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Sentinels of the Multiverse Game 5

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

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catwhowalksbyhimself

The villain deck does indeed contain only 3 cards and while I can't confirm which ones they are, Outcast's analysis has been extraordinarily good and I would probably trust it if I were you.

On her second Round, La cap went through almost 20 cards or so just to find her crew, nearly all of which were on the bottom of the deck.
I am the cat that walks by himself, all ways are alike to me.

Reepicheep

I'm really fond of Outcast's plan here, Yuan. We can be totally certain that we only lose one card (my storm) and Cap won't play plunder or raiding party in the immediate future. The payoff is that we won't know what comes after, but at least we can minimize damage immediately.

Discarding plunder and playing mable sounds like an excellent tactic. In addition, Gauge and Extract stay in play so manipulation is still possible later. I get to keep my heal so I can soften the blow from Cap's next round. We'll have a cozy window to hit La Cap hard.


Outcast

#152
While we may be uncertain of what cards might come next after La Capitan's deck reshuffles all the cards in her trash. At least we still get to keep most of our ongoing/equipment cards so we can be a little more prepared of what might come next. We have some defenses setup like healing ,added offense capabilities from Expat's guns, and more time for Unity to set up her bots and us to add more ongoing support cards.

I think La Capitan's deck has a total of 5 cards that can destroy ongoing/equipment cards after it reshuffles. So there's still a chance that we might not come across them too soon. It's a 5 out of 20 cards chance.

If you let Plunder play out, we will lose 3 or 4 ongoing/equipment cards. Right now, all we've got is 2 from Tempest, 1 from myself if i bring gauge out, and only 2 equipment cards for Expat if he is gonna help take down Siege Breaker. Tempest's cleansing downpour is our only defense against the attacks of La Cap and True Shot.

By the time La Cap's deck reshuffles, it will be like it was when we started. We'll be starting from scratch again too.

Deaths Jester

Well, seeing as I might not be online when it comes around to my turn, I'll make it easy on Cat...

Spoiler
I'll play shotgun and use it against Siege Breaker.  I'll then end my turn with no card drawing.  When the environment turn comes up, I'll discard my hand to get rid of the Training Module thingie.
Avatar picture originally a Brom painting entitled Marionette.

Uncle Yuan

OK, we'll discard Plunder.  I'll edit my post for narrative effect.
"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."

catwhowalksbyhimself

You draw

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.

It is now Parse'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: 64/75 Highest Villain Target
Cards in Play:
Captain's Orders
Trueshot--7/9
Siege-Breaker--5/10
Spoiler

Captain's Orders: Ongoing--At the end of the Villain turn, the Villain Target with the lowest HP deals the Hero Target with the lowest HP (H) minus 1 Melee Damage.
Siege-Breaker: 10 hp, Crew, Cavaliere--Reduce Damage dealt to this card by 1.At the end of the Villain turn, this card deals the 2 Hero Targets with the highest HP (H) minus 2 Irreducible Fire Damage each.
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: 20/26 Highest Hero Target
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.


In Play: Electrical Storm, Cleansing Downpour
Spoiler

Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.
Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.

Hand:
Spoiler

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.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck.Tempest deals the Villain Target with the highest HP 2 Projectile Damage.



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: 9/11 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: 19/26

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

In Play: None
Spoiler


Hand
Spoiler

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.
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.
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: 20/29 Highest Hero Target

Available Powers
Load: Play a card.
Assault Rifle: Expatriette deals up to 3 Targets 2 Projectile Damage each.

In Play:  Assault Rifle
Spoiler

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

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.
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 all non-Hero Targets 1 Lightning Damage. After that Power is used, destroy this card.
Liquid Nitrogen Rounds: Equipment,Ammo--Play this card next to a Gun card.Change that card's Damage type to Cold. After that card's Power is used to Damage a Target, reduce Damage dealt by that Target by 1 until the start of your next turn. After that Power is used, destroy this card.
Quick Draw: One-Shot--Search your trash of your deck for either "Pride" or "Prejudice" and put it into play.If you searched your deck, shuffle your deck.


HP: 20/26 Highest Hero Target

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: None
Spoiler


Hand
Spoiler

Construction Pylon: Equipment--Power: Put up to 2 Mechanical Golems from hand into play and destroy this card.
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.
Bee Bot: 1 hp, Mechanical Golem--This card cannot be played during your play phase.When this card is destroyed, Unity deals 1 Target 2 Projectile Damage, and you may destroy 1 Ongoing or Environmental card.
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.
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.



