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  #151  
Old 01-21-2017, 03:32 PM
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Kalir Kalir is offline
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Biomancer

Danger Levels
  • Minions: High
  • Direct Offense: Middling
  • Disruption: Low
  • Defenses: High
  • Ongoings: Middling
  • Deck Randomness: Low
  • Nemesis: The Scholar

As I've said before, the best way to solve villains in Vengeance mode who rely on minion spam is to weigh the costs of how dangerous each one is against how much damage you could just apply to the villain character themselves. Biomancer is your final exam for this skillset. With incredible defenses, perhaps the largest repertoire of minions in Vengeance, and plenty of ways to accelerate minion play, this guy's going to throw huge numbers of enemies at you.

Flesh Moulder
Biomancer begins play with two targets from his deck. There's not anything fancy about them per se, they're all just very standard villain target cards with the Fleshchild keyword. The neat thing is that they're all unique clones of hero characters (except for the three generic Homunculi). Anyway, Biomancer is wholly reliant on them for end of turn attacks, but he replaces that with an end of turn heal for 2 to himself and all his Fleshchildren. Additionally, Biomancer reduces the first attack against him by 2. So you need to either have multiple attacks per character or break 4 overall damage on hitting him to really make any headway. Good thing he's only got the 18 max HP to cut through.

Advanced: Look, this guy is all about minions, so we're GOING to add more minions, okay? If there's H or fewer villain targets out (counting other villain play areas, remember!) then Biomancer plays another card. Note that Biomancer's oneshots effectively combine him playing or healing a Fleshchild with another attack, so the more cards he plays, the more enemies you're going to have to deal with, end of story.

Incapacitated
It's not a supremely dangerous effect unless using heroes with a lot of backlash damage like Sky-Scraper or Nightmist, but I just love this incapacitated effect. Even once he's defeated, Biomancer's instilled enough paranoia in the team that they don't want to hold back when fighting one another, just in case. Devious!

Good Strategies:
  • Irreducible Damage: In a pinch, you can sub in multiple instances of damage, but the best way to get past Biomancer is to ignore his per-turn damage reduction effect with irreducible damage. He has very little HP and is dependent on healing and his damage reduction to stay in the game, and if he's denied that, then you have a serious advantage over him. It also helps out against his most common Fleshchild, the Homunculus, since it has built in damage reduction.
  • Wide-Scale Attacks: As always, this is already strong in Vengeance mode, but if you're not planning on focusing down Biomancer first, you're better off fighting all of his minions at once. Without his minions, he is completely reliant on his card plays to deal damage, and he has no way to assist other villains and only one Fleshchild that disrupts your own setup. Yeah, you probably won't hurt the big man himself, but if you have attacks to spare, taking down his Fleshchildren basically renders him inert.

Bad Strategies:
  • Villain Discards: Villain deck discards tend to be a pretty weak disruption effect on the whole, only really effective if combined with deck control (and who has time for that in Vengeance mode anyway). Biomancer has two very dangerous cards to capitalize on his trash pile. Repli-Blade gets stronger the more cards Biomancer has discarded (and as Friction has taught us, THIS REALLY HURTS) while Mass Rebirth, if left unchecked, is functionally this game mode's version of a Prison Break. (That said, the Visionary has a much easier time with Biomancer given her ability to play with villain trash.)
  • Low Base Damage: Again, Biomancer has a pretty strong damage reduction effect the first time he's hit each turn, but he's not the only card to look out for. Mr. Facsimile turns the power of Driving Mantis against you, redirecting 1 damage attacks it takes back to the heroes, and the Homunculus, might I remind you, has a bit of damage reduction built in itself. If you have a choice between lots of tiny attacks or one big attack, take the second one.

