Sentinels of the Multiverse

Personal issues caused this hiatus. But we are so back.



After one more re-evaluation, I have determined that we have two more villains than environments to work with here.

I put the villain list through a spinner to find out which two are getting repeats. This guy's variant is one of them - so you'll see this same villain/environment combination twice.

You will also see the same lead hero twice. I definitely plan to change the team up from there, but this base version of the fight calls for a special type of team to face it...

Before I begin today's episode though, a rule with hero deployments. I am setting it so that I can use the same hero a maximum of 5 times in the classic mode. Right now, that means Tachyon has run her course and Legacy gets one more shot at a classic villain. Many other heroes get to play a maximum of twice more. We have enough heroes available that I will literally never be starved for options and I need to do as much team variety as I can.

This limit will not, however, carry over into team mode. For team mode, I have a total of 6 matchups planned and I use the same hero a maximum of twice.

None of these limits will apply to OblivAeon. I only concern myself with winning against each shield. I just don't start with the same team against them.

We'll see in regards to Earth-Prime.


But enough about that. You're here for the mission report about the latest villain I'm facing. So let's get on with it.


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Villain: Infinitor
Difficulty: 3
Nemesis: Captain Cosmic
Deck Gimmick: Energy manifestations of all kinds in this one. The only other cards are one-shots - three of which are about bringing in more manifestations, and the fourth (of which there are three copies) is about dealing widespread damage and healing all manifestations to full. The manifestations only have 4 HP each, but there's one that prevents card play and one that summons more manifestations when destroyed. When there are too many manifestations on the field, Infinitor flips to a state where he destroys one each round but deals lots of projectile damage to multiple heroes.
Advanced Mode: A lot more manifestations come into play when there's few on the field, and when Infinitor flips all villain targets do more damage. This is... bad, but it's not quite as relevant in Challenge Mode.
Challenge Mode: At all times, reduce all damage dealt to manifestations by 2 points. In the normal or advanced battle, you could just burn down most of the manifestations as they appear. Not any longer. You're not destroying them without irreducible damage or a huge number of buffs.


My Team:

Captain Cosmic
(complexity 2)
Play Style: So, Captain Cosmic is Infinitor's brother. However, Infinitor's constructs are all offense whereas there's plenty of defense in Captain Cosmic's deck. No ways to reduce the enemy's damage output though, just how much it actually affects us. There's very little true AoE in Infinitor's deck although there's plenty of high single-target damage (and two cases of high dual-target).
Variant?: We're actually going to try Extreme Prime Wardens again. Deal damage and so does every construct.

Stuntman (complexity 2)
Play Style: The French action star returns for an encore performance. I only notice now that he's got about seven different ways to use powers outside his turn, reliant mainly on cards getting destroyed by specific circumstances. Only one of them will not apply here due to Infinitor's lack of card destruction - in fact, some are easier against Infinitor with a big team because they're dependent on damage.
Variant?: We're actually going to use the Action Hero variant today. We can increase damage dealt and play a card. Do a few of these in between turns and suddenly his powers can cut through even Infinitor's hordes.

Absolute Zero (complexity 3)
Play Style: Infinitor actually has one manifestation that deals fire damage. That helps for Coolant Blast. Other than that, depending on how fast the modules come out Absolute Zero may very well be the party tank for this fight.
Variant?: I'm going to use his base variant this time. He deals himself 1 cold or 1 fire damage, and that plays into the modules (which have no chance of being destroyed by Infinitor), so as soon as I get a module out I'll have healing access.

Ra (complexity 1)
Play Style: With the kind of target-rich environment we have today, we need lots of firepower. Lots and lots of firepower, especially when it can be directed at a single enemy. But it's even more this time...
Variant?: Okay, now we're going to try out the Setting Sun variant. 2 damage to himself and all non-hero targets, destroy one of his own ongoings, and remove cards in deck and trash from the game. And when he's incapacitated, he has a couple more hard nukes - but if you use one of them, he is removed entirely and can do nothing else. Very high-speed.

