Sentinels of the Multiverse

Firuthi Dragovic

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31 December 2022
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So what Sentinels is, is a card game where each character has a unique deck. You choose 3-5 hero decks, a villain deck, and an environment deck and your goal is to beat the villain. That's the classic mode, at least. There's also team mode where you've got 3-5 heroes against the same number of villains, and then there's an ultra-boss mode with its own villain deck where you select 5 environments to play.

My focus is going to be on the digital version - which uses the original rules for the cards (there's a re-release that changes quite a bit, such as with Legacy's deck). Why the digital? Well, I'm not around people who have interest in playing the physical edition (it's a miracle I can get them to play Catan - they are much more for games with ordinary decks of cards).

I'm not going to go over every single hero and villain here, nor will I discuss every variant unlock in the digital edition. One thing I WILL do, however, is describe any time I beat an Ultimate mode for a villain.

What is Ultimate mode? Well, on each villain, there's a set of Advanced rules to increase the challenge - such as Gloomweaver becoming immune to a couple damage types. Then the digital version includes Challenge rules - which make a given battle more difficult in another way (such as Gloomweaver's relics becoming indestructible, thus making his special hero victory condition a lot tougher). Ultimate mode is what happens when you use both the Advanced AND the Challenge rules.
 
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So, let's follow this up with the first Ultimate mode victory!

Villain: Baron Blade
Difficulty: 1
Nemesis: Legacy
Deck Gimmick: He has two phases. In his first phase (40 HP), if he starts his turn with 15 cards in his discard pile, the game is immediately over with a villain victory. The second phase (30 HP) does not have this time limit. Aside from that, there's a balance of ongoing cards, targets, one-shots, and a few devices - including one that makes him immune to damage until it's gone. One of those immunity devices is in play at the start of the game.
Advanced Mode: Cards get discarded at the end of every one of his turns. 1 card for a 3-hero game, 3 cards for 5 heroes.
Challenge Mode: That instant villain victory condition? Doesn't go away at the end of his first phase. That's for the whole battle. So you need to move a LOT faster and deplete all 70 HP before 15 cards are discarded.


My Team:

Legacy
(complexity 1)
Play Style: The Legacy deck has a lot of options. A couple extra powers (including one that heals the whole team and deals damage at the same time), a good number of damaging one-shot cards, a little card draw... the biggest benefit here is Inspiring Presence, which increases the whole team's damage.
Variant?: I used Young Legacy for this battle. She swaps her father's Galvanize power (which makes the whole team deal extra damage) for Atomic Glare, which is a straight 3 energy damage. Galvanize will do more damage with more heroes and specific powers, but that would mean faster discards in the case of this challenge - I chose the higher immediate DPS with a small team to extend the damage race and its margin of error a bit more.

Tachyon (complexity 2)
Play Style: High-speed card draw and card play. A lot of the deck's got the "burst" keyword, which interacts with a couple high-powered cards... especially Lightspeed Barrage, which is her finishing attack. Aside from that, you've got full-field 1 damage attacks (one of which prevents anyone struck from dealing damage), and several forms of card draw - including one that affects the whole team.
Variant?: Freedom Six variant. Instead of looking at your top card and choosing whether to keep or discard it, now her power is Team Leader, which makes every hero draw a card. Even without a lot of card play, this gets absolutely and utterly insane - it's not unusual to have half the deck in your hand, or to run out of deck entirely, when this version of Tachyon takes the field. She works better with heroes that have extra card play.

Ra (complexity 1)
Play Style: Fire, fire, fire! No, seriously, Ra is all about damage and fire damage specifically. He has precisely one source of healing and one source of non-fire damage in the whole deck. He has a number of ongoings and his only team contributions are Flesh of the Sun God (normally makes him immune to fire, but if you use its power the whole TEAM is immune to fire for a turn) and Imbued Fire (now everyone does fire damage, and more of it at that - this actually comes in handy against a number of opponents).
Variant?: No variants this time. Sticking with the plain ol' 2 damage power. I didn't have Setting Sun unlocked yet and I don't need the card draw of Horus of Two Horizons.


Environment: Insula Primalis (difficulty 1)
Environment Gimmick: Dinosaur realm! Okay, not just that. There are enough dinos for sure, but there are also volcanoes, lava rivers, and the dreaded Obsidian Field (which boosts everyone's damage and I do mean EVERYONE's). This is overall not that hard of an environment to manage, but I would not call it the easiest one.


