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Sentinels of the Multiverse Game 11

Started by catwhowalksbyhimself, June 07, 2017, 11:57:19 PM

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Reepicheep

That's fine by me. AZ is gonna be fast asleep in his cryo tank for the next couple of rounds to notice his card draws.

catwhowalksbyhimself

Alright, I'll use the last part of the Harp to heal again.  That makes it the Temple's turn.



Start: Mysterious Ceremonies reveals and discards Shinobi Assassin: Dragon's Student, HP: 3--When this card enters play, it deals the non-Environment target with the lowest HP 3 melee damage. When this card would be destroyed, move it to the top of a Hero deck instead. When this card would be drawn, discarded, revealed, or played, put it into play in the Environment play area.

Shinobi Assassin goes into play and takes out Mr. Fascimile.

Play: Mysterious Ceremonies--At the start of the Environment turn, reveal the top card of the Environment deck. If it is a target, discard it. Otherwise, put it into play. At the end of the Environment turn, 1 player may either draw 3 cards or play 1 card. If no cards are drawn or played this way, destroy this card.

End: We have to decide what to do with each Ceremony--destroy it, play 1 card, or draw 3.  I'm of the mind that maybe we destroy one and use the other to get someone some cards, but I'm willing to go with whatever you think best.

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

catwhowalksbyhimself

As of now, we only the Homunculi left.  Things are looking up!
I am the cat that walks by himself, all ways are alike to me.

Deaths Jester

#153
Whatever you guys decide...
Avatar picture originally a Brom painting entitled Marionette.

Glitch Girl

Don't want two ceremonies in play just in case we start getting targeted, so the destroy one use one for draws sounds good.  Who has teh best chance of getting some healing?
-Glitch Girl

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

catwhowalksbyhimself

I have the highest potential for healing, as I could potentially kick up 2 hp for everyone + 2 for myself + other effects, but that would take at least 3 very specific cards to set up.  AZ has self healing going already.  You have a rather poor healing card not usually worth the trouble.  I think Expat is probably the best choice for the draw right now.  Could be any of you.  I am fine, especially with my base power giving me bonus plays.
I am the cat that walks by himself, all ways are alike to me.

catwhowalksbyhimself

The good new is that since most of the damage is going to the highest, AZ and I can tank it pretty well. He can potentially heal for at least 5 every turn + do a bit of damage and I can heal for 4 each turn, plus do other stuff.  That's 9 hp we can straight up absorb every round.
I am the cat that walks by himself, all ways are alike to me.

Reepicheep

That's my plan. I think I'm gonna aim for two or three rounds of just tanking those highest HP hits with a wee bit of damage here and there.

Happy with destroying one ceremony and keeping the other, though I'm not desperate for any card draws anymore.

Deaths Jester

Avatar picture originally a Brom painting entitled Marionette.

catwhowalksbyhimself

Well, everyone seems to agree on the keep one to draw, get rid of the other plan, but no one seems to agree on who gets the draw, other than that AZ and Argeng can do without.

So which of the two of your should get it?
I am the cat that walks by himself, all ways are alike to me.

Glitch Girl

I can do without a draw for now.  Expat can always use more daka.
-Glitch Girl

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

Deaths Jester

Looks like no one else wants cards, so I guess I'm the one elected to draw...
Avatar picture originally a Brom painting entitled Marionette.

Reepicheep

You're going to need to be our main damage doer, so getting a bigger arsenal in your hand rapidly is the best move. Not to mention you need to get your hands on Prejudice.

Deaths Jester

One thing we'll have to watch is the Enviroment's assasins, because once the minions fall Wraith and Expat become the lowest HP targets. Even if I get all my guns out and hit an unload, I won't be able to gnaw enough HP off a villian in one round to save us from being hit by the assassins at least once...
Avatar picture originally a Brom painting entitled Marionette.

Reepicheep

#164
It's not foolproof, but maybe Glitch's eyepiece could move some assassins to the bottom of someone's deck. If the assassin is on mine, I could opt to not draw a card on my next turn.

Edit: just reread and saw that the eyepiece only works on villain decks. Plus, the assassin goes into play when revealed. Too bad. Still, I can keep the assassin sitting on my deck for a while.

Deaths Jester

I think they are autoplayed and even if we kept one on AZ's deck, there is already one out in play.
Avatar picture originally a Brom painting entitled Marionette.

catwhowalksbyhimself

We actually want AZ ninja to come out and kill the villains.  Once out, they do nothing but sit there until destroyed, so as long as we don't kill them, they will sit there harmlessly.  I don't think the villains have any way to destroy them, so we have total control over the situation.

Also, I have an extremely hectic and busy week, so I'm not sure when or how often I will be updating the game.  Should go back to normal next week.
I am the cat that walks by himself, all ways are alike to me.

