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Sentinels of the Multiverse Game 5

Started by catwhowalksbyhimself, December 26, 2014, 11:34:15 PM

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Reepicheep

I did suggest it earlier!  ^_^ It would take into the stratosphere, gauge and extract to get rid of her that way. That would go over two rounds, but once she's at the bottom of the deck she'd be out for all extent and purpose.

Worth letting her live for that?

Also if others can deal with Mable this round (6hp must be doable) i can play Reclaim from the Deep to put something back in Expat's hands.

Cat, when Mable comes into play, I'll drop Electrical Storm. Can always pick it up again moments later.

Just saw your alternate idea. I could do that, pick up Stratosphere again when I use reclaim and repeat once Cap has flipped to eliminate her. Best of both!

catwhowalksbyhimself

I should point out that Reclaim from the Deep won't actually help Expat refill her hand at all.  It will allow her to put something in the trash on top of her deck to draw at her regular draw phase, but she still draws exactly the same number of cards.  The question is, does DJ want any of the cards he just discarded or would he rather pull something new out of his deck?
I am the cat that walks by himself, all ways are alike to me.

Reepicheep

Are you sure , Cat? The description seems to imply that he could pick from the trash as soon as I play it.

Edit: yes, I see now. Didn't note that it goes on the deck, not in the hand. Shame.

catwhowalksbyhimself

#183
Whenever a card says "you" it means the person playing the card.

Every player may put a card from the trash on top of their deck, then Tempest, and only Tempest, many immediately draw that card.  The rest just get it back whenever they would normally draw a card.

It's still very useful to get back vital cards when other players need them.

EDIT: On the physical card those are two completely separate paragraphs, so I see how reading it in this format would make that unclear.
I am the cat that walks by himself, all ways are alike to me.

Outcast

Quote from: Deaths Jester on January 18, 2015, 07:22:21 PM
Spoiler
For those not following me over on G+ I'll let you in on the fact that I'm not doing exactly top notch.  Got a gallbladder problem which could end me up in surgery and out for a month or more.  Going to keep trying to play here but if I go quiet for a long time you'll now know.  Alright back to the game...

Sorry to hear that too. Hoping everything turns out ok and for a speedy recovery.

Uncle Yuan

#185
Quote from: Reepicheep on January 18, 2015, 10:22:11 PM
I did suggest it earlier!  ^_^ It would take into the stratosphere, gauge and extract to get rid of her that way. That would go over two rounds, but once she's at the bottom of the deck she'd be out for all extent and purpose.

Worth letting her live for that?

Actually, Tempest and the Sentinels can zap her gone in one round - Tempest uses Into the Stratosphere to put Trueshot on top of the villain deck and Writhe uses Extract to discard her.

My suggestion is that Tempest "Stratospheres" Trueshot to the top of the villain deck, and then we leave her there.  Next villain turn she'll get played again.  Yeah, she's annoying but all she really does is damage.  But she's a completely known entity, and then we don't have to worry about the other, nastier cards that are in the villain deck for at least another full round.  (And unlike other villain targets we might do this with we won't really be loosing any ground on beating Trueshot because we can't really gain any ground on her anyway.)
"But there's no use crying over every mistake
You just keep on trying 'till you run out of cake
And the science gets done, and you make a neat gun
For the people who are still alive."

Reepicheep

Quote from: Uncle Yuan on January 18, 2015, 10:57:38 PM
Quote from: Reepicheep on January 18, 2015, 10:22:11 PM
I did suggest it earlier!  ^_^ It would take into the stratosphere, gauge and extract to get rid of her that way. That would go over two rounds, but once she's at the bottom of the deck she'd be out for all extent and purpose.

Worth letting her live for that?

Actually, Tempest and the Sentinels can zap her gone in one round - Tempest uses Into the Stratosphere to put Trueshot on top of the villain deck and Writhe uses Extract to discard her.

My suggestion is that Tempest "Stratospheres" Trueshot to the top of the villain deck, and then we leave her there.  Next villain turn she'll get played again.  Yeah, she's annoying but all she really does is damage.  But she's a completely known entity, and then we don't have to worry about the other, nastier cards that are in the villain deck for at least another full round.  (And unlike other villain targets we might do this with we won't really be loosing any ground on beating Trueshot because we can't really gain any ground on her anyway.)

