Just wanted to express some excitement for your takes now that Disparition is finally starting to trickle out (and fingers crossed that Sentinel Comics in general will one day survive and continue to produce exciting new games).
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Removed: Focusing Conduit-Blade, Prototype Servo-Gauntlet, Primed Punch, Incidental Contact, For The Greater Good, Overdo It
Renamed:
Rogue Agent variant power (Infiltration) -> Break And Enter
Kinetic Neutralizer -> Take Out The Trash
Flawless Execution -> Flawless Executions
Overcharged Null-Shield -> Projected Energy Buckler
Changes:
Rogue Agent variant HP reduced to 28.
Base power (Energy Lance):
Now self-heals for 2 on destroying a target.
Rogue Agent variant power (Break And Enter):
Completely reworked. Now grants an attack (2 irreducible melee to 1 target), revealing the top card of 3 decks if that target is destroyed. Discards 1 card from the top of a deck.
Incapacitated effects:
Bonus play phase replaced with letting each hero discard 1 and draw 2.
Ongoing destruction replaced with granting a target an attack (2 melee to 1 other target).
Rogue Agent variant incapacitated effects:
Bonus power phase replaced with bonus play phase.
Healing replaced with destroying a target with 3 or fewer HP.
Card reveal replaced with letting a hero discard 1 and draw 3.
Flawless Executions:
Destroy effect now works only on non-Heroes.
Destroy threshold increased to 2 or fewer.
End phase effect added. Grants an attack (1 energy to up to 3 targets).
Take Out The Trash:
Power added. Grants an attack (2 melee to 1 target), playing the top card of your deck if that target is destroyed.
Energy Burn:
Initial damage reduced to 2.
Threshold for follow-up increased to 6 or more.
Follow-up damage increased to 4.
Wrecking Uppercut:
Damage increased to 4.
Discard replaced with optionally destroying 1 Environment card.
Amplified Combatant:
Completely reworked. Now grants an attack (1 melee to 1 target), another attack (1 energy to 1 target), then either a card draw or play.
Battlefield Experience:
Completely reworked. Now a One-Shot that grants an attack (2 melee to up to 2 targets), then reveals the top 2 cards of your deck, discarding 1 and playing 1.
Infiltrate and Obfuscate:
Completely reworked. Now a One-Shot that allows you to destroy 1 target with 3 or fewer HP, destroy 1 ongoing, and draw 2.
Projected Energy Buckler:
Item keyword replaced with Ongoing.
Damage reduction is no longer conditional.
Power replaced with a reaction that prevents the damage K.N.Y.F.E. would be dealt, then destroys this card.
Added:
Kinetic Neutralizer:
Ongoing, Limited. Damage dealt by K.N.Y.F.E. is irreducible. Draws 1 whenever K.N.Y.F.E. destroys a target.
Ready To Rumble:
One-Shot. Summons either Kinetic Neutralizer or Flawless Executions, then either draws 1 or plays 1.
Taunting Boast:
Ongoing, Limited. Whenever an ally would be dealt damage by a non-Hero, you may discard 1 to redirect it to K.N.Y.F.E. Grants a reaction that attacks (2 melee to the attacker). Either destroys itself or forces K.N.Y.F.E. to self-damage for 1 fixed toxic on start phase.
Bide and Fecht:
Ongoing, Limited. Whenever K.N.Y.F.E. would be reduced to 0 HP, attacks (4 melee to 1 non-Hero target), preventing the damage and setting K.N.Y.F.E.'s HP to 4 if that target is destroyed. Self-heals for 1 on end phase.
Keep the Heid:
Ongoing, Limited. Salvages 1 on play. Grants a power that self-heals for 2, then either draws 1 or plays 1, destroying itself if a card is played.
All Part Of The Job:
One-Shot. Attacks (3 energy to 1 target), then destroys that target if it has 4 or fewer HP.
Brash Brawling:
One-Shot. Attacks (2 melee to 1 target), grants the target an attack (3 melee to K.N.Y.F.E.), then attacks (3 melee to the same target).
I think his Backdraft variant got et and not replaced.Ra
For this one, as before, I'm going in difficulty/complexity/peril order for decks, which means our first hero we're covering is Ra, god of the sun. As you all know, the chief export of the sun is fire. As such, Ra's job in any given fight is to shoot things with the fire until they fall down. An extremely straightforward hero, and fittingly a mere complexity 1 out of 10. Let's break their stuff down!
Checklist:
- Reliable Damage: Yes. Ra is perhaps the most reliable damage hero in the game. Unless the environment or villain is throwing so much fire damage you have to use Flesh of the Sun God to not die, Ra WILL be doing damage, every turn, and frequently a lot.
- Ongoing Destruction: No. The closest you can get is Scorched Earth, which destroys an Environment card. Not bad per se, but Ongoings are more relevant to destroy as a rule.
- Emergency Defenses: Yes, but only if the thing you need to defend against is fire damage. If it is, Flesh of the Sun God protects everyone easily. If not, Ra will never help you here, unless he maybe times Blazing Barrier exactly right to kill an area attacker.
- Deck Control: No. Technically, Excavation CAN bury cards from the Environment trash, but the instances where that deck control is worth fiending for as Ra are few and far between.
- Ally Acceleration: No. Ra is there for other heroes to accelerate, not the other way around.
- Healing: No. Even the self-heal from the Staff of Ra has been removed as of Definitive Edition. Let's be real, nobody really misses it that much.
- Big-Ass Attack Option: Yes. Once Ra gets fully set up, you will have no trouble outputting double-digit damage every turn, and the new damage-doubling overload move the Staff of Ra has can take single instances and make them terrifying.
Main Strength:
Ra is here to do one thing and one thing only, and that is all the fire damage, all the time. You will almost always have a consistent damage booster out from the Staff of Ra, and its new ability to double any single instance of damage you deal in exchange for destroying the staff gives you amazing spike damage potential, to say nothing of the plethora of fiery oneshots you can attach to your turn. You also don't lack for area attacks either, with Inferno, Blazing Tornado, and Consuming Flame giving some nice easy ways to do that.
Main Weakness:
Putting aside the fact that Ra's pretty much only able to do damage: the most powerful damage boosters in his deck all come with some form of sacrifice. I already mentioned the Staff's damage doubling ability, but there's also the self-damage of Solar Flare basically requiring healing support to keep it sustained, or Blazing Tornado's discard-to-maintain effect (and Ra, while he has some card draw, isn't exactly a beast at it). Measure your options carefully to really get the most of your damage.
