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The Risky Riddles Six Feet Under competition is over and the contestants did some magnificent things with their KO’d piles. Over fifty entries from six different countries achieved double-digit “In and Out” totals. Every time a character was placed in the KO’d pile from play, one In point was given. When a character card left the KO’d pile, an Out point was received. The challenge was to get as many In and Out points as possible. However, to make the riddle more difficult, both totals needed to be equal. Since discard effects did not count toward the totals, our contestants needed to find the trickiest ways to get the most characters into play. They succeeded in spades.
Eduardo Castro from Chile achieved ten In and Out points after intentionally making things more difficult by playing Mikado and Mosha instead of Lilith. Very stylish, but not our winner.
Delmair from the Philippines had a plan. “This solution aims to use all possible Marvel Modern Age teams. During the course of the solution, each team should have contributed something to the solution via a team-stamped or pseudo team–stamped plot twist, character, location, or so forth. I’ll use all possible teams in the Modern Age. Given such a template, I hope to open up a jar of infinite possibilities, because any card in the format may be plugged in to the solution.” Delmair succeeded, totaling fourteen In and Out points in the process. He was still not our winner.
The first Risky Riddle winner, Mike Malaspina, also achieved fourteen In and Out points, and he forced his opponent to exclaim, “Who the heck plays Alley-Oop!?” His entry fell just short of the prize this time.
Kudos to Joel on this one. I thought I'd squeezed out every drop of blood to get to 25, but I guess I should have at least looked to see if any 2-drops could generate sufficient card advantage.
I'd be quite interested to see how it all came together.
Here follows the winning entry from the KO King. Dig:
How high can I go?
I shall begin the game with the initiative.
Turn 0
Hand:
Lilith
Mystic Chain
No Fear
New Blood
Turn 1
Draw:
Rocket Racer
Mystic Chain
I place No Fear in my resource row and recruit Lilith placing her in the front
row. Opponent recruits CD 1. At the beginning of combat I reveal New Blood, KO
Lilith (In: 1) and move CD 1 to my front row. I attack my opponent directly with
CD 1. (Opp: 48)
Turn 2:
Draw:
Breaking Story
Gin Genie
Opponent recruits CD 2. I place Breaking Story in my resource row and recruit
Rocket Racer and New Blood. I equip them both with Mystic Chains. I place all my
characters up the front. CD 2 attacks the treacherous CD 1. I play No Fear and
both characters stun. (Me: 48, Opp: 46). Opponent ends attack. Rocket
Racer[Chain] and New Blood[Chain] both attack my opponent directly. (Opp: 43) I
draw Mary Jane Watson and Doop Cam from the Chains. CD 1 and CD 2 both recover
from the crash.
Turn 3:
Draw:
No Fear
Vanessa Fisk
I place No Fear in my resource row and recruit Gin Genie and Mary Jane Watson. I
equip CD 1 with Doop Cam. I place all my characters up the front. My opponent
recruits CD 3 and places CD 2 behind him. Gin Genie attacks CD 3. I play No Fear
on Genie and play Breaking Story revealing Breaking Story. Both characters stun.
(Me: 44, Opp: 40) I replace all my resources and receive Blown to Pieces and two
Breaking Story's. Mary Jane Watson and CD 1 team attack CD 2. CD 2 and Mary Jane
stun. (Me: 43 Opp: 38) I draw Dagger(Child of Light) off Mary Jane's triggered
effect. Rocket Racer[Chain] and New Blood[Chain] both attack my opponent
directly. (Opp: 35) I draw Shelob and New Blood off the chains. I recover Gin
Genie and opponent recovers CD 3. CD 2 and Mary Jane Watson KO. (In: 3)
Turn 4
Draw:
Professor X(Mutant Mentor)
Decoy Program
(Hand: Professor X, Decoy Program, Breaking Story, Dagger, Shelob, New Blood,
Vanessa Fisk)
(KO pile characters: Mary Jane Watson, Lilith)
I place Breaking Story in my resource row and recruit Dagger, New Blood, Vanessa
Fisk and Shelob placing Shelob, 2 New Blood and Terrax into my KO pile.
I move Doop Cam over to Dagger and place all my character in the front row. My
opponent attacks Gin Genie with CD 4. I play Blown to Pieces replacing it with
Moving Target. I play Moving Target, replacing it with Moving Target. I play the
second Moving Target, replacing it with Moving Target. I play the third Moving
Target, replacing it with Wild Ride. I play Wild Ride fetching Lacuna. (Me: 41)
I flip three Breaking Story's revealing 2 Valeria Richards' and Next Generation
Technology. CD 4 stuns. (Opp: 31) I replace all my resources with Gin Genie and
receive Blown to Pieces and 3 Evil Awakens. CD 3 attacks Gin Genie. I play Blown
to Pieces and replace it with Wild Ride. I flip Wild Ride and fetch Lacuna. (Me:
39) I flip all three Evil Awakens boosting Vanessa Fisk returning Shelob, and 2
New Blood to my hand. (Out: 3) Both Gin Genie and CD 3 stun. (Me: 34, Opp: 28) I
replace all of my resources and receive Hypnotic Charms, Never Give Up,
Grandstanding and Hell's Fury. My opponent passes on making further attacks
since he possesses nothing he can attack with.