Looks to me like Extract only hits the bottom card, which would still be Raiding Party. I don't think it would be a bad idea to get rid of that one anyway, btw.

I think thats a good idea, though. I'll go ahead and do that when the time comes.

Uncle Yuan

Oh, yes, I was misremembering - it does affect the bottom card.
"But there's no use crying over every mistake
You just keep on trying 'till you run out of cake
And the science gets done, and you make a neat gun
For the people who are still alive."

Glitch Girl

To answer the question I almost missed back there, 2 points on True Shot.

-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

Uncle Yuan

Actually, given how quickly she heals that's kind of throwing that damage away.  Better to hit La Cap.
"But there's no use crying over every mistake
You just keep on trying 'till you run out of cake
And the science gets done, and you make a neat gun
For the people who are still alive."

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

Well then, that concludes the Environment.  It is now La cap's turn.

She plays The Amazing Mable: 6 hp, Crew, Acrobat--This card is immune to Melee Damage.At the end of the Villain turn, destroy a Hero Ongoing or Equipment card.At the start of the Villain turn, play the top card of the Villain deck.

La Capitan then deals either Tempest, Unity, or Expat 4 damage, and Trueshot hits one of the others.

So I need any two of those three to take 4 damage.
I am the cat that walks by himself, all ways are alike to me.

Uncle Yuan

#192
Unfortunately Fling into Darkness deals melee damage, otherwise I'd say that the Sentinels had Mable.  I can still use that card on her, but someone will have to do 2 HP to her first.
"But there's no use crying over every mistake
You just keep on trying 'till you run out of cake
And the science gets done, and you make a neat gun
For the people who are still alive."

Reepicheep

I'll take a hit.

Hmm, i *can* hit for 2 electrical, but would miss out on stratosphering Trueshot (followed by an earlier reshuffle). Otherwise between you and Expat you can do 2+4 non-melee damage.

Outcast

#194
I think using Into the Stratosphere on True Shot this round would be a mistake. Raiding Party is still the last card in La Cap's deck. I'd have to put True Shot on the bottom of the deck for Writhe to be able to use Extract to discard him. But the Villain's turn would come up first before Writhe can do this, thereby playing Raiding Party, destroying 1 ongoing/equipment card, and bringing True Shot out once more.

If you guys want to take out both Mable and True Shot this round. I think we can, depending on which ongoing/equipment card we decide that Mable destroys first.

If Tempest still has his Electrical Storm and uses Squall, and Sentinels use Fling into Darkness. You guys could take out Mable. Parse can use Impossible Shot with Pinpoint Shot to reduce True Shot to 5 HP. And since Expat lost all his cards and doesn't have one to play yet, True Shot doesn't heal and Expat can finish him with a Shotgun power. But in this scenario, Tempest doesn't get to heal Raptor Bot and i don't get to destroy the Environment Frost Chamber, making it possible for Raptor Bot to be destroyed. Dr. Medico could use his healing to heal Raptor Bot. But Writhe wouldn't be able to use Extract to get rid of Raiding Party and it plays out next round and we lose 1 ongoing/equipment card.

Unity can still probably add 2 more hp damage, 3 or 4 hp if she's able to bring out another bot.

Unity can use Inspired Repair to heal Raptor Bot and draw a card though.

Or maybe use Flash Forge to search for an equipment card to bring out Champion Bot. Raptor will be able to do 4HP damage i think.


Flash Forge just puts the equipment on her hand. So she won't be able to use it till next round.


edit: I was thinking of a more conservative approach though..leaving True Shot unharmed but doing some healing, getting rid of frost chamber, Mable and Raiding Party.

Hmmm...on the other hand Tempest can use Chain Lightning so he can still heal Raptor Bot.

Uncle Yuan

Quote from: Outcast on January 20, 2015, 09:55:57 AM
I think using Into the Stratosphere on True Shot this round would be a mistake. Raiding Party is still the last card in La Cap's deck. I'd have to put True Shot on the bottom of the deck for Writhe to be able to use Extract to discard him. But the Villain's turn would come up first before Writhe can do this, thereby playing Raiding Party, destroying 1 ongoing/equipment card, and bringing True Shot out once more.

I think putting Trueshot on top and leaving her there to be played is a solid move.  She's a straightforward damage dealer with no tricks that steal cards, and we have plenty of healing and thus can deal with her damage easily.  Putting her on top to be played denies La Cap a play that would allow her to steal any cards, keep her from meeting her flip requirement, and give us an entire round of breathing room.  She's  the least disruptive next move La Cap could make by a very long shot.