Variant Strategies:
First Appearance: Ra
The base Pyre power is your standard "hit a guy for 2" move. The First Appearance variant simply reduces that to 1, but allows you to either salvage an Ongoing card or play a card. Honestly, I think losing a bit of damage on your base power, especially considering you have a better version of your base power in Ignite, is well worth it. The ability to salvage also helps against disruption-heavy foes, or to cycle Blazing Barrier in and out for strong Reaction damage. And, of course, if people like the idea of playing as Ra but wish he was a little more technical, this helps to wiggle those brain atoms, too.
Ra: Horus of Two Horizons
Ra still has his weird self-engine focused version that trades immediate firepower for card draw... but it got weirder. The first thing Sunrise now does is discard your HAND. Which can be useful sometimes, don't get me wrong, and the after-the-fact card draw got boosted and you get a little self-heal too. But discarding your hand is not an easy choice to make unless you're going in expecting your hand to be empty. And if that's the case... would you not rather have someone else that can just give you card draw? Granted, you still can eventually get Ignite or whatever and just have this as a back pocket option, but it's still very jank. You'll know if you want it, though!
Patch Notes:
Code:Removed: Wrathful Gaze, Imbued Fire, Drawn to the Flame. Renamed: Summon Staff -> By Flame Reformed! Blazing Tornado -> Ignite Changes: Horus of Two Horizons variant HP reduced to 28. Horus of Two Horizons variant power (Sunrise): Discard comes before card draw and now discards your hand. Card draw increased to 4. Now self-heals for 2 after drawing. Horus of Two Horizons variant incapacitated effects: Bonus draw phase replaced with bonus power phase. Ongoing destroy replaced with letting 1 Hero discover 1 One-Shot. Villain deck manipulation replaced with letting 1 hero discard up to 6, then forcing 1 target to deal itself [cards discarded] fixed fire damage. The Staff of Ra: No longer heals Ra on play. Power removed. After you would deal damage (counting all existing modifiers) you may double that damage. If you do, destroy this card. Excavation: Instead of drawing, now discover X Relic and/or Ongoing cards. Scorched Earth: Now destroys 1 Environment card. Damage is now 1, rather than scaling to Environment cards. Solar Flare: Damage boost no longer limited to fire. Self-damage cost now 5 fixed psychic. Inferno: Secondary attack changed to attack all non-Hero targets. Living Conflagration: Complete rework. Grants a Start Phase attack (1 fire to up to 3 targets), an on-destroy attack (3 fire to 1 target and draw 2 cards), and a Power that destroys the card. By Flame Reformed!: Now summons instead of collects. Draw occurs before summon rather than after. Added: Blazing Barrier Ongoing, Limited. Grants a Reaction that deals the attacker 3 damage, then destroys the card. Consuming Flame One-Shot. Deals up to 3 targets 2 fire each. Grants a card draw for each target destroyed. Fiery Tornado Ongoing, Limited. Attacks (1 fire to 1 target) after using any power. At Start Phase, you either discard 2 cards or destroy the card. Grants an End Phase attack (1 fire to up to 3 targets).
Removed: Jim's Hat, Compounded Bow, Neuro-Toxin Dart Thrower, "Just Doin' My Job", "The Whole Gang", Ranger's Mark
Renamed:
Base Power (Quick Draw) -> Peacemaker
Sudden Contract -> Reprioritize
Danny-Boy -> Danny Boy
Changes:
Base power (Peacemaker):
Now either plays or discovers 1 Bounty after attacking.
Incapacitated effects:
Bonus play phase replaced with playing an Environment card.
Attack replaced with discarding the top Villain card, forcing the highest HP Villain to attack (3 toxic to self) if that card is an Ongoing.
Bounty cards:
Destroy condition reworked. Now triggers if the card is ever not next to a target, and now at minimum grants Chrono-Ranger a draw of 1 and buries itself.
On-play conditions slightly reworked. Now plays next to the non-Hero target with the fewest Bounties next to it.
"By Any Means":
Damage boost slightly reworked. Now increases damage by 2, but damage boost applies only against targets with 9 or fewer HP.
"Dead Or Alive":
Healing removed.
Now increases damage dealt to the target by 1.
"Kill On Sight":
Card draw reduced to 1.
Now increases projectile damage from Chrono-Ranger to the target by 2.
"No Executions":
Bury condition now triggers when the target is at 4 or fewer HP.
"The Ultimate Target":
Play condition ignores Bounties.
Completely reworked. Now grants Chrono-Ranger an attack (1 fixed projectile to the target) after he deals damage to a non-Hero target other than the target next to this card.
Bury condition added, as above.
Danny Boy:
Now targets up to 3.
Now grants a collect or salvage of 1 Bounty card if any targets were destroyed by the attack.
The Masadah:
Damage is now only irreducible against targets with Bounties next to them.
Slightly reworked. Now discards up to 2 cards, then attacks ([cards discarded] + 2 energy to 1 target).
Temporal Grenade:
Damage increased to 2.
Can no longer destroy Environment cards.
Self-destroy changed to self-bury.
Reaction added. Destroys 1 Ongoing or buries 1 One-Shot in the process of resolution, then self-buries.
Bounty Board:
Completely reworked. Now an Item, Limited that grants a power that either collects, salvages, or plays 1 Bounty, then attacks (1 projectile to 1 target next to a Bounty). Either draws 1 or plays 1 Bounty at end phase.
Displaced Armory:
May now salvage 1 instead of summoning.
Attack replaced with granting 1 power use from an Item card.
Eye on the Prize:
Slightly reworked. Now only targets non-Heroes. Now either plays 1 Bounty or moves a Bounty in play next to the target before attacking.
Card draw removed.
May now use a power instead of playing a card.
Terrible Tech-Strike:
Melee attack now destroys the target afterwards if it has 3 or fewer HP.
Projectile attack replaced with either collecting 1 Item or using a power.
Reprioritize:
Decksearch and play replaced with summon.
Returns 1 Bounty in play to hand before summoning.
May now play 1 Bounty rather than summon.
Attack now limited to targets with Bounties next to them.
