw Crew--Nemesis(The Sentinels), HP: 5/11
-Major Flay--Nemesis(The Sentinels), HP: 3/7
Spoiler

Major Flay: 7 hp, Nemesis(Visionary)--At the end of Fright Train's turn, this card deals the Hero target with the highest HP 2 lightning damage. If the Visionary is active in this tame, Villain Ongoing cards are indestructible.
Engine of Destruction: Ongoing--Increase damage dealt by Fright Train by 1.Increase the first damage dealt to Fright Train each turn by 1.
The Crackjaw Crew: 11 hp, Nemesis(The Sentinels)--At the end of Fright Traini's turn, this card deals the 2 Hero targets with the highest HP 1 energy damage each.Increase damage dealt by this card by 1 for each active member of the Sentinels.

(http://www.sotm.freedomforceforever.com/banners/captaincosmic.png)
HP: 3/27

Available Powers
Fabrication: Reveal the top card of your deck. Put it into play or into your hand.


Deck: 26
Hand: 8
Spoiler

Harsh Offense: One-Shot--Reveal the top 3 cards of your deck.Captain Cosmic deals 1 target X energy damage, where X = the number of construct cards revealed this way times 2. Discard all cards revealed this way.
Construct Cataclysm: One-Shot--Destroy all construct cards. Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
Potent Disruption:One-Shot--Destroy 1 construct card. Captain Cosmic deals 1 target energy damage equal to the hp of the destroyed construct card plus 1.
Energy Bracers: 4 hp, Construct--Play this card next to a hero character card.Reduce damage dealt to that hero character card by 1.
Dynamic Siphon: 4 hp, Construct--Play this card next to a hero character card. Whenever this card is dealt damage, that hero may use a power.
Cosmic Weapon: 4 hp, Construct--Play this card next to a hero character card. That hero gains the following power:Power: This hero deals 1 target 3 energy damage.
Augmented Ally: 4 hp, Construct--Play this card next to a hero character card.At the start of that hero's turn, their player may discard a card. If they do, they may use a power immediately.
Unflagging Animation: Ongoing, Limited--At the end of your turn, Captain Cosmic deals himself 1 irreducible psychic damage. At the start of your turn, you may move 1 construct card from your trash into play. Then, you may destroy this card.Construct Cataclysm: One-Shot--Destroy all construct cards.Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.
Trash: 6
In Play: 1
-Wounding Buffer--Construct, Next to Tachyon, HP: 2/4

Spoiler

Wounding Buffer: 4 hp, Construct--Play this card next to a hero character card.The first time that hero character card is dealt damage by a target each turn, this card deals the source of that damage 2 energy damage.

(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Spoiler

Front Side
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incompacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.

HP: 14/25
Deck: 15
Trash: 4
In Play: 1
-The Seer--Nemesis, HP: 9/9

Spoiler

The Seer: 9 hp, Nemesis--At the end of Ermine's turn, this card deals the Hero target with the highest HP 2 infernal damage. If Fanatic is active in this game, all Hero targets are immune to damage from Hero targets.

(http://www.sotm.freedomforceforever.com/banners/nightmist.png)
HP: 3/27 Highest Hero Target

Available Powers
Investigate: Nightmist deals herself 2 Infernal Damage. Draw 2 cards.

Deck: 23
Hand: 10
Spoiler

Astral Premonition: Spell Power 4, Ongoing--Power: Discard 1 card. If you do, reveal the top 2 cards of a deck. Put 1 on the top of that deck and 1 on the bottom of that deck.
Planar Banishment: Spell Power 2, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Master of Magic: Spell Power 2, Ongoing, Limited--Whenever you play a Spell card, Nightmist regains that card's [Spell] HP.
Mist Form: Spell Power 2, Ongoing, Limited--Nightmist is immune to Damage. You cannot play cards or use Powers. You may draw an additional card during your draw phase.At the start of your turn, you may destroy this card.
Starshield Necklace: Spell Power 1, Equipment ,Relic, Limited--At the end of your turn, you may discard a card. If you do, Nightmist regains that card's [Spell] HP.
Amulet of the Elder Gods: Spell Power 3, Equipment, Relic, Limited--The first time Nightmist would be dealt Damage each turn, you may discard 2 cards. If you do, you may redirect that Damage to a Target of your choice.
Call Forth: Spell Power 1, One-Shot, Spell:Discard a card. Reveal cards from the top of your deck until the discarded card's [Spell] Relics are revealed. Put the Relics into your hand. Shuffle the other revealed cards back into your deck.
Enlightenment: Spell Power 2, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. One player may draw that card's [Spell] cards. Put the revealed card into your trash.
Planar Banishment: Spell Power 3, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Scouring Mists: Spell Power 4, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.
Elder Ring: Spell Power 2, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Oblivion: Spell Power 4, One-Shot, Spell--Reveal the top 2 cards of your deck.Nightmist deals each Target one of the revealed card's Spell Power Infernal Damage, then deals each non-Hero Target the other revealed card's [Spell] Infernal Damage. Put the revealed cards into your trash.
Trash: 7
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Deck: 11
Trash: 1
In Play: 3
-Shield Generator--Structure, HP: 4/6
-Battalion Brute--Minion, HP: 4/4
-Sky Deck--Level
Spoiler

Shield Generator: 6 hp, Structure--Reduce damage dealt to Environment targets by 1.
Battalion Brute: 4 hp, Minion--At the end of the Environment turn, this card deals the Hero target with the highest HP 1 melee and 1 lightning damage.
Sky Deck: Level--When this card enters play, destroy any other level cards.Whenever a target is destroyed, put it under its associated deck.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on July 01, 2015, 02:59:28 AM
I think it would have been better had i let dynamic siphon stay instead.

Since Ermine will target the second lowest hp 3 targets now. And Baron Blade will finish off that hero then.

I have no choice then, but to play Cosmic Crest now. And use its power to heal Wounding Buffer. So that will be the one to be destroyed next turn. Draw a card to end my turn. (For whatever good it would do.)

It's been nice knowing you guys. This will be probably Captain Cosmic's last play.  :P

Like some civilians would say in the game Freedom Force...."It's too much. I can't take it" :wacko:
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on July 01, 2015, 08:55:38 AM
You draw

Spoiler
Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.

It is now Ermine's turn.

(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)

Start: Nothing

Play: Nothing(Mistbound)

End: Ermine reveals Tantrum: 5 hp, Nemesis(Sky-Scraper)--At the end of Ermine's turn, destroy 1 Environment card. Then, if Sky-Scraper is active in this game and there are no Environment cards in play, this card deals each Hero target 2 melee damage.

It is discarded and she deals Cosmic or Nightmist 2 damage.  Who wants it?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on July 01, 2015, 10:00:54 AM
Nightmist's turn is next, and I'll be working on some healing.  She'll take it.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on July 01, 2015, 02:22:31 PM
Darn it again. If i knew it was a cosmic crest construct, i could have played dynamic siphon or something. :doh:

But the reason i know i didn't was to draw Ermine's attack towards one of the constructs.

And i forgot how she will attack the 2nd lowest target regardless if it's a tie.  ( and Cosmic and Nightmist are tied for 3) :banghead:

Sorry. I seem to be making all the wrong decisions in my play.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on July 01, 2015, 02:47:32 PM
Quote from: Outcast on July 01, 2015, 02:22:31 PM
Darn it again. If i knew it was a cosmic crest construct, i could have played dynamic siphon or something. :doh:

But the reason i know i didn't was to draw Ermine's attack towards one of the constructs.

And i forgot how she will attack the 2nd lowest target regardless if it's a tie.  ( and Cosmic and Nightmist are tied for 3) :banghead:

Sorry. I seem to be making all the wrong decisions in my play.

Don't worry about it - this whole situation is just down to none of us being able to tell the future. I totally lost track of everything mid-game and played a very ineffectual and costly turn myself. None of us seemed to have any chance to get properly set up anyways.

Though we did seem to deviate from what I thought was a very strategic order to take them down - how did Prolet end up with less hp than Ermine?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on July 01, 2015, 03:29:07 PM
Quote from: Reepicheep on July 01, 2015, 02:47:32 PM
Though we did seem to deviate from what I thought was a very strategic order to take them down - how did Prolet end up with less hp than Ermine?

I think it was from Tachyon's Lightning Barrage attack. Maybe she was able to do a combo attack, after the first Impulsion Beam was destroyed.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: HarryTrotter on July 01, 2015, 05:22:45 PM
Should we try to weather this out,or fold?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on July 01, 2015, 07:15:19 PM
We may as well hold out for a few miraculous draws and plays. And if not, we deserve to watch our demise. I'm pretty pleased with a run of six wins.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Deaths Jester on July 01, 2015, 08:13:27 PM
IF I can hold out to my turn and IF the Implosion Beam is gacked...I might be able to do a little something...not sure yet...but need that Beam gone to do anything really worthwhile.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on July 01, 2015, 10:42:40 PM
The beam is now the lowest hp villain target and is likely to go down the next time Guise would take damage.  Which is likely to be soon.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on July 01, 2015, 10:44:33 PM
The Seer hits Tachyon for 2.

It is now Nightmist's turn.

Villain Ongoing Effects
Reduce damage dealt to Baron Blade by 1.(Genetically Fused Physique)
The First time Baron Blade would be dealt damage each turn, reduce the damage to 0 and Baron Blade regains 2 HP.(Negation Bands)
Whenever Proletariat would be dealt non-Psychic damage, redirect it to the Clone with the lowest HP.(Proletariat)
Increase damage dealt by Fright Train by 1.(Engine of Destruction)
Increase the first damage dealt to Fright Train each turn by 1.(Engine of Destruction)

Hero Ongoing Effects

Environment Ongoing Effects
Reduce damage dealt to Environment targets by 1.(Shield Generator)
Whenever a target is destroyed, but it on the bottom of its deck(Sky Deck)

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)
Spoiler

Front Side
At the end of Baron Blade's villain turn, Baron Blade deals the hero target with the lowest HP and himself 2 melee damage.