Notable Cards
  • Friend or Foe?: This is the only card that is not a Fleshchild or in some way related to supporting Fleshchildren in Biomancer's deck, so it's worth looking at. In particular, it's one of the few cards that can hit through effects that block villain damage, like Grease Gun or Ground Pound, since it forces hero targets to deal the damage. Moreover, it always picks the lowest health hero target. Be careful that that isn't Chrono-Ranger going ham with Hunter and Hunted!
  • Mass Rebirth: This card's more Apocalypse than Forced Deployment. Yeah, it's seriously aggravating no matter how you're tackling Biomancer, but it's still better for you to destroy it early than late. Biomancer healing for 10 is not only over half his health, it's him healing for that much on an already-defensive villain, but that's still better than him healing 10 and also reviving every Fleshchild.
  • The Carbon Adept: This is Biomancer's only disruption option, it only targets ongoings, and the target in question only acts at the start of his turn and has a meager 5 HP. The fact that it destroys 2 hero ongoings is STILL enough to make this guy seriously dangerous. Try your best to get out temporary ongoings that you are okay with destroying by Biomancer's turn, especially things with a downside like Bloody Knuckles.
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  #152  
Old 01-23-2017, 04:11 PM
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Kalir Kalir is offline
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Sergeant Steel

Danger Levels
  • Minions: High
  • Direct Offense: Middling
  • Disruption: Low
  • Defenses: Middling
  • Ongoings: High
  • Deck Randomness: Low
  • Nemesis: K.N.Y.F.E.

So we have La Capitán in Vengeance mode, sure, but she's not who you run if you actually wanted to fight La Capitán in Vengeance mode. She kept her card-theft mechanic, but gave her crew combo mechanics over to the guys from TF2. The end result here is Sergeant Steel and his crew of Agents. With a wide variety of specialties and plenty of capability for working together, these guys make a dangerous pack.

Each Agent has their own passive ability, usually a buff to Sergeant Steel, and a F.I.L.T.E.R. ability that can be triggered by Sergeant Steel or cards in his deck. The more Agents he has out, the more things he can choose from, but the fact that they have different specializations lets you prioritize exactly what kind of opponent he's going to be. (And as Agents, his minions can interact with the Block. Warden Hoefle makes them terrifying, while the Imprisoned Rogue is suddenly your best buddy.)

F.I.L.T.E.R. Leader
Sergeant Steel himself doesn't do much, but he starts with two Agents in play, and ends his turn both by activating one of their F.I.L.T.E.R. abilities and attacking a hero for 2 projectile damage. The Agents he begins play with radically alter your gameplan for fighting him, but he doesn't have much health himself at 22. No other villain in the game forces you to adapt to the board state as much as Sergeant Steel, so always keep an eye on the Agents he has active and be ready for the worst. My usual votes for the worst foes are the Infiltrationst, the Bomb Specialist, and the Field Inventor, but again, adjust to the situation at hand.

Advanced: As the Mission Objective will readily indicate to people facing Sergeant Steel, he and his crew don't NEED attack boosts, but you really don't want them to get them. You need to be on top of taking down Agents with this one, because they ramp up attacks boosts incredibly quickly if allowed to do so.

Incapacitated
Sergeant Steel himself does nothing when incapacitated, but he does give every other villain a start of turn 1 projectile attack when he's down. On paper that sounds fine, but then again, so do most of Sergeant Steel's cards in a vacuum. Remember that lots of villains could get damage boosts to this 1 damage attack, and single-shot defensive measures like Driving Mantis or Cortex Hyperstimulator get eaten by it as well. Which of Fright Train's attacks do you want to block again? Because I'm pretty sure it's not the 1 projectile. This gets weaker the more villains you take down first, so if you can afford to do so, just keep Sergeant Steel's Agents in check instead of eliminating him.

Good Strategies:
  • Versatile Heroes: The best way to handle Sergeant Steel's many Agents is to make sure you have characters who can do a little bit of everything. The Field Inventor and Infiltrationist punish heroes who can't put out damage. The Bomb Specialist and Mega-Gunner punish heroes who neglect defense for offense, while the Sharpshooter and Espionagent punish heroes intending to turtle up and let a chaotic field state take care of things for them. If you can't handle the biggest threats to your team composition when they come up, it won't take long for Sergeant Steel to blow your team apart.
  • Damage Reduction: This isn't foolproof on account of the Sharpshooter, and it's not going to solve the game the way it will against, say, Gloomweaver or Infinitor. But there's no denying that Sergeant Steel and his team do a LOT of damage, and have a lot of ways to get damage boosts. You're going to need SOMETHING to take the edge off of those attacks, and Sergeant Steel's going to have too many dudes out to make killing them all a reasonable choice if you want to make any headway in taking down villain characters.