Hunter and Hunted:
Completely reworked. Now a One-Shot that can discover 1 Bounty, or draw [Bounties in play] cards, then attacks (2 projectile to 1 target next to a Bounty), then grants that target an attack (2 melee to Chrono-Ranger).
Added:
Armed And Dangerous:
Ongoing, Limited. Heals Chrono-Ranger for 1 after dealing melee damage to a target next to a Bounty. Grants a reaction that attacks (2 melee to the attacker).
Drop Everything:
One-Shot. Chooses a target and discovers 1 Bounty for it, then moves any number of Bounties in play to that target, then attacks (1 projectile to the chosen target).
Fan The Hammer:
One-Shot. Chooses a target and discards up to 6, attacking (1 projectile to the chosen target) each time you do.
"Get It Done":
Ongoing, Bounty. Plays next to the non-Hero target with the fewest Bounties next to it. When not adjacent to a target, grants each Hero 1 draw, heals each Hero target for 1, grants Chrono-Ranger 1 draw, then self-buries.
Wrangle:
Ongoing, Limited. Attacks (1 melee to 1 target) and reduces damage dealt by that target by 2. Whenever that target would deal damage, redirect it to Chrono-Ranger. Self-buries at start phase.
Removed: Between The Lines, Data-Mining, Targeting Arrow, Updated Intel
Renamed:
Base Power (Pinpoint Shot) -> Assess
Changes:
HP reduced to 27.
Base power (Assess):
Completely reworked. Now reveals the top 2 cards of your deck, discards 1, and either draws or plays the other.
Incapacitated effects:
Trash shuffle replaced with letting 1 Hero collect 1 Ongoing.
Reveal replaced with letting each Hero discard 1, then forcing a target to self-damage for [cards discarded] fixed psychic.
Ongoing cards:
Limited keyword added.
Now reveal the top card of a deck when played, then either buries it, or replaces it and draw 1.
Buffer Overflow:
Card play now tied to the activation effect rather than the card destroy.
Now reveals 3 cards and chooses one to play, discarding the other two.
Critical Multiplier:
Completely reworked. Now allows you to, when a Hero target damages a target, discard 5, doubling that damage after all other modifiers if you do.
Exploit Vulnerability:
Completely reworked. Now grants a power that either draws 2 or discards 1, increasing damage dealt to a selected target by 1 until your start phase if you discard.
Gauge:
Slightly reworked. Power now reveals the top card of 3 decks, discarding 1, replacing 1, and playing 1.
Card draw removed.
Reveal The Flaws:
Destroy condition removed.
Slightly reworked. Allows you to discard 2 cards at end phase to render damage to a selected target irreducible.
Snap Decision:
Card play occurs before costs.
Discard increased to 2.
May destroy this card rather than discarding.
Quick Calculation:
Completely reworked. Now an Ongoing, Limited that reveals the top card of a deck when played, then either buries it, or replaces it and draws 1. Grants a power that either collects 1 Ongoing, or discards 1 and destroys 1 Ongoing.
Extrasensory Awareness:
Slightly reworked. Now a One-Shot that grants the old power effect, instead of an Ongoing.
Discard increased to up to 2.
Shuffle removed.
May reveal cards from the Environment deck instead.
Grants 1 play or 1 power after reveal.
Segmentation Fault:
Completely reworked. Now a One-Shot that attacks (2 projectile to 1 target) and may destroy 1 Ongoing.
Impossible Shot:
Card draw removed.
Attack reworked. Now discards any number of cards, then attacks ([cards discarded] + 2 fixed projectile to 1 target).
May bury a target that would be destroyed by the attack instead.
Recompile:
May shuffle trash into deck before discard/draw.
Discard/draw slightly reworked. Now discards your hand, then draws [cards discarded] + 1.
Grants a Hero 1 power use after discard/draw.
Syntactic Analysis:
Completely reworked. Now draws 2, then allows 1 ally Hero to draw 1 or play 1.
Added:
Line It Up:
Ongoing, Limited. Reveals the top card of a deck when played, then either buries it, or replaces it and draws 1. Grants a power that attacks (1 irreducible projectile to up to 3 targets), then attacks (2 energy to 1 prior target).
Optimize Efficiency:
Ongoing, Limited. Reveals the top card of a deck when played, then either buries it, or replaces it and draws 1. Grants a power that lets an ally Hero draw 1, then you may discard 1 to let that Hero collect 1 One-Shot. Grants 1 power use or an ally Hero draw 2 at end phase.
Parallel Processing:
Ongoing, Limited. Reveals the top card of a deck when played, then either buries it, or replaces it and draws 1. Grants a reaction that attacks (2 melee to 1 target), then may attack (2 projectile to 1 other target).
Ricochet:
One-Shot. Attacks (2 projectile to 1 target), then may attack (2 projectile to 1 other target), then may attack (2 projectile to 1 target).
Removed: Foresight
Renamed:
Base Power (Enlighten) -> Motivating Mentalism
Dark Visionary variant power (Turmoil) -> Complete Control
Cerebral Hemorrhage -> Justify the Means
Distortion keyword -> Manifestation keyword
Changes:
HP reduced to 24.
Dark Visionary HP reduced to 21.
Base power (Motivating Mentalism):
Plays a Dark side card if you drew cards yourself.
Dark Visionary variant power (Complete Control):
Completely reworked. Now discards 2, then draws 3 from the Dark side deck, then may play 1 Dark card from hand.
Incapacitated effects:
Target destroy replaced with bonus power phase.
Environment destroy replaced with letting 1 Hero draw 3 and discard 2.
Dark Visionary incapacitated effects:
Healing replaced with forcing all targets to self-damage for 2 fixed psychic.
Environment deck manipulation replaced with letting 1 Hero discard their hand, destroy all non-character Hero cards in their play area, draw 4, and play the top 2 cards of their deck.
Decoy Projection:
HP increased to 6.
Redirect is now optional and no longer applies to psychic damage.
Destroy effect added. Attacks (1 energy to up to 3 targets).
Telekinetic Cocoon:
Ongoing keyword replaced with Manifestation, Limited.
Now a target with 6 HP.
Power and card blocking replaced with preventing damage dealt.
Start phase destroy is now mandatory, but heals the Visionary for 2 and draws 1 before destroying.
Plays the top card of the Dark side deck when destroyed.