Deaths Jester

Well, we at least know that I've been elected to draw three and then the villians will gang up on us again...
Avatar picture originally a Brom painting entitled Marionette.

Glitch Girl

-Glitch Girl

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

catwhowalksbyhimself

I'm back, have gotten a good night's rest, saved Nora Friez in Arkham Knight and am now ready to get this thing going again.

Expat draws
Spoiler

Arsenal Access: One-Shot--Reveal cards from the top of your deck until you reveal 2 Equipment cards. Put one of them either into play or into your hand. Shuffle the rest of the revealed cards into your deck.
Reload: One-Shot--Take an Ammo card from your trash and put it into play or into your hand.
Flak Jacket: Equipment, Limited--If Expatriette would be dealt 3 or more Damage from a single source, prevent all of it and destroy this card.

That makes it Proletariat's turn.



Start: Nothing

Play: 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.

End: Proletariat and his clone hit Argent for 2 damage each.

It is now Absolute Zero's turn.

Villain Ongoing Effects
Whenever Proletariat would be dealt non-psychic damage, redirect that damage to the clone card with the lowest HP.(Proletariat)
Reduce the first damage dealt to Biomancer each turn by 2.At the end of Biomancer's turn, Biomancer and each Fleshchild regains 2 HP.(Biomancer)
If Mr. Fascimile is dealt exactly 1 damage, redirect it to the Hero target with the highest HP.(Biomancer--Mr. Fascimile)
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.(Ermine)
At the End of Ermine's turn discard the top card of ever deck.(Ermine--Constant Prattle)
The First time Ermine is dealt damage each turn, redirect it to the Hero target with the highest HP.(Ermine--Subtile Diversion)
At the end of Miss Information's turn, move the top card of each Hero deck to the Bottom of that deck.(Miss Information)


Hero Ongoing Effects
Whenever Absolute Zero is dealt Fire damage, he may deal a target that much Cold damage.(Isothermic Transducer)
Whenever Absoltue Zero is dealt Cold damage, he heals the same amount instead(Null Point Calibration Unit)
All Cold damage dealt by Absolute Zero is increased by 1(Focused Apetures)
All Projectile damage dealt by Wraith is increased by 2(Micro Targeting Computers)
Wraith may use 2 powers during her powers phase(Utility Belt)
Until the end of her next turn, all damage dealt by Expatriette is increased by one.

Environment Ongoing Effects


Side: The Every Man
HP: 7/20

Spoiler

The Every Man
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.

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

Deck: 12
Trash: 6

In Play: 1
-Proletariat--Clone, HP: 6/6

Spoiler

Proletariate: Clone, 6 HP--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.



HP: 4/29

Available Powers:
Thermodynamics: Absolute Zero deals himself 1 Fire Damage or 1 Cold Damage.

Deck: 30
Hand: 5
Spoiler

Fueled Freeze: One-Shot--Destroy up to 3 Ongoing cards.Absolute Zero deals each non-Hero Target X Cold Damage, where X = the number of Ongoing cards destroyed by this card.
Thermal Shockwave: Ongoing, Limited--Power: Absolute Zero deals up to 3 Targets 1 Cold Damage each. Absolute Zero deals himself X Fire Damage, where X = the total amount of Cold Damage dealt by Absolute Zero this turn.
Cryo Chamber: Equipment, Limited--Cold Damage dealt to Absolute Zero is increased by 1. Fire Damage dealt to Absolute Zero is reduced by 1. Power: Absolute Zero deals himself 5 Fire Damage. Destroy this card.
Modular Realignment: One-Shot--Select 1 Equipment card from your trash and put it either into your hand or into play. Absolute Zero deals himself 1 Fire Damage and 1 Cold Damage.
Coolant Blast: Ongoing--Power: Absolute Zero deals 1 non-Hero Target X Cold Damage, where X = the amount of Fire Damage that has been dealt to Absolute Zero since the end of your last turn.

Trash: 2
In Play: 3
-Isothermic Transducer--Equipment, Limited, Module

Spoiler

Thermal Shockwave: Ongoing, Limited--Power: Absolute Zero deals up to 3 Targets 1 Cold Damage each. Absolute Zero deals himself X Fire Damage, where X = the total amount of Cold Damage dealt by Absolute Zero this turn.
Focused Apertures: Equipment, Limited--Increase Cold Damage dealt by Absolute Zero by 1.
Null-Point Calibration Unit: Equipment, Limited, Module--When Absolute Zero would take Cold Damage, he regains that many HP instead.
Isothermic Transducer: Equipment, Limited, Module--When Absolute Zero is dealt Fire Damage, Absolute Zero deals 1 Target that much Cold Damage.