My Strategy:
As I said, this is a full DPS race. Legacy deck gets +1 damage dealt and received against Baron Blade, and only against Baron Blade (that will hold for every nemesis). So the turrets and Blade Battalion will not hurt more, but the Backlash Field will. This is all about how fast you can nuke a boss. I did have to deal with all three of the Mobile Defense Platform cards (the damage immunity device) though. By the time I dealt the last damage, I did not have much time to spare.


Would any other heroes work?: Yes, very much. Visionary has a means of shuffling villain trash back into their deck. This is one of a few villains that gets slammed hard by that power.
 
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Some of the unlocks are pulling major BS on me, so.... here comes the next Ultimate opponent!


Villain: Gloomweaver
Difficulty: 1
Nemesis: NightMist
Deck Gimmick: Zombies, cultists, and voodoo pins - this villain is a target-rich environment. It also has three special relics - one increases the power of the zombies, and the other two will damage you in different ways if you don't discard cards. He has by far been one of the biggest punching bags for me to complete the card variant unlocks.
Advanced Mode: Gloomweaver becomes immune to melee and projectile damage in his main phase. That makes several heroes almost completely unable to damage him.
Challenge Mode: The three special relics can't be destroyed - if taken to 0 HP they just keep going into negatives. One thing I failed to mention is that if all three relics are in the discard pile at the start of his turn, the heroes win the game instantly. But if all three are in play at once, that starts a DPS race where he does tons of damage to hero targets - even more if it's advanced mode. So for most heroes, challenge mode eliminates the instant win condition.


My Team:


The Scholar
(complexity 3)
Play Style: He has huge amounts of card draw and healing... which is important in multiple ways, because his ongoing cards let him do damage every time he heals and block lots of incoming damage, but you have to discard cards every turn to keep them in play.
Variant?: No variant today. Standard "heals 1 HP" power.

Expatriette (complexity 2)
Play Style: Guns and ammo. Lots of guns and ammo. Most of her damage is Projectile, which you'd think would be a bad idea against this specific villain... but the ammo types can change it to others like fire or cold... or you can sweep the fodder.
Variant?: Nope, no variant. I went with the base "play a card" version.

Tempest (complexity 1)
Play Style: Tempest has a ton going for him. Damaging powers, high-octane one-shots, a healing power ongoing card, environment destruction, card draw and recovery, defense... and one of the game's few bounce effects to get a villain card out of the picture for a turn. With this much variety, he's a bit susceptible to not having what you need.
Variant?: I'm using his Prime Wardens variant. Instead of a 1-damage sweep attack, I can play multiple cards at once, at the risk of taking environment damage each time. With several ongoing cards granting powers, I have options and can simply use this power for fast setup. It's better if you have a dedicated healer on the team.


Environment: Silver Gulch 1883 (difficulty 2)
Environment Gimmick: A portal to the Old West. Gunmen and cover are the most common issues, but there's actually an instant-loss condition in the deck - if you let a specific card empty the environment discard pile, the portal closes and the heroes are lost in time, game over. Unless you're a complete dunce, it'll be a non-issue.


My strategy:
So Gloomweaver opens every game by summoning a bunch of zombies. First order of business, blast them to bits with an Assault Rifle from Expatriette. Scholar tanks, Tempest sets up and will be the main damage dealer to the villain, Expatriette... she's there to target the trash mobs until she gets some good ammo cards. Fun fact, all of the major relic damage stems from Gloomweaver specifically here, so Liquid Nitrogen Rounds go a long way in nerfing him. With all of that, the biggest threat was by far the environment - among the Cover cards, there are two Explosives Wagons that ramp up all damage. And when they explode, they deal tons of damage (half of it's fire and half of it's projectile, so this boss is less vulnerable to them) to everyone on the field - and that damage is also boosted. Two wagons blowing up at the same time almost one-shotted both Expatriette AND Tempest - so don't let that happen to you.

Due entirely to that blunder, I limped my way to the end of this fight, but everyone survived. Honestly, Gloomweaver is by far the easiest villain in the game unless you get all three relics immediately or get an absolutely stupid move like mass targeting against environment threats like I got.


Would any other heroes work?: Visionary, again, would utterly demolish this villain. Omnitron-X is even better, though - base power of "reveal a card in one deck, play or discard" could bypass the relic invulnerability. It really does not matter, however, because Gloomweaver does not have a base damage ability on his villain card in his first phase - so you can seriously take your time on this fight.
 