Bad Strategies:
  • Rushing Sergeant Steel: Like, against Baron Blade, this is pretty much the only strategy, but Sergeant Steel isn't quite in the same boat. If he has the Mega-Gunner or Battle Medic out, he's a pretty scary foe to try to rush down, and the fact that he has three copies of Hold the Line combined with the fact that you probably won't spend ongoing destruction on it means he can suddenly put off your offensive really easily. Furthermore, his Incapacitated effect, as discussed above, is worse early than late. Just worry about keeping his Agents under control while you deal with other villains.
  • Low Hero Counts: It's not a huge, huge deal, but the main damage booster Sergeant Steel has is Mission Objective, which only applies to one hero at a time. With only three copies in his deck, he can only target so many heroes at a time. You want bigger crowds than usual, not just to absorb Mission Objectives, but to buy more time outside of his turn, since the F.I.L.T.E.R. abilities mean that his team is most dangerous during his turn rather than as passive constant threats.

Notable Cards
  • Bomb Specialist: The wording on the combo attack she grants the Sarge is curious. Like, yeah, the Visionary can cheat on this with Twist the Ether to protect her team from the follow-up, which is great and nice. But what if you have a way to redirect that initial attack? Aim that at another villain and deal them 3 projectile damage. Oh look, now he deals 2 fire damage, and by that we mean 3 projectile damage. Rinse and repeat until your target instantly dies from bullet stack overflow. Assuming you don't plan on cheating this way, the Bomb Specialist is incredibly dangerous and your biggest argument in favor of damage reducers.
  • Mega-Gunner: As one of two Agents with the highest HP at 8, this guy's going to activate his F.I.L.T.E.R. ability more than anyone else on the field unless you do some damage. Which is a problem, because with his ability active, he gets a really serious damage boost. Did we mention that it's possible for F.I.L.T.E.R. abilities to trigger multiple times in the same turn? This guy with +4 damage behind him is terrifying.
  • Arsonator: Woo, fire damage immunity. That's not the important part (unless you're Ra, in which case GET PUNKED). The important part is that the Arsonator attacks each target. This includes villain and environment targets. It's very possible to keep them alive for the same kind of shenanigans that one would pull with Plague Rat, assuming you can keep your defenses up. The Arsonator is considerably more fragile than Plague Rat, and it's harder to amplify his damage to villains as much as with Plague Rat. (He has no problem amplifying his damage to heroes.)
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  #153  
Old 01-23-2017, 08:13 PM
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I just clicked on this thread to see what was going on and holy crap I am not equipped to understand anything that's happening right now.

I know Sentinels of the Multiverse is a card game. Other than that... woo!

No need to educate me. I'm just awash in the glow of unknowing.
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  #154  
Old 01-25-2017, 02:52 PM
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Temple of Zhu Long

Checklist
  • Hero Support: Yes (Mysterious Ceremonies, Rites of Revival)
  • Hero Disruption: No
  • Field Damage Modifiers: No
  • Villain Acceleration: Yes (Resurrection Ritual)
  • Hostile Targets: Yes (Apprentice Poisoner, The True Form)
  • Indiscriminate Field Damage: Yes (Master of the Temple, The True Form)
  • Alternate Loss Condition: No

Man, been a while since we've had an environment that doesn't try super hard to overwrite the rules of the game in play, huh? The Temple of Zhu Long has some really unique and interesting mechanics to it, but in practice it's not that bad. It will often be helpful, even if they're on their own side in the same way the Enclave of the Endlings or Omnitron IV is its own side, and it will rarely be so dangerous that it demands your attention to handle.