CD 1, Dagger[Cam], Vanessa Fisk, New Blood[Chain], New Blood and Shelob attack
my opponent directly. (Opp: 12) I draw Aunt May with Mystic Chain. I attack with
Rocket Racer[Chain] and play Hell's Fury replacing it with Hell's Fury. I play
Hell's Fury replacing it with Unexpected Mutation. I play Unexpected Mutation
flipping John Proudstar into my KO pile. (opp: 1) I draw Aunt May off the Chain.
Opponent recovers CD 4 and I recover Gin Genie. CD 3 KO's. (In: 4)
Turn 5
Draw
Marvel Team-Up
Next Generation Technology
(Hand: Professor X, 2 Lacuna, 2 Valeria Richards, Decoy Program, 2 Next
Generation Technology, 2 New Blood, Shelob, 2 Aunt May, Marvel Team-Up)
(KO pile characters: John Proudstar, Mary Jane, Lilith, Terrax)
I place Marvel Team-Up into my resource row. I flip Hypnotic Charms. I flip
Marvel Team-Up naming Sentinels and Underworld. I recruit Shelob(1) (old Shelob
going to KO pile) (In: 5). Shelob puts Hounds of Ahab, Tri-Sentinel, Scorpia and
Mimic into my KO pile. (Me: 36) I equip New Blood with Decoy Program creating
Dr. Doom[Decoy]. I recruit Valeria Richards(2). I activate her to draw Firestar.
I recruit my second Valeria Richards(3) replacing my old one (In: 6) and
activate her to draw Aunt May. I recruit Professor X(Mutant Mentor)(4) and
activate him to return Mary Jane Watson to my hand (Out: 4). I recruit Mary Jane
Watson (5). I recruit Aunt May using her alternative recruit discarding Lacuna.
I play Next Generation Technology KO Aunt May (In: 7) and put a New Blood into
play. I recruit another Aunt May through her alternative recruit discarding
Lacuna. I play Next Generation Technology, KO Aunt May (In: 8) and put a New
Blood into play. I recruit a third and final Aunt May through her alternative
recruit cost discarding Firestar. I move all my characters up the front and
transfer Doop Cam over to Mary Jane Watson. My opponent recruits CD 5 and places
all his characters up the front. Gin Genie and Dagger team attack CD 4. I play
Grandstanding stunning Dagger (Me: 35) and then play Never Give Up, KO'ing
Dagger (In: 9) and readying Gin Genie. CD 4 stuns. (Opp: -3) I draw Hounds of
Ahab via Mary Jane Watson. I replace all my resources apart from the Hypnotic
Charms and receive 2 Next Generation Technology, Wake the Dead and Evil Awakens.
I play Evil Awakens returning Hounds of Ahab to my hand (Out: 5) and boosting
Vanessa Fisk. I play Wake the Dead searching for Lilith and putting her into my
hand. I play Next Generation Technology, KO'ing Aunt May and Shelob (In: 11)and
putting Hounds of Ahab into play. I play the second Next Generation Technology
KO'ing both my unequipped New Blood's (In: 13) and put Hounds of Ahab into play.
Gin Genie, Vanessa Fisk, Dr. Doom[Decoy] and CD 1 team attack CD 5. Gin Genie
and CD 5 stun (Me: 33, Opp: -8) I replace all my resources apart from the
Hypnotic Charms. I receive Devil's Due, Strength of the Grave, Infernal Gateway
and Wake the Dead. I draw Hounds of Ahab via Mary Jane. I play Wake the Dead and
search my deck for Lilith and put her into my hand. New Blood[Chain] attacks my
opponent directly (Opp: -10) I draw Lyja with Mystic Chain. I flip and activate
Infernal Gateway discarding Lyja and 2 Lilith's to return Next Generation
Technology to my hand. I play Next Generation Technology, KO Mary Jane Watson
and a Hounds of Ahab (In: 15) and put Hounds of Ahab into play from my hand. My
Hounds of Ahab attack my opponent directly knocking out CD 4 and CD 5. (In: 17)
I flip Devil's Due and KO:
2 Hounds of Ahab (2)
CD 1 (3)
New Blood[Chain] (4)
Gin Genie (5)
Dr. Doom[Decoy] (6)
Vanessa Fisk (7)
Valeria Richards (8)
Professor X (9)
To put 9 +1 ATK/+1 DEF counters on Rocket Racer[Chain]. (In: 26) He also
possesses the following team affiliations:
I attack with Rocket Racer[Chain +9], play Strength of the Grave to boost his
attack putting the following cards on the bottom of my deck:
Professor X (1)
2 Valeria Richards (3)
Vanessa Fisk (4)
4 New Blood (8)
Gin Genie (9)
3 Hounds of Ahab (12)
3 Aunt May (15)
Tri-Sentinel (16)
Scorpia (17)
Mimic (18)
Mary Jane Watson (19)
3 Lilith (22)
Attack resolves. (Opp: -42, Out: 27) I draw Penance Stare with Mystic Chain. I
evade with Rocket Racer. (Me: 32) I play Penance Stare targetting my opponent
putting Rocket Racer into my KO pile. (Opp: -43, In: 27)
Final Score
Me: 32
Opp: -43
In: 27
Out: 27
Respect Gin Genie, Mullet-Girl of Marvel Modern Age.