Guise (complexity 2 5/9)
Play Style: So in a party like this, Guise needs to be kept very far away from Stuntman. If I pull out In Medias Res, I want a little more time with Guise's ongoings before I lose them. Also, this large of a team gives Guise more turns to work his magic.
Variant?: As much as I want to use Santa Guise or Completionist Guise, we really don't have that kind of time against this villain. We need the basic "play or draw a card and deal damage" version of Guise in order to make it through this.


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Environment: Final Wasteland (difficulty 2)
Environment Gimmick: This is an "after the end" scenario where the world gets overrun by cryptids. The cryptids largely get worse with larger teams, as a number of them deal damage depending on team size. There's not much hope - especially if you're Chrono-Ranger because one of the cryptids actually has a nemesis icon for him. Aside from the cryptids, there's a few points of note: a library that allows massive card draw but attracts the cryptids, a bunker that heals every hero but also draws cryptid attention... and a special environment card that removes any target killed by a cryptid from the game entirely. The easy solution is to never let any cryptids get kills.


My Strategy:
The manifestations (3 of each):
  • Crushing Cage: The hero with the most cards in hand can't play cards, and slowly gets crushed by the cage. In Challenge mode, the reduced damage to manifestations mean that unless you have irreducible damage or target destruction effects, this one isn't coming off for a long time when it's out. This card is the entire reason you don't want a small team for this battle - in Challenge Mode, if you're using a team of 3 it is possible for the whole team to get locked out of card play, which is devastating.
  • Lambent Reaper: Massive damage to the lowest-HP hero target.
  • Ocular Swarm: The demise of any manifestation can call more of them. By far, this is the most dangerous one - but at this difficulty, you need to leave it alone as it won't do anything if you don't attack it.
  • Recalescent Hellion: Two big shots of fire damage a turn.
  • Twisted Miscreation: Team-dependent energy damage and even in normal mode, you can't damage this thing for more than 1 damage at a time.
We have a difficulty 3 villain with the only source of damage reduction being on the main villain's base side and the Challenge Mode rules, and absolutely zero card destruction whatsoever. Not even tangential like The Matriarch or Grand Warlord Voss did. Nope, it's just attack, attack, attack. And with Challenge mode in play, we are not destroying any of the manifestations any time soon.

This means we have yet another DPS race on our hands as Infinitor deploys 4 immediately (it's actually team-dependent - if you use less than 5, they're smaller numbers), will flip if he starts the turn with more than 5 out, and since we have Advanced mode he will end a turn by playing until there's 6 manifestations out.

That is an absurd amount of damage flying your way. I basically have no time to set up anything, I just need to target Infinitor with all I've got and start praying we can deplete his 65 HP before we all fall. We will have hero casualties no matter what this time, which is why I had no shame deploying Setting Sun Ra.



How Did it Go?:

Well, the setup brought Captain Cosmic below half HP and put a lot of hurt on everyone else, as well as getting a Crushing Cage right on Guise. That should be a telling sign right there.

I knew I was going to have casualties right off the bat, so I'm basically trying to lay down as much smackdown as fast as I possibly can. Stuntman was one of the better choices for this, and I wound up drawing In Medias Res right away. I didn't use it immediately though - I instead used Steal the Scene into Violent Escalation so that after Ra used his Setting Sun power, I could destroy the cage and free Guise immediately.

And that was a wise move, because during Infinitor's turn he got Whispers of Oblivion, which hit Cosmic's Dynamic Siphon on Stuntman. And that was the time to play In Medias Res to immediately end Infinitor's turn and nullify over half a dozen manifestations. That combined with another Setting Sun gave me room to destroy a bunch of the manifestations to keep damage to a reasonable level - but it did result in huge amounts of backlash damage.

By the end of the villain's third full turn (second if you don't count setup), Absolute Zero and Ra were both down. Absolute Zero's incapacitated power let Stuntman use Lance-Flammes (that's "flamethrower" in French, in case I missed any accents) to wipe out many of the remaining manifestations (and stop another Crushing Cage from showing up). At this point, I had Ra use one of his incapacitation nukes - one hero does 10 irreducible fire damage. That was done by Stuntman on the boss - combined with Stuntman's boosts, that brought the villain to 2 HP. I followed up with Guise's I Can Do That Too! to copy Stuntman's ability, then used Say Cheese! for the win. Literal photo finish. And I had 11 HP total between three heroes so I WOULD have been annihilated next time.