Incompacitated
At the start of Baron Blade's villain turn, each Hero target deals itself 1 toxic damage.
HP: 32/32 Highest Villain Target
Deck: 12
Trash: 5
In Play: 3
-Genetically Fused Physique--Ongoing
-Negation Bands--Device, HP: 4/4
-Impulsion Beam--Device, HP: 3/8
Spoiler

Impulsion Beam: 8 HP, Device--Each player cannot play more than 1 Hero card per turn. Each Hero cannot use more than 1 power per turn.
Negation Bands: 4 hp, Device--The first time Baron Blade would be dealt damage each turn, reduce that damage to 0 and Baron Blade regains 2 HP.
Genetically Fused Physique: Ongoing--Reduce damage dealt to Baron Blade by 1. At the end of Baron Blade's turn, Baron Blade regains 2 HP.


(http://www.sotm.freedomforceforever.com/banners/knyfe.png)
HP: 4/28
Available Powers:
Energy Lance: KNYFE deals 1 target 2 Energy damage.


Deck: 24
Hand: 6
Spoiler

Focusing Conduit-Blade: Equipment, Limited--Increase energy damage dealt by KNYFE by 1. Power: KNYFE deals 1 target 3 energy damage. Destroy this card. When this card is destroyed, you may play an equipment card.
Flawless Execution: Ongoing, Limited--Whenever damage dealt by KNYFE reduces a target to 1 HP, destroy that target.
Flawless Execution: Ongoing, Limited--Whenever damage dealt by KNYFE reduces a target to 1 HP, destroy that target.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Kinetic Neutralizer: Ongoing, Limited--Increase damage dealt by KNYFE to the villain target with the highest HP by 1.
Primed Punch: Ongoing--At the start of your turn, KNYFE may deal 1 target 4 melee damage. If she deals damage this way, destroy this card. Power: KNYFE deals 1 target 1 melee damage and 1 energy damage.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Trash: 8
In Play: 0

Spoiler

Prototype Servo-Gauntlet: Equipment, Limited--Increase melee damage dealt by KNYFE by 1. Power: KNYFE deals 1 target 2 melee damage. If that target is destroyed, you may destroy an Ongoing card.

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Spoiler

Front Side
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incompacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.

HP: 8/20
Deck: 15
Trash: 4
In Play: 4
-Hermetic--Nemesis, HP: 6/6
-Doc Tusser--Nemesis, HP: 9/9
-Proletariate--Clone, HP: 4/6
-Proletariate--Clone, HP: 6/6
Spoiler

Hermetic: 6 hp, Nemesis(Scholar)--At the end of Proletariat's turn, each Hero target deals itself 1 infernal damage. Then, if the Scholar is active in this game, each Hero character card deals itself 1 toxic damage.
Proletariat: 6 hp, Clone--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.
Doc Tusser: 9 hp,Nemesis(Chrono-Ranger)--At the end of Proletariat's turn, this card deals the Hero target with the second lowest HP 1 projectile damage. Then, if Chrono-Ranger is active in this game, this card regains 3 HP.

(http://www.sotm.freedomforceforever.com/banners/TLTachyon.png)
HP: 3/28

Available Powers
Team Leader: Each Player draws 1 card.

Deck: 24
Hand: 7
Spoiler

Accelerated Assault: One-Shot,Burst--Tachyon deals each non-Hero Target 1 Melee Damage.
Research Grant:Ongoing--Power: Draw 2 cards. Discard a card.
Hypersonic Assault: One-Shot--Tachyon deals each non-Hero Target 1 Sonic Damage. Targets dealt Damage this way cannot deal Damage until the start of your next turn.
Accelerated Assault: One-Shot,Burst--Tachyon deals each non-Hero Target 1 Melee Damage.
Lightning Reflexes:One-Shot--You may play up to 2 cards now.
HUD Goggles: Equipment, Limited--You may play an additional card during your play phase.
Pushing the Limits: Ongoing, Limited--You may play an additional card during your play phase and draw an additional card during your draw phase. At the start of your turn, Tachyon may deal herself 2 Sonic Damage. If she takes no Damage this way, this card is destroyed.
Trash: 9(8 Burst)
In Play: 0
Spoiler



(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)
Spoiler

Front Side
At the end of Friction's turn, Friction deals the Hero target with the highest HP 1 melee damage.

Incompacitated
At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

INCAPACITATED!
Incap Ability: At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 4/27

Available Powers
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!


Deck: 26
Hand: 9
Spoiler

I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Look What I Found!: One-shot--Guise deals 1 target 3 melee damage. Is that target still around? You should do more damage next time. If that target is still in play, increase the next damage dealt by Guise by 1.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Gimmicky Character: One-Shot--Discard the top card of every deck. Guise regains HP equal to the number of target cards discarded. You may play a card. What's wrong with shark-jumping, anyway?
Trash: 7
In Play: 1
-Total Beefcake--Ongoing, Limited

Spoiler

Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.

(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)
Spoiler

Front Side
At the end of Fright Train's turn, Fright Train deals the Hero target with the highest HP 3 melee damage

Incompacitated
At the start of Fright Train's villain turn, the hero target with the highest HP deals themselves 2 toxic damage.

HP: 26/35
Deck: 13
Trash: 4
In Play: 3
-Engine of Destruction--Ongoing
-The Crackjaw Crew--Nemesis(The Sentinels), HP: 5/11
-Major Flay--Nemesis(The Sentinels), HP: 3/7
Spoiler

Major Flay: 7 hp, Nemesis(Visionary)--At the end of Fright Train's turn, this card deals the Hero target with the highest HP 2 lightning damage. If the Visionary is active in this tame, Villain Ongoing cards are indestructible.
Engine of Destruction: Ongoing--Increase damage dealt by Fright Train by 1.Increase the first damage dealt to Fright Train each turn by 1.
The Crackjaw Crew: 11 hp, Nemesis(The Sentinels)--At the end of Fright Traini's turn, this card deals the 2 Hero targets with the highest HP 1 energy damage each.Increase damage dealt by this card by 1 for each active member of the Sentinels.

(http://www.sotm.freedomforceforever.com/banners/captaincosmic.png)
HP: 3/27

Available Powers
Fabrication: Reveal the top card of your deck. Put it into play or into your hand.


Deck: 26
Hand: 8
Spoiler

Harsh Offense: One-Shot--Reveal the top 3 cards of your deck.Captain Cosmic deals 1 target X energy damage, where X = the number of construct cards revealed this way times 2. Discard all cards revealed this way.
Construct Cataclysm: One-Shot--Destroy all construct cards. Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
Potent Disruption:One-Shot--Destroy 1 construct card. Captain Cosmic deals 1 target energy damage equal to the hp of the destroyed construct card plus 1.
Energy Bracers: 4 hp, Construct--Play this card next to a hero character card.Reduce damage dealt to that hero character card by 1.
Dynamic Siphon: 4 hp, Construct--Play this card next to a hero character card. Whenever this card is dealt damage, that hero may use a power.
Cosmic Weapon: 4 hp, Construct--Play this card next to a hero character card. That hero gains the following power:Power: This hero deals 1 target 3 energy damage.
Augmented Ally: 4 hp, Construct--Play this card next to a hero character card.At the start of that hero's turn, their player may discard a card. If they do, they may use a power immediately.
Unflagging Animation: Ongoing, Limited--At the end of your turn, Captain Cosmic deals himself 1 irreducible psychic damage. At the start of your turn, you may move 1 construct card from your trash into play. Then, you may destroy this card.Construct Cataclysm: One-Shot--Destroy all construct cards.Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.
Trash: 6
In Play: 1
-Wounding Buffer--Construct, Next to Tachyon, HP: 4/4
-Cosmic Crest--Construct, Limited, Next to Tachyon, HP: 4/4

Spoiler

Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.
Wounding Buffer: 4 hp, Construct--Play this card next to a hero character card.The first time that hero character card is dealt damage by a target each turn, this card deals the source of that damage 2 energy damage.

(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Spoiler

Front Side
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incompacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.

HP: 14/25
Deck: 15
Trash: 4
In Play: 1
-The Seer--Nemesis, HP: 9/9

Spoiler

The Seer: 9 hp, Nemesis--At the end of Ermine's turn, this card deals the Hero target with the highest HP 2 infernal damage. If Fanatic is active in this game, all Hero targets are immune to damage from Hero targets.

(http://www.sotm.freedomforceforever.com/banners/nightmist.png)
HP: 1/27

Available Powers
Investigate: Nightmist deals herself 2 Infernal Damage. Draw 2 cards.

