Hey! It's me again, the guy with the stuff. I'm gonna do more Sentinels of the Multiverse writeups.
Except this time, I'll be covering the new Definitive Edition. See, a few years ago, before the Pandemic, the guys what made SotM put out their Galactus-analogue expansion, the mode to end all modes, OblivAeon. And they also explicitly said "this is the end of the Multiverse and of the card game". A lot of people were kind of bittersweetly happy about it, except for where their wallets were concerned. As far as those go, they were happy, because buying loads of not-cheap expansions for a co-op card game is a tall ask, especially once storage issues come into play.
A few years later, Definitive Edition is announced. This edition promised cleaner rules, updated art that the artist doesn't hate out loud, and just generally being the same thing but better. This was... not completely well-received, since as established above, this whole thing was supposed to be a done deal. I wasn't even going to pick it up myself, the cards I have access to are actually jenkitchen's copy. And if you don't care for having to buy the game a second time, good! More power to you. From my experience, though, Definitive Edition has enough changes to it that it's definitely worth playing. I guess the closest analogue would be comparing D&D editions.
Anyway, enough about that. I'm still totally gonna do me writeups of the heroes, villains, and environments in each set as I gain access to them. To that end, I'll be using this first post to codify both the general changes brought about by DE, as well as the properties I'll cover in my writeup posts. Let's get started!
First, generic changes to the ruleset in DE:
Got it? Cool.
Next up: the writeups! Here's the basics of what I'm going to cover.
Checklist:
The Checklist section will indicate some basic elements of what the hero can do, especially as pertains to teamwork with other heroes in a fight. Not every hero can do the same thing, although it's entirely possible to win virtually any matchup in the game (with varying levels of difficulty). I'll also give a brief explanation as to my ruling. So, here's the checklist:
Main Strength:
This section will highlight why in particular you should pick this particular costumed vigilante for your team. Yes, heroes can do a lot of things, and do them well, but there's always some specialty they each have, even if that is that they can do a bit of everything. I may also mention additional advantages to playing this hero that set them apart from other heroes with a similar bent here.
Main Weakness:
Similarly, no hero is able to completely do everything on their own. They all have significant flaws to their kit, flaws which require either another hero to help them or simply careful play and observation to work around. I will highlight both the weakness and the counterplay (if possible) here.
Variant Strategies:
Even in the core set, heroes are going to come with variants attached to each box. I'll track all of those variants in here. Simple enough.
Patch Notes:
And finally, the section meant specifically for people who already played the earlier edition extensively and just want to know why, if anything, they ought to grab this new box. This will have the most detail out of all the sections here. Remember, I want this to be approachable for new players who want to know more about the heroes in each set!
Except this time, I'll be covering the new Definitive Edition. See, a few years ago, before the Pandemic, the guys what made SotM put out their Galactus-analogue expansion, the mode to end all modes, OblivAeon. And they also explicitly said "this is the end of the Multiverse and of the card game". A lot of people were kind of bittersweetly happy about it, except for where their wallets were concerned. As far as those go, they were happy, because buying loads of not-cheap expansions for a co-op card game is a tall ask, especially once storage issues come into play.
A few years later, Definitive Edition is announced. This edition promised cleaner rules, updated art that the artist doesn't hate out loud, and just generally being the same thing but better. This was... not completely well-received, since as established above, this whole thing was supposed to be a done deal. I wasn't even going to pick it up myself, the cards I have access to are actually jenkitchen's copy. And if you don't care for having to buy the game a second time, good! More power to you. From my experience, though, Definitive Edition has enough changes to it that it's definitely worth playing. I guess the closest analogue would be comparing D&D editions.
Anyway, enough about that. I'm still totally gonna do me writeups of the heroes, villains, and environments in each set as I gain access to them. To that end, I'll be using this first post to codify both the general changes brought about by DE, as well as the properties I'll cover in my writeup posts. Let's get started!
First, generic changes to the ruleset in DE:
- Equipment cards are renamed to Item cards but are otherwise unchanged.
- Decksearch options now have specific keywords they use to clean up the language surrounding them. Off the top of my had, there's Discover (reveal from the top until you hit the requirement, play 'em all, shuffle everything else back in), Summon (play it from deck or trash), Collect (put it in your hand from deck), Salvage (put it in your hand from trash) and technically I guess Bury (put it on the bottom of the deck in question). Villain and Environment decks can Summon, Discover or Bury, as well.
- Environment decks now have Ongoing as a keyword for most things that hang out. As a result, there are a lot fewer Environment destruction effects, making Environment targets a lot more of a threat than they used to be. Similarly, the Environment deck also now has One-Shots.
- Some cards, as of Rook City Renegades, possess a new keyword: Suddenly! Those of you who played Void Guard Idealist in the earlier edition might recognize this as something from her Monster of Id card. Is a Suddenly! card in your hand? Answer: no, it isn't, it's in play now. (You can't start the game with Suddenly! cards in hand, mulligan them back in.) This is mostly meant to represent heroes that have some aspect of their powers that's out of their control.