Good Strategies:
  • High Card Draw: This isn't extremely essential, since Mysterious Ceremonies has very good draw support for heroes, but it's nice to use that time to play a card out of turn instead. Moreover, the Rites of Revival, while they are a super nice panic button, are expensive. Play as heroes who can rapidly draw up cards to really get the most out of the Temple of Zhu Long. Yes, the Shinobi Assassin can punish that a bit, but they're more likely to go after villain targets than hero.
  • Damage Reduction: The only way that the Temple of Zhu Long can pose a threat to you is by dealing damage. The only form of villain acceleration is an end of turn revive, if and only if two specific cards are in play and have been left in play for a while. Moreover, the Temple of Zhu Long likes both low-damage area spam and double-typed attacks, both of which are excellently handled by even a single point of damage reduction. Smoke Bombs, in particular, are amazing here for their ability to reduce AND redirect for low-health hero targets. (Or they would be if they worked on environment damage. How the hell am I supposed to know, I never play the Wraith.)

Bad Strategies:
  • Indiscriminate Area Attacks: The Shinobi Assassin is only able to attack after it gets defeated, and the Apprentice Poisoner does an area attack when it's defeated. Hitting the entire field gives them more opportunities to throw damage, which can make even the safest wide-scale attacks like Grievous Hail Storm and Disruptive Flechettes have a bit of a backlash cost to them. And besides which, Master of the Temple will do enough of that to the villains as well as to your team. Selectively targeted multi-attacks are better than area attacks here.
  • Environment Deck Control: First: the Temple of Zhu Long is not so dangerous that you need to sort out its good cards from its bad ones, the way you might with Rook City. Second: the Shinobi Assassin explicitly counters this by entering play (and attacking) when revealed by any means, which means looking at the top cards of the deck will get you ninja ambushed. Just let the deck do its own thing.

Notable Cards
  • Shinobi Assassin: Can't discuss this deck without looking at this card. The main thing is that there are a lot of ways for it to enter the field after entering someone's deck (or even before), up to and including top-deck environment reveals like environment deck control, or even Mysterious Ceremonies. However, one thing the Shinobi Assassin CAN'T respond to is deck shuffling. Using one of your deck-search tools can throw the Shinobi Assassin away for a LONG time.
  • Rites of Revival: Granting heroes the ability to revive fallen heroes is STUPIDLY STRONG. But it's not as broken as it seems on paper. First off, heroes revived this way can't damage environment targets (but they can still damage revived heroes, and revived heroes can still use destroy effects). Second, have you ever tried to discard H+2 cards when down a hero? Because that HURTS. And finally, if you're in a bad enough state that you really need a hero revived, it's debatable whether bring them back with zero setup and a paltry 2 card hand is going to really help.
  • The True Form: Single Target Char: Now with Mr. Fixer nemesis! They can get extra attacks off of Master of the Temple, but all of its attacks are toxic/radiant dual attacks, so any damage reduction effects you have apply double here. Both the innate attack and the Master of the Temple area attack trigger another card play from the environment, but honestly the Temple of Zhu Long has a lot of dead or beneficial cards, so this isn't nearly as scary as other self-accelerating environments.

Last edited by Kalir; 02-01-2017 at 01:00 PM.
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  #155  
Old 01-26-2017, 08:48 PM
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Court of Blood

Checklist
  • Hero Support: No
  • Hero Disruption: No
  • Field Damage Modifiers: Yes (Unhallowed Halls, Matron Erszi)
  • Villain Acceleration: No
  • Hostile Targets: Yes (Blood Countess Bathory, Angry Mob, Dame Katarina, Relict Dorotya)
  • Indiscriminate Field Damage: Yes (Angry Mob, Infecting an Heir, Relict Dorotya)
  • Alternate Loss Condition: No

Like the Temple of Zhu Long, this place isn't very complex at all. It's pretty much just vampires and cards based around vampires. However, the Court of Blood manages to be significantly less friendly than the Temple of Zhu Long, largely because it has a lot more ways for them to tilt the field in their favor. It's another environment that is basically on its own team, so you can still leverage it against enemies, but that doesn't make it a cakewalk.