Deck: 23
Hand: 10
Spoiler

Astral Premonition: Spell Power 4, Ongoing--Power: Discard 1 card. If you do, reveal the top 2 cards of a deck. Put 1 on the top of that deck and 1 on the bottom of that deck.
Planar Banishment: Spell Power 2, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Master of Magic: Spell Power 2, Ongoing, Limited--Whenever you play a Spell card, Nightmist regains that card's [Spell] HP.
Mist Form: Spell Power 2, Ongoing, Limited--Nightmist is immune to Damage. You cannot play cards or use Powers. You may draw an additional card during your draw phase.At the start of your turn, you may destroy this card.
Starshield Necklace: Spell Power 1, Equipment ,Relic, Limited--At the end of your turn, you may discard a card. If you do, Nightmist regains that card's [Spell] HP.
Amulet of the Elder Gods: Spell Power 3, Equipment, Relic, Limited--The first time Nightmist would be dealt Damage each turn, you may discard 2 cards. If you do, you may redirect that Damage to a Target of your choice.
Call Forth: Spell Power 1, One-Shot, Spell:Discard a card. Reveal cards from the top of your deck until the discarded card's [Spell] Relics are revealed. Put the Relics into your hand. Shuffle the other revealed cards back into your deck.
Enlightenment: Spell Power 2, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. One player may draw that card's [Spell] cards. Put the revealed card into your trash.
Planar Banishment: Spell Power 3, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Scouring Mists: Spell Power 4, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.
Elder Ring: Spell Power 2, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Oblivion: Spell Power 4, One-Shot, Spell--Reveal the top 2 cards of your deck.Nightmist deals each Target one of the revealed card's Spell Power Infernal Damage, then deals each non-Hero Target the other revealed card's [Spell] Infernal Damage. Put the revealed cards into your trash.
Trash: 7
In Play: 0
Spoiler


(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Deck: 11
Trash: 1
In Play: 3
-Shield Generator--Structure, HP: 4/6
-Battalion Brute--Minion, HP: 4/4
-Sky Deck--Level
Spoiler

Shield Generator: 6 hp, Structure--Reduce damage dealt to Environment targets by 1.
Battalion Brute: 4 hp, Minion--At the end of the Environment turn, this card deals the Hero target with the highest HP 1 melee and 1 lightning damage.
Sky Deck: Level--When this card enters play, destroy any other level cards.Whenever a target is destroyed, put it under its associated deck.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on July 01, 2015, 10:46:26 PM
The Brute will be hitting the highest next, so you might want to play now who (or what since the constructs are tied for highest) will take it.  If Guise take it, only 1 point of damage will be redirected though.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on July 02, 2015, 03:23:25 AM
I'll let Wounding Buffer take the hit.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on July 02, 2015, 11:26:11 AM
Nightmist sags to one knee, nearly obscured by the mist pouring from countless wounds.  Still, she gathers some of the mist and shapes it into a ring, which quickly coalesces into an ornate necklace.  She places [Starshield Necklace] around her neck.  Staggering to her feet she reaches out to her floating tome and tears out a page.  It dissipates into mist as soon as it's removed, but Nightmist appears notably stronger for it.  "Necessary, but the cost can be high."  (Discard Oblivion [4])
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on July 02, 2015, 09:36:10 PM
You draw
Spoiler
Mist Form: Spell Power 3, Ongoing, Limited--Nightmist is immune to Damage. You cannot play cards or use Powers. You may draw an additional card during your draw phase.At the start of your turn, you may destroy this card.

It is now the Environment's turn

(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Start: Nothing

Play: Battalion Brute: 4 hp, Minion--At the end of the Environment turn, this card deals the Hero target with the highest HP 1 melee and 1 lightning damage.

End: First Brute hits Nightmist for 1 and 1.  Next one hits the Wounding Buffer for 1 and 1.

It is now Blade's turn

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)

Start: Nothing

Play: Regression Darts: One-Shot--Baron Blade deals the 2 Hero targets with the highest HP 1 toxic damage each. Targets dealt damage this way cannot deal damage until the start of Baron Blade's turn.

So who to hit?  The obvious choice seems to be Guise--who will redirect it and thus can still do damage and the Crest--which doesn't deal damage in the first place.

Any objections?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on July 03, 2015, 09:45:41 AM
Sounds good.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on July 03, 2015, 10:01:07 AM
Blade then blows up the Wounding Buffer.

It is now KNYFE's turn.

Villain Ongoing Effects
Reduce damage dealt to Baron Blade by 1.(Genetically Fused Physique)
The First time Baron Blade would be dealt damage each turn, reduce the damage to 0 and Baron Blade regains 2 HP.(Negation Bands)
Whenever Proletariat would be dealt non-Psychic damage, redirect it to the Clone with the lowest HP.(Proletariat)
Increase damage dealt by Fright Train by 1.(Engine of Destruction)
Increase the first damage dealt to Fright Train each turn by 1.(Engine of Destruction)

Hero Ongoing Effects

Environment Ongoing Effects
Reduce damage dealt to Environment targets by 1.(Shield Generator)
Whenever a target is destroyed, but it on the bottom of its deck(Sky Deck)

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)
Spoiler

Front Side
At the end of Baron Blade's villain turn, Baron Blade deals the hero target with the lowest HP and himself 2 melee damage.

Incompacitated
At the start of Baron Blade's villain turn, each Hero target deals itself 1 toxic damage.
HP: 32/32 Highest Villain Target
Deck: 12
Trash: 5
In Play: 3
-Genetically Fused Physique--Ongoing
-Negation Bands--Device, HP: 4/4
-Impulsion Beam--Device, HP: 2/8
Spoiler

Impulsion Beam: 8 HP, Device--Each player cannot play more than 1 Hero card per turn. Each Hero cannot use more than 1 power per turn.
Negation Bands: 4 hp, Device--The first time Baron Blade would be dealt damage each turn, reduce that damage to 0 and Baron Blade regains 2 HP.
Genetically Fused Physique: Ongoing--Reduce damage dealt to Baron Blade by 1. At the end of Baron Blade's turn, Baron Blade regains 2 HP.


(http://www.sotm.freedomforceforever.com/banners/knyfe.png)
HP: 4/28
Available Powers:
Energy Lance: KNYFE deals 1 target 2 Energy damage.


Deck: 24
Hand: 6
Spoiler

Focusing Conduit-Blade: Equipment, Limited--Increase energy damage dealt by KNYFE by 1. Power: KNYFE deals 1 target 3 energy damage. Destroy this card. When this card is destroyed, you may play an equipment card.
Flawless Execution: Ongoing, Limited--Whenever damage dealt by KNYFE reduces a target to 1 HP, destroy that target.
Flawless Execution: Ongoing, Limited--Whenever damage dealt by KNYFE reduces a target to 1 HP, destroy that target.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Kinetic Neutralizer: Ongoing, Limited--Increase damage dealt by KNYFE to the villain target with the highest HP by 1.
Primed Punch: Ongoing--At the start of your turn, KNYFE may deal 1 target 4 melee damage. If she deals damage this way, destroy this card. Power: KNYFE deals 1 target 1 melee damage and 1 energy damage.
For the Greater Good: One-Shot--KNYFE deals herself 3 psychic damage. If she takes damage this way, you may draw 1 card, play 1 card, and use 1 power now.
Trash: 8
In Play: 0

Spoiler

Prototype Servo-Gauntlet: Equipment, Limited--Increase melee damage dealt by KNYFE by 1. Power: KNYFE deals 1 target 2 melee damage. If that target is destroyed, you may destroy an Ongoing card.

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Spoiler

Front Side
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incompacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.

HP: 8/20
Deck: 15
Trash: 4
In Play: 4
-Hermetic--Nemesis, HP: 6/6
-Doc Tusser--Nemesis, HP: 9/9
-Proletariate--Clone, HP: 4/6
-Proletariate--Clone, HP: 6/6
Spoiler

Hermetic: 6 hp, Nemesis(Scholar)--At the end of Proletariat's turn, each Hero target deals itself 1 infernal damage. Then, if the Scholar is active in this game, each Hero character card deals itself 1 toxic damage.
Proletariat: 6 hp, Clone--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.
Doc Tusser: 9 hp,Nemesis(Chrono-Ranger)--At the end of Proletariat's turn, this card deals the Hero target with the second lowest HP 1 projectile damage. Then, if Chrono-Ranger is active in this game, this card regains 3 HP.

(http://www.sotm.freedomforceforever.com/banners/TLTachyon.png)
HP: 3/28

Available Powers
Team Leader: Each Player draws 1 card.

Deck: 24
Hand: 7
Spoiler

Accelerated Assault: One-Shot,Burst--Tachyon deals each non-Hero Target 1 Melee Damage.
Research Grant:Ongoing--Power: Draw 2 cards. Discard a card.
Hypersonic Assault: One-Shot--Tachyon deals each non-Hero Target 1 Sonic Damage. Targets dealt Damage this way cannot deal Damage until the start of your next turn.
Accelerated Assault: One-Shot,Burst--Tachyon deals each non-Hero Target 1 Melee Damage.
Lightning Reflexes:One-Shot--You may play up to 2 cards now.
HUD Goggles: Equipment, Limited--You may play an additional card during your play phase.
Pushing the Limits: Ongoing, Limited--You may play an additional card during your play phase and draw an additional card during your draw phase. At the start of your turn, Tachyon may deal herself 2 Sonic Damage. If she takes no Damage this way, this card is destroyed.
Trash: 9(8 Burst)
In Play: 0
Spoiler



(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)
Spoiler

Front Side
At the end of Friction's turn, Friction deals the Hero target with the highest HP 1 melee damage.

Incompacitated
At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

INCAPACITATED!
Incap Ability: At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 4/27

Available Powers
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!


Deck: 26
Hand: 9
Spoiler

I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Look What I Found!: One-shot--Guise deals 1 target 3 melee damage. Is that target still around? You should do more damage next time. If that target is still in play, increase the next damage dealt by Guise by 1.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Gimmicky Character: One-Shot--Discard the top card of every deck. Guise regains HP equal to the number of target cards discarded. You may play a card. What's wrong with shark-jumping, anyway?
Trash: 7
In Play: 1
-Total Beefcake--Ongoing, Limited

Spoiler

Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.

(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)
Spoiler

Front Side
At the end of Fright Train's turn, Fright Train deals the Hero target with the highest HP 3 melee damage

Incompacitated
At the start of Fright Train's villain turn, the hero target with the highest HP deals themselves 2 toxic damage.

HP: 26/35
Deck: 13
Trash: 4
In Play: 3
-Engine of Destruction--Ongoing
-The Crackjaw Crew--Nemesis(The Sentinels), HP: 5/11
-Major Flay--Nemesis(The Sentinels), HP: 3/7
Spoiler

Major Flay: 7 hp, Nemesis(Visionary)--At the end of Fright Train's turn, this card deals the Hero target with the highest HP 2 lightning damage. If the Visionary is active in this tame, Villain Ongoing cards are indestructible.
Engine of Destruction: Ongoing--Increase damage dealt by Fright Train by 1.Increase the first damage dealt to Fright Train each turn by 1.
The Crackjaw Crew: 11 hp, Nemesis(The Sentinels)--At the end of Fright Traini's turn, this card deals the 2 Hero targets with the highest HP 1 energy damage each.Increase damage dealt by this card by 1 for each active member of the Sentinels.