We have another Ultimate mode victory, and not against a Difficulty 1 villain this time!


Villain: Plague Rat
Difficulty: 2
Nemesis: Chrono-Ranger
Deck Gimmick: Toxin damage. Lots and lots of toxin damage. Actually, the larger gimmick is Infection - he will infect heroes regularly. Infected heroes will deal themselves toxin damage and once everyone's infected, Plague Rat flips to a berserker state. If you can't remove ongoings, there is still a way to remove Infection, but you'll take way more damage. The only other target in the deck is a Plague Locus that provides ongoing healing and increases the damage of Plague Rat and infected heroes.
Advanced Mode: Infected heroes and Plague Rat deal more damage. Once everyone's infected, Plague Rat goes full-on wererat and heals for massive amounts every turn.
Challenge Mode: Persisent toxin damage every turn. Just 1 per turn for the challenge itself, but combine it with the locus and Advanced mode... you need to move FAST.


My Team:

Bunker
(complexity 2)
Play Style: Bunker's basically an analogue to War Machine, so there's lots and lots of equipment related to the power suit involved in this deck. Mainly heavy firepower. There's also three different "mode" cards - Recharge mode to lock into card draws and defense, Upgrade mode to lock into card play, and Turret Mode once you have multiple powers out to ramp up the damage. Also passive damage with a gatling gun if you've got the card draw - and Bunker actually has a shot at it.
Variant?: Despite having several of his variants unlocked, I chose to go with the base "draw a card" one. There's not enough damage reduction to bother with G.I. Bunker and the amount of setup needed for the other two variants is too slow for this particular villain.

Wraith (complexity 1)
Play Style: She's basically a Batman expy. Lots of equipment - utility belt, stun bolts, smoke bombs, "razor ordinance" (with only a slight resemblance to Batarangs). Probably one of her biggest deals is her Infrared Eyepiece - she can scry the villain deck and get rid of a few of the nastier cards. There's also Throat Jab for when you just want to shut down a target for a turn - really effective here, as while there is a little self-damage, about 90% of the damage of this villain comes directly from Plague Rat.
Variant?: Her base version reduces the next damage she takes by 2. That's tempting, but I chose to go with her Freedom Five variant - the power lets you draw a card, and for one turn you can essentially give your card draws to someone else.

Chrono-Ranger (complexity 2)
Play Style: His equipment is various projectile weapons, all of his one-shots have an added instance of damage tacked on... but this guy's essentially a space cowboy, and that means bounties. Many of his cards are tied in some fashion to him having bounties out. There's six different bounties, and only a couple of them involve direct damage.
Variant?: The variant lets you hit a second target with the bounties. There really is no second target with Plague Rat or this environment - the base version's damage-dealing is more important.

Setback (complexity 3)
Play Style: The deck's entire gimmick revolves around an "unlucky pool". Basically a pile of tokens representing this hero's supernaturally-bad luck. You can spend that bad luck to get healing, draw lots of cards, redirect damage to or from him, make every other hero use a power, or even save yourself from being incapacitated. Beware of stocking too much bad luck or you'll likely take psychic damage.
Variant?: Damage reduction from the Dark Watch variant is tempting, but that's only one shot of damage blocked. I need the base variant's extra card play and unlucky tokens with a villain this fast.


Environment: Wagner Mars Base (difficulty 2)
Environment Gimmick: Fire damage, toxin damage, several cards that buff villain targets, and a self-destruct sequence that can cause an instant villain victory. Those are actually not the big threats for this particular team. No, the nastiest part of this deck is Pervasive Red Dust - destroying lots of equipment cards in one go. Three of my characters are very equipment-dependent.


My Strategy:
You thought Baron Blade was a DPS race? Oh, you have no damn clue. Plague Rat puts out so much damage that you can lose this battle before it's begun if you get a bad leadoff (like Ravage) and you really need to win in 3-4 rounds. Get Chrono-Ranger infected as soon as possible, but pray it's not from something like Ravage that'll infect a large number of heroes in one go. You actually want to leave the Plague Locus up. Pray Wraith gets an early Throat Jab, or even two. You want Chrono-Ranger's Compounded Bow for your main damage. Setback can use Uncharmed Life and Wrong Time and Place to take the edge off of Chrono-Ranger. Bunker has Adhesive Foam Grenade to get the environment out of the way - or you can pray for a Meteor Storm to block one of Plague Rat's big cards and then take it out with Wraith's Grappling Hook just before Chrono-Ranger's turn.