Mass Levitation:
Limited keyword added.
Slightly reworked. Damage reduction no longer attached to a power, and now affects damage dealt to Hero targets.
Damage reduction decreased to 2.
Start phase effect added. Grants each Hero 1 card draw, then destroys itself.
Mental Divergence:
Limited keyword removed.
Power slightly reworked. No longer able to pull Ongoings from hero trash, and plays the top card of the Dark side deck after destroying.
New power added. Collects 1 Ongoing, then destroys itself.
Wrest The Mind:
Now selects a target on play, instead of playing next to a target. Destroy condition removed.
Cost of redirect changed to discarding 1.
Start phase effect added. Either plays the top card of the Dark side deck or self-damages for 1 fixed psychic, then destroys itself.
Precognition:
Slightly reworked. Now an Ongoing, Limited that grants a power that reveals the top 3 cards of 1 deck, replacing them in any order, then may discard the top card of 1 deck and play the top card of the Dark side deck.
Prophetic Vision:
Completely reworked. Now an Ongoing, Limited that grants a power that reveals the top 3 cards of the Villain deck, discarding 1, replacing 1, and playing 1, then reveals the top 3 cards of your deck, discarding 1, replacing 1, and playing 1.
End phase effect added. Grants 1 draw or 1 power.
Mind Spike:
Damage is now irreducible.
May now destroy 1 Ongoing after attacking, playing the top card of the Dark side deck if an Ongoing is destroyed.
Justify the Means:
Targets increased to up to 5.
Secondary effect added. May now self-damage for 1 fixed psychic to attack (1 psychic to every target except herself), then play the top card of the Dark side deck.
Suggestion:
May now target any deck except your own.
May now put a card from that deck's trash on top of the deck after the initial effect, playing the top card of the Dark side deck if you do.
Brain Burn:
Moved to the Dark side deck.
Bury slightly reworked. Now buries up to 4 cards from the top of the either the Villain trash or the Villain deck.
Self-damage replaced. Now either draws 2 and makes 1 ally Hero discard 2, or attacks (4 fixed psychic to 1 Hero and 1 non-Hero).
Demoralize:
Moved to the Dark side deck.
Completely reworked. Now a One-Shot that attacks (1 fixed psychic to each target), then either destroys each target with 1 HP or destroys 1 target with 6 or fewer HP.
Psychic Maelstrom:
Moved to the Dark side deck.
Attack targets reduced to 2.
Secondary effect added. Now either discards 2 or attacks (1 fixed psychic to each target).
Twist the Ether:
Moved to the Dark side deck.
Now selects a target on play, instead of playing next to a target. Destroy condition removed.
Start phase effect added. Self-damages for 2 fixed psychic, then either discards 2 or destroys itself.
Added:
Begin To Fray:
Ongoing, Limited. Grants a reaction that either self-damages for 1 fixed psychic and grants 1 card play, or plays the top card of the Dark side deck.
Memory Lapse:
Ongoing. May prevent the discover of a card or cards from a non-Hero deck, destroying itself if you do. Grants a power that makes each ally Hero discard and draw 1, then may draw 2, playing the top card of the Dark side deck if you do.
Falter:
Suddenly!, One-Shot. Self-damages for 1 fixed psychic, draws 1, and plays the top card of the Dark side deck.
Psychic Intrusion:
One-Shot. Attacks (2 psychic to 1 target), then reveals the top 3 cards of a deck in tha target's play area, discarding, burying, and replacing those cards in any order.
Skim the Surface:
One-Shot. Reveals and replaced the top card of up to 3 decks, then discards the top card of 1 deck, then may collect 1 Ongoing or Manifestation, playing the top card of the Dark side deck if a card was collected.
Side Deck: Dark
Callous Disregard:
One-Shot. Each Hero discards 1, then the Visionary may discard any number of cards. Destroys 1 non-Hero target with [cards discarded] or fewer HP. Grants either 1 card draw to each ally Hero, or an attack (1 psychic to each non-Hero target).
Forget What You Saw:
One-Shot. Discards the top card of each deck, self-damaging for 1 fixed psychic each time a target is discarded. Either draws 3 or discards the top 3 cards of 1 deck.
Mass Psychosis:
One-Shot. Forces each target with 6 or more HP to self-damage for 3 fixed psychic, then either plays or destroys 1 Environment card.
Mental Erasure:
One-Shot. Forces an active ally Hero to discard 2-4 cards, healing the Visionary for 2 and attacking (1 psychic to 3 targets) each time they do.
Unrealized Phobia:
One-Shot. Chooses a keyword on a non-character target, then forces a target to attack ([targets with that keyword in play] psychic to itself). Self-damages for 1 fixed psychic.
Psych-Snarl:
Manifestation, 6 HP. Attacks (3 psychic to lowest HP in its play area other than itself) at start phase. Forces the Visionary to self-damage for 1 fixed psychic and moves to another play area at end phase.
Removed: Bio-Engineering Beam, Defensive Blast, Disruptive Flechettes, Reset, Singularity
Renamed:
Base Power (Timeshift) -> Operations Online
Omnitron-U variant power (Volatile Wiring) -> Overclock
Innervation Ray -> Aerosol Dispenser
Temporal Shielding -> Paracausal Shielding
Self Sabotage -> Self-Sabotage
Changes:
Omnitron-U HP increased to 27.
Mechanical Golem keyword added to Omnitron-U.
Base power (Operations Online):
Completely reworked. Now either discovers 1 Component or summons 1 Protocol.
Omnitron-U variant power (Overclock):
Completely reworked. Now activates 1 Fabricate up to 2 times, destroys the card activated, then discovers 1 Component.
Incapacitated effects:
Card play replaced with letting 1 Hero collect 1 Item.
Damage reduction replaced with letting 1 Hero discard 2, play 1, and use 1 power.
Omnitron-U incapacitated effects:
Bonus play phase replaced with bonus power phase.
Item destruction and attack replaced with revealing the top card of a Hero deck, discarding it or optionally playing it if it's an Ongoing.
Item salvage replaced with Item discover.
Component cards:
Destroy effect removed.
Now grants 1 draw after play if there are 3 or fewer Components in play.
Plating cards:
Reaction added. Grants an attack (1 of each reduced damage type to the attacker), then destroys itself.