(http://www.sotm.freedomforceforever.com/banners/captaincosmic.png)
HP: 3/27

Available Powers
Fabrication: Reveal the top card of your deck. Put it into play or into your hand.


Deck: 26
Hand: 8
Spoiler

Harsh Offense: One-Shot--Reveal the top 3 cards of your deck.Captain Cosmic deals 1 target X energy damage, where X = the number of construct cards revealed this way times 2. Discard all cards revealed this way.
Construct Cataclysm: One-Shot--Destroy all construct cards. Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
Potent Disruption:One-Shot--Destroy 1 construct card. Captain Cosmic deals 1 target energy damage equal to the hp of the destroyed construct card plus 1.
Energy Bracers: 4 hp, Construct--Play this card next to a hero character card.Reduce damage dealt to that hero character card by 1.
Dynamic Siphon: 4 hp, Construct--Play this card next to a hero character card. Whenever this card is dealt damage, that hero may use a power.
Cosmic Weapon: 4 hp, Construct--Play this card next to a hero character card. That hero gains the following power:Power: This hero deals 1 target 3 energy damage.
Augmented Ally: 4 hp, Construct--Play this card next to a hero character card.At the start of that hero's turn, their player may discard a card. If they do, they may use a power immediately.
Unflagging Animation: Ongoing, Limited--At the end of your turn, Captain Cosmic deals himself 1 irreducible psychic damage. At the start of your turn, you may move 1 construct card from your trash into play. Then, you may destroy this card.Construct Cataclysm: One-Shot--Destroy all construct cards.Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.
Trash: 6
In Play: 1
-Cosmic Crest--Construct, Limited, Next to Tachyon, HP: 3/4

Spoiler

Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.

(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Spoiler

Front Side
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incompacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.

HP: 14/25
Deck: 15
Trash: 4
In Play: 1
-The Seer--Nemesis, HP: 9/9

Spoiler

The Seer: 9 hp, Nemesis--At the end of Ermine's turn, this card deals the Hero target with the highest HP 2 infernal damage. If Fanatic is active in this game, all Hero targets are immune to damage from Hero targets.

(http://www.sotm.freedomforceforever.com/banners/nightmist.png)
HP: 3/27

Available Powers
Investigate: Nightmist deals herself 2 Infernal Damage. Draw 2 cards.

Deck: 23
Hand: 9
Spoiler

Mist Form: Spell Power 3, Ongoing, Limited--Nightmist is immune to Damage. You cannot play cards or use Powers. You may draw an additional card during your draw phase.At the start of your turn, you may destroy this card.
Astral Premonition: Spell Power 4, Ongoing--Power: Discard 1 card. If you do, reveal the top 2 cards of a deck. Put 1 on the top of that deck and 1 on the bottom of that deck.
Planar Banishment: Spell Power 2, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Master of Magic: Spell Power 2, Ongoing, Limited--Whenever you play a Spell card, Nightmist regains that card's [Spell] HP.
Mist Form: Spell Power 2, Ongoing, Limited--Nightmist is immune to Damage. You cannot play cards or use Powers. You may draw an additional card during your draw phase.At the start of your turn, you may destroy this card.
Amulet of the Elder Gods: Spell Power 3, Equipment, Relic, Limited--The first time Nightmist would be dealt Damage each turn, you may discard 2 cards. If you do, you may redirect that Damage to a Target of your choice.
Call Forth: Spell Power 1, One-Shot, Spell:Discard a card. Reveal cards from the top of your deck until the discarded card's [Spell] Relics are revealed. Put the Relics into your hand. Shuffle the other revealed cards back into your deck.
Enlightenment: Spell Power 2, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. One player may draw that card's [Spell] cards. Put the revealed card into your trash.
Planar Banishment: Spell Power 3, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Scouring Mists: Spell Power 4, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.
Elder Ring: Spell Power 2, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Trash: 8
In Play: 1
-Starshield Necklace--Equipment, Relic, Limited

Spoiler

Starshield Necklace: Spell Power 1, Equipment ,Relic, Limited--At the end of your turn, you may discard a card. If you do, Nightmist regains that card's [Spell] HP.

(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Deck: 11
Trash: 1
In Play: 3
-Shield Generator--Structure, HP: 4/6
-Battalion Brute--Minion, HP: 4/4
-Sky Deck--Level
-Battalion Brute--Minion, HP: 4/4
Spoiler

Shield Generator: 6 hp, Structure--Reduce damage dealt to Environment targets by 1.
Battalion Brute: 4 hp, Minion--At the end of the Environment turn, this card deals the Hero target with the highest HP 1 melee and 1 lightning damage.
Sky Deck: Level--When this card enters play, destroy any other level cards.Whenever a target is destroyed, put it under its associated deck.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on July 03, 2015, 10:10:55 AM
I feel so helpless...

I'll play Focusing Conduit Blade, though I think it'll be inconsequential.

I'll then use Energy Lance on the Impulsion Beam to destroy it.

I'll take priority for any hits from Prolet, especially if it'll shoot to kill. Now that I've had my turn, I should be first to go down.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on July 03, 2015, 10:18:56 AM
I don't like to interfere too much, but with things so close and all--

Just like to point out that Guise will redirect Proletariate's damage to the beam and destroy it anyway, so there's no real need for you to do it.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on July 03, 2015, 10:20:13 AM
Ah, Right you are.

In that case, I'll hit 3hp off Ermine for good measure.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on July 03, 2015, 10:27:56 AM
You draw
Spoiler
Battlefield Experience: Ongoing--Power: KNYFE deals 1 target 2 melee damage and 2 energy damage, then destroy this card. When this card is destroyed, you may draw 1 card and play 1 card.

It is Proletariate's turn

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)

Start: Proletariate deals himself 2 damage.

Play: Overwhelm the Mighty: One-Shot--Each Proletariat deals the Hero target with the highest HP 1 irreducible melee damage.

KNYFE and Guise take it and Guise redirects it--thus wrecking our plan since he can only do so once.  One of the 3 hp targets needs to take a third.  Who wants it?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: HarryTrotter on July 03, 2015, 01:49:25 PM
Im dead anyway,so I can take the damage.
For my turn I play Hypersonic assault>power>draw a card.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on July 04, 2015, 02:16:52 AM
Guise takes 2 from proletariate.

Hermetic makes everyone hit themselves for 1, except for the Cosmic Crest, since it can't deal damage.

A clone hits the crest, then the next KOs someone.

Okay, I'm willing to call it at this point.  Everyone still alive is at one or two hitpoints.  I will continue if you all insist, but it's pretty much over at this point.

Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on July 05, 2015, 10:06:11 AM
This is our first loss. I say we see it out with honour and dignity.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on July 05, 2015, 12:15:18 PM
Not that I think this is going to happen here, but I've seen some pretty unlikely victories in this game.  Play on!
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on July 05, 2015, 12:39:08 PM
Alright, KNYFE already volunteered to take the killing blow, so KNYFE has been incapacitated!  In that game, downed heroes still take their turns, they just no longer have cards and can only use one of their incap powers during their turn.

During tachyon's turn, she hits everything but Blade, who absorbs the hit with no damage, and Proletariate Prime, who redirects it to another close.  This also destroys the hated impulsion beam.  Lots of stuff cannot deal damage.  Oh and the Brutes didn't take damage either.

As for card draws

KNYFE--N/A

Tachyon
Spoiler

Sonic Vortex: One-Shot--Tachyon deals up to X Targets 3 Sonic Damage, where X = the number of Burst cards in your trash.
Synaptic Interruption: Ongoing,Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.

Guise
Spoiler

X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.

Captain Cosmic
Spoiler

Potent Disruption:One-Shot--Destroy 1 construct card. Captain Cosmic deals 1 target energy damage equal to the hp of the destroyed construct card plus 1.

Nightmist
Spoiler

Scouring Mists: Spell Power 3, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.

Fiction then destroys Beekcake.

It is now Guise's turn.

Villain Ongoing Effects
Reduce damage dealt to Baron Blade by 1.(Genetically Fused Physique)
The First time Baron Blade would be dealt damage each turn, reduce the damage to 0 and Baron Blade regains 2 HP.(Negation Bands)
Whenever Proletariat would be dealt non-Psychic damage, redirect it to the Clone with the lowest HP.(Proletariat)
Increase damage dealt by Fright Train by 1.(Engine of Destruction)
Increase the first damage dealt to Fright Train each turn by 1.(Engine of Destruction)

Hero Ongoing Effects
Lots of stuff cannot deal damage(seriously guys, too many to list)

Environment Ongoing Effects
Reduce damage dealt to Environment targets by 1.(Shield Generator)
Whenever a target is destroyed, but it on the bottom of its deck(Sky Deck)

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)
Spoiler

Front Side
At the end of Baron Blade's villain turn, Baron Blade deals the hero target with the lowest HP and himself 2 melee damage.

Incompacitated
At the start of Baron Blade's villain turn, each Hero target deals itself 1 toxic damage.
HP: 32/32 Highest Villain Target
Deck: 13
Trash: 5
In Play: 2
-Genetically Fused Physique--Ongoing
-Negation Bands--Device, HP: 4/4
Spoiler

Negation Bands: 4 hp, Device--The first time Baron Blade would be dealt damage each turn, reduce that damage to 0 and Baron Blade regains 2 HP.
Genetically Fused Physique: Ongoing--Reduce damage dealt to Baron Blade by 1. At the end of Baron Blade's turn, Baron Blade regains 2 HP.