"By Any Means" and "The Ultimate Target" are your critical bounties for this one. I actually prefer to get them via Sudden Contract as that adds another damage instance.

So much has to line up for this win to work. You basically need Chrono-Ranger to shoot lots of boosted damage in order to have a chance at this one with this team. If he gets incapped before Plague Rat dips below 10 HP, you're cooked.

Would any other heroes work?:
This time, I'm not so convinced other heroes would do much good. You don't have enough time to set up Legacy's Lead From the Front + Next Evolution combo, you really want the Nemesis bonus and a lot of small hits so Tempest or Ra wouldn't quite cut it, Plague Rat is so single-minded towards damage-dealing cards that deck manipulation doesn't really pay off here... this is one of the most nerve-wracking battles with just how fast it goes. Plus, a good chunk of the damage is irreducible.

Probably the one person you can get away with replacing is Bunker. Swap him for someone who can give other heroes more cards or power uses.


If anyone has suggestions for the next Ultimate battle, I'm all ears. Tell me the villain, tell me the environment, and you get to nominate up to one hero in the team if you desire. I do not rematch a villain unless they have a variant, and I do not reuse an environment until I've used them all already. I am more willing to reuse heroes but not two matches in a row.

If you want more specifics on any of the cards I mention, also let me know and I'll be glad to explain.
 
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So after analyzing the decks available, there's something I've learned:

There's more environments than solo villains. So I won't be using all the environments until we get to the team battles.

Also, I'm nearly done with the unlocks! The last few have some REALLY stupid requirements.

With that in mind, let's use up one of the dumber environments on this next Ultimate mode battle!



Villain: Deadline
Difficulty: 2
Nemesis: The Naturalist
Deck Gimmick: Aside from a single one-shot, there are two types of cards in this villain's deck - devices, and catastrophes. Catastrophes count as ongoing cards, and if there's more than a certain number of them in play, Deadline will expend them to remove cards in the environment deck from the game. If there is no environment deck left, it's an instant villain victory. This guy is a bit above Captain Planet's paygrade unfortunately, so it's up to us to stop him.
Advanced Mode: Normally, you'd want to destroy catastrophes early. But in Advanced mode, if you do that, Deadline will pile on tons of Infernal damage to the whole team. When he does launch his catastrophes, the heroes will deal multiple instances of Psychic damage to themselves. The wording on that is important.
Challenge Mode: There are four devices in this deck - a glaive that deals damage every turn, armor that blocks the first damage the villain takes each turn, a relic key that plays more villain cards when the environment gets a draw, and a relic sphere that deals damage and forces discards. Normally you can destroy these. Not in Challenge mode - these become indestructible.


My Team:


Haka
(complexity 1)
Play Style: It's hard to pin down what comic hero this guy represents. All of his damage is melee damage (okay, there is ONE source of Toxic but that requires some buildup and is more like a finisher), but he's got a lot of tricks up his sleeve. Weapons, the ability to keep environment damage off the rest of the team, card draw when environment cards get destroyed... his biggest deal is the "Haka" cards. You draw 2, discard as many as you want, and depending on the card you can heal yourself, reduce the next damage you take, or increase your next damage by the amount you discarded. Paired with a hero that can give tons of card draw, the Hakas are incredible.
Variant?: Base version deals straight damage, Eternal variant can potentially give you tons of card draw, and XPW variant lets you redirect damage from one target each turn. I'm using the Prime Wardens variant here - you play a card, and if it's one of his "Haka" cards then you can choose who benefits. Not only is this extra card play, it's very handy for emergency healing with the Haka of Restoration.

Absolute Zero (complexity 3)
Play Style: Imagine Iceman with some of the tribulations of Iron Man. This deck revolves around several pieces of equipment - one module that heals you if you receive cold damage, another module that lets you deal a cold damage attack if you take fire damage, and two non-module devices that increase cold damage. Many cold damage attacks in this deck also deal you fire damage.
Variant?: Base variant can let you deal fire or cold damage to yourself, meaning you have more control over your device effects. Freedom Six version can deal straight damage to enemies, Termi-Nation variant ramps up all damage he deals and takes... but I'm going with the Freedom Five variant - you can only deal fire damage to yourself, but in exchange you can search your deck for ongoing cards to put into play. It gets you set up faster, but the vast majority of his cold damage specifies "non-hero" targets so you can't heal nearly as easily. You're basically reliant on someone else if you want to heal, as the two modules are normally designed for that but you don't have enough self-cold with the Freedom Five variant.

