Okay.
I've calmed down a bit since last time.
Going to put Unity, Argent Adept, and K.N.Y.F.E. against someone much more their weight class. I'm still going to pair them up with a fourth hero.
I promise you, these four punch harder when they're not all on the same team.
Villain: Omnitron
Difficulty: 2
Nemesis: Omnitron-X
Deck Gimmick: A good solid representation of everyone's fears regarding AI. It flips each turn between an automated drone factory that brings back drones and components, and a rampaging robot that gets double card draw. The two main focuses of the deck are drones and components - drones can heal or deal damage, and components are all damage-dealing. There's one-shots to clear ongoing cards, equipment cards, and environment cards, as well as Adaptive Plating Subroutine - which requires you to vary your damage types as it becomes immune to the last damage you dealt to it. Finally, there's Electro-Pulse Explosive, which can deal upwards of 15 (!) damage to all your hero targets (which will literally two-shot most heroes and one-shot all of The Sentinels if you're using that deck) if you don't attack it to mitigate the damage. Destroying the villain is not quote enough in this scenario - you can't win until all devices are destroyed. That's ALL devices - if one of your heroes uses them, tough break.
Advanced Mode: In robot factory mode, all devices deal extra damage. In rampaging robot mode, all devices take less damage. This is far, far less aggravating than The Dreamer's damage mitigation - especially because there's no other source of damage reduction in this deck. The devices are the villain itself, the drones, and the Electro-Pulse Explosive - basically every target in the deck. And all of the components' damage comes from Omnitron, so you could technically shut that down.
Challenge Mode: So normally, you can destroy all of the components at once by dealing 7 or more damage to Omnitron in a single round. With this challenge, you only destroy one component when you deal that much. But... what I failed to mention about the components is that all of them count as Ongoings. So this challenge is a complete nothingburger if you have good ongoing destruction.
My Team:
Unity (complexity 3)
Play Style: She can construct mechanical golems (cards' keyword, not my name for it) out of basically scraps. Her method is very vaguely like Magneto but she's a fair bit friendlier than he ever was. Anyways, the trick to this deck is that she can't play her mechanical golems during her normal card play phase. She has to use other methods that depend on her variant's power or other equipment she's got - destroying equipment on the field, playing a mechanical golem as a power and dealing damage to herself, discarding cards... or by far the easiest, having other heroes give her card play outside her turn. Almost all of her damage comes from these mechanical golems, and they're all targets - so area-effect will completely shut her down.
Variant?: Her base version has her destroy equipment cards to get mechanical golems in play - this is what I used in those bad Dreamer games. Freedom Six variant lets her play them directly, but she takes 4 damage each time. I don't have nearly enough healing to support that with this team. Instead, I'm using her Termi-Nation variant, where she can put one of her mechanical golems in play back into the deck, and pull one back from the discards into play... and also draw a card.
Argent Adept (complexity 3)
Play Style: Now this is a guy I've wanted to play on this series for a while. He's got three types of Ongoing cards - Melody, Rhythm, and Harmony. All three have Perform text - Rhythm and Harmony cards have Accompany text. You play these either with your character powers, or with instrument equipment that lets you use multiple card texts of specific types at the same time (depending on the instrument). The effects include buffing damage, reducing incoming damage, card play, card draw, scrying the top card of the deck, ongoing/environment destruction, extra power uses... but not a whole lot of actual damage. So Argent Adept is a supporter through and through.
Variant?: Base version lets you activate a Perform text. Dark Conductor versuib lets you reveal the top card of 2 decks, play one and discard the other. Extreme Prime Wardens version gets a direct damage power, but if you target an ally with it they can draw a card and use a power right away. When I was playing those disastrous Dreamer games, I was using this XPW version. So this time, I'm using the normal Prime Wardens version - play the bottom card of the deck, and activate an Accompany text.
K.N.Y.F.E. (complexity 1)
Play Style: A rogue special ops agent. The problem is, despite having wrist blades of energy, she really doesn't fit a Psylocke type. Too much tech. Anyways, she is much more of a straight damage dealer. Mainly melee and energy damage. She's also got an Ongoing that will still let her take out targets if she just barely misses the mark, and a couple damage-boosting pieces of equipment. But most of her cards pertain to direct damage.
Variant?: So I could go with her base version's 2 damage power. But that's what I tried with the disaster of facing The Dreamer. So I'm trying her Rogue Agent variant - reveal the bottom card of a deck, and either play it or discard it. That has a lot of potential, especially with teams that need the card play like this one.
Void Guard The Idealist (complexity 3)
Play Style: So later on in the initial game's lifecycle, they made individual decks for each member of The Sentinels. In the case of psionics-based The Idealist (who incidentally is a far better candidate as a Psylocke expy than K.N.Y.F.E. is - I still wouldn't pin her as one though), her deck revolves around the idea of "concepts" and "fragments". Fragments are your standard one-shots, but instead of discarding them after use, they're placed under concepts. Three of the four concepts available are "nuke" cards - one lets you get a massive amount of card draw, one can stab lots of targets with knives, and one calls in a karate robot for massive melee and psychic damage on a single target. The fourth concept boosts all damage, but slowly drains your fragments out from under your concepts - and if you can't do that, The Idealist starts taking tons of psychic damage.