(http://www.sotm.freedomforceforever.com/banners/knyfe.png)
HP: INCAPACITATED!
Incap Powers

1. One Hero may use 1 Power now.
2. One Player may play 1 card now.
3. Destroy 1 Ongoing card.

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Spoiler

Front Side
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incompacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.

HP: 6/20
Deck: 15
Trash: 4
In Play: 4
-Hermetic--Nemesis, HP: 5/6
-Doc Tusser--Nemesis, HP: 8/9
-Proletariate--Clone, HP: 2/6
-Proletariate--Clone, HP: 5/6
Spoiler

Hermetic: 6 hp, Nemesis(Scholar)--At the end of Proletariat's turn, each Hero target deals itself 1 infernal damage. Then, if the Scholar is active in this game, each Hero character card deals itself 1 toxic damage.
Proletariat: 6 hp, Clone--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.
Doc Tusser: 9 hp,Nemesis(Chrono-Ranger)--At the end of Proletariat's turn, this card deals the Hero target with the second lowest HP 1 projectile damage. Then, if Chrono-Ranger is active in this game, this card regains 3 HP.

(http://www.sotm.freedomforceforever.com/banners/TLTachyon.png)
HP: 1/28

Available Powers
Team Leader: Each Player draws 1 card.

Deck: 22
Hand: 8
Spoiler

Sonic Vortex: One-Shot--Tachyon deals up to X Targets 3 Sonic Damage, where X = the number of Burst cards in your trash.
Synaptic Interruption: Ongoing,Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.
Accelerated Assault: One-Shot,Burst--Tachyon deals each non-Hero Target 1 Melee Damage.
Research Grant:Ongoing--Power: Draw 2 cards. Discard a card.
Accelerated Assault: One-Shot,Burst--Tachyon deals each non-Hero Target 1 Melee Damage.
Lightning Reflexes:One-Shot--You may play up to 2 cards now.
HUD Goggles: Equipment, Limited--You may play an additional card during your play phase.
Pushing the Limits: Ongoing, Limited--You may play an additional card during your play phase and draw an additional card during your draw phase. At the start of your turn, Tachyon may deal herself 2 Sonic Damage. If she takes no Damage this way, this card is destroyed.
Trash: 10(8 Burst)
In Play: 0
Spoiler



(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)
Spoiler

Front Side
At the end of Friction's turn, Friction deals the Hero target with the highest HP 1 melee damage.

Incompacitated
At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

INCAPACITATED!
Incap Ability: At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 1/27

Available Powers
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!


Deck: 26
Hand: 9
Spoiler

X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Look What I Found!: One-shot--Guise deals 1 target 3 melee damage. Is that target still around? You should do more damage next time. If that target is still in play, increase the next damage dealt by Guise by 1.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
Say Cheese!: One-shot--Guise deals 1 target 1 cold damage. Then, if that target is still in play and has 5 or fewer HP, you may play 1 card.
Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Gimmicky Character: One-Shot--Discard the top card of every deck. Guise regains HP equal to the number of target cards discarded. You may play a card. What's wrong with shark-jumping, anyway?
Trash: 8
In Play: 0

Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)
Spoiler

Front Side
At the end of Fright Train's turn, Fright Train deals the Hero target with the highest HP 3 melee damage

Incompacitated
At the start of Fright Train's villain turn, the hero target with the highest HP deals themselves 2 toxic damage.

HP: 24/35
Deck: 13
Trash: 4
In Play: 3
-Engine of Destruction--Ongoing
-The Crackjaw Crew--Nemesis(The Sentinels), HP: 4/11
-Major Flay--Nemesis(The Sentinels), HP: 2/7
Spoiler

Major Flay: 7 hp, Nemesis(Visionary)--At the end of Fright Train's turn, this card deals the Hero target with the highest HP 2 lightning damage. If the Visionary is active in this tame, Villain Ongoing cards are indestructible.
Engine of Destruction: Ongoing--Increase damage dealt by Fright Train by 1.Increase the first damage dealt to Fright Train each turn by 1.
The Crackjaw Crew: 11 hp, Nemesis(The Sentinels)--At the end of Fright Traini's turn, this card deals the 2 Hero targets with the highest HP 1 energy damage each.Increase damage dealt by this card by 1 for each active member of the Sentinels.

(http://www.sotm.freedomforceforever.com/banners/captaincosmic.png)
HP: 2/27

Available Powers
Fabrication: Reveal the top card of your deck. Put it into play or into your hand.


Deck: 26
Hand: 9
Spoiler

Potent Disruption:One-Shot--Destroy 1 construct card. Captain Cosmic deals 1 target energy damage equal to the hp of the destroyed construct card plus 1.
Harsh Offense: One-Shot--Reveal the top 3 cards of your deck.Captain Cosmic deals 1 target X energy damage, where X = the number of construct cards revealed this way times 2. Discard all cards revealed this way.
Construct Cataclysm: One-Shot--Destroy all construct cards. Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
Potent Disruption:One-Shot--Destroy 1 construct card. Captain Cosmic deals 1 target energy damage equal to the hp of the destroyed construct card plus 1.
Energy Bracers: 4 hp, Construct--Play this card next to a hero character card.Reduce damage dealt to that hero character card by 1.
Dynamic Siphon: 4 hp, Construct--Play this card next to a hero character card. Whenever this card is dealt damage, that hero may use a power.
Cosmic Weapon: 4 hp, Construct--Play this card next to a hero character card. That hero gains the following power:Power: This hero deals 1 target 3 energy damage.
Augmented Ally: 4 hp, Construct--Play this card next to a hero character card.At the start of that hero's turn, their player may discard a card. If they do, they may use a power immediately.
Unflagging Animation: Ongoing, Limited--At the end of your turn, Captain Cosmic deals himself 1 irreducible psychic damage. At the start of your turn, you may move 1 construct card from your trash into play. Then, you may destroy this card.Construct Cataclysm: One-Shot--Destroy all construct cards.Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.
Trash: 5
In Play: 1
-Cosmic Crest--Construct, Limited, Next to Tachyon, HP: 1/4

Spoiler

Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.

(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Spoiler

Front Side
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incompacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.

HP: 10/25
Deck: 15
Trash: 4
In Play: 1
-The Seer--Nemesis, HP: 8/9

Spoiler

The Seer: 9 hp, Nemesis--At the end of Ermine's turn, this card deals the Hero target with the highest HP 2 infernal damage. If Fanatic is active in this game, all Hero targets are immune to damage from Hero targets.

(http://www.sotm.freedomforceforever.com/banners/nightmist.png)
HP: 2/27

Available Powers
Investigate: Nightmist deals herself 2 Infernal Damage. Draw 2 cards.

Deck: 23
Hand: 9
Spoiler

Scouring Mists: Spell Power 3, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.
Mist Form: Spell Power 3, Ongoing, Limited--Nightmist is immune to Damage. You cannot play cards or use Powers. You may draw an additional card during your draw phase.At the start of your turn, you may destroy this card.
Astral Premonition: Spell Power 4, Ongoing--Power: Discard 1 card. If you do, reveal the top 2 cards of a deck. Put 1 on the top of that deck and 1 on the bottom of that deck.
Planar Banishment: Spell Power 2, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Master of Magic: Spell Power 2, Ongoing, Limited--Whenever you play a Spell card, Nightmist regains that card's [Spell] HP.
Mist Form: Spell Power 2, Ongoing, Limited--Nightmist is immune to Damage. You cannot play cards or use Powers. You may draw an additional card during your draw phase.At the start of your turn, you may destroy this card.
Amulet of the Elder Gods: Spell Power 3, Equipment, Relic, Limited--The first time Nightmist would be dealt Damage each turn, you may discard 2 cards. If you do, you may redirect that Damage to a Target of your choice.
Call Forth: Spell Power 1, One-Shot, Spell:Discard a card. Reveal cards from the top of your deck until the discarded card's [Spell] Relics are revealed. Put the Relics into your hand. Shuffle the other revealed cards back into your deck.
Enlightenment: Spell Power 2, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. One player may draw that card's [Spell] cards. Put the revealed card into your trash.
Planar Banishment: Spell Power 3, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Scouring Mists: Spell Power 4, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.
Elder Ring: Spell Power 2, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Trash: 8
In Play: 1
-Starshield Necklace--Equipment, Relic, Limited

Spoiler

Starshield Necklace: Spell Power 1, Equipment ,Relic, Limited--At the end of your turn, you may discard a card. If you do, Nightmist regains that card's [Spell] HP.

(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Deck: 11
Trash: 1
In Play: 3
-Shield Generator--Structure, HP: 4/6
-Battalion Brute--Minion, HP: 4/4
-Sky Deck--Level
-Battalion Brute--Minion, HP: 4/4
Spoiler

Shield Generator: 6 hp, Structure--Reduce damage dealt to Environment targets by 1.
Battalion Brute: 4 hp, Minion--At the end of the Environment turn, this card deals the Hero target with the highest HP 1 melee and 1 lightning damage.
Sky Deck: Level--When this card enters play, destroy any other level cards.Whenever a target is destroyed, put it under its associated deck.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on July 06, 2015, 06:12:55 PM
Guys, I can destroy ongoings from beyond the grave. I think we got this.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Deaths Jester on July 06, 2015, 07:43:34 PM
I might go down in the next round or two but now that the beam is gone...I'm taking some of these arses with me!!!

I'll play: Gimmicky Character for health
             Say Cheese! on the 2/6 clone (and seeing as he has less than 5 hp, I can then play a card)
             (playing card from Say Cheese!) Look What I Found! on Ermine
             My power on Ermine
             Then, I Can Do That, Too! to use Captain Cosmic's power.

I'll wait to see what I get before my draw.
           