NightMist (complexity 3)
Play Style: Lovecraftian spellcaster whose powers are all mist-themed. Every single one of her cards has a spell value from 1 to 4 on it. Most of her cards rely on that number for something related to its effect - but many one of them also deals NightMist more damage. However, she's also got a relic that lets you discard cards to redirect damage taken, and a relic that lets you discard cards at the end of turn to gain HP based on the spell value.
Variant?: Out of everyone here, this is the only hero that's going in as the base version. Base version deals self-damage to draw more cards. Her Dark Watch variant lets her rearrange the first three cards of the deck every turn. Dark Watch version is better if you have ways to use powers out-of-turn as you can manipulate a card with a good spell value to be on top. With this team, the base is better.

The Naturalist (complexity 2)
Play Style: An environment-defending shapeshifter. His deck revolves around three forms - gator, rhino, and gazelle. Gazelle provides card draw, rhino reduces damage, gator increases damage - but most of the cards in the deck have other effects depending on the current form. You can't have more than one form card out at a time.
Variant?: His normal variant's power is to put one of the three Form cards in play. I'm using his Hunted variant instead, which lets you activate Form effects for a specific form - and gives extra card draw or play. The Hunted variant is straight-up better because the Form cards count as ongoings and can be destroyed easily.

The Sentinels (complexity 3)
Play Style: So instead of just one standard hero here, you get four weaker ones - energy being Dr. Medico, the rough-and-tumble Mainstay, psychic superstar The Idealist, and shadow being Writhe. Each one has a Signature card specifically for them, but otherwise most of the cards take into account whether specific heroes are active or incapacitated. There are even cards to revive part of the team. All four must be incapacitated before this deck is considered "out". The catch is, you're also four targets, which is horrid for enemies with lots of team-hitting attacks. Your standard hero has at least 24 HP, all the way up to 35 (PW Haka) with one case of 50 (Akash'Thriya). The Sentinels individually don't go above 15 HP. They will melt FAST.
Variant?: So this is one of those cases where neither the base version nor the Adamant variant is strictly better. Let's run down the differences. For Dr. Medico, base version can heal anyone for 3 HP where the Adamant version only heals The Sentinels for 1 each - but the Adamant version gives card draw at the same time. Base Mainstay can block damage for all the Sentinels whereas Adamant version has him deal damage and make the next attack irreducible. Idealist deals more damage in base form but reduces the damage dealt by the target in Adamant form. And Writhe has bottom-deck scrying in base form, but can put destroyed non-hero targets on the bottom of their deck in Adamant form. It's a toss-up, but ultimately I'm choosing the Adamant variant here.



Environment: Madame Mittermeier's Fantastical Festival of Conundrums and Curiosities (difficulty 3)
Environment Gimmick: Welcome to the lower birth... the Greatest Show Unearthed! No seriously, this is one of the darkest carnivals there is, with many grim attractions. A lot of them deal widespread damage, but some affect both hero and villain. The carousel's horses are partly undead, and force discards. The fortune-teller can let you see the next card - and play it if it's a one-shot. The maze rebounds the first damage from any source back to itself. The freak show locks away the hero with the lowest health. The big risk is letting the attractions pile up - if you let too many attractions stay active, you run the risk of losing heroes completely. As in, they don't even get incapacitation abilities.


My Strategy:
So remember what I said about Advanced mode where if you destroy the catastrophes early, Deadline will deal lots of Infernal damage? And how proper destruction of the catastrophes results in the heroes doing damage to themselves? Yeah, that's really important because of Haka's Ground Pound - which states that non-hero targets can't do damage. So that's why Haka is going before everyone - NightMist, Absolute Zero, and The Naturalist all have cards that can destroy multiple ongoings in one shot... including Catastrophes. With Ground Pound in play, they can use those cards without worry for a turn - which can stop eco-destruction if Deadline gets 3 or more out at once.