Hmm, one thing I noticed is he HAD to replace Hypnotic Charms each time Gin Genie attacked on turn 5... However that just means he had to put Hynoptic Charms back in the resource row when he replaced.
Otherwise, that's a lot of extra card draw I missed. Good work! I really should have gone back over Web of Spider-Man before I started working on my solution. I forgot all about Mary Jane and also didn't think about Aunt May's alternate recruit ability.
Ah, no use getting mopey. lol Next one's easier, eh? Not sure if I like that or not. :p Bring it on though!
Originally posted by Casual Mark Kudos to Joel on this one.
Cheers.
Quote
Originally posted by RanmaSolo Hmm, one thing I noticed is he HAD to replace Hypnotic Charms each time Gin Genie attacked on turn 5... However that just means he had to put Hynoptic Charms back in the resource row when he replaced.
Ooops.
I should pay a little more attention to the cards. In any case, I always have an Underworld character until the near end and I only have to replace it twice, so I don't go over the four of limit.
I actually saw Gin Genie as a possibility during the previous problem but wasn't sure how to implement her, as I wanted the solution to work regardless of my opponents actions. I figured such a solution for this problem and submitted it as my first solution (finding a sneaky way to get more out of her).
Quote
From my first solution.
I equip Gin Genie with Armed Escort and move Doop Cam onto Dagger. I place all my characters in the front row except for Dagger and Rocket Racer, who can be put anywhere in the support row, so long as they are NOT behind Gin Genie. (Front: Gin Genie, 2 x New Blood, Shelob, CD 1. Back: Dagger, Rocket Racer. Hidden: Vanessa Fisk) My opponent's first attack WILL be made toward Gin Genie, whether he chooses to attack her or not. It doesn't matter who attacks first, the results will be the same in the end. Supposing CD 3 attacks CD 1 and Genie uses her escort powers to intervene luring in CD 3. I play Blown to Pieces, replacing it with Wild Ride. I play Wild Ride and search for Punisher (Judge). (Me: 42) (Insert whatever comments you feel fit here.)
I consider the Armed Escort play my best work.
I also gave my ending Rocket Racer the Crash Test Dummy affiliation just because I didn't know what to do with the extra cards. Once that solution was finished I started playing around and dictating what the Dummies would do specifically. It dawned on me that I could take advantage of Professor X, Mutant Mentor and Decoy Program with 2 Valeria Richards to gain a couple extra cards and was really able to bring a lot into play during the turn 5 recruit step.
After that I asked myself how high could I go. And looked at ways to use as many cards as possible. It hit a point where I used up everything by the end of the turn five recruit but was going to see more cards during combat. I used up all four Next Generation Technology's and I still had cards. I remembered Infernal Gateway was a possible one shot Garth so I checked my book-keeping a saw that it was possible to use another Next Gen while holding another Hound of Ahab.
The Never Give Up/Grandstanding play was actually something I knew from testing Marvel New Age as we were looking ways to break X-Statix team-up decks.
Is it possible to see second place?
Oh, and does UDE send out the prizes, or is Stu responsible for that? (I am still waiting for my prize from the first contest, though I do realise it can take a short while, I was just wondering.)
Always great to see these solutions---awesome work, Joel.
And RanmaSolo brings up an interesting question on Gin Genie. Like he mentioned, Gin Genie has the player "replace exactly one resource for each X-Statix character you control." I don't think I've seen this addressed, but can you actually use Gin Genie's replacement at all if you control more X-Statix characters than you have resources?
Originally posted by RanmaSolo Next one's easier, eh? Not sure if I like that or not. :p Bring it on though!
Bring it on, indeed. I have a feeling I will have three times as many entries to read this time. It's only easier in the sense that there are not quite as many tight obstacles... but it will still be difficult to win. Number Four will have many more obstacles, for those who like their entertainment more maddening.