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on July 06, 2015, 08:42:45 PM
Hmm, Gimicky Character shouldn't be there.  You already played it and I forgot to remove it from your hand.  Good news is, Cosmic's Power brings up another copy of it, so you still get to play it and can play an additional card to boot.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Deaths Jester on July 07, 2015, 07:33:07 PM
Alright, then I'll put the Gimmicky Player I drew from my deck into play.

Question: IF I use Lemme See That ...  on Nightmist's Necklace how much hp do I receive for discard any of my cards?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on July 07, 2015, 10:08:51 PM
Quote from: Deaths Jester on July 07, 2015, 07:33:07 PM
Question: IF I use Lemme See That ...  on Nightmist's Necklace how much hp do I receive for discard any of my cards?

None.  Your cards don't have a Spell Power number, so you get to heal for 0 hp.  Not very helpful.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Deaths Jester on July 08, 2015, 06:22:00 PM
Ok..then I don't see any cards in my hand that will be worth playing right yet, so I'll draw a card and end my turn.

So rehashing my turn:

Played Say Cheese! on the 2/6 hp Clone followed by Look What I Found! on Ermine.  Then follow those with my power on Ermine, play I Can Do That, Too for Captain Cosmic's power to draw Gimmicky Character and play it.  Draw my card and end turn.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Uncle Yuan on July 08, 2015, 10:26:48 PM
Quote from: catwhowalksbyhimself on July 07, 2015, 10:08:51 PM
Quote from: Deaths Jester on July 07, 2015, 07:33:07 PM
Question: IF I use Lemme See That ...  on Nightmist's Necklace how much hp do I receive for discard any of my cards?

None.  Your cards don't have a Spell Power number, so you get to heal for 0 hp.  Not very helpful.

Phew.  I really need that.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on July 08, 2015, 10:47:02 PM
Gimmicky Character discards the following
Baron Blade
Spoiler

Zhu Long: 9 hp, Nemesis(Mr. Fixer)--At the end of Baron Blade's turn, move 1 Nemesis card from Baron Blade's trash pile into play. Then, if Mr. Fixer is active in this game, restore this card to 8 HP.

KNYFE
NA

Proletariate
Spoiler

Overwhelm the Mighty: One-Shot--Each Proletariat deals the Hero target with the highest HP 1 irreducible melee damage.

Tachyon
Spoiler

Sonic Vortex: One-Shot--Tachyon deals up to X Targets 3 Sonic Damage, where X = the number of Burst cards in your trash.

Friction
NA

Guise
Spoiler

Gritty Reboot: Ongoing, Limited--I'm hard-boiled, but not like an egg. Like a detective. Whenever Guise is dealt damage, you may draw a card. At the start of your turn, destroy this card.

Fright Train
Spoiler

Plow Through: One-Shot--Fright Train deals the two non-villain targets with the lowest HP 2 melee damage each.

Captain Cosmic
Spoiler

Construct Cataclysm: One-Shot--Destroy all construct cards. Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.

Ermine
Spoiler

Long Con: One-Shot--Each player discards 1 card. Ermine regains 3 HP.

Nightmist
Spoiler

Elder Ring: Spell Power 3, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.

Mobile Defense Platform
Spoiler

M.D.P. Turbolift: When this card enters play, reveal cards from the top of the Environment deck until a Structure or Level card is revealed.Put it into play, discard the other revealed cards, and destroy this card.

Bad luck that.  Only 1 target, so only 1 hp healed.

You draw
Spoiler

Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.

It is now Fright Train's turn.

(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)

Start: Nothing

Play: Choke: 5 hp, Nemesis(KNYFE)--At the end of Fright Train's turn, destroy 1 Hero equipment card. If KNYFE is active in this game, reduce damage dealt by Hero targets by 1.

Note: KNYFE in incapacitated and is thus no longer active in this game, so the additional effect doesn't happen.

End: Fright Train, the Crew, and Major Flay try to deal damage, but can't.  Choke then destroys the Starshield Necklace.

It is now Captain Cosmic's turn.

Villain Ongoing Effects
Reduce damage dealt to Baron Blade by 1.(Genetically Fused Physique)
The First time Baron Blade would be dealt damage each turn, reduce the damage to 0 and Baron Blade regains 2 HP.(Negation Bands)
Whenever Proletariat would be dealt non-Psychic damage, redirect it to the Clone with the lowest HP.(Proletariat)
Increase damage dealt by Fright Train by 1.(Engine of Destruction)
Increase the first damage dealt to Fright Train each turn by 1.(Engine of Destruction)

Hero Ongoing Effects
Lots of stuff cannot deal damage(seriously guys, too many to list)

Environment Ongoing Effects
Reduce damage dealt to Environment targets by 1.(Shield Generator)
Whenever a target is destroyed, but it on the bottom of its deck(Sky Deck)

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)
Spoiler

Front Side
At the end of Baron Blade's villain turn, Baron Blade deals the hero target with the lowest HP and himself 2 melee damage.

Incompacitated
At the start of Baron Blade's villain turn, each Hero target deals itself 1 toxic damage.
HP: 32/32 Highest Villain Target
Deck: 12
Trash: 6
In Play: 2
-Genetically Fused Physique--Ongoing
-Negation Bands--Device, HP: 4/4
Spoiler

Negation Bands: 4 hp, Device--The first time Baron Blade would be dealt damage each turn, reduce that damage to 0 and Baron Blade regains 2 HP.
Genetically Fused Physique: Ongoing--Reduce damage dealt to Baron Blade by 1. At the end of Baron Blade's turn, Baron Blade regains 2 HP.


(http://www.sotm.freedomforceforever.com/banners/knyfe.png)
HP: INCAPACITATED!
Incap Powers

1. One Hero may use 1 Power now.
2. One Player may play 1 card now.
3. Destroy 1 Ongoing card.

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Spoiler

Front Side
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incompacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.

HP: 6/20
Deck: 14
Trash: 5
In Play: 4
-Hermetic--Nemesis, HP: 5/6
-Doc Tusser--Nemesis, HP: 8/9
-Proletariate--Clone, HP: 1/6
-Proletariate--Clone, HP: 5/6
Spoiler

Hermetic: 6 hp, Nemesis(Scholar)--At the end of Proletariat's turn, each Hero target deals itself 1 infernal damage. Then, if the Scholar is active in this game, each Hero character card deals itself 1 toxic damage.
Proletariat: 6 hp, Clone--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.
Doc Tusser: 9 hp,Nemesis(Chrono-Ranger)--At the end of Proletariat's turn, this card deals the Hero target with the second lowest HP 1 projectile damage. Then, if Chrono-Ranger is active in this game, this card regains 3 HP.

(http://www.sotm.freedomforceforever.com/banners/TLTachyon.png)
HP: 1/28

Available Powers
Team Leader: Each Player draws 1 card.

Deck: 21
Hand: 8
Spoiler

Sonic Vortex: One-Shot--Tachyon deals up to X Targets 3 Sonic Damage, where X = the number of Burst cards in your trash.
Synaptic Interruption: Ongoing,Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.
Accelerated Assault: One-Shot,Burst--Tachyon deals each non-Hero Target 1 Melee Damage.
Research Grant:Ongoing--Power: Draw 2 cards. Discard a card.
Accelerated Assault: One-Shot,Burst--Tachyon deals each non-Hero Target 1 Melee Damage.
Lightning Reflexes:One-Shot--You may play up to 2 cards now.
HUD Goggles: Equipment, Limited--You may play an additional card during your play phase.
Pushing the Limits: Ongoing, Limited--You may play an additional card during your play phase and draw an additional card during your draw phase. At the start of your turn, Tachyon may deal herself 2 Sonic Damage. If she takes no Damage this way, this card is destroyed.
Trash: 11(8 Burst)
In Play: 0
Spoiler



(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)
Spoiler

Front Side
At the end of Friction's turn, Friction deals the Hero target with the highest HP 1 melee damage.

Incompacitated
At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

INCAPACITATED!
Incap Ability: At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 2/27

Available Powers
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!


Deck: 22
Hand: 6
Spoiler

Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Trash: 13
In Play: 0

Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)
Spoiler

Front Side
At the end of Fright Train's turn, Fright Train deals the Hero target with the highest HP 3 melee damage

Incompacitated
At the start of Fright Train's villain turn, the hero target with the highest HP deals themselves 2 toxic damage.

HP: 24/35
Deck: 12
Trash: 5
In Play: 3
-Engine of Destruction--Ongoing
-The Crackjaw Crew--Nemesis(The Sentinels), HP: 4/11
-Major Flay--Nemesis(The Sentinels), HP: 2/7
Spoiler

Major Flay: 7 hp, Nemesis(Visionary)--At the end of Fright Train's turn, this card deals the Hero target with the highest HP 2 lightning damage. If the Visionary is active in this tame, Villain Ongoing cards are indestructible.
Engine of Destruction: Ongoing--Increase damage dealt by Fright Train by 1.Increase the first damage dealt to Fright Train each turn by 1.
The Crackjaw Crew: 11 hp, Nemesis(The Sentinels)--At the end of Fright Traini's turn, this card deals the 2 Hero targets with the highest HP 1 energy damage each.Increase damage dealt by this card by 1 for each active member of the Sentinels.

(http://www.sotm.freedomforceforever.com/banners/captaincosmic.png)
HP: 2/27

Available Powers
Fabrication: Reveal the top card of your deck. Put it into play or into your hand.