One of the issues with this team is that there's not a lot of environment destruction (primarily NightMist), only ongoing destruction. The Naturalist actually has a card that completely eliminates environment damage to heroes - but he has to maintain the gazelle form effect to keep that bonus. When "Gone Without a Trace" (the card that can remove heroes completely if there's too many attractions) comes into play, its means of removing targets relies on self-damage so The Naturalist is ineffective at stopping it.

The base strategy thus becomes a race to prevent Deadline from getting a lot of Catastrophes out to begin with. With his double-dip on card draw, this is a DPS race in a similar vein to Baron Blade. NightMist can actually stop card draws from one deck for a turn, but we shouldn't be relying on that.


How Did it Go?:
I had to reset this fight once because he drew Unnatural Disaster right off the bat. If he draws Unnatural Disaster on his first turn, restart - you won't be able to recover from an annihilation that early. His environment annihilation is end-of-turn, so you might be able fix that with one of Absolute Zero's cards that forces those to the start of the turn.

In my case, Deadline pulled off two annihilations and removed half the environment deck. The Sentinels went down on the first one, Absolute Zero dropped on the second (it was going to be him or The Naturalist on that Restoration Haka, and I chose The Naturalist. A later Shielding Haka didn't cut it). NightMist would have dropped, except Mist Form blocked damage for several turns - I dropped it after the second annihilation and used a Haka-enhanced Oblivion (with a redirect from Amulet of the Elder Gods to make sure she could finish the spell) for the win.

I never actually had to worry about Gone Without a Trace this time around. I also got every one of this villain's devices in play EXCEPT the one that blocks the first damage taken each turn. I might not have won if he'd brought that one to bear.




Would any other heroes work?:
Tachyon or Wraith would also solve the issue with Advanced mode. As for someone like Visionary? Deck manipulation is... partially valuable here - the five types of catastrophes are not uniform in their effects, but 18 of this guy's 25 cards are catastrophe cards (he otherwise has the 4 devices and 3 copies of Unnatural Disaster, a one-shot that is about bringing out lots of catastrophes). However, with Challenge mode, the devices aren't going away - so your only recourse is for them to never be played in the first place.

Whoever you swap in, swap out The Sentinels - they won't survive a single round of environment annihilation in Challenge Mode even if you have Dr. Medico's signature card out.

Now, the self-damage from the catastrophes being destroyed makes Legacy a very bad idea for this opponent. Same for anyone that boosts their own damage for a whole turn (instead of just one attack like Haka does).




Now, for what's next in this series, there are several villains I want to take down early because they've got hero versions. Baron Blade and Deadline are two of them, believe it or not.

The remaining six that I want to prioritize are Ambuscade, Akash'Bhuta, La Capitan, The Matriarch, The Dreamer, and Omnitron. Ambuscade's a difficulty 1, Omnitron and Akash'Bhuta are 2, La Capitan and The Dreamer are 3, and The Matriarch's a 4. The Cosmic Omnitron variant is a 3 as well. And if I'm going this far, let's throw in Mad Bomber Baron Blade, another difficulty 2 villain.

So that sets me up for the next 8 episodes. I may actually deal with Mad Bomber Baron Blade first.

(Most of the villains don't have variants by the way. Only six of them do, and I will likely face the variants back-to-back with the originals... with one possible exception...)
 
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So I'm planning on doing these battles one every couple of days from here on out. I've got about four unlocks left and the last one is extremely BS (I have to beat a weekly mission on the first try and fulfill very specific conditions with a specific character).

That is, with the exception of Tuesday. I plan on doing two battle reports on Tuesdays until we get to the dreaded OblivAeon battle - which is going to be the grand finale to the series. I'll discuss what to do with the team battles when we clear all classic mode battles.

EDIT: Turns out the villains are getting much, MUCH harder from here on out, so I'm not sticking to a schedule.

So... Ultimate battle of the Tuesday match starts now.


Villain: Mad Bomber Baron Blade
Difficulty: 2
Nemesis: Legacy
Deck Gimmick: This variant works much differently from the original villain. There's no hard time limit this time - instead, every target goes under his card and ramps up his full-team firebomb damage in phase 1. In phase 2, he picks up his death ray and deals single-target energy damage based on his discard pile - and any target goes to discards instead of going into play. Overall, you don't have to deal with his mobile defense platform or his time limit, but you still have to deal with his ongoings.
Advanced Mode: At the end of his turn, more cards from the villain deck go under his card, which means his damage ramps up FAST. In phase 2, instead he plays an extra villain card each turn.
Challenge Mode: All damage he takes is reduced by 2 due to nanobot armor. His measly 30 HP in phase 1 and 40 HP in phase 2 suddenly doesn't look so weak when he's shrugging off tons of blows. It also means that without serious boosts, Tachyon and Wraith can't nullify his damage.