The Barn Door Challenge will be back on Monday as well. How many characters can you steal from the opponent and win on turn five. Thanks to Entity for the idea on that one. He wanted to limit "silly" cards like Longshot and TTG! and Cosmic Radiation. What say all? Should it be anything goes?
This was my runner-up entry. I hope this isn't too long.
(For simplicity’s sake, all characters can be assumed to be in the front row except where otherwise noted. The Crash Dummy formation is never relevant for reinforcement purposes and it’s assumed that they all set up in the front during their initiative.)
I take first initiative
Opening Hand
Hypnotic Charms
Lilith
Moving Target
Shelob
Turn 1: My Initiative
Draw:
Mystic Chain
Mystic Chain
Resource:
Hypnotic Charms
Build:
Play Lilith
Flip Hypnotic Charms
Combat:
Activate, KO Lilith (Revealing Shelob) – Steal Crash Test Dummy #1 (1 In)
CD1 direct attacks (48 End)
Recovery:
None
KO Pile: Lilith
In: 1 Out: 0 End: 50 - 48
Turn 2: CD Initiative
My Hand:
Mystic Chain
Mystic Chain
Shelob
Moving Target
Draw:
Prowler
Mystic Chain
Resource:
Moving Target
Build:
Prowler
Shelob (Shadowcat, Professor X, Sniper, Hannibal King to KO pile) (53 End Me)
Mystic Chain to Prowler
Mystic Chain to Shelob
Mystic Chain to CD1
Combat:
CD2 attacks Prowler
Flip Moving Target targeting Prowler
Replace Moving Target with Moving Target
Flip Moving Target targeting Prowler
Replace Moving Target with Blown to Pieces
Flip Blown to Pieces targeting Prowler
Replace Blown to Pieces with Breaking Story
CD2 stuns (46 End) (6/5 vs. 3/3)
Shelob attacks (44 End)
Mystic Chain draw – New Blood
Prowler attacks (43 End)
Mystic Chain draw – Punisher (Judge)
Prowler draw – Deacon Frost – discard Deacon Frost
CD1 attacks (41 End)
Mystic Chain draw – Mystic Chain
Recovery:
CD2 recovers
KO Pile: Lilith, Professor X, Shadowcat, Sniper, Hannibal King, Deacon Frost
In: 1 Out: 0 End: 53 – 41
Turn 3: My Initiative
My Hand:
New Blood
Punisher
Mystic Chain
Draw:
Hell’s Fury
Decoy Program
Resource:
Hell’s Fury
Build:
Flip Breaking Story revealing New Blood (to hand)
New Blood #1
New Blood #2
Punisher
Mystic Chain to New Blood #1
Combat:
New Blood #2 attacks CD3
Flip Hell’s Fury targeting New Blood #2
Replace Hell’s Fury with Hell’s Fury
CD3 stuns (38 End) (5/1 vs. 5/5)
New Blood #2 stuns (52 End Me)
New Blood #2 KOs (2 In)
Prowler attacks CD2
Flip Hell’s Fury targeting Prowler
Replace Hell’s Fury with Daily Bugle
Flip Daily Bugle naming CD2
CD3 stuns (35 End) (4/1 vs. 3/3)
Prowler stuns (51 End Me)
Mystic Chain draw – Valeria Richards
Daily Bugle flips down Breaking Story
Prowler draw – Terrax – discard Terrax
New Blood #1 attacks (33 End)
Mystic Chain draw – Wild Pack
Shelob attacks (31 End)
Mystic Chain draw – Aunt May
CD1 attacks (29 End)
Mystic Chain draw – Blown to Pieces
Activate Punisher to KO CD3 (3 In)
Recovery:
CD2 recovers
Prowler recovers
KO Pile: Lilith, Professor X, Shadowcat, Sniper, Hannibal King, New Blood, Deacon Frost, Terrax
In: 3 Out: 0 End: 51 – 29
Turn 4: CD Initiative
My Hand:
Wild Pack
Aunt May
Blown to Pieces
Valeria Richards
Decoy Program
Draw:
Professor X
New Blood
Resource:
Blown to Pieces
Build:
Flip Breaking Story revealing New Blood (to hand)
Aunt May (discarding Wild Pack)
Valeria Richards
Professor X
New Blood #3
New Blood #4
Equip Decoy Program to New Blood #3
Formation: (from right to left)
Punisher in front of CD1
Aunt May in front of Shelob
New Blood #3 in front of New Blood #1
New Blood #4 in front of Prowler
Valeria in Support Row
Combat:
CD4 attacks Punisher
Flip Blown to Pieces targeting Punisher
Replace Blown to Pieces with Moving Target
Flip Moving Target targeting Punisher
Replace Moving Target with Moving Target
CD4 stuns (25 End) (7/3 vs. 7/7)
Punisher stuns (46 End Me)
CD2 attacks CD1
Flip Moving Target targeting CD1
Replace Moving Target with Hell’s Fury
No stuns (4/2 vs. 3/3)
New Blood #4 attacks CD2
Flip Hell’s Fury targeting New Blood #4
Replace Hell’s Fury with Hell’s Fury
CD2 stuns (21 End) (5/1 vs. 3/3)
New Blood #4 stuns (45 End Me)
New Blood #4 KOs (4 In)
Daily Bugle flips down Breaking Story
Flip Breaking Story revealing Wild Pack (to hand)
Activate Valeria – draw Going My Way?