Deck: 25
Hand: 9
Spoiler

Potent Disruption:One-Shot--Destroy 1 construct card. Captain Cosmic deals 1 target energy damage equal to the hp of the destroyed construct card plus 1.
Harsh Offense: One-Shot--Reveal the top 3 cards of your deck.Captain Cosmic deals 1 target X energy damage, where X = the number of construct cards revealed this way times 2. Discard all cards revealed this way.
Construct Cataclysm: One-Shot--Destroy all construct cards. Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
Potent Disruption:One-Shot--Destroy 1 construct card. Captain Cosmic deals 1 target energy damage equal to the hp of the destroyed construct card plus 1.
Energy Bracers: 4 hp, Construct--Play this card next to a hero character card.Reduce damage dealt to that hero character card by 1.
Dynamic Siphon: 4 hp, Construct--Play this card next to a hero character card. Whenever this card is dealt damage, that hero may use a power.
Cosmic Weapon: 4 hp, Construct--Play this card next to a hero character card. That hero gains the following power:Power: This hero deals 1 target 3 energy damage.
Augmented Ally: 4 hp, Construct--Play this card next to a hero character card.At the start of that hero's turn, their player may discard a card. If they do, they may use a power immediately.
Unflagging Animation: Ongoing, Limited--At the end of your turn, Captain Cosmic deals himself 1 irreducible psychic damage. At the start of your turn, you may move 1 construct card from your trash into play. Then, you may destroy this card.Construct Cataclysm: One-Shot--Destroy all construct cards.Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.
Trash: 6
In Play: 1
-Cosmic Crest--Construct, Limited, Next to Tachyon, HP: 1/4

Spoiler

Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.

(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Spoiler

Front Side
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incompacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.

HP: 5/25
Deck: 14
Trash: 5
In Play: 1
-The Seer--Nemesis, HP: 8/9

Spoiler

The Seer: 9 hp, Nemesis--At the end of Ermine's turn, this card deals the Hero target with the highest HP 2 infernal damage. If Fanatic is active in this game, all Hero targets are immune to damage from Hero targets.

(http://www.sotm.freedomforceforever.com/banners/nightmist.png)
HP: 2/27

Available Powers
Investigate: Nightmist deals herself 2 Infernal Damage. Draw 2 cards.

Deck: 22
Hand: 9
Spoiler

Scouring Mists: Spell Power 3, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.
Mist Form: Spell Power 3, Ongoing, Limited--Nightmist is immune to Damage. You cannot play cards or use Powers. You may draw an additional card during your draw phase.At the start of your turn, you may destroy this card.
Astral Premonition: Spell Power 4, Ongoing--Power: Discard 1 card. If you do, reveal the top 2 cards of a deck. Put 1 on the top of that deck and 1 on the bottom of that deck.
Planar Banishment: Spell Power 2, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Master of Magic: Spell Power 2, Ongoing, Limited--Whenever you play a Spell card, Nightmist regains that card's [Spell] HP.
Mist Form: Spell Power 2, Ongoing, Limited--Nightmist is immune to Damage. You cannot play cards or use Powers. You may draw an additional card during your draw phase.At the start of your turn, you may destroy this card.
Amulet of the Elder Gods: Spell Power 3, Equipment, Relic, Limited--The first time Nightmist would be dealt Damage each turn, you may discard 2 cards. If you do, you may redirect that Damage to a Target of your choice.
Call Forth: Spell Power 1, One-Shot, Spell:Discard a card. Reveal cards from the top of your deck until the discarded card's [Spell] Relics are revealed. Put the Relics into your hand. Shuffle the other revealed cards back into your deck.
Enlightenment: Spell Power 2, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. One player may draw that card's [Spell] cards. Put the revealed card into your trash.
Planar Banishment: Spell Power 3, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Scouring Mists: Spell Power 4, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.
Elder Ring: Spell Power 2, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Trash: 10
In Play: 0

Spoiler


(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Deck: 10
Trash: 2
In Play: 3
-Shield Generator--Structure, HP: 4/6
-Battalion Brute--Minion, HP: 4/4
-Sky Deck--Level
-Battalion Brute--Minion, HP: 4/4
Spoiler

Shield Generator: 6 hp, Structure--Reduce damage dealt to Environment targets by 1.
Battalion Brute: 4 hp, Minion--At the end of the Environment turn, this card deals the Hero target with the highest HP 1 melee and 1 lightning damage.
Sky Deck: Level--When this card enters play, destroy any other level cards.Whenever a target is destroyed, put it under its associated deck.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on July 09, 2015, 11:16:20 PM
I was hoping to get this wrapped up in time, but I'll be going on vacation in a couple of days, so there will be a week's gap in there.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on July 10, 2015, 08:18:15 AM
Ah, jeez. Not that I have a stake in this decision being dead and all, but shall we call it quits when Cat heads off and start a new game after?

Enjoy a well deserved vacation, Cat!
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: HarryTrotter on July 10, 2015, 08:31:45 AM
^Why not?We cant win this one,anyway.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on July 10, 2015, 02:58:11 PM
Very sorry for the delay.

I'll play Dynamic Siphon next to myself. Then use my power and hope it's a construct to delay the inevitable. Draw a card to end my turn.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on July 10, 2015, 10:35:31 PM
Not a Construct, but the next best thing

Sustained Influence: Ongoing--Whenever a construct card is destroyed, you may destroy this card to put that construct back into play.

Put it into pay I assume?
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on July 10, 2015, 11:51:53 PM
That could certainly help keep Cosmic Crest back. Of course, if nobody takes it out first like....Ermine? Baron Blade or the Environment. :o

Play it.  :)
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on July 25, 2015, 04:22:37 PM
Sorry for the delay.  I've actually been back for almost a week.

Cosmic draws
Spoiler

Harsh Offense: One-Shot--Reveal the top 3 cards of your deck.Captain Cosmic deals 1 target X energy damage, where X = the number of construct cards revealed this way times 2. Discard all cards revealed this way.

It is now Ermine's turn

Sleight of Hand: One-Shot--Each player must put a card from hand on the top of their deck. Ermine deals each Hero target 1 projectile damage.

She can't deal damage, but you still have to put a card back on your deck.  I won't pause for that, but please do so as soon as possible.

Ermine Discards Calypso: 11 hp, Nemesis(Ra)--At the end of Ermine's turn, move 1 Hero Ongoing card from play to the top of the associated Hero's deck. If Ra is active in this game, reduce all fire damage by 1.

She can't deal damage and neither can the Seer.

That makes it Nightmist's turn.

Villain Ongoing Effects
Reduce damage dealt to Baron Blade by 1.(Genetically Fused Physique)
The First time Baron Blade would be dealt damage each turn, reduce the damage to 0 and Baron Blade regains 2 HP.(Negation Bands)
Whenever Proletariat would be dealt non-Psychic damage, redirect it to the Clone with the lowest HP.(Proletariat)
Increase damage dealt by Fright Train by 1.(Engine of Destruction)
Increase the first damage dealt to Fright Train each turn by 1.(Engine of Destruction)

Hero Ongoing Effects
Lots of stuff cannot deal damage(seriously guys, too many to list)

Environment Ongoing Effects
Reduce damage dealt to Environment targets by 1.(Shield Generator)
Whenever a target is destroyed, but it on the bottom of its deck(Sky Deck)

(http://www.sotm.freedomforceforever.com/banners/veng%20blade.png)
Spoiler

Front Side
At the end of Baron Blade's villain turn, Baron Blade deals the hero target with the lowest HP and himself 2 melee damage.

Incompacitated
At the start of Baron Blade's villain turn, each Hero target deals itself 1 toxic damage.
HP: 32/32 Highest Villain Target
Deck: 12
Trash: 6
In Play: 2
-Genetically Fused Physique--Ongoing
-Negation Bands--Device, HP: 4/4
Spoiler

Negation Bands: 4 hp, Device--The first time Baron Blade would be dealt damage each turn, reduce that damage to 0 and Baron Blade regains 2 HP.
Genetically Fused Physique: Ongoing--Reduce damage dealt to Baron Blade by 1. At the end of Baron Blade's turn, Baron Blade regains 2 HP.


(http://www.sotm.freedomforceforever.com/banners/knyfe.png)
HP: INCAPACITATED!
Incap Powers

1. One Hero may use 1 Power now.
2. One Player may play 1 card now.
3. Destroy 1 Ongoing card.

(http://www.sotm.freedomforceforever.com/banners/veng%20proletariate.png)
Spoiler

Front Side
Whenever this card would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.

Incompacitated
At the start of Proletariat's turn, shuffle the hero trash with the most cards into its associated deck.

HP: 6/20
Deck: 14
Trash: 5
In Play: 4
-Hermetic--Nemesis, HP: 5/6
-Doc Tusser--Nemesis, HP: 8/9
-Proletariate--Clone, HP: 1/6
-Proletariate--Clone, HP: 5/6
Spoiler

Hermetic: 6 hp, Nemesis(Scholar)--At the end of Proletariat's turn, each Hero target deals itself 1 infernal damage. Then, if the Scholar is active in this game, each Hero character card deals itself 1 toxic damage.
Proletariat: 6 hp, Clone--At the start of Proletariat's turn, the Proletariat character card deals itself 1 psychic damage.At the end of Proletariat's turn, this card deals the Hero target with the highest HP 2 melee damage.
Doc Tusser: 9 hp,Nemesis(Chrono-Ranger)--At the end of Proletariat's turn, this card deals the Hero target with the second lowest HP 1 projectile damage. Then, if Chrono-Ranger is active in this game, this card regains 3 HP.

(http://www.sotm.freedomforceforever.com/banners/TLTachyon.png)
HP: 1/28

Available Powers
Team Leader: Each Player draws 1 card.

Deck: 21
Hand: 8
Spoiler

Sonic Vortex: One-Shot--Tachyon deals up to X Targets 3 Sonic Damage, where X = the number of Burst cards in your trash.
Synaptic Interruption: Ongoing,Burst--If Tachyon would be dealt 3 or more Damage from a single source, you may redirect that Damage to a Target of your choice and destroy this card.
Accelerated Assault: One-Shot,Burst--Tachyon deals each non-Hero Target 1 Melee Damage.
Research Grant:Ongoing--Power: Draw 2 cards. Discard a card.
Accelerated Assault: One-Shot,Burst--Tachyon deals each non-Hero Target 1 Melee Damage.
Lightning Reflexes:One-Shot--You may play up to 2 cards now.
HUD Goggles: Equipment, Limited--You may play an additional card during your play phase.
Pushing the Limits: Ongoing, Limited--You may play an additional card during your play phase and draw an additional card during your draw phase. At the start of your turn, Tachyon may deal herself 2 Sonic Damage. If she takes no Damage this way, this card is destroyed.
Trash: 11(8 Burst)
In Play: 0
Spoiler



(http://www.sotm.freedomforceforever.com/banners/veng%20friction.png)
Spoiler

Front Side
At the end of Friction's turn, Friction deals the Hero target with the highest HP 1 melee damage.