My Team:

Legacy
(complexity 1)
Play Style: This Superman expy's deck's already been mentioned for its variety, but I've just noticed two things: his damage-dealing cards are all melee, and he has an overarching "take one for the team" theme to him.
Variant?: This time I'm going with the America's Greatest Legacy variant. Instead of boosting damage, one hero gains 1 HP and can use a power immediately. Has its uses if you've got the right power for the job.

Tachyon (complexity 2)
Play Style: One thing I didn't mention about her high-speed Flash-esque gameplay last time I used her: She has one of a number of "redirect" effects on the hero side, Synaptic Interruption. She decides who takes the blow but the card is used up.
Variant?: This time I'm going with the Super-Scientific variant. Reveal the bottom two cards of a deck and put them into play if they share a keyword - or discard them otherwise. Better for specialized decks or building up her own burst pile for Lightspeed Barrage, but you can also churn out a villain deck if needed.

Ra (complexity 1)
Play Style: There really isn't that much to add about this sun god's fire-based deck, except for the Excavation card - you can move environment cards from the discard to the bottom of the deck. Helps reduce randomness, and in this case you get card draw out of it.
Variant?: Today it's going to be the Horus of Two Horizons variant. Extra card draw instead of straight damage. If I want damage, there's a couple options in the deck for that.

Parse (complexity 2)
Play Style: Despite having a bow, she's not a good comparison for Green Arrow - Chrono-Ranger does that better. Instead, Parse is more of the computer hacker and information type. She's got a significant amount of deck manipulation and removing ongoing cards. That's not quite why she's in on this one, though... I brought her along specifically for two cards that make damage irreducible, as well as an ongoing that increases the next damage every time she discards a card - which this deck can do on its own.
Variant?: Her normal version has straight projectile damage as a power. I've chosen to use her variant, Fugue State, which allows for playing the bottom card of the deck - and can let someone else do it too if she's discarded. The extra card play is very handy.



Environment: Mordengrad (difficulty 3)
Environment Gimmick: I was tempted to do the Mobile Defense Platform as a callback to the first fight where Baron Blade started with one, but I'm saving that environment for a later challenge. I chose Mordengrad because it's essentially Baron Blade's home country. Imagine the stereotype of any authoritarian state and you have a good idea what this place is like. Lots of minions, combat devices, and engineers that will help the heroes if the battalion commander isn't around. No seriously, battalion commanders grant the "minion" keyword to any non-hero target within a certain HP threshold and the engineers have a hero-helping ability that specifies "if it does not have the minion keyword".


My Strategy:
On this one, Tachyon's in major trouble as not a lot of her deck can affect the Baron in Challenge mode. Legacy's few attacks can do some significant damage, and Ra puts out the kind of damage that can punch through Baron Blade's nanobot armor... but Parse is the real lynchpin of the strategy. She's there to enable others to pierce the nanobot armor (or do it herself with Impossible Shot) and also make sure Baron Blade only plays what we want him to. However, she and Ra are very reliant on Ongoing cards, so the most dangerous card isn't the Baron drawing more targets to increase his damage - it's Devious Disruption. Since that card's damage relies on hero Ongoings and Equipment cards, it will completely sink us without a hope for recovery if it's played at the wrong time. Now, I can work around this card if Legacy has both Lead from the Front and Next Evolution out, but I don't want to do that if I can help it.

Damage-wise, the Baron's got enough damage variety that I can't just stuff him with Legacy's aforementioned combo. However, the bulk of his damage in phase 1 is Fire, so Ra can shut it down with Flesh of the Sun God. In Phase 2, the key damage type to worry about is Energy - Legacy can stop that with the combo.

Either way, the first phase is the real danger here. Sure the damage in phase 2 ramps up, but his main damage in that phase is single-target. Phase 1 is mostly team damage.