Good Strategies:
  • Damage Type Modification: First off, this helps because it means you can easily hit the obvious weakness of the vampires, that being radiant damage. Second, it helps more than just bringing actual radiant-typed attacks because Unhallowed Halls can both render it useless and make infernal damage stronger (and in what is becoming a very alarming trend, it can't be destroyed except by outright environment destruction effects or the Angry Mob). Heroes who can freely change the damage type they deal can get a lot done in the Court of Blood.
  • Evenhanded Attacks: While Blood Countess Bathory prioritizes heroes, all of the other hostile cards in here are just as okay with fighting villains as they are with fighting heroes. Leverage that, but don't let the vampires build up to become a bigger threat than the villains. They can stack up a LOT of powerful methods of attrition, especially with Unhallowed Halls locking off healing for non-Vampires and Dowager Ilona boosting their own healing capabilities whenever they deal damage.

Bad Strategies:
  • Healing Dependency: Unhallowed Halls has no built in destroy effect. That in and of itself is reason enough to not play heroes who rely on healing. It's okay to have a hero who occasionally uses healing, they don't really punish it so much as just block it, but the fact that Unhallowed Halls exists means that you can't guarantee that your healing will survive, especially since it's got two copies. Like... that's really about all I have to say. I guess it means that any villains who rely on healing (like Bugbear or Citizen Dawn) also can have a lot of trouble here.
  • Leaving Vampires Alive: Again, the Court of Blood can stack up a lot of things that help Vampires stay alive longer and do more damage. The best solution to this is to make sure that there aren't that many Vampires around to work with. Hunter Fulepet and the Angry Mob helps with this, of course, and outside of villain environment wipes there's not much stopping them from sticking around for a long time, but they're not going to do everything themselves.

Notable Cards
  • Blood Countess Bathory: I'm really only bringing her up because she's a Fanatic nemesis, but that's about it. Her double attack is just as prone to damage reduction as any other, although she can amp up half of it with Unhallowed Halls and each damage instance can become healing via Dowager Ilona. Fanatic can do boatloads of damage to her, but only if she doesn't feel like using Consecrated Ground on her (although she's going to save it for Unhallowed Halls, let's be real).
  • Angry Mob: An area attack for 1 melee and 1 fire is annoying, but not impossible. What's important is that these guys have built in environment destruction, but ONLY if there's no Vampires out. This isn't going to be the case very often, but it's also the only built in way you have to destroy Unhallowed Halls (and it's somewhat less expensive to clean up Infecting an Heir than letting it trigger the combo attack). If you can reduce their damage somehow, even with a single Mega Computer, these guys are great to have around!
  • Infecting an Heir: This is your biggest argument for leaving minions alive. The follow-up attack is infernal damage, too, so it gets the boost from Unhallowed Halls as well, but that boost only happens if the vampire actually hits a character instead of just a target. Additionally, this card only does damage if a Vampire is around to execute the attack, and this card only destroys itself if the follow-up attack happens. Outside of Unhallowed Halls, this is probably your biggest choice for an environment destroy effect.
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  #156  
Old 01-27-2017, 03:59 PM
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Magmaria

Checklist
  • Hero Support: Yes (Crystal Collector, Ember Shaman, Inner Core Tunneler, Seismic Defender, Stone Shaper)
  • Hero Disruption: Yes (Fiery Crystallization)
  • Field Damage Modifiers: No
  • Villain Acceleration: No
  • Hostile Targets: Yes (Crystalloid Behemoth)
  • Indiscriminate Field Damage: Yes (Fiery Crystallization, Crystalloid Behemoth)
  • Alternate Loss Condition: No

Here's a place I really like. Magmaria is one of my favorite environments for being a place that is dangerous to everyone, but which can offer incredible benefit for the heroes if properly handled. It's kind of like a more modern version of the Ruins of Atlantis in that way. The only disappointing thing is that a few heroes have ways to all but nullify the threat this environment deals, but even outside of that, it's a neat place.

The central mechanic of Magmaria is that its citizens, the Magmarians, will do very handy things for the heroes if provided with Magma Crystals. Getting Magma Crystals hurts, but each different Magmarian provides a lot of different ways to seriously help the team out. It's not exactly safe to leave the Magmarians out and about, but if you have the capability to work with them, they can be very helpful indeed.