The environment literally did not matter this time around. It got to draw an abominable snowman, Unforgiving Wasteland, and that's literally it. Absolute Zero was also basically irrelevant in this battle as I underestimated the sheer speed of it all. Captain Cosmic's only real contribution was Dynamic Siphon, but it was just so perfect that he was worth it for that alone. Stuntman... the Action Hero variant works best with a large team to allow him as many chances as possible to buff himself.

Probably not a battle I'd do again, but one of the more thrilling ones.





Would any other heroes work?:

This is the kind of battle where you bring out your heaviest single-target hitters. That, or anyone that can delete targets with 4 or less HP - which makes Fanatic's Final Dive or Luminary's Triple Cross viable options. Those will only take the pressure off at most. If you can nail the Ocular Swarms with Haka with Savage Mana out, that's also an option to be able to get the manifestations down to a reasonable level.

This was probably the perfect battle to show off Ra's Setting Sun ability because in Challenge mode, when the villain's on his starting side the manifestations are basically untouchable.



On the next episode: Bad luck strikes again! A villain we defeated before has learned some new tricks and wants to give us another go, and she will be much more difficult to stop this time.
 
Going to give people a heads-up.

I did lapse for several weeks on this little project. I did attempt Trickster Kismet.

She is rapidly proving worse than The Dreamer and The Matriarch ever were. After multiple drafts of a team, I finally have one that has a chance of facing her.

It's just getting everything to line up. And the fact that every turn has a chance of cascading into a disaster.

I also found out that with all the damage going around, Unity is one of the absolute worst heroes in the game for facing Ultimate Mode villains. The issue isn't her lack of power (she's far from lacking), it's that she requires so much setup and any villain that even slightly screws with setups will ruin her - or worse, turn her into a complete liability.

But no matter what happens, I will not cave. I will not break my usage rules under any circumstances.
 
A month and a half without a new issue? Hoo boy, did I ever get distracted.

I don't know if I'll be done with this project this year at this rate.

Whatever. It's time for the next issue. My first attempt was to draft a team randomly. Setback locked in, anyone with 4 or more stars was out. This... did not work out at all, period. I've chosen my team a bit more thoughtfully from there.

Ultimately, I drastically underestimated what kind of threat she'd become.


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Villain: Trickster Kismet
Difficulty: 3
Nemesis: Setback
Deck Gimmick: Now she's actually a threat. So this time, the talisman starts in the play area of the highest-HP hero. She also plays several jinxes right off the bat. You don't want to remove all the jinxes because she gets extra card play if you do. She will also deal damage to the hero with the talisman. Her big thing, though, is her lucky cards - she deals everyone damage and regains health when one is played. When she gets the talisman back, she gets extra card play instead of dealing damage when a lucky card is revealed... and at the end of her turn, she deals everyone damage, destroys a jinx, and moves all the remaining jinxes onto the highest-HP hero.
Advanced Mode: The hero who has the talisman takes extra damage. When she flips, she gets extra card play.
Challenge Mode: Jinxes deal damage when played and any time Kismet takes out a target, she gets extra card play. The fact that jinxes deal damage is already going to be a major pain.


My Team:

Void Guard Writhe
(complexity 2)
Play Style: Writhe was originally tagged in to replace Unity for this battle. Even if a 3-man team isn't enough for this, I need the healing mitigation from Umbral Siphon.
Variant?: I'm using his base version that lets him get the Shadow Cloak at any time. We are going to need the help today.

Tempest (complexity 1)
Play Style: Into the Stratosphere may be the most critical card this time around given the way Lady Luck works. Lady Luck only triggers on destructions, not on a bounce like this. We can easily get rid of a troublesome jinx.
Variant?: We're going to do something different and take up the Extreme Prime Wardens variant. Sure he's only single-target, but if he strikes a non-character target with his power, they don't get any "end of turn" effects. Both of the targets in this environment are "end of environment turn" so there's actual use here.