Electro-Deployment Unit:
Existing effects removed.
Exterminate text added. Destroys 1 target with 3 or fewer HP.
Fabricate text added. Grants 1 Hero 1 Item collect.
Focused Plasma Cannon:
Attack moved to Exterminate text.
Fabricate text added. Salvages 1 Item.
Gaussian Coil Blaster:
Damage type changed to projectile.
Attack moved to Exterminate text.
Fabricate text added. Grants up to 2 heroes 1 draw.
Aerosol Dispenser:
Healing no longer restricted to Hero targets.
Healing moved to Fabricate text.
Exterminate text added. Allows you to discard 1, destroying 1 Ongoing if you do.
Reactive Plating Subroutine:
Completely reworked. Now collects or salvages 1 Plating after play, summons 1 plating after destroy, and grants a reaction that either collects or plays 1 Plating.
Slip Through Time:
May now bury your trash on play.
End phase slightly reworked. Now plays the bottom card of your deck.
May now activate Exterminate or Fabricate text on up to 2 cards before destroying.
Rocket Punch:
Completely reworked. Now a One-Shot that attacks (3 projectile to 1 target), then discards up to 3, then attacks (2 fire to up to [cards discarded] targets).
Self-Sabotage:
Destroy slightly reworked. Now activates the Exterminate text on any number of cards in play, destroying it afterwards.
Damage type changed to fire.
Technological Advancement:
Completely reworked. Now may destroy 1 Device or Environment target with 7 or fewer HP, then discovers 1 Component, then may activate 1 Exterminate text.
Added:
Molecular Assembler:
Item, Component. Draws 1 after play if there are 3 or fewer Components in play. Exterminate text grants an attack (1 melee and 1 energy to 1 target). Fabricate text lets 1 Hero play 1.
Production Processes:
Ongoing, Protocol. Destroys all other Protocols after play. Grants a power that self-heals for 3, then either discards 1 or summons Targeting Systems. Activates Fabricate text on up to 3 cards at end phase.
Targeting Systems:
Ongoing, Protocol. Destroys all other Protocols after play. Grants a power that attacks (3 energy to 1 target), then either discards 1 or summons Production Processes. Activates Exterminate text on up to 3 cards at end phase.
Recalibration:
One-Shot. Either discovers 1 Protocol or collects 1 item. May self-damage for 1 fixed energy up to 3 times, playing 1 Item each time you do. May activate 1 Fabricate text.
Systems Iteration:
One-Shot. Either collects 1 Ongoing or discovers 1 Component. May activate 1 Fabricate text, then may activate 1 Exterminate text.
Removed: Apocalypse, Fallen Angel, Profane Summons, Remorseless Provocation
Renamed:
Infernal Emissary -> Sowing Seeds of Untruth
Dark Corruptor -> Culmination of Deception
"Condemnation" -> Condemnation
Changes:
Sowing Seeds of Untruth:
Max HP increased to 66.
Setup changed. Now discovers 1 Relic, 1 Demon, and 1 Lie, playing the Lie to the play area of the Hero character with lowest HP.
Destroy prevention removed.
Specifies that Lie cards are played to the play area of the Hero character with the fewest Lies and lowest HP.
Reduces damage dealt to Apostate by Hero targets with Lies in their play area by 2.
Flip condition added. If there are H or more cards under this card, summons Condemnation, then flips.
End phase effect changed. Now attacks (1 sonic and 1 psychic to the Hero character with lowest HP), then discovers H-2 Lie cards, attacking (3 psychic to each non-Villain) if no cards were played.
Advanced text reworked. Now discovers H-2 targets at end phase.
Culmination of Deception:
Max HP increased to 66.
Heal removed.
Destroy prevention removed.
Specifies that Lie cards are played to the play area of the Hero character with lowest HP.
Start phase effect added. Plays a Villain card.
Now self-damages for 6 fixed psychic when a card is put under this card.
After playing a Villain Relic, activates its End Phase text and destroys it.
After a Villain Demon is destroyed, heals for H.
End phase attack reworked. Now attacks ([cards under this card] infernal to H-1 Hero targets with highest HP).
Advanced text completely reworked. Now redirects all damage dealt to Apostate to the Villain target with lowest HP.
Condemnation:
Damage reduction removed.
Attack now targets the non-Villain with lowest HP.
Now heals Apostate and itself for 3 after attacking.
Now heals Apostate for 6 after he destroys a target.
Corrupted Effigy:
HP increased to 9.
Now reduces damage to Demons by 1.
End phase completely reworked. Now discovers 1 Demon if there are H or fewer Demons in play.
Gauntlet of Perdition:
HP increased to 7.
Completely reworked. Now increases damage from Apostate by 1.
End phase added. Grants Apostate an attack (1 melee to H-1 Hero targets with lowest HP).
Orb of Delirium:
HP reduced to 7.
Completely reworked. Now increases damage from Environment targets to Hero targets by 1.
End phase added. Allows each Hero to discard up to 2, forcing each Hero character to self-damage for 3 fixed psychic if fewer than H cards were discarded.
Periapt of Woe:
HP increased to 5.
Damage reduction slightly reworked. Now reduces damage to Relics by 1.
Damage boost removed.
End phase added. Now heals Apostate for H.
Runes of Malediction:
HP reduced to 5.
Damage reduction slightly reworked. Now reduces damage to Apostate by 1.
Destroy effect removed.
End phase added. Destroys 1 Hero Ongoing from a Hero play area with a Lie card, granting Apostate an attack (H-1 infernal to Hero target with lowest HP) if no card was destroyed.
Tome of the Unknowable:
HP increased to 9.
Completely reworked. Now reduces Hero target HP recovery by 1.
End phase added. Forces the Hero target with highest HP to self-damage for [Ongoings in their play area + 1] fixed psychic.
Fiendish Pugilist:
HP increased to 10.
Damage reduction removed.
Imp Pilferer:
HP increased to 6.
Destroys reduced to 1.
Now attacks (H-2 infernal to Hero target with second lowest HP) after destroying.
Relic Spirit:
HP reduced to 8.
Healing slightly reworked. Now heals the Relic with the lowest HP for 3.
Now reveals the top Villain card after healing, playing it if it's a Relic and discarding it otherwise.
Destroy effect removed.