Variant?: Her base version lets her draw a card and put a fragment from her hand under a concept in play. That's normally pretty good, but The Idealist has monstrous card draw already. I'm instead using her Super Sentai variant, which lets her take a concept in play and all the cards under it, and instead turn it into a degrading direct attack power. And the amount of energy damage you can get out of this is psychotic.
Environment: Maerynian Refuge (difficulty 1)
Environment Gimmick: This is basically the home turf of people like Tempest. Half the deck is weather effects and buildings. The other half are the Maerynians themselves... including three Stormspeakers that can cancel out the weather effects. So for the most part, this is a deck you can just worry about stopping the worse weather (there's multiple all-hitting cards in here). Just beware the Leviathan (a genetically-altered Maerynian) - he deals lots of damage to heroes specifically and it's irreducible. Plus, he actually has a nemesis icon (for Tempest, naturally) - you'll occasionally see that in the environment decks.
My Strategy:
So... two members of my team (Argent Adept and The Idealist) are completely dependent on ongoing cards to function, and a third (K.N.Y.F.E.) gains a lot of benefit from them. If Omnitron draws Sedative Flechettes (deals team damage and destroys all hero ongoings), that can potentially turn into an instant loss. Terraforming (destroy all environment cards, villain plays an equal number of cards) is also pretty bad as this is an environment where you usually leave everything going on its own. By contrast, I'm not nearly as affected by Technological Singularity (destroy all equipment cards and deal damage for each card destroyed) as my equipment needs are very low even with Unity.
On the other hand, the Advanced and Challenge mode limitations mean very little overall. K.N.Y.F.E. and The Idealist can put out enough damage to punch through the defense reduction, and if you destroy drones and components fast enough you won't have to worry about the increased damage. By the way, every hero here has a decent method of destroying ongoing cards (Unity's Bee Bots, Argent Adept's Sarabande of Destruction, K.N.Y.F.E.'s Prototype Servo-Gauntlet, and The Idealist's Giant Floaty Head), so the components will not be an issue this time.
Regarding The Idealist, most of her Concept cards are also Ongoing. Not Monster of Id (the one that boosts damage and drains out fragments) - there's only a few ways to bounce that one out of play, and I think half of them are in The Idealist's own deck (I think Setback and Luminary had options too, I'll have to check).
The Argent Adept ability that lets you get extra power uses is a Perform text, so we can't use that without an instrument. So are the ones that buff damage and reduce incoming damage - and the healing card is a Melody, which only has Perform text. Fortunately, the card draw and one of the card play options are Accompany text, so we've still got tons to work with here.
K.N.Y.F.E.'s Rogue Agent variant power can potentially single-handedly solve Unity's issues with playing the mechanical golems. I can't discount using it on everyone else though.
How Did it Go?:
Well, this is much more like it.
Omnitron drew multiple Components right off the bat. One of them was the Interpolation Beam, which deals damage every time a hero draws a card... so that was the first one to go as I have a huge card draw requirement. I did take quite a bit of damage removing Components from the field - and with this setup I find it's easier to go for direct destruction than try piling on the damage to Omnitron.
I did get Technological Singularity on a damage-increase turn, so that was bad. But overall it didn't matter too much - Super Sentai Idealist got enough card draw to power up to a 10 damage attack within 4 rounds. At that speed, even the Electro-Pulse Explosive did not stand a chance.
....up until a 4-card Terraforming got into play, comboing into Sedative Flechettes. That went very badly. In fact, both copies of Sedative Flechettes got into play at times where they destroyed 6 or more ongoings each, and losing that much power at once pretty much spelled the end of Unity and Argent Adept shortly after the second one. Lucky for me, three things happened at once:
- The Squall-Guards (who attack every non-hero non-Maerynian for two 1 damage hits each turn) in this environment deck got a number of hits on Omnitron and the drones on a turn where damage reduction was not in effect.
- Termi-Nation Unity's incapacitation powers include "destroy an ongoing card" which essentially shut down the Adaptive Plating Subroutine when it finally reared its ugly head.
- Prime Wardens Argent Adept's incapacitation powers include "destroy an environment card" which means the Leviathan was pushed out of the way both times he showed up.
At that point K.N.Y.F.E. with the Servo-Gauntlet, and Idealist with a boosted damage power were able to take this one home. I limped to the end on this and got really lucky, but I only needed one try at this battle in order to accomplish it.
I swear these heroes are way better in a balanced team. Except maybe Idealist - the support helps her, but she's already crazy powerful on her own.
Would any other heroes work?:
Omnitron is one of those villains where you really want lots of area-effect damage. Tempest is well-suited to this guy, but NightMist may be even better. Omnitron-X himself might be viable on the defensive, using the Timeshift power to cancel out things like the Sedative Flechettes.
This one's not the same race against time as some other villains have been. You can actually afford to take this battle slowly, as long as you remember to pick off the Components as they come up. Just be wary of letting the environment build up with this one - a badly-timed Terraforming will ruin you because it can easily combo into the other two board sweep cards. Also for that reason, deck manipulation works wonders on Omnitron to get those disastrous one-shots out of there..
Now that Legacy is off cooldown, I'm going to try taking on The Dreamer again in the Realm of Discord. And I know who I'm packing on this one. Let's see if I do better this time...