Play Going My Way? from hand
Prowler attacks (20 End)
Mystic Chain draw – Evil Awakens
Prowler draw – New Blood – discard New Blood
New Blood #1 attacks (18 End)
Mystic Chain draw – Evil Awakens
Shelob attacks (16 End)
Mystic Chain draw – Evil Awakens
CD1 attacks (14 End)
Mystic Chain draw – Unexpected Mutation
New Blood #3 attacks (12 End)
Professor X attacks
Flip Hell’s Fury targeting Professor X
Replace Hell’s Fury with Falling Stars
Flip Falling Stars
KO Aunt May to KO CD4 (6 In)
Play Evil Awakens targeting Professor X, return Wild Pack to hand (1 Out)
Play Evil Awakens targeting Professor X, return Aunt May to hand (2 Out)
Play Evil Awakens targeting Professor X, return Deacon Frost to hand (3 Out)
(11/2) (1 End)
Recovery:
CD2 recovers
Punisher recovers
KO Pile: Lilith, Professor X, Shadowcat, Sniper, Hannibal King, New Bloodx3, Terrax
In: 6 Out: 3 End: 45 – 1
Turn 5: My Initiative
My Hand:
Wild Pack
Wild Pack
Aunt May
Unexpected Mutation
Deacon Frost
Draw:
Aunt May
Devil’s Due
Resource
Devil’s Due
Build
Deacon Frost with Boost 3 (New Blood 5-7) (6 Out)
Aunt May (discarding Wild Pack)
Aunt May (discarding Wild Pack)
Aunt May KOs (7 In)
Combat
Deacon Frost attacks CD2
Flip Devil’s Due
Activate Valeria – draw Next Generation Technology
KO Valeria to give Deacon Frost a +1/+1 counter (8 In)
CD2 stuns (-1) (3/4 vs. 3/3)
Daily Bugle flips down Breaking Story
Shelob attacks CD5
Play Unexpected Mutation from hand targeting Shelob (milling Terrax)
CD5 stuns (-7) (10/0 vs. 9/9)
Shelob stuns (44 End Me)
Mystic Chain draw – Next Generation Technology
Flip Breaking Story revealing Hounds of Ahab (to hand)
CD1 attacks (-9)
Mystic Chain draw – Next Generation Technology
New Blood #1 attacks (-11 End)
Mystic Chain draw – Strength of the Grave
Prowler attacks (-12 End)
Mystic Chain draw – Hounds of Ahab
Prowler draw – Hounds of Ahab – discard Hounds of Ahab
Play Next Generation Technology – KO New Bloods 3, 5 – play Hounds of Ahab #1
(10 In)
Play Next Generation Technology – KO New Bloods 6, 7 – play Hounds of Ahab #2
(12 In)
Activate Professor X – return Hounds of Ahab to hand (7 Out)
Play Next Generation Technology – KO Hounds of Ahab 1, 2 – Play Hounds of Ahab #3
(14 In)
Hounds of Ahab attack – KO CD5 (15 In)
Activate Punisher – KO CD2 (16 In)
KO CD1, New Blood #1, Shelob, Prowler, Punisher, Hounds of Ahab, Deacon Frost and Prof X to give Aunt May 8 +1/+1 counters (24 In)
Time Out:
KO Pile:
Lilith, Professor X x2, Shadowcat, Sniper, Hannibal King, New Blood x5, Punisher, Deacon Frost, Aunt May, Wild Pack x2, Prowler, Valeria, Hounds of Ahab x3, Terrax x2, Shelob
For the record, Aunt May has the following affiliations right now:
Spider Friends, Fantastic Four, X-Men, Doom, Sentinel, Marvel Knights, X-Statix, Crime Lords and Underworld
Aunt May winds up and attacks
Flip Strength of the Grave targeting Professor X removing 18 dudes (25 Out)
(Remove: Lilith, New Blood x5, Professor X x2, Punisher, Deacon Frost, Aunt May, Wild Pack x2, Prowler, Hounds of Ahab x2, Sniper, Terrax)
and a 26/8 Aunt May crushes through to make it (-38 End)
Finally,
KO Aunt May to give Aunt May +1/+1 counter (25 In)
Originally posted by stubarnes Bring it on, indeed. I have a feeling I will have three times as many entries to read this time. It's only easier in the sense that there are not quite as many tight obstacles... but it will still be difficult to win. Number Four will have many more obstacles, for those who like their entertainment more maddening.
