For those savage, entitled players who cannot tolerate chance in their card games, Adiba meets the highest demand of card draw & selection, ensuring she digs through her deck to all her juicy combo pieces.
The 3rd most advanced-to-use character in Psychics vs Swordsmen, Adiba banishes cards like they're used tissues.
Removing her opponents' cards from the game disrupts their strategies while wearing away their options, eventually leaving them without a single weapon to wield.
By banishing her own cards, she cuts the fat from her deck, ensuring she gets to the cards she wants most.
What's more broken, she can pillow-fort like a frightened turtle, producing Shields to hide behind, allowing her to shrug off damage & focus on her life choices.
Not good enough? You want more?
Of course you do, you shiny, special star child, & I would never dream of denying you.
Adiba's deck provides sneaky ways to play banished Events (regardless of whose deck they belong to), further improving her card selection.
While banishing cards reduces her opponents' options, they potentially INCREASE her own!
Add in 2 nukes (For the Fallen & Going Offensive), & she's ready to rock & roll, dealing lethal damage out of nowhere when her opponents least expect it.
Basically, Adiba blocks damage, stalling until she can hit hard enough to end the game in her favor.
If you like to dodge until you can one-shot your opponent, Adiba's the character for you.
Her Ability, Future Sight, allows her to predict and alter the future, by, up to once during each of her turns, peeking at the top 2 cards in her deck (don't let opponents see them).
Afterwards, she adds 1 of those cards to her hand & places the other back on top of her deck.
She can even do this before she draws, during the start of her Supply Phase.
What if she has only 1 card left in her deck when she activates Future Sight?
She simply draws that last card. Why are you overthinking this?
Play a Support from your hand at the cost of 1 Action.
When you do, place the card face-up on the field, above your Character Board.
It is now considered Under Your Control.
Next, place a number of Stamina Tokens on that Support equal to the number of points
you have in Influence at that exact moment.
While on the field & under your control, Supports offer continuous effects to aid you in the game.
Unless the Support says otherwise, you do not need to spend an Action to activate the effect(s) of a Support already In Play (you spend an Action to put it from your hand onto the field, but, once it's there, it's typically free to activate its effects).
At the start of your turn(s), remove 1 Stamina from every Support you control.
The instant a Support has no Stamina, destroy and send it to its discard pile.
If a Support fails to specify when you can activate it, you may do so at any point during the game, so long as it's on the field & under your control (unless its effect(s) are somehow negated).
If a Support fails to specify how often you can activate it, you may do so as many times as you see fit, so long as it's on the field & under your control (unless its effect(s) are somehow negated).
While this Support Card, Kyo, is on the field & under your control, at the end of each of your turns, you MUST banish 1 card from the top of a deck.
You can target ANY deck, including your own.
You do not get to peek at that card first, though.
You cannot target a deck with no cards.
If there are no decks with cards (all the decks are empty) while Kyo is on the field, then Kyo does nothing.
If only your deck has cards, you're forced to target yourself with Kyo, so use this kitty wisely.
Whenever you banish a card from anywhere, & Buthaynah is on the field & under your control, you will afterwards target an opponent, who will then lose 2 hit points.
Since YOU must banish the card in question, Buthaynah will not activate when another player reloads, but it WILL activate when YOU reload.
Buthaynah pairs nicely with cards like Kyo and Burrow, both of which Adiba will discover in her deck.
The best defense is not always a strong offense.
Sometimes it's a strong offense coupled with a strong defense.
While Sahmay is on the field & under your control, once per turn (yours and everyone else's) if you damage (reduce) an opponent's Hit Points, you'll gain 1 Shield.
Essentially, you're lowering your opponent's hit points while (more-or-less) increasing your own, widening the gap between your scores, so to speak.
This can put the game well out of your opponent's reach while also charging cards like Badge.
Spend 1 Action to play an Event from your hand.
Do what the card says in the order it says.
After its effects resolve, send it to its discard pile.
Note: while an Event's effects resolve, that card does not exist anywhere.
It is considered, "In the Aether."
It's no longer considered in your hand, nor is it yet considered in its discard pile (until its effects finish resolving)
When you play this Event:
1st, you'll target an opponent, who'll lose Hit Points equal to the number of points you have in the Attribute, Influence.
2nd, you MAY banish (remove from the game) 1 card from any 1 discard pile.
Remember that banishing Events could prove handy if you get Adiba's Item Card, Teleportation Pad into play.
Also remember that when you play an Event from your hand, that Event isn't considered in your discard pile until after its final effect resolves.
Meaning Burrow is not in your discard pile while its effects resolve.
MEANING you can't use Vognen to banish Vognen.
Spend 1 Action to play an Item from your hand.
To do this, you'll need a number of points in the Attribute, Knowledge
equal to or greater than the Item's level.
When you play an Item, place it face-up on the field, above your Character Board.
It's now considered Under Your Control.
While on the field & under your control, Items offer continuous effects to aid you in the game.
Unless the Item says otherwise, you do not need to spend an Action to activate the effect(s) of an Item already In Play (you spend an Action to put it from your hand onto the field, but, once it's there, it's typically free to activate its effects).
Basically, Items prove harder to play than Supports, but they can last longer.
If an Item fails to specify when you can activate it, you may do so at any point during the game, so long as it's on the field & under your control (unless its effect(s) are somehow negated).
If an Item fails to specify how often you can activate it, you may do so as many times as you see fit, so long as it's on the field & under your control (unless its effect(s) are somehow negated).
At the end of each of your turns, when you control this Level 3 Item on the field, you gain 1 Shield Token.