Side: Flesh Moulder
HP: 17/18

Spoiler

Flesh Moulder
Reduce the first damage dealt to Biomancer each turn by 2.At the end of Biomancer's turn, Biomancer and each Fleshchild regains 2 HP.

Incapacitated
Increase damage dealt to Hero targets by Hero targets by 1.

Deck: 12
Trash: 5

In Play: 2
-Homunculus--Fleshchild, HP: 4/7
-Homunculus--Fleshchild, HP: 4/7


Spoiler

Homunculus:Fleshchild, HP:7--Reduce damage dealt to this card by 1. At the end of Biomancer's turn, this card deals the Hero target with the highest HP 2 melee damage.



HP: 6/30
Available Powers:
Aim: Increase Damage dealt by Expatriette by 1 until the end of your next turn.
"Pride": Expatriette deals 1 Target 2 Projectile Damage. If "Prejudice" is in play, you may use its Power now.
Submachine Gun: Expatriette deals each non-Hero Target 1 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.

Deck: 27
Hand: 6
Spoiler

Arsenal Access: One-Shot--Reveal cards from the top of your deck until you reveal 2 Equipment cards. Put one of them either into play or into your hand. Shuffle the rest of the revealed cards into your deck.
Reload: One-Shot--Take an Ammo card from your trash and put it into play or into your hand.
Flak Jacket: Equipment, Limited--If Expatriette would be dealt 3 or more Damage from a single source, prevent all of it and destroy this card.
Arsenal Access: One-Shot--Reveal cards from the top of your deck until you reveal 2 Equipment cards. Put one of them either into play or into your hand. Shuffle the rest of the revealed cards into your deck.
Shock Rounds: Equipment, Ammo--Play this card next to a Gun card.When that card's Power is used to Damage a Target, Expatriette deals each non-Hero Target 1 Lightning Damage.After that Power is used, destroy this card.
Unload: One-Shot--This turn, you may use as many Powers as you have Guns in play.
Trash: 5
In Play: 2
-"Pride"--Equipment, Gun
-Submachine Gun--Equipment, Limited, Gu

Spoiler

Submachine Gun: Equipment, Limited, Gun--Power: Expatriette deals each non-Hero Target 1 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
"Pride": Equipment, Gun--Power: Expatriette deals 1 Target 2 Projectile Damage. If "Prejudice" is in play, you may use its Power now. Up to 2 Ammo cards may be in play next to this card at a time.



Side: Con Artist Extraordinaire
HP: 22/25

Spoiler

Con Artist Extraordinaire
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.

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

Deck: 15
Trash: 5

In Play: 0


Spoiler

Constant Prattle: Ongoing--At the end of Ermine's turn, discard the top card of each deck.
Subtle Diversion: Ongoing--The first time Ermine would be dealt damage each turn, redirect that damage to the Hero target with the highest HP.



HP: 6/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.
Infrared Eyepiece: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.


Deck: 31
Hand: 3
Spoiler

Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Grappling Hook: One-Shot--Destroy 1 Ongoing or Environment card. You may draw a card.
Inventory Barrage: One-Shot--Destroy all of your Equipment cards. The Wraith deals 1 Target X Projectile Damage, where X = 2 times the number of cards destroyed this way.
Trash: 4

In Play: 4
-Infrared Eyepiece--Equipment, Limited
-Micro Targeting Computer--Equipment, Limited
-Utility Belt--Equipment, Limited
-Throwing Knives--Equipment, Limited

Spoiler

Throwing Knives: Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.


Side: Reality Rewriter
HP: 19/23

Spoiler

Reality Rewriter
At the end of Miss Information's turn, move the top card of each Hero deck to the Bottom of that deck.

Incapacitated
At the end of Miss Information's turn, each player discards 1 card and draws 1 card.

Deck: 11
Trash: 9

In Play: 0

Spoiler

Green Grosser: Nemesis(Guise), HP:6--At the end of Miss Information's turn, this card deals the Hero character card with the most Ongoing cards in play 1 energy damage and 1 fire damage. Then, if Guise is in play, this card deals 1 fire damage to each Hero target.



HP: 5/24

Available Powers
Conduct: Put the bottom card of your deck into play. You may activate an Accompany text.