Cards in Play: Security Station, Training Simulator

Spoiler

Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Training Simulator: Room--At the start of the Environment turn, move a Villain target from the Villain trash into play.
I am the cat that walks by himself, all ways are alike to me.

Outcast

Parse remembers coming across La Capitan's database when she was analyzing the criminal files that were stored in the Freedom Tower. As she counts the number of crew members that came out of the ship, she knew there was one other crew member missing, the Amazing Mable. She turns her attention to the fallen ship and calls her out.

"Mable! I know you're still in there. How long are you gonna stay hiding? Come on out. Or did you slip and bump your head during the surprise attack?"

Play and uses Gauge to check top card and to draw a card.

If it's Raiding Party, i put it on the bottom. If its Mable, put her back on top.

Draw another card to end my turn.

catwhowalksbyhimself

Top card is Raiding Party, which is moved to the bottom of the deck.

Parse draws
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.

Expat shoot Siege Breaker as planned.

It is now Unity'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: 64/75 Highest Villain Target
Cards in Play:
Captain's Orders
Trueshot--7/9
Siege-Breaker--2/10
Spoiler

Captain's Orders: Ongoing--At the end of the Villain turn, the Villain Target with the lowest HP deals the Hero Target with the lowest HP (H) minus 1 Melee Damage.
Siege-Breaker: 10 hp, Crew, Cavaliere--Reduce Damage dealt to this card by 1.At the end of the Villain turn, this card deals the 2 Hero Targets with the highest HP (H) minus 2 Irreducible Fire Damage each.
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: 20/26 Highest Hero Target
Available Powers:
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.
Cleansing Downpour: Each Hero Target regains 2 HP.


In Play: Electrical Storm, Cleansing Downpour
Spoiler

Cleansing Downpour: Ongoing--Power: Each Hero Target regains 2 HP.
Electrical Storm:Ongoing, Limited--At the start of your turn, Tempest deals each non-Hero Target 1 Lightning Damage.

Hand:
Spoiler

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.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck.Tempest deals the Villain Target with the highest HP 2 Projectile Damage.



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: 9/11 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: 19/26

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: 20/29 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

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 all non-Hero Targets 1 Lightning Damage. After that Power is used, destroy this card.
Liquid Nitrogen Rounds: Equipment,Ammo--Play this card next to a Gun card.Change that card's Damage type to Cold. After that card's Power is used to Damage a Target, reduce Damage dealt by that Target by 1 until the start of your next turn. After that Power is used, destroy this card.
Quick Draw: One-Shot--Search your trash of your deck for either "Pride" or "Prejudice" and put it into play.If you searched your deck, shuffle your deck.


HP: 20/26 Highest Hero Target

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: None
Spoiler


Hand
Spoiler

Construction Pylon: Equipment--Power: Put up to 2 Mechanical Golems from hand into play and destroy this card.
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.
Bee Bot: 1 hp, Mechanical Golem--This card cannot be played during your play phase.When this card is destroyed, Unity deals 1 Target 2 Projectile Damage, and you may destroy 1 Ongoing or Environmental card.
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.
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.



Cards in Play: Security Station, Training Simulator

Spoiler

Security Station: Room--At the start of the Environment turn, a player may discard their hand to destroy an Environment card.
Training Simulator: Room--At the start of the Environment turn, move a Villain target from the Villain trash into play.
I am the cat that walks by himself, all ways are alike to me.

Reepicheep

Quote from: Deaths Jester on January 16, 2015, 06:16:26 PM
Well, seeing as I might not be online when it comes around to my turn, I'll make it easy on Cat...

Spoiler
I'll play shotgun and use it against Siege Breaker.  I'll then end my turn with no card drawing.  When the environment turn comes up, I'll discard my hand to get rid of the Training Module thingie.

I forgot about this. Thanks, DJ, this is noble. I'll try and play Reclaim from the Deep round after next to get you something back.

Outcast

How does Training Simulator work? Do we get to pick which villain crew card goes back into play? If we can, maybe we can hold destroying it this round since i now i have a card that can destroy it the next round. DJ can then keep all his cards. We can pick Chip maybe.

catwhowalksbyhimself

The rule is any time a card is not specific, the players choose.  In this case, yes, you the players would pick any Crew you want.
I am the cat that walks by himself, all ways are alike to me.