Good Strategies:
  • Fire Damage Response: The biggest threat in Magmaria, bar none, is the huge amounts of field-wide fire damage it throws around from Fiery Crystallization (and to a lesser extent, the Crystalloid Behemoth and Smoldering Crystal). Having ways to respond to fire damage makes them much easier. Ra and the Naturalist both make this incredibly easy with Flesh of the Sun God and Environmental Allies respectively, but sometimes you don't want an outright immunity (because that makes it impossible to pick up Smoldering Crystals). Occasionally you might just prefer a hero who can respond well to taking fire damage, like Absolute Zero or Omnitron-X.
  • Environment Destruction: Fiery Crystallization has no built-in destroy effect, and it's a card with two copies that you REALLY don't want hanging around for longer than necessary (THIS SEEMS FAMILIAR SOMEHOW). However, even outside of that, having lots of environment destroy effects comes in handy for taking down Crystalloid Behemoths easily and getting rid of Magmarians you don't intend to use the services of. Most of these guys have pretty beefy HP totals that you won't really want to devote multiple attacks to.

Bad Strategies:
  • Equipment Dependence: Fiery Crystallization destroys equipment cards based on the number of Magmarians in play, and again, it has two copies and no destroy effect. No, I don't want to play Expatriette or Bunker when the environment can field a worse Pervasive Red Dust, thanks. If you flat out need equipment for your hero to function, you better hope you have REALLY good environment control if you're in Magmaria.
  • No Equipment Cards: By that same token, it's really hard to leverage the Magmarians if you don't have Magma Crystals to trade, and that is doubly hard to do if you're relying solely on the environment deck to get them. Your best bet here is to have characters with equipment they like, but don't necessarily need. Sky-Scraper is probably my main choice here, but I could also see arguments made for Chrono-Ranger, Fanatic, Haka, Nightmist, Tempest, and Unity.

Notable Cards
  • Smoldering Crystal: While the Crystalloid Behemoth only requires that it be destroyed (hell, you could have the villain do it for you), the Smoldering Crystal can only enter a player's hand at the end of the environment turn, and only if they take the damage from the pickup. As mentioned above, the best characters to do this with are characters like Omnitron-X or Absolute Zero, who can downplay the fire damage they take and leverage it in another way. Unfortunately, these two characters are among the hardest hit by Fiery Crystallization, so be on top of destroying environment cards if you go this route!
  • Seismic Defender: All of the Magmarians have useful services to grant, but I think this guy is most important to examine. If you want them to fight a single target multiple times, you have to space this out over several turns, since their effect targets X different non-Magmarians depending on Magma Crystals discarded. That said, if you have ways to amplify the damage they deal to a specific target, they can put a serious hurt on them. 3 melee and 3 fire damage is KIND OF NUTS.
  • Crystalloid Behemoth: The damage this guy deals when entering play is melee damage, so fire damage response isn't as good against them as it is against the Magmarians, at least at first. However, the only other time it deals damage is when a hero uses a power. You'll have to make the judgement call for yourself whether taking the extra fire damage is worth the power use, just like when fighting Spite. Then again, if you're already equipped to handle fire damage, like you ought to be in Magmaria, that's not a huge problem at all. Or, again, you can let the villain kill the Crystalloid Behemoth off for you, that still totally counts.
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  #157  
Old 01-30-2017, 10:33 PM
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First off, I'd like to say that given recent political events, I'm super glad that the devs for this game are trying to do the right thing. It's really easy for these sorts of things to come off as preachy or hokey, and maybe it kind of does here, but I'm still glad to see it. Anyway, to the meat.

Madame Mittermeier's Fantastical Festival of Conundrums and Curiosities

Checklist
  • Hero Support: Yes (All-Seeing Alzrabar, World's Largest Pool Table, Maze of Mirrors)
  • Hero Disruption: Yes (Freak Show, Maze of Mirrors)
  • Field Damage Modifiers: No
  • Villain Acceleration: No
  • Hostile Targets: No
  • Indiscriminate Field Damage: Yes (Unstable Midway, You Won't Believe Your Eyes!)
  • Alternate Loss Condition: No

Did you like the concept behind Freedom Tower, as an environment where there are no other targets to fight, but wish it had a bit more kick to it? Madame Mittermeier's Fantastical Festival of Conundrums and Curiosities is here to fix that problem, in the face, with a lead pipe. With ridiculous self-acceleration, a wide variety of dangerous cards, and precious few destroy conditions built in, you're gonna find this place to be a dangerous uphill battle.

