feotakahari: (Default)
Stuntman: he's my stinky bastard child, and I love him so much. He gets more interrupts than every other character combined, so you can do stuff like snipe a target the moment it comes into play, attack during other people's turns, or even skip the villain turn entirely! His base power ignores damage reduction, his stream of disposable ongoings can be used as shields to prevent the enemy from destroying ongoings you want to stick around, and even enemies that steal cards can't do much when he destroys his own cards first. The only villain I've found that can counter him at all is Chokepoint, and only on Advanced difficulty.

The Southwest Sentinels: constantly on the verge of getting knocked out, but with the right cards out, they can both heal and attack every turn. Surprisingly hard-hitting.

Omnitron-X: instead of putting out targets that constantly get attacked, he puts out cards that get destroyed if he takes too much damage. Since he can armor himself against any damage type in the game, this is a safer bet than it looks. The longer you keep him alive and healthy, the more stuff he can do every turn.

Benchmark: a weird little Rube Goldberg machine that draws more cards to help him draw more cards to help him draw even more cards. He can end up with a massive hand, but nothing in it worth using.

Dr. Medico: for when you absolutely, positively need to keep an ally from dying. Incredibly useful for unlocks in the digital version, because he can keep healing you indefinitely until the right cards come out.

Ra: maximum damage, zero strategy. The closest thing he has to a tactical option is that he can nullify anything that causes your heroes to damage themselves.

The Naturalist: eh, I'd rather do one thing well than three things okay. Probably better in three-hero teams than five-hero.
feotakahari: (Default)
If card text has an effect when the card is destroyed, that’s an interrupt. It activates before the card is actually destroyed. Akash'Bhuta’s armor makes her damage herself when it’s destroyed, but since the armor is still in play, she still gets damage reduction from it.

If card text has an effect when the card is damaged, that’s not an interrupt. Captain Cosmic can put out a construct that heals an ally when it’s damaged. If it takes enough damage to destroy it, it goes straight to the trash, no healing provided.

Either of these rulings would make sense alone, but they seem silly side by side.
feotakahari: (Default)
Another lesson from the digital version of Sentinels of the Multiverse: when you play a card that lets you play another card, neither of them go in the trash until both have been entirely resolved. So if card 1 lets you play card 2, and card 2 lets you pull a card out of the trash and play it, you can’t immediately use 2 to play 1 all over again. Nice try.
feotakahari: (Default)
I don’t know if the tabletop version of Sentinels of the Multiverse explains this, but the digital version doesn’t explain it anywhere I’ve seen, and it’s frequently important. So: all abilities are last-in first-out. If the effects of ability 1 trigger ability 2, you put ability 1 on hold and start using ability 2. Then if ability 2 triggers ability 3, you put 2 on hold and start using 3. When all text of ability 3 resolves, you go back to ability 2, and when all text of ability 2 resolves, you go back to ability 1.

Say you’re fighting Gloomweaver, and Tempest electrocutes all his minions. This kills a cultist, which activates Gloomweaver’s ability that plays a zombie when a cultist dies. Gloomweaver’s ability resolves in its entirety and the zombie hits the field. Then, since Tempest electrocutes ALL enemies, he electrocutes the zombie.

Or say you’re using the Southwest Sentinels against Voss. You have Sentinel Tactics out, which activates an SS’s power the first time each turn an SS does damage. You play a card that makes one of the SS damage all enemies, and as your first target, you pick one of Voss’s Gene-Bound Guards, which gives all of his minions damage resistance so long as it’s alive. You damage it, but not enough to kill it. Since you’ve just done damage, Sentinel Tactics activates in its entirety, and you use the Idealist’s power to hit the Guard for more damage and finish it off. Now that’s resolved, the AOE card hits every other minion—but since the Guard is dead, they don’t get its damage reduction. (This saved me once when Forced Deployment put out ten minions at once.)

BTW, if ability 1 activates abilities 2 and 3 at the same time, you choose which one has priority.
feotakahari: (Default)
I’m playing Sentinels of the Multiverse:

I might be a degenerate. My regular team has Legacy buffing Fanatic while Visionary plays deck control. Galvanize + Inspiring Presence + Twist the Ether? How does 8 points of damage off a base power sound?

I’m not using Haka, though, because that’s too much cheese even for me.

I’m trying not to just load up a damage-dealer as my fourth, but they’re so much simpler to use than the other archetypes. Chrono-Ranger always has something useful he can do. Akash’Thriya or the Argent Adept frequently end up just drawing more cards and hoping, especially against enemies that like to destroy the cards they put out.

Expatriette is so much better when she has The Visionary giving her card draw so she can find her guns faster.

If I swap out Legacy, it’ll probably be with Mainstay. They both tend towards “don’t damage the others, damage me.”

Parse’s irreducible damage isn’t that important against earlier villains, but I get the feeling I’ll need her later.

I like Luminary, but you really need to know what you’re bringing him into. I tried him on the Ennead, and his devices were constantly getting destroyed by all the AoE attacks. (At least I got plenty of use out of All According to Plan.)

I have no idea how to use Sky-Scraper.

I’m leaning against the really luck-based heroes like Setback or Nightmist. The Visionary only has so much deck control to go around.

The Ennead is probably my favorite villain so far, even if it’s a little disappointing how thoroughly they get shut down by a single point of damage resistance. Spite is the most irritating, because he keeps buffing and healing himself. (Though it’s kind of funny when I nullify the psychic damage from him killing a bystander. Nope, not psychologically affected by that at all.)

What is Wager Master? Why is Wager Master?

I got an unlock very early on for the Argent Adept, then nothing else without looking it up. He has to do 20 points of damage in a single battle, and he has to go the whole battle without using a buff that doesn’t have him as one of the targets. I may have had no idea what I was doing.

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