Bunker (complexity 2)
Play Style: Well, the bad news is that for Bunker to deal any damage he has to play equipment - none of his base cards has direct damage. Good news is that even in this form, Kismet has only one card that destroys equipment. I can afford to use him.
Variant?: Freedom Five variant this time. Show everyone's top card, put a Mode card into play if that's your top one, and another player can put their top card into play. Very useful, especially for Unity's sake.

Omnitron-X (complexity 2)
Play Style: I need to manipulate Kismet's deck even a little. I can't afford cascades - they will wreck me.
Variant?: Base variant. Need to get eliminate bad cards before Kismet plays them.

Luminary (complexity 1)
Play Style: What can I say? I needed all the help I could get. Even with all the damage. That's when I found out about the Regression Turret - ways to mitigate Kismet's damage are worth gold.
Variant?: Base variant again. Easiest way to get devices in play.

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Environment: Ruins of Atlantis (difficulty 3)
Environment Gimmick: It's Atlantis. It's a kingdom under the sea. How much more do I need to say? Well, I will tell you there are several extremely-durable targets here - two instances of Mystical Defenses that will deal damage to everyone, and three instances of The Kraken that will absolutely wreck the lowest-HP hero target (or finish off Kismet, if we get her that far). Beyond that, there's collapsing hallways that will hurt everyone, leaky rooms that prevent card play and boost lightning damage, phosphorescent chambers that will boost damage and healing, and seaweed that will poison heroes that use powers. There's also a couple of power sources - a font of power that gives everyone card play (villain included), and pillars that will double every hero's turn but give the villain massive card play. There's a lot to unpack on this one.


My Strategy:

Let's go over Kismet's full list of jinxes (two copies of each):
  • Glass Jaw: Targets the highest-HP hero and makes them take extra damage.
  • Imminent Destruction: Destroys all environment cards and deals projectile damage based on how many cards were destroyed.
  • Scattered Mind: Targets the hero with the most cards in hand, forces a discard every time they deal damage.
  • Shaky Arm: Targets the hero with the most cards in play, reduces the damage they deal.
  • Two Left Feet: Targets the hero with the fewest cards in play, deals self-damage every time they play a card.
  • Unlucky Break: Destroy a bunch of ongoings and/or equipment, and if a hero has the talisman, they and the talisman take damage.
  • Weak Heart: Targets the lowest-HP hero, they take psychic damage every time they use a power.

The talisman is going to start in Bunker's area.

Reviewing all the information above... this is so much more of a different fight. Last time, she didn't do all that much offensively. Now, she's closer to a Voss or a Plague Rat with how we go about fighting her. But she's worse. So, so much worse, with all the card play she gets and the sources of bonus damage.

This is one battle where you just need to throw everything you can at her and pray it sticks. Whoever starts with the talisman has one turn to live, two at most.



How Did it Go?:

As stated, my initial draft was Setback, Unity, Tempest, and Bunker. Unity caused more problems than she could help, so I tagged her out.

This was not going well with Setback in the team. I chose to sack him without a replacement.

That wound up making things worse. Way worse. I didn't even get to hit Kismet in this state! Kismet requires a full squad to even reliably hit her. I decided to bring back Unity and call in Luminary as well.

Even that was going badly, so I ultimately had to ditch Unity and I tagged in Omnitron-X in her stead. Unity is the worst possible hero to face Trickster Kismet with all the damage going around. I will eventually find a battle where Unity works, I swear.

This team finally has a chance of facing her, between the Regression Turret and the Cloak Projector. I can finally mitigate her damage to the point where I have a fighting chance. I just can't have any Karmic Disjunctions until that setup is complete and I can't risk a single Unlucky Break.

So let's summarize what happened this time:
  • Bunker survived 2 turns with the talisman. That gave me quite a bit of setup time.
  • Tempest became the second tank, and did his job extremely well between Otherworldly Presence, Cleansing Downpour, and Bunker's incapacitated ability to provide him extra defense.
  • Speaking of defense, I got the Cloak Projector and the Regression Turret out pretty quickly. This made Kismet far more manageable.
  • The bulk of the damage in this battle was done by Luminary's devices. There were occasional shots from Tempest, sure, but this was all Luminary's game in the end - to the point that Omnitron-X's biggest job was assisting Luminary with extra card play.
  • I managed to get two copies of Grasping Shadow-Cloth, destroying the cloak each time to prevent Kismet from playing any cards. Not only that, after the second shuffle, I got a lucky third draw of the Grasping Shadow-Cloth, so that's three turns in a row she didn't play anything!
  • Even though Mystical Defenses and The Kraken showed up, I could basically ignore them - especially with the Regression Turret mitigating their damage.
  • With careful timing, Tempest did not lose the talisman until Kismet was at 14 HP. With a sufficient discard pile, Luminary just nuked her with the Orbital Death-Laser for the win.