Good Strategies:
  • Environment Destruction: This is a "good strategy" in the same way that bringing fast-acting heroes to an Iron Legacy match is a "good strategy". Namely, if you DON'T bring some degree of environment destruction to this environment, you are going to lose. Simple as that. Again, there are some cards that provide destroy conditions, but most of them are pretty painful, and it only gets worse the more Attractions are out. It's simply not feasible to destroy them as they come up with built-in effects.
  • Damage Reduction: This is kind of hard to do since a lot of the damage done here will be self-inflicted, but Madame Mittermeier's doesn't actually have that much to threaten you outside of damage and rapid card acceleration. It has a LOT of both, though, and it's pretty persistent and heavy about it, so this won't keep you safe for long. However, the fact that the villains will get hit almost as much as you can work things out in your favor if you are adequately tanky.

Bad Strategies:
  • Damage Boosting: Far and away, the bulk of the damage from this environment is self-inflicted, which in turn means that any damage boosts you apply to yourself will then be leveraged against you, frequently multiple times in an environment turn. Running Legacy in most cases is fairly safe and overpowered, but I'd argue that they're one of the hardest characters to function with in Madame Mittermeier's.
  • Reducing Villain Damage: This swings both ways. Villains don't like Madame Mittermeier's any more than heroes do, they just hate it slightly less. Don't go out of your way to dilute the damage they'll deal, for the same reason you shouldn't boost your own damage: you want every instance of self-inflicted damage that's happening to them to happen at full force, right? Turtle up if you must, but leave the villains alone to hurt themselves.

Notable Cards
  • Maze of Mirrors: The first part is the meanest part. The first attack anything does gets bounced right back to the recipient. For some heroes, like Mr. Fixer, this is a hard wall that you have no way around (since this card lacks a destroy condition), but for some heroes it's more manageable. The second part, where any text saying "villain" on hero cards now reads "hero", seems scary at first until you realize that there's not that many instances of that happening. Really, it just makes most deck control methods into deckstacking for your team and invalidates a very small amount of hero cards as direct attacks.
  • Freak Show: Blocking a target from dealing damage sounds really awful, and in many cases it is. However, for heroes that don't rely on damage to do their job, this card becomes an amazing built in defense against the rest of the environment deck. Better yet, the destroy condition on here is RIDICULOUSLY lenient: just discard 2 cards at literally any time you want to destroy this card. You can even do it in response to another card granting you a damage instance if you want (like, say, Catch a Ride).
  • You Won't Believe Your Eyes!: Two copies of this card, both Attractions. There's a total of 10 attractions in the deck. How do you feel about everyone dealing themselves 10 damage, twice? Again, I should point out that this card applies to villains too (unless you blocked them from doing damage, and DON'T DO THAT HERE). I don't think that's a good enough case for you to ramp up all ten Attractions that hard, but it'll probably happen on accident anyway. Be very careful with this one, and unless there's an environment acceleration card out or the Maze of Mirrors is making fighting impossible, prioritize destroying this.
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  #158  
Old 03-23-2017, 10:47 AM
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The app has just added Challenge Mode, giving each villain an extra layer of SCREW YOU PAL. I'll probably add all of those to the posts here over the next few days once I finish the Ittle Dew LP.

Also we got us some new variants to hunt down, Termi-Nation for each of Bunker, Absolute Zero, and Unity. Have fun!
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  #159  
Old 03-23-2017, 12:17 PM
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Egarwaen Egarwaen is offline
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Termi-Nation Unity is nuts in a completely different way from regular Unity. Harder to get rolling, but once she's cycled through a few good golems she basically never stops.
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  #160  
Old 04-01-2017, 08:27 PM
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Mogri Mogri is offline
Yes, let's feast!
 
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Aww yeahhhh

Iron Legacy can be cheesed pretty easily with this party; the win isn't TOO impressive on its own, even if it's on Ultimate. The real fun here was bursting him down with Tempest in basically a single turn, thanks to Vicious Cyclone, Electrical Storm, and Prime Wardens Tempest's nearly unlimited card plays (all at +4 due to various boosts).
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