Remember that when you would lose Hit Points, you may sacrifice any number of Shields to lower the number of Hit Points you lose by 2 times the number of Shields sacrificed.
While you control this Level 4 Item on the field, you may spend 2 Actions to play 1 Banished Event (from any player's deck) as if it were in your hand.
While that's twice as many Actions (than normal) to activate an Event, this grants massive card selection plus the ability to replay the same card every turn.
Heck, with Badge under your control, you could replay the same card TWICE during each of your turns, often allowing you to swing for lethal damage.
This card also allows to you to play Events at ANY point during your turn, as oppose to only during your Action Phases.
You'll still need 2 Actions to activate Teleportation Pad, but if you have control of a card like Badge . . .
If you can invent a method for gaining Actions during another player's turn, you could even use Teleportation Pad to play banished Events at any point DURING THE GAME!
Although an Event, while played, is considered "in the aether" until its effect(s) resolve, a banished card still counts as banished while in the aether, meaning a card like For the Fallen, when activated (via Teleportation Pad) from banishment, will still count itself as banished.
Don't sweat. This technicality will rarely, if ever, come up.
Don't want to spend your precious Actions, you greedy hoarder?
No problem!
You can activate this card (while on the field & under your control, of course) by shuffling it back into its deck.
Yes, that means that you can activate it this way if you stole this card from another player, but the card will shuffle back into Adiba's deck.
As long as this Level 5 Item is on the field & under your control, & you have at least 3 Shield Tokens, you'll enjoy 2 extra Actions on each of your turns.
That's DOUBLE the moves per turn!
While you do not need 3 (or more) Shields to play Badge from your hand, this card does nothing unless you have those Shields.
Note: You can only spend Actions to draw cards, play cards from your hand, or reload during your Action Phases.
However, if an ability or a card on the field (& under your control) allows you to spend an Action for an effect, you could use Badge's extra Actions to do so during the other phases of your turn (unless the ability or card in question says otherwise).
Remember also that you lose any unspent Actions at the end of your turn.
Coupled with Adiba's Ability, Badge allows her to run circles around her opponents.
When you activate this Event Card, you'll target an opponent, who'll lose Hit Points equal to the number of points you possess in the Attribute, Knowledge.
Aaaaand . . . that's kind of it.
Pretty lackluster, huh?
EXCEPT that this card does something special WHILE BANISHED.
While banished, Burrow gives Adiba (yes, specifically Adiba regardless of who banishes Burrow) a Shield at the end of each of her turns (even if she's out of the game, like her hit points reached zero during, let's say, a four-playered game).
If Adiba has Burrow banished & Armor on the field under her control, she'll gain 2 Shields at the end of each of her turns, making it easy for her to activate Badge & double her Actions!
Since Adiba would need 5 points in Knowledge to play Badge from her hand, every time she plays Burrow (in this fun, imaginary situation I'm setting up here), she would swing for 5 points worth of damage at her opponent's hit points.
If she has 5 points in Knowledge, she can play Teleportation Pad (which only requires 4 points in Knowledge), meaning she could activate Burrow from banishment via Teleportation Pad.
Given we decided she already has Badge on the field, Adiba would now have enough Actions to use Teleportation Pad twice on her turns to activate Burrow twice on her turns, resulting in 10 points of damage for her opponent on each of her turns!
You seeing the combo potential here?
Plus, banishing Burrow allows Adiba to further fuel cards like For the Fallen.
When you activate this Event Card, you'll swing at your opponent's hit points with damage equal to the number of points you possess in the Attribute, Combat PLUS the number of Shields you have.
So it might be worth while to eat some damage, rather than use your Shields to block it, especially in light of cards like Badge.
This is 1 of Adiba's nukes, which can come out of nowhere to destroy your opponents.
Given Adiba's talent for stacking Shields, this card can swing for massive, often lethal, damage.
This is the nastiest weapon in Adiba's arsenal, but it takes a little time and effort to properly prepare.
When you activate this Event, you'll target an opponent, who'll afterwards lose Hit Points equal to the number of points you possess in the Attribute, Combat PLUS the number of ALL banished cards (even other players')!
If you find yourself swallowing lethal damage when Adiba uses this card against you, know it's probably payback for some terrible misdeed from your past. Be better.
Every deck needs at least 1 "removal" card.
Psychic Slap serves as Adiba's.
When you activate this Event, return a number of cards (UP TO twice the number of points you have in the Attribute, Combat) from the field to their owners' hands.
Yes, that means that your opponents can replay those cards during their next turns, but that'll cost them Actions and temporarily clear the field so you don't have to deal with it at the moment.
This is also an opportunity to replay your Supports before they run out of Stamina.
The sheer number of cards you can remove from the field with Psychic Slap is awesome. Literally awe-inspiring.
When you activate this Event, target a player (could even be yourself) & peek (don't let anyone else see) the top cards in their deck, the number of those cards being equal to or fewer than the number of points you have in the Attribute, Combat.
Afterwards, you MUST banish 1 of those cards from play.
Finally, return the un-banished, peeked at cards to the top of the deck from which they came, but do so in a random order.
Forbidden Find does everything Adiba's deck wants to do.
It banishes cards she doesn't like (usually from an opponent's deck), charges For the Fallen, & activates Buthaynah, thus dealing damage to an opponent, which in turn activates Sahmay, resulting in extra Shields for Adiba--which further fuels cards like Badge & Going Offensive.
You know what?
This sounds too powerful.
Back away slowly from it unless you want to risk tearing a hole in the time-space continuum.
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