The Barn Door Challenge will be back on Monday as well. How many characters can you steal from the opponent and win on turn five. Thanks to Entity for the idea on that one. He wanted to limit "silly" cards like Longshot and TTG! and Cosmic Radiation. What say all? Should it be anything goes?
of course anything goes, I've already got my solution. :P
In all seriousness though, I think that the thing that makes barn door challenge so much fun is just how ridiculous it can get. I, for one, love seeing people go to obscenely high numbers or even to infinity with their combos because it's just so cool to see how they did it. Sure, the one solution with characters in the KO pile was a little silly because it used basically the same method as the excercise to see who got most defense (just replace Beast Boy with Catwoman). Other than that though, I love to see the incredibly high numbers. Solutions like Big Spooky's last one are purely ingenious, and I love to see creative minds like that at work. I'm probably never going to make a combo like that, but it's still crazy fun to try.
Anyway, who can resist an irradiated mulletman? I mean, come on. It's all about the mullets Stu, all about the mullets.
My Resource Step: I play Quentin Carnival face down and flip it up.
My Recruit Step: Recruit Chameleon and Tinkerer. Equip Goblin Glider to Crash Dummy 1, Equip Mystic Chain to Tinkerer.
My Formation Step: Everyone up front. Pass priority.
OPie Attack Step: OPie declares attack with Crash Dummy 2 to Crash Dummy 1. OPie passes priority.
I pass priority.
Crash Dummy 2 exhausts to become attacker. OPie passes priority.
I pass priority.
Attack resolves. Both characters stun. I lose 2 endurance. OPie loses 2 endurance. OPie passes attack step.
My Attack Step: Pay 1 endurance for Chameleon's effect. Pass priority.
OPie passes priority.
I choose Marvel Knights. I say, "I'm so gonna top deck Mystic Chain." Declare attack with Tinkerer directly. Pass priority.
OPie passes priority.
Tinkerer exhausts to become attacker. I pass priority.
OPie passes priority.
Attack resolves. OPie loses 1 endurance and discards a card. I draw a card. Flipping the top card of my deck over I reveal Mystic Chain to my opponent before putting it in my hand. OPie says, "Wow." Activate Quentin Carnival targeting Chameleon and equip Mystic Chain on him. Declare attack with Chameleon directly. Pass priority.
OPie passes priority.
Chameleon exhausts to become attacker. Pass priority.
OPie passes priority.
Attack resolves. OPie loses 1 endurance and discards a card. I draw a card. I draw Gin Genie. Pass attack step.
I choose Crash Dummy 1, put a +1 ATK/+1 DEF counter on Chameleon with Tinkerer. Pass priority.
1 IN, 0 OUT
TURN 3
Draw 2: Marvel Team-Up, Mystic Chain.
OPie Draw 2: Blank Resource, Crash Dummy 3.
My Resource Step: Play Marvel Team-Up face down.
My Recruit Step: Recruit Gin Genie. Recruit Tryks. Equip Tryks with Mystic Chain.
My Formation Step: Tryks, Tinkerer and Chameleon front row. Crash Dummy 1 behind Tryks, Gin Genie behind Chameleon. Pass priority.
OPie Resource Step: OPie plays blank resource.
OPie Recruit Step: OPie recruits Crash Dummy 3.
OPie Formation Step: Crash Dummy 2 and Crash Dummy 3 side by side in the back row. OPie passes priority.
My Attack Step: Flip Marvel Team-Up, name X-Statix and Sinister Syndicate. Pass priority.
OPie passes priority.
Declare attack with Gin Genie to Crash Dummy 2. Pass priority.
OPie passes priority.
Gin Genie exhausts to become attacker. Play Black Magic putting Lilith on bottom of deck. Pass priority.
OPie reinforces with Crash Dummy 3. OPie passes priority.
Attack resolves. Crash Dummy 2 stuns. OPie loses 2 endurance. I replace 3 resources. I place Alley-Oop!, Marvel Team-Up and Sadistic Choice in my resource row face down. Declare attack with Crash Dummy 1 to Crash Dummy 3. Pass priority.
OPie passes priority.
Crash Dummy 1 exhausts to become attacker. Pass priority.
OPie passes priority.
Attack resolves. Both characters stun. OPie loses 4 endurance. I lose 1 endurance. Declare attack directly with Tryks. Pass priority.
OPie passes priority.
Tryks exhausts to become attacker. Pass priority.
OPie passes priority.
Attack resolves. OPie loses 1 endurance and discards a card. I draw a card. I draw Fisk Towers. Declare attack directly with Tinkerer. Pass priority.
OPie passes priority.
Tinkerer exhausts to become attacker. Pass priority.
OPie passes priority.
Attack resolves. OPie loses 1 endurance and discards a card. I draw a card. I draw Unexpected Mutation. Declare attack directly with Chameleon. Pass priority.