This may very well have been the worst fight in the game for me. Trickster Kismet Ultimate is much, much harder than anything I've faced so far.




Would any other heroes work?:

Anyone that mitigates damage or slows down card play. This is probably one of those fights where Legacy tanking is for the best. That, and anyone who can remove ongoings is also going to make this way less painful.


NEXT ISSUE: Let's Go Gambling! An alien shows up at Champions Studios, offering us fun and games of chance on his terms...
 
Hoo boy. Another month and a half out before this issue got released? I have been too focused on work to think much about this, but I do want to at least get to OblivAeon by the end of the year.

So the next villain we're up against... there are many ways to instantly lose or instantly win this. I did not count the win as legitimate unless I reduced him to 0 HP when "Who Are You Fighting?" is NOT in play - so we're going for the traditional victory on this one.


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Villain: Wager Master
Difficulty: 2
Nemesis: Guise
Deck Gimmick: Wager Master is here to play lots of games and mess with the rules of reality. The big gimmick of his deck is the Condition keyword - these trigger an instant win or instant loss if their conditions are met. And condition cards cannot be destroyed - but a number of them have ways to flip them face-down, nullifying them. Be careful though - flipping cards face-down also means hero cards are returned to their player's hands at the end of the villain turn. Also, if you flip enough cards face-down, Wager Master will raise the stakes, flipping all of his condition cards face-down and treating them like a deck that he draws from every turn until he runs out - at which point he goes passive again. Also, when he's raised the stakes, he deals everyone damage every turn.
Advanced Mode: In his basic mode, all damage dealt to him is reduced by 2. When he raises the stakes, he regains HP each turn based on how many ongoings you have in play. This actually makes me think Iron Legacy, meaning we have to strike like a hammer when it's time.
Challenge Mode: Everyone deals 1 psychic damage to themselves when any card is flipped face-down. Wager Master's damage output is normally not that stellar compared to what we've seen so far, so this is a big deal. Any time we ready for big damage, we need to be ready to take a huge amount if we screw up.


My Team:

Parse
(complexity 2)
Play Style: I brought her for irreducible damage. And while that did not pan out, she was still a major contributor with Between the Lines, Impossible Shot, Critical Multiplier, and Targeting Arrow. Unfortunately, Reveal the Flaws did not do enough good in the first phase.
Variant?: I think I finally found a situation where her base version shines. Wager Master does not have any real damage reduction once he flips to his Increased Stakes side so she can sneak in a few shots here and there.

Visionary (complexity 2)
Play Style: She is my controller and manipulator, probably having the most important job of all. That said, Demoralization still works for damage and Twist the Ether is one way to mitigate Wager Master's consistent damage after his flip. And it's not like she's devoid of attack cards.
Variant?: I went with the Dark Visionary variant. This was the variant that mattered the most in this fight, as I could manipulate away some of Wager Master's worst cards.

The Scholar (complexity 3)
Play Style: I brought him for extra card draw and healing. But Offensive Transmutation and Know When to Turn Loose are amazing cards from him as well.
Variant?: I went with the base version for more healing. The special nuke of the Infinite version really wasn't necessary here.

Expatriette (complexity 2)
Play Style: It has been a very long time since we've seen this Punisher expy. I brought her in as raw DPS and that's all - but the RPG Launcher did get to see occasional use with the few ongoings I could remove.
Variant?: It wound up not mattering, but I used the base version this time. She didn't need a ton of setups this time around and without someone to give her extra power uses, the Dark Watch variant's power doesn't really pay off.