And if Raiding Party is on the bottom of her deck then Writhe can send that to the discard this turn.  I'm thinking that sets her up for a shuffle the round after next, but that's going to happen soon anyway.  What we really need is for Parse to draw Extrasensory Awareness . . .
"But there's no use crying over every mistake
You just keep on trying 'till you run out of cake
And the science gets done, and you make a neat gun
For the people who are still alive."

Outcast

Quote from: Uncle Yuan on January 20, 2015, 10:58:29 AM
I think putting Trueshot on top and leaving her there to be played is a solid move.  She's a straightforward damage dealer with no tricks that steal cards, and we have plenty of healing and thus can deal with her
damage easily.  Putting her on top to be played denies La Cap a play that would allow her to steal any cards, keep her from meeting her flip requirement, and give us an entire round of breathing room.  She's  the least disruptive next move La Cap could make by a very long shot.

And if Raiding Party is on the bottom of her deck then Writhe can send that to the discard this turn.  I'm thinking that sets her up for a shuffle the round after next, but that's going to happen soon anyway.  What we really need is for Parse to draw Extrasensory Awareness . . .

Yeah, i had thought that might be what you guys were also trying to do. It buys us another round. But True Shot still gets to do deal damage on this turn and the next.

I guess i'm ok with that.

Uncle Yuan

Pfft, damage.  I don't have any great damage cards for the Sentinels for this next turn so I was planning on playing Hippocratic Oath - and given the number of damage cards in this deck the burst heal potential for Medico can be a bit ridiculous.  Not to mention the trickle healing he gets each turn. 
"But there's no use crying over every mistake
You just keep on trying 'till you run out of cake
And the science gets done, and you make a neat gun
For the people who are still alive."

Glitch Girl

I'll take the other hit.

Regarding Bots: I can bring out one bot or two (sacrifice Inspired Repair and/or Powered Shockwave), though I think I missed my draw phase, or at least I can't find what my draw was after my action.  I'm not sure if it's worth it this turn, Inspired Repair might be a better option to play straight.
-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

Outcast

#199
Quote from: Glitch Girl on January 20, 2015, 02:31:26 PM
I'll take the other hit.

Regarding Bots: I can bring out one bot or two (sacrifice Inspired Repair and/or Powered Shockwave), though I think I missed my draw phase, or at least I can't find what my draw was after my action.  I'm not sure if it's worth it this turn, Inspired Repair might be a better option to play straight.

I believe you drew Champion Bot after you used Construction Pylon to bring out Bee Bot and Raptor Bot.

Flash Forge can search equipment/golem cards in your deck and put them in your hand. But you can't play those cards until next round.

Playing Inspired Repair does give you a chance to play a card after drawing a card.

a) If you're lucky and it's an equipment card you may play that and use your Bot Hack power to destroy it and bring forth Champion Bot.

b) If it's not an equipment card, i think you may still play any card, and you can choose to play Flash Forge then to search for an equipment card by discarding either Powered Shockwave or the card you drew or both. What i'm not sure of is if you discard two cards, you can search for 1 equipment card and 1 golem/bot card. Or are you limited to choosing either 2 equipment cards or 2 golem cards. (After Flash Forge though, i don't think you can immediately play the cards you got though.)

c) However, if you by some strange chance happen to draw inspired repair again, then you can probably play that again and hopefully get an equipment card to play, then destroy that to bring out Champion Bot.


Reepicheep

Quote from: Outcast on January 20, 2015, 11:10:45 AM
Quote from: Uncle Yuan on January 20, 2015, 10:58:29 AM
I think putting Trueshot on top and leaving her there to be played is a solid move.  She's a straightforward damage dealer with no tricks that steal cards, and we have plenty of healing and thus can deal with her
damage easily.  Putting her on top to be played denies La Cap a play that would allow her to steal any cards, keep her from meeting her flip requirement, and give us an entire round of breathing room.  She's  the least disruptive next move La Cap could make by a very long shot.

And if Raiding Party is on the bottom of her deck then Writhe can send that to the discard this turn.  I'm thinking that sets her up for a shuffle the round after next, but that's going to happen soon anyway.  What we really need is for Parse to draw Extrasensory Awareness . . .

