> Claire: Continue the smackdown.
[5,8 + 9] = 22
[10,6 + 9] = 25
So who hasn't announced which ye olden common sylladex cards they want yet?
At the risk of being quickly proven wrong by a quote post, I think the only people besides me who have chosen are you, Theros, and The Fool. Here's the list, in any case.
Punch Designix x2
Emerald Contraband
LPOS
Ruby Contraband
Sprite Amulet
gristTorrent.exe
Hands-free Computing
You continue to hand out beatings like candy at a parade. Which is to say, you pelt things with them. It's an analogy that works on multiple levels, unlike your enemy's failing circulatory system, because it, along with the rest of the imp, just exploded.
You are victorious.
>CR: Just hit the ogre again.
[10,5+11]=26
I almost forgot their special involves the bloodied value.
Leaving your hitpoints low to avoid their self-destruct maneuver? Ballsy.
You smash the Ogre again for another 16 points of damage.
The fire prototyped enemies slowly advance toward you, and the meteor ogre advances it's fist toward you. It's might is not matched by the accuracy guiding it, and you dodge out of the way again.
Shift SW next to the KNIGHT AND DOUBLE KRUMP [7,5]+9=21
[7,7]+9=23= BRUTAL AFFRONT!
You get over-excited as you attack your foe, and make a GRAVE BLUNDER, slipping on a slick patch of the floor! Your enemy attempts to take advantage of the situation, but even flat footed and a little stunned, your agility outmatches him.
He tries again, but doesn't manage to hit you. Must be because that mace he's swinging around is so heavy.
The training dummy imp moves to where he can get at you, and attacks, and hits, dealing 5 damage to you.
Well, the latest brand of imps has become almost completely ineffective since the level jump. Soon, you'll be dealing with imp mobbers. Fun times. Ogres will also probably, for the most part, start getting phased out as adversaries, because damn if you people don't clean them up.
Plus, they don't give good enough boondollar gains except in vast numbers.