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Environment: Champion Studios (difficulty 2)
Environment Gimmick: Oh boy, do we have something here. A movie studio! This deck centers around conflicts - basically different scenarios you might see in film. There are also antagonists and stunt doubles, a craft services table (careful, sometimes the food is poisoned), a props department (better access to one-shots, but you can't deal damage with them), and even a MacGuffin that grants extra power usage in exchange for more damage taken. There is one special conflict worth mentioning - Bottom of the 9th, the baseball conflict. It allows you to play an extra card from every hero deck on the environment turn, but if you don't play enough one-shots, it's a strike. Three strikes and it's instant game over, You Lose. But if you hit the homerun, every hero draws FIVE cards - that's the single most insane card draw in the game!


My Strategy:

So let's discuss the condition cards, specifically the ways you can win or lose and how to mitigate:
  • An Unwise Wager: You Lose if any hero runs out of deck and has to shuffle. If everyone discards enough cards at the end of the villain turn, you can nullify this.
  • Losing to the Odds: You Win if every hero target has even HP and not their max. The card destroys non-villain targets otherwise. No nullification method.
  • Not All He Seems: You Win if the villain runs out of deck. Dealing him damage will nullify this.
  • Playing Dice with the Cosmos: You Lose if any hero gets incapacitated. Turn order goes in reverse from environment to villain. No nullification condition.
  • The New Deal: This card deals damage to any hero with even HP. You Lose if any hero gets incapacitated by this damage. Also, Wager Master heals when conditions are nullified. No nullification condition.
  • Wagelings: 4 copies of this. Each counts as a target. You Lose if there are more villain targets in play than hero targets. Reduce them to 0 HP to nullify.
  • Who Are You Fighting?: You Lose if you reduce Wager Master to 0 HP. This card actually provides you card draw and healing when it comes out. No nullification condition.
That's a whopping 10 of his cards.

He also has two copies of a card, Breaking the Rules, that completely reverses turn structure - putting card draw and power use before card play.

Wager Master is more of a headache than a standard threat. Only a few of his ongoings can actually be destroyed - Breaking the Rules is one, and his other is a damage card that triggers on flipping cards face-down. There's one more non-condition Ongoing that's indestructible - "What Do You Really Know?", which takes the top card of every hero deck and shuffles it into Wager Master's library, then deals significant psychic damage any time a hero card is the top card. He has two copies of this. If he gets both out, that's bad news.

For once, Wager Master is a villain that does not have a whole lot of extra card draw potential. He will just mess with you like no other.

I've included Dark Visionary to get some deck manipulation - I really want to avoid "Who Are You Fighting?" and "What Do You Really Know?" at all costs.




How Did it Go?:

So it only took three tries to get a traditional "clean" victory. The first was derailed by "The New Deal" taking out Parse. The second was derailed by "Losing to the Odds" triggering.

The third, well... even with the Targeting Arrow, you're not really dealing much damage before Wager Master flips. Pretty much every attempt started with two Wagelings though, and that's generally your best bet to get a flip. Targeting Arrow is pretty much the only damage booster you want to use in this fight, given how often conditions are going to be flipped - and it works well if Expatriette has both "Pride" and "Prejudice" out.

There are some quirks about "Breaking the Rules" that really pay off. First, since you start at the end of the turn, you will almost always draw two cards. Second, if you destroy it mid-turn, you turn right around and go back down a normal turn from there. A worthwhile target for the RPG Launcher.

What really made this run work was, ironically, Bottom of the 9th. The one conflict card I didn't want turned out to pay off massively, especially when it played Know When to Turn Loose for 9 damage. Wager Master has low enough HP that I could turn that into a victory (with Visionary landing the final hit) with two strikes.




Would any other heroes work?:

Honestly, the only heroes that won't work are ones that buff hero damage directly. The "return cards to hand" gimmick of Wager Master's starting side does not trigger enough to mean anything and he only needs 2 conditions face-down to flip to his other side, so heroes that rely a lot of ongoings or equipment are still mostly safe.

Overall, 4/10 villain. His Ultimate mode adds maybe a slight modicum of pressure to the proceedings and that's it.


NEXT ISSUE: Pit Fighter! An interdimensional arena master sets up a tournament in the prison of a high-profile anti-terror organization. Who will be the winner?
 

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