Deck: 29
Hand: 4
Spoiler

Syncopated Onslaught: Ongoing, Rhythm--Perform: Select up to 2 Targets. Until the start of your next turn, increase Damage dealt by those Targets by 1. Accompany: The Argent Adept deals 1 Target 1 Sonic Damage.
Instrumental Conjuration: One-Shot--Search your deck or trash for an Instrument card and put it into play. If you searched your deck, shuffle your deck.You may draw a card.
Counterpoint Bulwark: Ongoing, Rhythm--Perform: Select up to 2 Targets. Until the start of your next turn, reduce Damage dealt to those Targets by 1. Accompany: One Player may draw 1 card now.
Sarabande of Destruction: Ongoing, Melody--Perform: Destroy 1 Ongoing or Environment card.
Trash: 6
In Play: 5
-Musaragni's Harp--Equipment, Instrument
-Telamon's Lyra--Equipment, Instrument
-Inspiring Supertonic--Ongoing, Harmony
-Inventive Preparation--Ongoing, Rhythm
-Scherzo of Frost and Flame--Ongoing, Melody

Spoiler

Scherzo of Frost and Flame: Ongoing, Melody--Perform: The Argent Adept deals 1 Target 1 Cold Damage, then deals 1 Target 1 Fire Damage.
Telamon's Lyra: Equipment, Instrument--Power: Activate the Perform text of a Harmony card and the Accompany text of a Rhythm card.
Inventive Preparation   : Ongoing, Rhythm--Perform: Each Player may look at the top card of their Hero deck, then replace it or discard it. Accompany: One Player, other than you, may play 1 card now.
Inspiring Supertonic: Ongoing, Harmony--Perform: One Player may use a Power now. Accompany: The Argent Adept regains 2 HP.
Musaragni's Harp: Equipment, Instrument--Power: Activate the Perform text of a Harmony card and the Accompany text of a Harmony card.



Deck: 10
Trash: 1
In Play: 2
-Mysterious Ceremonies
-Shinobi Assassin--Dragon's Student, HP: 3/3

Spoiler

Mysterious Ceremonies--At the start of the Environment turn, reveal the top card of the Environment deck. If it is a target, discard it. Otherwise, put it into play. At the end of the Environment turn, 1 player may either draw 3 cards or play 1 card. If no cards are drawn or played this way, destroy this card.
Shinobi Assassin: Dragon's Student, HP: 3--When this card enters play, it deals the non-Environment target with the lowest HP 3 melee damage. When this card would be destroyed, move it to the top of a Hero deck instead. When this card would be drawn, discarded, revealed, or played, put it into play in the Environment play area.
I am the cat that walks by himself, all ways are alike to me.

Deaths Jester

Man, I can not get a good draw...and I thought we just had the Homonculi left to get rid of in the minion category...and didn't AZ get rid of the villians Ongoings?!?
Avatar picture originally a Brom painting entitled Marionette.

catwhowalksbyhimself

Quote from: Deaths Jester on July 15, 2017, 07:51:07 PM
Man, I can not get a good draw...and I thought we just had the Homonculi left to get rid of in the minion category...and didn't AZ get rid of the villians Ongoings?!?

List of Ongoing effect is just for reference.  I do not always remember to update it.  The list of cards in play for each villain is, however accurate and shows not Ongoings.

As you said, we have just the Homoculi, plus the new close that was just played.
I am the cat that walks by himself, all ways are alike to me.

Deaths Jester

So we have the Grosser too, then? Just trying to make sure for for when I get to my turn and hand out damage.
Avatar picture originally a Brom painting entitled Marionette.

catwhowalksbyhimself

Quote from: Deaths Jester on July 16, 2017, 12:16:38 AM
So we have the Grosser too, then? Just trying to make sure for for when I get to my turn and hand out damage.

The Grosser is not listed anywhere as being in play. If he's in the spoilers, then that is just so you know what thing in play do.  I sometime purposely do not removed those.  They have nothing to do with whether anything is in play or not.  The list of cards in play is all you need to look at.  I will clean up the effects list though.
I am the cat that walks by himself, all ways are alike to me.

Deaths Jester

Ah ok, sorry about my confusion there, Cat.
Avatar picture originally a Brom painting entitled Marionette.

Reepicheep

I'll play Cryo Tank and fire off a Thermal Shockwave. I'll hit myself, the clone and Miss Information. Then I'll hit myself with the fire damage and the hit myself wih the resulting cold damage.

Then I think I'm throwing up a ninja.

catwhowalksbyhimself

AZ draws a Shinobi Assassin, who goes into play.  The clone and the homunculi are tied for lowest right now.  Which should we hit?  I'm thinking the clone so we can continue getting rid of Proletariat.
I am the cat that walks by himself, all ways are alike to me.

Glitch Girl

-Glitch Girl

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

Deaths Jester

Works for me.

When we get to my turn I plan on playing an Arsenal Access.
Avatar picture originally a Brom painting entitled Marionette.

catwhowalksbyhimself

Well, that's 3 out of 4, so we'll continue.

It is now Biomancer's turn.



Start: Nothing

Play: Friend of Foe?: One-Shot--The Hero target with the lowest HP deals the Hero target with the highest HP 3 melee damage.

Argent Adept deal AZ 3 damage.

The Homunculi deal 2 out of AZ, Expat, and Wraith 2 damage. each.  Which two will take it?
I am the cat that walks by himself, all ways are alike to me.