Uncle Yuan

For the fun of it I set up this game and played it solo (same hero order) this morning.  I got several extremely fortuitous opening draws, including Extrasensory Awareness for Parse, Gene-bound Shackles for Tempest and Sentinel Tactics for the Sentinels (allows the use of a power the first time they deal damage each turn).  Needless to say La Cap had a rough time as between Parse and Writhe her deck was totally shut down and the game ended on Tempest's fifth turn with only 1 card under Cap and her never having flipped.  I find it fascinating how different this game can play based only on draws.
"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

Is it safe to play Construction Pylon this turn and put Bee and Raptor into the game or should I wait another round.  I have to confess, I've gotten a bit lost in all the game mechanics posts.

-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

To summarize, Parse and Writhe have manipulated the deck so they know what is coming next.  As a result Captains Order will destroy the Bee Bot if it comes out and the Bee Bot (which you actually want to be destroyed) can take out Captains Orders in response.  Raptor will be safe for at least one more round.  As long as the Environment cooperates, that is.
I am the cat that walks by himself, all ways are alike to me.

Glitch Girl

That's kinda what I thought (wasn't sure about the Bee Bot part 'til now).

Time for Unity to bring out the BIG tools.

(Construction Pylon to spawn  Bee & Raptor bots. )
-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

And who is Raptor Bot attacking?  You didn't specify.
I am the cat that walks by himself, all ways are alike to me.

Deaths Jester

Even if we can control who comes out due to the Training enviromemt, I'd still prefer to get rid of it now and save Unity's card for something worse. Besides, other than Quick Draw, I really don't have much in my hand. I'll still discard hand on enviroments turn.
Avatar picture originally a Brom painting entitled Marionette.

Glitch Girl

I think I can take out Siege Breaker this round. 
-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

Siege Breaker is dealt 3 damage by Raptor Bot and is destroyed.

You draw
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.

It is Freedom Tower's turn.

Expat discards her hand to destroy Training Simulator.
Freedom Tower plays 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.

The Cryo Chamber hits everything for 1 point of damage.

Note: When it gets to the Bee Bot it will blow up up anyway, so if you want to use it's explosion to destroy the Cryo Chamber, it's best to do so after it hits the villains and before it hits any other hero stuff.  You can, of course, choose to destroy Captain's Orders instead.

So Unity, you may pick an Ongoing or Environment to destroy and deal 1 target 2 damage.
I am the cat that walks by himself, all ways are alike to me.

Outcast

Just note, if you choose not to destroy Captain's Order, it will target and destroy your Raptor Bot next round at the end of the Villain's turn.

catwhowalksbyhimself

That's pretty much it, yeah.

If you destroy captains orders instead, the Raptor Bot will still take one damage, but can be healed by Tempest or Medico potentially.

Yes, water apparently magically repairs robots.  Don't ask me.
I am the cat that walks by himself, all ways are alike to me.

Deaths Jester

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...
Avatar picture originally a Brom painting entitled Marionette.

catwhowalksbyhimself

Sorry to hear that DJ.  Hope you feel better soon.
I am the cat that walks by himself, all ways are alike to me.

Reepicheep

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...

Sounds rough, DJ. Sorry to hear that. I hope this gives you a much needed distraction, but if it gets tricky to manage let us know if we can help.

Glitch Girl

Got my fingers crossed for you DJ.  In caset here is surgery I hope you have someone you can stay with afterwards for recovery.  It helps.

I think I'm gonna target  Captain's Orders with Bee since I think that will be more helpful in the long run.  Correct me if I'm wrong though.
-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

What about the 2 points of damage from the Bee's explosion?
I am the cat that walks by himself, all ways are alike to me.

Reepicheep

#176
Trying to work something hypothetical out with Trueshot. (May not do, just interested)
Now 7hp
Bee bot hits for 2 = 5hp
I hit with chain lightning. +4, -4 = 5hp
I hit with squall = 4hp

Now, Yuan hits with fling into darkness. What happens? -3, destroy or +4 -3 = 5hp?

Edit: ignore me. Of course trueshot would have returned to 9hp after Construction pylon. What a jerk.

catwhowalksbyhimself

For future reference, the healing happens as soon as the card is played and before any effects from that card occur.  So if the card deals damage, she heals first, then gets the damage.
I am the cat that walks by himself, all ways are alike to me.

Uncle Yuan

Out best bet - you Into the Stratosphere her back onto the top of the deck and Writhe discards her.

(Actually, I'm kind of all  :doh: now that this didn't occur to us sooner.)
"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."

Uncle Yuan

Or, we leave her right there to be played on the next villain turn and have a whole 'nuther turn with no goodies getting stolen or La Cap flipping.
"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."