OPie passes priority.
Chameleon exhausts to become attacker. I pay 1 endurance with chameleon's ability. Pass Priority.
OPie passes priority.
I choose Spider-Friends. Play Unexpected Mutation from hand on Chameleon. Pass Priority.
OPie passes priority.
I place the top card of my deck into my KO'd pile revealing Mephisto: Father of Lies. Chameleon gets +8 attack, -8 Defense. Pass priority.
OPie passes priority.
Attack resolves. OPie loses 10 endurance and discards a card. I draw a card. I draw Mystic Chain. Play Sadistic Choice from resource row targeting Crash Dummy 3. Pass Priority.
OPie passes priority.
OPie KO's Crash Dummy 3. (no cards in hand) Pass attack step.
OPie Attack Step: OPie passes attack step.
Recovery: I choose Crash Dummy 1 and place a +1 ATK/+1 DEF counter on Gin Genie with Tinkerer. Pass priority.
OPie chooses Crash Dummy 2. OPie passes priority.
2 IN, 1 OUT.
TURN 4
OPie Draw 2: Crash Dummy 4, Crime and Punishment
Draw 2: Jackal, Chameleon.
OPie Resource Step: Plays Crime and Punishment face down.
OPie Recruit Step: OPie recruits Crash Dummy 4.
OPie Formation Step: Crash Dummy 2 and 4 up front. OPie passes priority.
My Resource Step: Play Fisk Towers face down. Flip it up.
My Recruit Step: Recruit Jackal and put Chameleon into my front row from Fisk Towers' effect. Equip Mystic Chain to new Chameleon.
My Formation Step: Tryks, Tinkerer, Chameleon (with counter and Chain), Chameleon (Chain) in the front row, that order. Gin Genie behind Tinkerer, Jackal behind Chameleon (Chain) and Crash Dummy 1 in the open to the right of Jackal in the back row. Pass priority.
OPie Attack Step: OPie declares attack with Crash Dummy 4 to Crash Dummy 1. Passes priority.
Pass priority.
Crash Dummy 4 exhausts to become attacker. OPie passes priority.
I play Alley-Oop! from the resource row. Pass priority.
OPie says, "Who the hell plays Alley-Oop! !?" OPie passes priority.
Attack resolves. Both characters stun. OPie loses 4 endurance. I lose 4 endurance. OPie declares attack with Crash Dummy 2 to Chameleon (with counter and Chain) OPie passes priority.
Pass priority.
Crash Dummy 2 exhausts to become attacker. OPie plays Crime and Punishment. OPie passes priority.
Pass priority.
Attack resolves. Chameleon (with counter and Chain) stuns. I lose 7 endurance. OPie passes attack step.
My Attack Step: Flip Marvel Team-Up naming X-Statix and Sinister Syndicate. Pass priority.
OPie passes priority.
Declare attack with Gin Genie to Crash Dummy 2. Pass Priority.
OPie passes priority.
Gin Genie exhausts to become attacker. Pass priority.
OPie passes priority.
Attack resolves. Both character stun. OPie loses 2 endurance. I lose 2 endurance. I replace 4 resources. I place Sadistic Choice, Rise From The Grave, Unexpected Mutation and Unexpected Mutation into my resource row. Declare attack directly with Tryks. Pass priority.
OPie passes priority.
Tryks exhausts to become attacker. Pass priority.
OPie passes priority.
Attack resolves. OPie loses 1 endurance and discards a card. I draw a card. I draw Hounds of Ahab. I declare attack directly with Tinkerer. Pass priority.
OPie passes priority.
Tinkerer exhausts to become attacker. Pass priority.
OPie passes priority.
Attack resolves. OPie loses 1 endurance and discards a card. I draw a card. I draw Morbius: The Living Vampire. Declare attack directly with Chameleon (Chain). Pass priority.
OPie passes priority.
Chameleon (Chain) exhausts to become attacker. I pay 1 endurance with Chameleon's ability. Pass Priority.
OPie passes priority.
I choose Spider-Friends. Play Unexpected Mutation from resource row on Chameleon (Chain). Pass priority.
OPie passes priority.
I place the top card of my deck into my KO'd pile revealing Doop: Ultimate Weapon. Chameleon gets +8 attack, -8 Defense. Play Unexpected Mutation from resource row on Chameleon. Pass priority.
OPie passes priority.
I place the top card of my deck into my KO'd pile revealing Mephisto: Father of Lies. Chameleon gets +8 attack, -8 Defense. Chameleon is 17/0. Pass priority.
OPie passes priority.
Attack resolves. OPie loses 17 endurance and discards a card, leaving OPie at 1 endurance. I draw a card. I draw Chameleon. Play Sadistic Choice targeting Crash Dummy 4. Pass priority.
OPie passes priority.