Yeah, i had thought that might be what you guys were also trying to do. It buys us another round. But True Shot still gets to do deal damage on this turn and the next.

I guess i'm ok with that.

Thats right - this is just a delay tactic for now.

I can use reclaim from the deep to get stratosphere back and try the extract plan again later, if Trueshot is still being a butt. Meanwhile we get a chance to diversify our hands while the threat isn't too bad. We take down Mable and hit Cap as hard as we can in the meantime.

Deaths Jester

GG, I went back looking and the card that you drew was in fact the Champion Bot card.  Hope that helps.
Avatar picture originally a Brom painting entitled Marionette.

catwhowalksbyhimself

So I have Tempest taking 4 points of damage.  I need either Unity or Parse to take the other 4.
I am the cat that walks by himself, all ways are alike to me.

Glitch Girl

(raises hand)  I said I'd take the other hit.

And thanks, I missed that the first time I went through the thread.  They're keeping me busy as of late.
-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

In that case, Electrical Storm gets destroyed by Mable as planned and gets sucked under La Cap's card. It is now Tempest's turn.

Note: La Cap now has 3 cards under her, so she will flip at the start of her next turn. It make things simpler, once she flips, it might be best to play the order of cards to return to your trashes so I don't have to stop and ask every time she takes damage.
I am the cat that walks by himself, all ways are alike to me.

Reepicheep

Tempest, having been caught off guard by a projectile from Trueshot's bow, grabs the Amazon by the collar and flings her into the stratosphere. Unfortunately, his trajectory was so perfectly vertical that it would only be a matter of time that she would land back on the Freedom Tower.

To cool off, he stirs up a cleansing downpour and hopes his comrades would also appreciate it.


catwhowalksbyhimself

You draw
Spoiler
Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.

It is now the Sentinel's turn

Effects in play:


Side:The Corsair
Spoiler

Side A--The Corsair
At the start of the Villain turn, if there are 3 or more cards under this card, flip La Capitán's Villain Character card.Whenever a Hero card is destroyed by a Villain card, put it under this card.At the end of the Villain turn, La Capitán deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.

Side B--Split Across Time
At the start of the Villain turn, each Villain Target regains X HP, where X = the number of cards under this card. Whenever La Capitán would be dealt Damage, move a card from under this card to the appropriate trash. If you do, prevent that damage. At the end of the Villain turn, if there are no cards under this card, flip La Capitán's Villain Character card.
HP: 59/75 Highest Villain Target
Cards in Play:
The Amazing Mable--6/6
Spoiler

The Amazing Mable: 6 hp, Crew, Acrobat--This card is immune to Melee Damage.At the end of the Villain turn, destroy a Hero Ongoing or Equipment card.At the start of the Villain turn, play the top card of the Villain deck.
Trueshot: 9 hp, Crew, Amazon--At the end of the Villain turn, this card deals the Hero Target with the highest HP (H) minus 1 Projectile Damage.Whenever a Hero card is played, this card regains (H) minus 1 HP.


HP: 17/26
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.


In Play: Cleansing Downpour
Spoiler

Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.

Hand:
Spoiler

Ball Lightning: One-Shot   Tempest deals 1 Target 4 Lightning Damage. You may destroy up to 2 Ongoing cards.
Chain Lightning:One-Shot--Tempest deals 1 Target 4 Lightning Damage. Tempest may deal a second Target 3 Lightning Damage. Tempest may deal a third Target 2 Lightning Damage.
Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Reclaim from the Deep: One-Shot--Each player may take a card from their trash and put it on top of their Hero deck. You may draw a card.



Writhe
HP: 14/14
Power: Extract--Power: Reveal the bottom card of a deck. Discard it or put it on the top of that deck.

Doctor Medico
HP: 13/13
Power: M.D.--1 Hero Target regains 3 HP.

Mainstay
HP: 14/14
Power: Block--Power: Reduce Damage dealt to all your Hero Targets by 1 until the start of your next turn.

Idealist
HP: 10/11 Lowest Hero Target
Power: Telekinetic Jab--Power: The Idealist deals 1 Target 2 Psychic Damage.

