4vj 4vj 4vj 4vj 4vj 4vj 52g 52g 52g 52l 52l 52p 52p 52q 52q 52t 52t 542 542 542 542 590 590 590 590 590 590 5f6 5on 61q
Clean games with no desynchs and a friendly opponent!
Game 1: I glance across the battle field and note the
time mark surrounding my
earth elemental opponent. I consider these signs for a moment and realize that my noble enemy will likely be summoning graboids of his own to attack me; further, I expect to have to fight off massive
earthquakes, warps in the space-time continuum, and some other violent creatures of earth or time.
I seize the initiative and summon a pair of death pendula from the nether worlds. Then, to hasten my opponent's defeat, I risk invoking a couple of entropy-driven
novas. Fortunately, I survive the blasts, and am able to tap into the quanta to bring forth the insidious
Arsenic. I cannot yet call for my graboid pet, nor is it yet time to cast a shockwave.
My opponent then plays six earth pendula, clarifying his intentions somewhat - I now expect
ghosts of the past to attack me at any moment. Any plagues I was considering using would be a waste, but shockwave and lightning will prove useful. I proceed to bring my pet graboid into the fray and let the poison of
Arsenic run its course. As expected, the opposing elemental then destroys my death pendula with a vicious
tremor ... but wait, what is this? Some stronger mutant strain of graboid? Doubt sets in, as I ponder the extra damage these unexpected foes can do.
I resist the urge to evolve my graboid pet into a mighty shrieker. More creatures - mummies and graboids - are what I need, and I cannot afford to waste time watching my shrieker get sucked into a time bubble. Still, I am shaken when I see my opponent produce yet another mutant graboid and evolve the first. Should I have evolved my own graboid? Then, I recall the power of shockwave, and my confidence comes flooding back.
*SONIC BOOM* A magical shockwave snaps his mutant shrieker in half, leaving a pathetically twitching mass of goo.
Calling on the spirits of death, I summon a
mummy to my cause and follow that with yet another graboid. Having accumulated sufficient
quanta to recover from any fiddling with the space-time continuum, I finally decide to evolve my first graboid. The graboid absorbs the energy of time that I pour into him, sheds his old skin, and emerges with a deafening shriek of rage as a much more fearsome
shrieker. Then, once ... twice ... thrice my opponent twists time. My mummy laughs off the first attack, turning once more into a mighty pharaoh clad in gold. The second attack, though, banishes him into a temporal rift with the shrieker not far behind.
Still, though, the poison of
Arsenic proves too much for my foe, and he falls to the ground wracked in pain. His last, ominous words: "Death cannot stop me ... I will return for you, this time with ghosts of the past. <evil cackle>"
Game 2:<to be continued...>
(basically another first turn Arsenic; 3 graboids and no mummies; didn't hop grabbies until 2 turns to end; finally saw 2x GotP and one more upped graboid)