OPie KO's Crash Dummy 3. (no cards in hand) Pay 5 endurance to play Rise From The Grave targeting Chameleon (with counter and Chain). Pass priority.
OPie passes priority. I recover Chameleon (with counter and Chain), move him to my support row and lose 1 endurance.. Pass attack step.
Recovery: OPie chooses Crash Dummy 2.
I choose Gin Genie, Activate Jackal placing Chameleon into play exhausted in my support row and place a +1 ATK/+1 DEF counter on Chameleon (with counter and Chain) with Tinkerer. Pass priority.
4 IN, 1 OUT.
TURN 5.
Draw 2: Sentinel Mark V and Marvel Team-Up.
OPie Draw 2: Blank Resource and Crash Dummy 5.
My Resource Step: Play Marvel Team-Up face down.
My Recruit Step: Recruit Hounds of Ahab, who come into play in the Hidden Area and Morbius: The Living Vampire. When Morbius comes into play I search my deck for a card named Hypnotic Charms and put it into my hand.
My Formation Step: Everyone in front. Pass priority.
My Attack Step: Flip Marvel Team-Up naming X-Static and Sinister Syndicate. Pass priority.
OPie passes priority.
Declare team attack with Gin Genie and Jackal to Crash Dummy 5. Pass Priority.
OPie passes priority.
Attackers exhaust. Pass priority.
OPie passes priority.
Attack resolves. OPie assigns damage to Jackal. Jackal and Crash Dummy 5 stun. OPie loses 5 endurance. I lose 4 endurance. I replace 5 resources. I place Marvel Team-Up, Hypnotic Charms, Next Generation Technology, Strength of the Grave and Dead Weight into my resource row. Flip Hypnotic Charms. Flip Marvel Team-Up and name Sinister Syndicate and Sentinels. Play Next Generation Technology from my resource row. Pass Priority.
OPie passes priority.
I KO Hounds of Ahab, Tryks, Tinkerer and Chameleon and place Sentinel Mark V into my front row. Declare attack with Sentinel Mark V to Crash Dummy 2. Pass priority.
OPie passes priority.
Sentinel Mark V exhausts as attacker. Pass priority.
Chameleon (Chain) exhausts as attacker. Pass priority.
OPie passes priority.
Attack resolves. OPie loses 1 endurance and discards a card. I draw a card. I draw Unexpected Mutation. Declare attack directly with Morbius: The Living Vampire. Pass priority.
OPie passes priority.
Morbius: The Living Vampire exhausts to become attacker. Pass priority.
OPie passes priority.
Attack resolves. OPie loses 5 endurance. Declare attack directly with Chameleon (with counters and Chain). Pass priority.
OPie passes priority.
Chameleon exhausts to become attacker. I pay 1 endurance with chameleon's ability. Pass Priority.
OPie passes priority.
I choose Spider-Friends. Play Unexpected Mutation from hand on Chameleon. Pass Priority.
OPie passes priority.
I place the top card of my deck into my KO'd pile revealing Doop: Ultimate Weapon. Chameleon gets +8 attack, -8 Defense. I play Dead Weight targeting Chameleon. Pass priority.
OPie passed priority.
I KO all other character I control and Chameleon gets +4 DEF. Chameleon is 11/0. I play Strength of the Grave targeting Chameleon. Pass priority.
OPie passes priority.
I place Doop: Ultimate Weapon, Doop: Ultimate Weapon, Mephisto: Father of Lies, Mephisto: Father of Lies, Gin Genie, Chameleon, Chameleon, Sentinel Mark V, Jackal, Tinkerer, Hounds of Ahab, Morbius: The Living Vampire and Tryks on the bottom of my deck giving Chameleon +13 attack. Chameleon is 24/0. Pass priority.
OPie passes priority.
Attack resolves. OPie loses 24 endurance and discards a card. I draw a card. I draw Sadistic Choice. I play Sadistic Choice from hand targeting Crash Dummy 5. Pass Priority.
OPie passes priority.
OPie KO's Crash Dummy 5. (no cards in hand). Pass attack step.
Originally posted by HeroComplex Always great to see these solutions---awesome work, Joel.
And RanmaSolo brings up an interesting question on Gin Genie. Like he mentioned, Gin Genie has the player "replace exactly one resource for each X-Statix character you control." I don't think I've seen this addressed, but can you actually use Gin Genie's replacement at all if you control more X-Statix characters than you have resources?
You can use Gin Genies' effect no matter what... You do as much of the effect as you can. Like exhausting when it's not part of a cost.
An interesting question on timing though might be... Do you continue replacing once you have new resources, if so I don't think you can play any of them inbetween or once you replace all the resources you have is the effect ended?
I think a case can be made that once you have resources again, you might have to KO up to the number equal to the left overs and then put that many cards from the top of your deck into the resource row again. I.E. finish the replace effect...