In Play: None
Spoiler


Hand:
Spoiler

Hippocratic Oath: Ongoing, Signature--Whenever Dr. Medico would deal Damage, prevent that Damage and instead 1 Hero Target regains that much HP. At the end of your turn, if Dr. Medico is active, up to 3 Targets regain 1 HP each.
Fling into Darkness: One-Shot--One of your Heroes deals 1 Target 3 Melee Damage.If that Target now has 4 or fewer HP and Writhe is active, destroy that Target.
Restorative Burst: One-Shot--If Dr. Medico is active, you may flip one of your incapacitated Heroes and restore it to 3 HP.Each Hero Target regains 1 HP.
Caliginous Form: Ongoing, Signature--The first time Writhe would be dealt Damage each turn, reduce that Damage by 2 and redirect it to the Villain Target with the highest HP.


HP: 20/26

Available Powers
Pinpoint Shot: Parse deals 1 Target 2 Projectile Damage.
Gauge: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

In Play: Gauge
Spoiler

Gauge: Ongoing--Power: Look at the top card of a deck. Put it on the top or bottom of that deck. You may draw 1 card.

Hand
Spoiler

Exploit Vulnerability: Ongoing--Whenever a non-hero target enters play, increase damage dealt to that target by 1 until the start of the environment turn.
Segmentation Fault: Ongoing--Power: Discard a card. If you do, you may destroy an Ongoing or Environment Card.
Impossible Shot: One-Shot--Parse deals 1 target 3 irreducible projectile damage. Draw 1 card.
Targeting Arrow: One-Shot--Parse deals 1 Target 1 Irreducible Projectile Damage.Increase Damage dealt to that Target by 1 until the start of your turn.
Quick Calculation: One-Shot--Reveal the top 3 cards of your deck. Put 1 on the bottom of your deck and the other 2 in your hand.


HP: 21/29 Highest Hero Target

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Tactical Shotgun: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.


In Play:  Assault Rifle
Spoiler

Tactical Shotgun:Equipment, Limited, Gun--Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
Assault Rifle: Equipment, Limited,Gun--Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.

Hand:
Spoiler



HP: 17/26

Available Powers
Bot-Hack: Destroy 1 Equipment card. If you do, put a Mechanical Golem from hand into play.

Ongoings and Equipment In Play: None
Spoiler


Active Golems:
Raptor Bot 2/2
Spoiler

Raptor Bot: 2 hp, Mechanical Golem--This card cannot be played during your play phase. At the end of your turn, this card deals 1 Target X Melee Damage, where X = the number of Mechanical Golems in play plus 1.

Hand
Spoiler

Champion Bot: 8 hp, Mechanical Golem--This card cannot be played during your play phase. Increase Damage dealt by Unity and by Mechanical Golems by 1.
Flash Forge: One-Shot--Discard any number of cards. Search your deck for X Mechanical Golems and/or Equipment cards and put them into your hand, where X = the number of cards you discarded. Shuffle your deck.
Inspired Repair: One-Shot--You may draw a card.You may play a card.Each Mechanical Golem regains 3 HP.
Powered Shock Wave: One-Shot--Unity deals each Villain Target X Lightning Damage, where X = the number of Mechanical Golems in play plus 1.



Cards in Play: Security Station, Frost's Cryo Chamber

Spoiler

Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Frost's Cryo Chamber: Room--Increase all cold damage by 1. Reduce all fire damage by 1. At the end of the environment turn, deal each target 1 cold damage.
I am the cat that walks by himself, all ways are alike to me.

Uncle Yuan

So, am I correct that we want to discard the bottom card of the villain deck?
"But there's no use crying over every mistake
You just keep on trying 'till you run out of cake
And the science gets done, and you make a neat gun
For the people who are still alive."

Outcast

Quote from: Uncle Yuan on January 21, 2015, 12:47:17 AM
So, am I correct that we want to discard the bottom card of the villain deck?

Well you can leave it there to stall for time again. I can give up one of my ongoing cards. I'll probably be playing Segmentation Fault to destroy Frost Cryo Chamber. Unless of course you guys want to keep it there for a while, then i could play Exploit Vulnerability to greet True Shot once he comes back.

So i could give up either Gauge or Segmentation Fault or Exploit Vulnerability once Raiding Party comes out.

I'm thinking if Gauge can't control the deck properly once the deck is reshuffled maybe i can sacrifice that one.

Uncle Yuan

At least when she's flipped LaCap won't steal cards, they just get destroyed.
"But there's no use crying over every mistake
You just keep on trying 'till you run out of cake
And the science gets done, and you make a neat gun
For the people who are still alive."