Added:
You Will Bring Pain:
Lie. Self-buries if no active Heroes are in its play area. Forces a Hero character in its play area to attack (1 energy to 2 other non-Villain targets) at end phase, moving itself under the Villain character card if no damage was dealt.
Your Secrets Will Be Exposed:
Lie. Self-buries if no active Heroes are in its play area. Forces 1 discard at end phase, forcing a Hero character in the play area to self-damage for 2 energy if the discard shares keywords with any cards in play, and moving itself under the Villain character card if no damage was dealt.
Your World Is A Lie:
Lie. Self-buries if no active Heroes are in its play area. Forces 1 discard at end phase from both hand and deck, moving itself under the Villain character card if the discards share at least 1 keyword.
You're Not Who You Think You Are:
Lie. Self-buries if no active Heroes are in its play area. Forces 1 discard at end phase from both hand and deck, moving itself under the Villain character card if the discards have at least 3 different keywords.
Your Allies Betray You:
Lie. Self-buries if no active Heroes are in its play area. Forces 1 discard from the top of 2 Hero decks at end phase, forcing a Hero character in the play area to self-damage for 2 psychic if any One-Shots were discarded this way, and moving itself under the Villain character card if no damage was dealt.
You're Unworthy:
Lie. Self-buries if no active Heroes are in its play area. Forces 1 bury from hand at end phase, then lets each ally Hero draw 1, then moves itself under the Villain character card if you have more cards in hand than each other Hero.
Removed: Illusory Demon
Renamed:
Roused From Slumber -> Rousing From Slumber
Projection keyword -> Nightmare keyword
Macabre Specter -> Clattering Specter
Grotesque Arachnoid -> Skittering Arachnoid
Treacherous Ape -> The Treacherous Ape
Changes:
The Dreamer Dreams:
Nemesis icon removed.
Setup discover reduced to H-2.
Redirect now works on any damage and goes to any Hero target.
Now moves destroyed Nightmares under this card.
Flip condition slightly reworked. Now flips as soon as H*2 cards are under this card, shuffling all cards under this card into the Villain deck.
End phase effect added. Discovers H-2 Nightmares.
Advanced text completely reworked. Now attacks (2 irreducible psychic to the Hero target with highest HP) after a Nightmare is played.
Rousing From Slumber:
Nemesis icon removed.
Redirect now works on any damage and goes to any Hero target.
End phase attack reworked. Now attacks (1 psychic to every target except herself).
End phase card play replaced with discovering 1 Nightmare.
Advanced text damage bonus now applies to Nightmares only.
Night Terrors:
Now discovers 1 Nightmare before attacking if there are fewer than H Nightmares.
Attack slightly reworked. Now grants the Villain target with highest HP an attack ([Nightmares in play] psychic to the Hero target with highest HP).
Projected Paralysis:
Completely reworked. Now an Ongoing that forces heroes to self-damage for 3 fixed energy after using a power. Destroys itself at start phase.
Violent Nightmares:
Discover reduced to 1.
Now destroys 1 Environment, 1 Hero Ongoing, and 1 Item after discovering.
Clattering Specter:
HP increased to 6.
Completely reworked. Now increases damage from Environment targets to Hero targets by 1.
Heal removed.
Attack reworked. Now attacks (1 infernal to the 4 non-Nightmares with highest HP), then self-heals for 1.
Dark Hero:
HP increased to 6.
Damage reduction removed.
Damage boost now only applies to Nightmares other than itself.
End phase added. Now attacks (2 melee to the non-Nightmare with highest HP).
Granite Oni:
HP increased to 8.
Damage reduction removed.
Attack now targets non-Nightmares.
Now self-heals for 2 after attacking.
Skittering Arachnoid:
HP reduced to 7.
Targets reduced to 2.
Now destroys the Environment target with lowest HP after attacking.
Tooth Fairy:
HP increased to 6.
The Visionary nemesis icon added.
Discard now only applies to the Hero with the most cards in hand.
Damage reduced to 2.
Now attacks each target belonging to the Hero with the fewest cards in hand.
The Toy Master:
HP increased to 8.
The Visionary nemesis icon added.
Start phase removed.
End phase added. Now destroys 1 Hero Ongoing or Item, then attacks (2 toxic to each Hero target in the Hero play area with the most Ongoings/Items).
The Treacherous Ape:
HP increased to 7.
The Visionary nemesis icon added.
Existing effects removed.
End phase added. Forces a Hero to discard 1, destroys 1 Hero Ongoing or Item, then heals each Nightmare for 1.
Whipacorn:
The Visionary nemesis icon added.
Damage increased to 3.
Now targets any target other than itself.
Damage blocking replaced with destroying 1 Item in the targets play area if damage was dealt to a Hero character.
Added:
Outer Demons:
One-Shot. Shuffles the Villain trash into the deck, discovers 1 Nightmare, then attacks (2 psychic to each non-Villain target).
Tend To The Child:
Ongoing. Allows a hero to discard 1 when played, healing the Dreamer for 3 if they do. Discovers H-2 Nightmares and destroys itself at start phase.
Bloated Businesstoad:
Nightmare, 8 HP. The Visionary nemesis. At end phase, attacks (3 energy to the non-Nightmare with highest HP), then plays an Environment card if no Environment cards are in play.
Removed: "All Together Now!", Maria Helena's Revenge, Raiding Party
Renamed:
La Capitán -> La Capitan
Time Corsair -> Temporal Pirate
Split Across Time -> At One With The Timestream
Temporal Thief -> Temporal Raider
Changes:
Temporal Pirate:
HP reduced to 70.
Nemesis icon changed to La Comodora.
Setup now discovers H-2 Crew after summon.
Flip condition increased to 5 or more.
Now puts the top card of the deck from the Hero play area with most cards in play under this card at start phase if flip condition failed.
Card movement slightly reworked. Now moves any non-Villain card not already under a card under this card if destroyed during the Villain turn.
Advanced text completely reworked. Now reveals the top card of each Hero deck, discarding all One-Shots and putting other revealed cards under this card.
At One With The Timestream:
Nemesis icon changed to La Comodora.
Heal removed.
Start phase added. Now destroys 1 Environment, destroys 1 card under this card, plays 1 Environment. If no cards are under this card, shuffles Villain trash into deck, discovers H-2 Crew, then flips.
End phase completely reworked. Now attacks (3 energy to H non-Villain targets with highest HP).
