Cards Against Insanity- Super Smash Bros. Room 2 (SpongYoshi VS. HJ)

Welcome to Cards Against Insanity!
This version, the one you are playing, is the Super Smash Bros. version of the game. This card game is about order, but that doesn't mean things can't get hectic. Here's how a standard match is set up:
Each player has a selection of ten randomly selected cards. They can choose three.

Players set up their three cards next to each other. Each set is across from the opponents.

A coin is flipped, and whomever wins the toss goes first.

Said player uses an attack from each card, with certain moves having priority over others within your own team. These moves are healing moves or mending moves. This means if a character like Dedede uses Food Hoard and Diddy Kong (whom is on the same team) uses Tail Wiggling, Dedede's attack would factor first since it's a healing move.

The player (whom lost the coin toss) uses an attack from each card, with the same rules applying. Since you go last, however, you are able to use Counters much more easily, since you know if you are getting attacked. It's worth mentioning that Counters factor for the first move it's hit by, so list your actions carefully!

Damage and chance are calculated, if a card runs out of HP, they are considered out and the other two stay in their place.


Each "round" goes something along this. However, there's a lot to factor. Several abilities give certain moves of your teams/yours priority over the opponents, such as "Princess Potential" which allows your teams mending attacks to go first.
Counters work in which if you are going last (you could use it first, but it's pretty much useless then) you can use your counter to attempt to reflect a SINGLE attack against you towards the attacker. Absorbing moves also absorb a single attack you are targetted by.
Other moves have certain calculations that are used via random number generator, such as the chance of inflicting a status condition. Some abilities have calculations required as well, such as "Ninja Stealth" where every attack you are hit by has a 5% chance of missing.
Note, three players cannot all attack the opponent (if the opponent standardly has 65 HP right off the bat), only two can in a turn unless the match becomes 3 versus 1.

HP:
Health points. These are what calculate the survival of your card. Certain moves can repair or "heal" your HP, and are relatively common to have within your cards.

MA:
Magic. Magic is what allows you to use a special attack, often times more powerful than your run-of-the-mill standard attack. Certain moves can repair or "mend" your MA, and are relatively common to have with your cards.

Def:
Defense. A somewhat uncommon stat, where each defense point has every move you are hit by have 5 Dg shaved off. However, Defense is ignored if the move would be nullified entirely by the attack, so if you have two Defense points and are hit by an attack with 10 Dg, the Defense is ignored. Some characters can boost a Defense point, but it's rare to have. Other attacks can break a defense layer, rendering it unusable for the rest of the game.

Status Conditions:
Poison: Reduces 1 MA each turn for five turns
Burn: Reduces 2 HP each turn for three turns
Paralysis: 50% chance to not move each turn for three turns
Sleep: You can't move for three turns
Flinch: You can't move that turn, it's not necessarily a status condition

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Above is the beginning Card Map for Room 2 of the Super Smash Bros. Pack of Cards Against Insanity. The top row is SpongYoshi's team and the bottom is HJ's team!​
This game does not start until SUNDAY, 6PM EST
Don't post until it starts!​
The coin toss will not be decided for turn one until the game starts.​
 
Turn one has ended! Let's see how it played out!

SpongYoshi went first!
Wario used Chomp on Falco. 5 HP was taken for storage, leaving Falco with 85 HP. His Wario Waft grows to 5 Damage.
SpongYoshi's Mega Man used his mega buster. Wario's Corkscrew activates! One more hit is added! HJ's Little Mac has 55 HP left!
SpongYoshi's Little Mac used Straight Lunge. It hits Mega Man, but his defense nulls it to 20 Damage. HJ's Mega Man has 60 HP left!

HJ went last!
Falco used Tornado Cutter. It hits Wario, dealing 20 Damage. Leaving him with 70 HP.
HJ's Mega Man hits SpongYoshi's Mega Man with Metal Blade. Metal Blade hits with 15HP and shatters SpongYoshis' Mega Man's Defense Layer. He has 65 HP left.
HJ's Little Mac used Straight Lunge. It hits Mega Man, dealing 25 Damage. He has 40 HP left!

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TURN TWO START
SpongYoshi goes first again!
 
Turn three has ended!
SpongYoshi moved first!
Wario used Chomp on Falco! Falco now has 80 HP left. Wario has 10HP in storage. Wario Waft grows to 10 Dg.
SpongYoshi's Mega Man used Metal Blade on HJ's Mega Man. His Defense Layer is broken! HJ's Mega Man now has 45 HP left and no Defense Layer.
SpongYoshi's Little Mac used Jolt Haymaker on Falco! It did only 15 Dg, leaving Falco with 70 HP.

HJ's Little Mac used Straight Lunge on SpongYoshi's Mega Man again. SpongYoshi's Mega Man only has 15 HP left!
HJ's Mega Man used Metal Blade on SpongYoshi's Mega Man! SpongYoshi's Mega Man is terminated. Sorry hon, you are not in the running for the victory. Hopefully Little Mac and Wario can hold their weight!
Falco used Arwing Shuffle, leaving him with 10 Magic. Little Mac is now in position 1, Mega Man is in position 2, and Falco is in position 3.

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TURN THREE START
SpongYoshi goes first yet again! Be careful, you only have two players left!
 
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