- Instances of self-damage are now called "fixed". This means they cannot be increased, decreased, or redirected. This is mostly to prevent heroes from cheesing the sustain costs of some of their more aggressive cards, although there are other forms of fixed damage (usually relating to environment cards punishing players for ignoring them).
- There is a new Reaction mechanic, not unlike pre-existing Powers. Basically, whenever a non-Hero target would deal a Hero some damage, they may activate one of their Reactions they have not yet used in the current round first. If that Reaction would cause the damage to not be dealt (because you clobbered the guy doing the damage), then great! Most of the Reactions are basic counterattacks, but there's also damage reduction or even card draw/play.
- As a rule, deck control is now a LOT softer. It is no longer possible to dictate what the villain does each turn. Sure, there aren't many deck control specialists in the core set, but if the changes to the deck control methods currently in are any indication, I doubt we'll have anything as busted good as Parse's old Extrasensory Awareness.
- One-shots that applied stat changes (like Hypersonic
AssaultDash) are now Ongoing cards that do their effect when they enter play, and destroy themselves during Start Phase. - Some support abilities, particularly those used by Legacy, specify "ally" cards. Allies are basically "any Hero card not belonging to you".
- Every hero in the core set comes with a "First Appearance" variant.
- Incapacitated abilities that used to say, for example, "one hero plays a card" now instruct one hero to take the relevant phase. In practice, this makes these abilities stronger on heroes that have more advantage during those phases for whatever reason (like repeat uses, or effects that trigger during that phase).
- Villains, instead of variants, now have Events. These represent specific major points in the Sentinel Comics lore, and come with either minor rules changes or a single-side Critical Event fight (like Mad Bomber Blade). Winning a non-critical Event adds it to your Collection, where the abilities on it can be used once per game against future events, as indicated by that event's Collection Limit. Every villain in the core set comes with one normal Event and one Critical Event.
Got it? Cool.
Next up: the writeups! Here's the basics of what I'm going to cover.
Checklist:
The Checklist section will indicate some basic elements of what the hero can do, especially as pertains to teamwork with other heroes in a fight. Not every hero can do the same thing, although it's entirely possible to win virtually any matchup in the game (with varying levels of difficulty). I'll also give a brief explanation as to my ruling. So, here's the checklist:
- Reliable Damage: Basically: can you trust this hero to just hit a guy on their turn? Reliable damage doesn't have to be very high, even a simple 2 damage base power will suffice in most instances. The important part is being able to do it without interrupting your gameflow.
- Ongoing Destruction: Not every hero has a method of destroying Ongoing cards in their deck! And against some villains or environments, there are enough scary Ongoing cards that you really want to have some way of getting rid of them as soon as you can. Highlighting which heroes actually have ways to do that is very important in your team lineup.
- Emergency Defenses: Sometimes you're going to be on the receiving end of altogether too much damage on your turn, and you just need some way of buying yourself a reprieve for the turn. Heroes with cards that can provide damage immunity, prevent enemies from doing damage, or even just have huge amounts of reduction and redirect fit in here.
- Deck Control: As mentioned above, it's a lot harder to control what cards you'll be facing in Definitive Edition. Regardless, there are heroes who can mitigate the worst of what the villain and environment decks have to offer. Any tools they have for that are indicated here.
- Ally Acceleration: Whether it's damage boosts or action economy, it's always handy to know what sorts of cheating you can grant to your team. Many heroes have a bit of a slow start on their own, after all, so anything you can do to make your team get their big guns out faster is always great.
- Healing: I'm kinda loathe to put this category here, but there really is no denying that it's important to be able to refill your blood at a moment's notice. Anyway, if you want a character who can do the healing, look over here.
- Big-Ass Attack Option: Name says it all. Whether it's a big smashy AOE or a single-target damage spike in the double-digits, sometimes you just need enough damage to solve the situation right here and now before it gets any worse. Collateral damage is no concern here.
Main Strength:
This section will highlight why in particular you should pick this particular costumed vigilante for your team. Yes, heroes can do a lot of things, and do them well, but there's always some specialty they each have, even if that is that they can do a bit of everything. I may also mention additional advantages to playing this hero that set them apart from other heroes with a similar bent here.
Main Weakness:
Similarly, no hero is able to completely do everything on their own. They all have significant flaws to their kit, flaws which require either another hero to help them or simply careful play and observation to work around. I will highlight both the weakness and the counterplay (if possible) here.
Variant Strategies:
Even in the core set, heroes are going to come with variants attached to each box. I'll track all of those variants in here. Simple enough.
Patch Notes:
And finally, the section meant specifically for people who already played the earlier edition extensively and just want to know why, if anything, they ought to grab this new box. This will have the most detail out of all the sections here. Remember, I want this to be approachable for new players who want to know more about the heroes in each set!
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