Advanced text completely reworked. Now attacks ([cards under this card] projectile to H-2 Hero targets with highest HP) at end phase.
La Paradoja Magnifica:
HP increased to 20.
Timeship keyword removed.
Start phase removed.
Now reduces damage taken by 2 if any Crew is in play.
End phase completely reworked. Now discovers 1 Crew, then buries the Villain trash and attacks (2 projectile and 2 fire to Hero target with highest HP) if no card was discovered.
The Amazing Mable:
HP decreased to 5.
Acrobat keyword removed.
Projectile immunity added.
Start phase removed.
Battle-Forged:
HP reduced to 10.
Viking keyword removed.
Card play removed.
Now increases damage dealt by self by 1.
Attack reworked. Now attacks (H-1 melee to non-Villain target with second highest HP).
Chip:
HP increased to 9.
Flying Ace keyword removed.
Start phase removed.
Attack slightly reworked. Now attacks (H-2 projectile to 2 Hero targets with highest HP).
Now discards top card of decks for Hero characters they damage.
Final Breath:
HP reduced to 7.
Ronin keyword removed.
Damage boost replaced with destroying targets with 2 or fewer HP after dealing toxic damage to them.
Attack slightly reworked. Now attacks (H-2 toxic to 2 non-Villains with lowest HP).
L'Épéiste:
HP reduced to 6.
Musketeer keyword removed.
Attack moved to end phase.
Attack slightly reworked. Now attacks (H-2 energy to Hero character with most cards in hand).
Now forces 1 discard after damaging a Hero character.
Siege-Breaker:
HP reduced to 8.
Cavaliere keyword removed.
Damage is no longer irreducible.
Trueshot:
HP reduced to 4.
Amazon keyword removed.
Heal removed.
Damage increased to H.
Damage dealt by this card is irreducible.
Captain's Orders:
Attack slightly reworked. Now grants the lowest HP Villain an attack (H+1 melee to the Hero target with highest HP).
Now puts a card from the targeted Hero's hand under La Capitan's card after attacking.
"Walk The Plank!":
Completely reworked. Now an Ongoing that, at end phase, puts the top card of the Hero character with highest HP's deck under La Capitan. If 4 or more cards are under her card after that, attacks (H melee to the Hero character of that deck), forces each Hero character to self-damage for 1 fixed psychic, then destroys itself.
A Motley Crew:
Discover slightly reworked. Now shuffles Crew cards from the Villain trash into deck, then discovers H-2 Crew.
Card play removed.
Plunder:
Now puts the top card of the Environment deck under La Capitan before destroying.
Destroy count changed to H-2.
Heal removed.
Temporal Raider:
Now reveals all cards that would be moved, and discards One-Shots instead of moving them.
Attack reworked. Now attacks (H irreducible energy to Hero target with highest HP).
Added:
Chiquito:
Crew, 3 HP. Moves Hero cards discarded during the Villain turn under La Capitan. Discards the top card of the Hero deck with the most cards in hand at end phase.
A Fine Vessel:
One-Shot. Grants La Paradoja Magnifica an attack (2 projectile and 2 fire to Hero target with highest HP). If La Paradoja Magnifica is not in play, destroys 2 cards under La Capitan and summons La Paradoja Magnifica.
A Taste Of The Grape:
One-Shot. Grants La Paradoja Magnifica an attack (2 projectile to each Hero target). Plays a Villain card if La Paradoja Magnifica is not in play.[/SPOILER]
Removed: Another Reality's Debt, Missing Resources, Insider Knowledge, Isolated Hero, Suspicious Malfunction, What Doesn't Kill You..., "Cat" Stuck In A Tree, "Diplomatic" Envoy, "Explosion" In The Lab, "Old Lady" In The Street, "Threat" To The President
Renamed:
Miss Information: Demure Office Worker -> Aminia Twain: Administrative Assistant
Diversion keyword -> Distraction keyword
Changes:
Administrative Assistant:
Now a target with 12 HP.
Supporter keyword added.
Considered a Hero target. Immune to damage from Hero targets.
Clues required for flip increased to H or more.
Flip now occurs as soon as requirement is met, rather than at start phase.
Now shuffles trash into villain deck before flipping.
When Aminia Twain would be destroyed, instead force each Hero character to self-damage for 10 fixed psychic, discover H Clues, then flip.
Discovers 1 Clue after a Distraction is destroyed.
End phase completely reworked. Now discovers 1 Distraction, then lets 1 Hero draw 1.
Advanced text slightly reworked. Now increases damage dealt by Distractions by 1.
Revealed Saboteur:
HP increased to 50.
Counterattack removed.
Now heals for [Clues in play] before destroying.
Attack on Clue destroy removed.
Now forces 1 Hero to discard 1 if Clue destroy fails.
End phase attack now targets Hero targets with highest HP.
Now discovers 1 Distraction after end phase attack, shuffling Villain trash into the deck if no Distractions in play.
Advanced text completely reworked. Now discards the top card of each Hero deck, healing for H*2 if an Ongoing or Item is discarded and playing a Villain card if not.
Diversionary Tactics:
Completely reworked. Now discovers H-2 Distractions, then heals Miss Information for [Distractions in play].
Concealed Betrayal:
Completely reworked. Now a One-Shot that forces each Hero to discard 1, destroys the Environment target with lowest HP, then discovers 1 Clue.
Misplaced Memo:
Completely reworked. Now reduces damage to Distractions and Miss Information by 1.
Added:
Communications Scramble:
Ongoing, Clue. Plays to the Hero play area with the most Hero Ongoings. At end phase, either destroys 1 Hero Ongoing in its play area or forces 1 Hero character in its play area to self-damage for 2 sonic.
Faulty Wiring:
Ongoing, Clue. Plays to the Hero play area with the most Items. At end phase, either destroys 1 Item in its play area or forces 1 Hero character in its play area to self-damage for 2 lightning.
Midnight Alerts:
Ongoing, Clue. Plays to the Hero play area with the lowest HP Hero character. At end phase, either forces a discard of 1 One-Shot or Item, or forces 1 Hero character in its play area to self-damage for 2 psychic.
Tainted Coffee:
Ongoing, Clue. Plays to the Hero play area with the most cards in hand. At end phase, either forces a discard of 1 One-Shot or Ongoing, or forces 1 Hero character in its play area to self-damage for 2 toxic.