How Did it Go?:
Well, this one's first phase went amazingly. Every use of Tachyon's power had cards put into play instead of trashed (barring exactly one attempt at that with Ra). Inspiring Presence was part of the initial draw, Ra got Imbued Fire (everyone deals boosted fire damage) and Living Conflagration (a damage dealing power that also allows card draw) very early, and Parse got to play two copies of Between The Lines (another hero uses a power, any damage from that power is irreducible). I got through his first phase in under two turns with this amount of firepower. However, he still got 6 cards under his character card during that time - that would have been 6 damage to everyone at the start of his next turn if I'd let that go, which should emphasize how fast you need to be in this fight.

Baron did get two copes of Slash and Burn very early, so I wasn't completely out of the woods, but the second phase started with me playing Take Down to shut down the Baron's card draw for a turn. Giving Tachyon's power over to Legacy had him draw Lead from the Front AND Next Evolution at the same time (both Ongoings), and I got a Targeting Arrow from using it on Parse. Meanwhile, bottom deck draws resulted in things like Reveal the Flaws (which turns every hero attack into irreducible damage for a round).

Tachyon wound up finishing the battle with a double Lightspeed Barrage for over 25 HP of damage total. No one dipped below 10 HP at ANY point through the battle and there wasn't even that much healing involved. And the environment didn't get much of a chance to factor into this fight because the battle didn't last long enough to build an army.

Honestly, I could not possibly have gotten better luck on this battle. But luck only played a minor part here. I wrote off Super-Scientific Tachyon at one point, but she may actually be more busted than the Freedom Six variant on some decks. Getting Lead from the Front and Next Evolution into play at the same time essentially shut down Baron Blade's threat in the second phase.



Would any other heroes work?:
Truth be told, I still think Ra's one of the best picks to shut down his early game. However, I think anyone with good deck manipulation or the ability to boost their damage can stop this incarnation of Baron Blade just fine. Despite the team damage, he is nowhere near as nerve-wracking as Plague Rat was.

I am very confident that bringing out Parse to help with this battle was a very necessary call. In addition to the irreducible damage gimmick, her bottom-deck draws were extremely powerful.

This strategy did not give Ra's Horus of Two Horizon's variant a chance to truly shine. I may try that one again someday.

This is one of those battles that is absolutely hostile to The Sentinels though, so don't bring them on this trip. I'd also say this version of Baron Blade is hostile to Unity or Captain Cosmic (more on them another day), who also have tons of targets in their decks.


Just so you all know, the Mobile Defense Platform also has targets with the "minion" keyword. Remember that keyword. It's going to be really, REALLY important in a later battle. (Yes, I'm insane enough to combine a specific villain with that platform.)

But not the next battle. I think it's time for a more unorthodox villain next episode...

EDIT: In retrospect, I should have known this next battle would be tremendously harder. I'm so close, but I've been at this battle for 3 hours trying to figure it out. So I'd planned on the next one being a second battle for Tuesday, but it will likely be pushed to Wednesday or even Thursday.
 
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My originally planned second Ultimate battle for today has to be postponed for one matchup.

It was The Dreamer, in Realm of Discord, and I can't win against her with the team I had planned. Unity, Argent Adept, Guise, K.N.Y.F.E,... even Expatriette and Tempest... NOTHING is working due to just how aggravating this boss is. I REALLY need to bring in Legacy and/or Tachyon to handle this, so according to my rule of "no repeating heroes two matches in a row" I can't handle this one yet.

No, I will not "make this one easier" by giving her a different environment, and I am especially not wasting The Block on her when there's difficulty 4 villains to consider. I will have to give someone the Realm of Discord eventually and the environment isn't the problem here. It is 100% on the "villain" and her projections, and her Advanced mode especially (the Challenge mode isn't as big of an issue).

I've been trying this for FIVE. #$^!ING. HOURS. I'm now at THIRTY attempts, and I've gotten to phase 2 about 4 of those times now. I need a break, and a new villain so that I can call in the big guns on this one.

I am insistent on using every hero eventually, but some of them are just not effective in situations like this.

Whatever. Going to try an easier villain and give Unity, Argent Adept, and K.N.Y.F.E. someone that's actually within their weight class. (Guise can stay on the team that fights The Dreamer - he actually might be even more effective with Legacy.)


EDIT: Looking at these? There is a good chance I will have to abandon my rule of not repeating heroes twice in a row. I actually don't dread The Chairman as I've had to fight him several times in suboptimal conditions for unlocks. It's The Matriarch, Kaagra, and Iron Legacy that scare me.
 
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