Man, that final mission in Skinwalkers (The Moon Palace) just about ended in complete failure. Had I not finished the mission on the very last card in the clock I would have timed out. And even if I’d had the time, had I not also defeated that very last card in the Nexus a Saint would have Faded (and cost me the game) because of all the damage they’d all already taken throughout the encounter.
This particular mission has one Nexus card/location, but 4 Nexus decks worth of cards (one per Saint) combined into one. That means this particular Nexus deck has 16 random standard threats, 6 True Threat minions, and 1 True Threat master. This wouldn’t normally be so bad if I could use some card or turn trickery to move particular Threats or Saints around to other Nexuses, but I couldn’t do that. And unfortunately for me, I had some killer difficult Threats shuffled into that nexus which kept coming up and defeating a saint, then coming back and defeating them again, and so on. And this is on top of the Pack for this mission cloning themselves and forcing me to fight 2x of them every time one came up.
The biggest issue for me this match were some Bruin threats that kept defeating me, getting shuffled back into the nexus, and showing up again.
Bruins are huge Rage-based threats that force everybody at the nexus to take 1 rage damage every single time time I’d encounter one. This had two negative effects on me, first is that I was already taking a lot of damage from the clones of the main pack for the mission so my party was already hurting, and second, the very few rage cards I could even scrounge up were the very same cards I would need to defeat these Bruins (given the rage bonuses I would get from them). So it hurt to have to dump them all the moment I needed them. And because nobody in my party specializes in Rage (I have a couple Rage 3’s at best), I could never QUITE get (or manipulate) the target of 16 I needed to kill these bastards off once and for all. So they’d show up, hurt everybody in my party, weaken our main line of attack against them, and then run back off into the nexus when they were done with us, only to show up again a few turns later. And just my luck, I kept drawing the stupid things with Dr. Zeez, who could pretty much do fuck-all againt tthem!!!
All this losing ate up my clock like it was nothing. One of my Saints (the 13-year-old roller-skating social media darling, Ruby Doomsday) has the inherent ability to Avoid encounters, but I was already losing so many fights that I couldn’t afford the time it would take to waste Omens on Examining/passing or Avoiding anything, ever. Because of bad RNG, an inefficient party composition for this particular encounter, and some nasty Lunacy I picked up throughout the mission, I pretty much had to take the fights as they came if I ever wanted to reach the end before time ran out.
I really enjoyed the horrible circumstances I’d found myself in this mission because I had to use every single turn phase, positioning, and card to its ultimate advantage in order to succeed by the end of it. Up until this point the mission difficulties have mostly felt pretty average, if a bit tame. But thanks to a nasty combination of bad roll RNG, bad Nexus RNG, bad draw RNG, and a party composition that was anything but min/maxed for this encounter, this final mission for the Skinwalkers campaign felt about 5x harder than anything that had come before it.
Next up, extracting a bunch of Skinwalker cards from the box and replacing them with, uh, Golems. I think’s it’s time to visit the West Coast.