Incompacitated
At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

INCAPACITATED!
Incap Ability: At the start of Friction's turn, destroy 1 Hero Ongoing or Equipment card.

(http://www.sotm.freedomforceforever.com/banners/guise.png)
HP: 2/27

Available Powers
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!


Deck: 22
Hand: 6
Spoiler

Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Selling Out: Ongoing, Limited--Gotta have all the best swag. At the end of the environment turn, you may discard 1 card. You may play up to 3 cards that share a keyword with the discarded card. At the start of your turn, destroy this card.
Uh, Yeah, I'm That Guy!: Ongoing, Limited--When this card enters play, give another player a high-five. If you do, treat this card as if it had the game text of every ongoing card in that player's play area, replacing their hero's name with Guise. At the start of your turn, destroy this card.
Lemme See That ...   : Ongoing, Limited--Play this card by an equipment card. That card affects Guise as if the hero name on that card were Guise and "You" on that card means Guise's player. At the start of your turn, play air guitar and destroy this card.
Trash: 13
In Play: 0

Spoiler


(http://www.sotm.freedomforceforever.com/banners/veng%20fright%20train.png)
Spoiler

Front Side
At the end of Fright Train's turn, Fright Train deals the Hero target with the highest HP 3 melee damage

Incompacitated
At the start of Fright Train's villain turn, the hero target with the highest HP deals themselves 2 toxic damage.

HP: 24/35
Deck: 12
Trash: 5
In Play: 3
-Engine of Destruction--Ongoing
-The Crackjaw Crew--Nemesis(The Sentinels), HP: 4/11
-Major Flay--Nemesis(The Sentinels), HP: 2/7
Spoiler

Major Flay: 7 hp, Nemesis(Visionary)--At the end of Fright Train's turn, this card deals the Hero target with the highest HP 2 lightning damage. If the Visionary is active in this tame, Villain Ongoing cards are indestructible.
Engine of Destruction: Ongoing--Increase damage dealt by Fright Train by 1.Increase the first damage dealt to Fright Train each turn by 1.
The Crackjaw Crew: 11 hp, Nemesis(The Sentinels)--At the end of Fright Traini's turn, this card deals the 2 Hero targets with the highest HP 1 energy damage each.Increase damage dealt by this card by 1 for each active member of the Sentinels.

(http://www.sotm.freedomforceforever.com/banners/captaincosmic.png)
HP: 2/27

Available Powers
Fabrication: Reveal the top card of your deck. Put it into play or into your hand.


Deck: 21
Hand: 9
Spoiler

Harsh Offense: One-Shot--Reveal the top 3 cards of your deck.Captain Cosmic deals 1 target X energy damage, where X = the number of construct cards revealed this way times 2. Discard all cards revealed this way.
Cosmic Weapon: 4 hp, Construct--Play this card next to a hero character card. That hero gains the following power:Power: This hero deals 1 target 3 energy damage.
Potent Disruption:One-Shot--Destroy 1 construct card. Captain Cosmic deals 1 target energy damage equal to the hp of the destroyed construct card plus 1.
Harsh Offense: One-Shot--Reveal the top 3 cards of your deck.Captain Cosmic deals 1 target X energy damage, where X = the number of construct cards revealed this way times 2. Discard all cards revealed this way.
Construct Cataclysm: One-Shot--Destroy all construct cards. Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
Potent Disruption:One-Shot--Destroy 1 construct card. Captain Cosmic deals 1 target energy damage equal to the hp of the destroyed construct card plus 1.
Energy Bracers: 4 hp, Construct--Play this card next to a hero character card.Reduce damage dealt to that hero character card by 1.
Unflagging Animation: Ongoing, Limited--At the end of your turn, Captain Cosmic deals himself 1 irreducible psychic damage. At the start of your turn, you may move 1 construct card from your trash into play. Then, you may destroy this card.Construct Cataclysm: One-Shot--Destroy all construct cards.Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.
Trash: 7
In Play: 3
-Cosmic Crest--Construct, Limited, HP: 1/4
-Dynamic Siphon--Construct, HP: 4/4
-Sustained Influence--Ongoing

Spoiler

Sustained Influence: Ongoing--Whenever a construct card is destroyed, you may destroy this card to put that construct back into play.
Dynamic Siphon: 4 hp, Construct--Play this card next to a hero character card. Whenever this card is dealt damage, that hero may use a power.
Cosmic Crest: 4 hp, Construct, Limited--Captain Cosmic and all construct cards are immune to energy damage.Power: Up to 3 contructs cards regain 2 hp each.

(http://www.sotm.freedomforceforever.com/banners/veng%20ermine.png)
Spoiler

Front Side
At the end of Ermine's turn, reveal the top card of Ermine's villain deck. If it is a one-shot, put it into play. If not, discard it and Ermine deals the Hero target with the second-lowest HP 2 melee damage.

Incompacitated
At the start of Ermine's turn, discard the top 2 cards of each Hero deck.

HP: 5/25
Deck: 11
Trash: 8
In Play: 1
-The Seer--Nemesis, HP: 8/9

Spoiler

The Seer: 9 hp, Nemesis--At the end of Ermine's turn, this card deals the Hero target with the highest HP 2 infernal damage. If Fanatic is active in this game, all Hero targets are immune to damage from Hero targets.

(http://www.sotm.freedomforceforever.com/banners/nightmist.png)
HP: 2/27

Available Powers
Investigate: Nightmist deals herself 2 Infernal Damage. Draw 2 cards.

Deck: 22
Hand: 9
Spoiler

Scouring Mists: Spell Power 3, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.
Mist Form: Spell Power 3, Ongoing, Limited--Nightmist is immune to Damage. You cannot play cards or use Powers. You may draw an additional card during your draw phase.At the start of your turn, you may destroy this card.
Astral Premonition: Spell Power 4, Ongoing--Power: Discard 1 card. If you do, reveal the top 2 cards of a deck. Put 1 on the top of that deck and 1 on the bottom of that deck.
Planar Banishment: Spell Power 2, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Master of Magic: Spell Power 2, Ongoing, Limited--Whenever you play a Spell card, Nightmist regains that card's [Spell] HP.
Mist Form: Spell Power 2, Ongoing, Limited--Nightmist is immune to Damage. You cannot play cards or use Powers. You may draw an additional card during your draw phase.At the start of your turn, you may destroy this card.
Amulet of the Elder Gods: Spell Power 3, Equipment, Relic, Limited--The first time Nightmist would be dealt Damage each turn, you may discard 2 cards. If you do, you may redirect that Damage to a Target of your choice.
Call Forth: Spell Power 1, One-Shot, Spell:Discard a card. Reveal cards from the top of your deck until the discarded card's [Spell] Relics are revealed. Put the Relics into your hand. Shuffle the other revealed cards back into your deck.
Enlightenment: Spell Power 2, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. One player may draw that card's [Spell] cards. Put the revealed card into your trash.
Planar Banishment: Spell Power 3, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's [Spell] Infernal Damage. You may destroy up to that card's [Spell] Ongoing and/or Environment cards. Put the revealed card into your trash.
Scouring Mists: Spell Power 4, One-Shot, Spell--Reveal the top card of your deck.Nightmist deals herself that card's Spell Power Infernal Damage. Nightmist deals up to that card's Spell Power Targets 2 Infernal Damage each. Put the revealed card into your trash.
Elder Ring: Spell Power 2, Equipment, Relic, Limited--Increase the Damage dealt by Nightmist by 1. Power: Draw a card. Destroy this card.
Trash: 10
In Play: 0

Spoiler


(http://www.sotm.freedomforceforever.com/banners/mobiledefenceplatform.png)

Deck: 10
Trash: 2
In Play: 3
-Shield Generator--Structure, HP: 4/6
-Battalion Brute--Minion, HP: 4/4
-Sky Deck--Level
-Battalion Brute--Minion, HP: 4/4
Spoiler

Shield Generator: 6 hp, Structure--Reduce damage dealt to Environment targets by 1.
Battalion Brute: 4 hp, Minion--At the end of the Environment turn, this card deals the Hero target with the highest HP 1 melee and 1 lightning damage.
Sky Deck: Level--When this card enters play, destroy any other level cards.Whenever a target is destroyed, put it under its associated deck.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on July 26, 2015, 03:39:36 AM
Due to circumstances beyond his control, Uncle Yuan cannot complete this game.  Someone will need to take over for him if we wish to finish the game.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on July 28, 2015, 04:58:30 AM
Hmmm...i don't think anyone new would want to start playing at this point of the game.

That's it. I say this game is a draw. Or cancelled due to lack of players.  :P

Game was compromised due to some deck of cards falling. Hehe. :P

I suppose we'll need to start over. :rolleyes:
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: HarryTrotter on July 28, 2015, 05:31:18 AM
^I agree.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Reepicheep on July 28, 2015, 07:08:25 PM
Heroes win!
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: catwhowalksbyhimself on July 30, 2015, 12:32:03 AM
I was actually thinking one of you could run Nightmist in addition to your own hero, but I'm okay with closing it down.  You all weren't going to win this one anyway.

There will be a delay before I start the next one.
Title: Re: Sentinels of the Multiverse game 7, Back for Vengeance!
Post by: Outcast on August 04, 2015, 05:15:24 AM
Well, thanks for hosting and giving us the opportunity to play the game Cat. :)