Mind Torn In Twain:
One-Shot. Forces Miss Information to self-damage for 2 fixed psychic. Destroys H-2 Hero Ongoings. Shuffles the Villain trash into deck. Discovers 1 Clue.
Secrets And Lies:
One-Shot. Grants Miss Information an attack (2 psychic to each Hero character). Forces the Hero character with highest HP to self-damage for H fixed psychic. Discovers 1 Distraction if Aminia Twain is active.
Blade Battalion Commandos:
Distraction, Minion, 8 HP. Destroys 1 Hero Ongoing at start phase if Aminia Twain is active. Attacks (3 energy to Hero target with highest HP) at end phase, then attacks (2 sonic to each Hero target) if there are 10 or more cards in the Villain trash.
Citizen Burn:
Distraction, Citizen, 8 HP. Attacks (2 fire to Aminia Twain) at start phase. Attacks (H-2 fire to 2 Hero targets with highest HP) at end phase.
Rebuilt S-77 Pursuer Drone:
Distraction, Device, 8 HP. Attacks (2 lightning to 2 Hero targets with highest HP) at start phase if Aminia Twain is active. Attacks (2 irreducible lightning to Hero target with lowest HP) at end phase.
Nyxian Scourge Kel'brak:
Distraction, Thorathian, 8 HP. Attacks (H-1 melee to Hero target with second lowest HP) at start phase if Aminia Twain is active. Attacks (H-1 melee to Hero target with highest HP) at end phase.
The Auditor:
Distraction, Underboss, 8 HP. Forces each hero to discard 1 at start phase if Aminia Twain is active. Attacks (H-2 psychic to Hero character with highest HP) at end phase, then shuffles that Hero trash into deck.
First Mate Davenport:
Distraction, Crew, 8 HP. Destroys 1 Item at start phase if Aminia Twain is active. Attacks (1 energy to each non-Villain) at end phase.
Kyng Javelinn:
Distraction, Gladiator, 8 HP. Attacks (2 projectile to H-2 Hero targets with lowest HP) at start phase if Aminia Twain is active. Attacks (H-1 projectile to Hero target with highest HP) at end phase.
Granogg:
Distraction, Monster, 8 HP. Self-heals for H at start phase if Aminia Twain is active. Attacks (H-2 melee and H-2 fire to non-Villain target with highest HP) at end phase.[/SPOILER]
Removed: The Shrine of the Ennead, Death's Grasp, Mass Overheating, Rise To Power, Sun's Fury
Renamed:
The Power of the Ennead -> The Temple of the Ennead
The Ennead In Force -> Eternal Fury
Matron of Magic -> Matriarch of Magic
The Desert's Wrath -> Desert's Wrath
Changes:
Sun, Hand, and Ankh keyword/symbols:
No longer keywords on One-Shots, and no longer checked on entering the discard on Villain characters. Instead, Villain characters have Sun, Hand, or Ankh texts with game effects, activated in the first line of the matching One-Shots.
The Tower of the Ennead:
Character cards are now placed under this card.
Setup slightly reworked. Now discovers H Relics, then summons the named characters in those Relics from under this card.
Flip condition moved to end phase.
Now plays a Villain card if flip condition is not met.
Specifies that Villain characters that are destroyed flip to their Incapacitated side but otherwise remain in play.
Advanced text reworked. Now plays a Villain card after a Villain Relic is destroyed.
Eternal Fury:
Heal replaced with activating all Sun, Hand, and Ankh text.
Specifies that Villain characters that are destroyed flip to their Incapacitated side but otherwise remain in play.
Advanced text completely reworked. Now grants the Villain character with highest HP an attack (2 infernal to H-2 non-Villain targets with highest HP) at end phase.
Atum (World Finisher):
HP reduced to 26.
Ankh text removed.
Sun text added. Grants an attack (H fire to the Hero character with highest HP).
Atum (Incapacitated):
Completely reworked. Now has Sun text that destroys 1 non-Villain target with 1 HP. Now, if the Bracer of Atum is in play at end phase, removes it from the game, then forces each Hero target to self-damage for 2 fixed fire.
Geb (Earthquake Speaker):
HP reduced to 29.
Attack now targets each non-Villain.
Geb (Incapacitated):
Completely reworked. Now has Hand text that destroys 1 card. Now, if the Sickle of Geb is in play at end phase, removes it from the game, then destroy all Environment cards.
Isis (Matriarch of Magic):
HP reduced to 25.
Hand text removed.
Ankh text completely reworked. Now attacks (1 radiant and 2 infernal to H-2 Hero targets with highest HP).
Isis (Incapacitated):
Existing effects moved to Ankh text.
Discard reduced to 2.
End phase effect added. Now, if the Sun Disc of Isis is in play, removes it from the game, then forces each Hero target to self-damage for 2 fixed radiant.
Nephthys (Life Warden):
HP reduced to 24.
Hand text removed.
Ankh text completely reworked. Now forces H-1 non-Villains with lowest HP to self-damage for 1 fixed psychic, then heals H-1 Villain characters with lowest HP for 2.
Nephthys (Incapacitated):
Existing effects moved to Ankh text.
Heal targets reduced to H Villain characters with lowest HP.
End phase effect added. Now, if the Ankh of Nephthys is in play, removes it from the game, then flips 1 other Incapacitated Villain character and restores them to 9 HP.
Nuit (She Who Protects):
HP reduced to 27.
Damage reduction removed.
Heal slightly reworked. Now heals the Villain character with lowest HP for H.
Nuit (Incapacitated):
Completely reworked. Now has Sun text that heals each Environment target for 2. Now, if the Orb of Nuit is in play at end phase, removes it from the game, then heals each Villain character for H.
Osiris (Lord of Silence):
HP reduced to 23.
Completely reworked. Now has Hand text that grants an attack (1 infernal to H-1 non-Villains with lowest HP).
Osiris (Incapacitated):
Completely reworked. Now has Hand text that forces H non-Villains with highest HP to self-damage for 1 fixed psychic. Now, if the Crook and Flail of Osiris is in play at end phase, removes it from the game, then flip and restore self to 9 HP.
Set (God Of Storms):
HP reduced to 22.
Completely reworked. Now has Ankh text that grants an attack (1 lightning and 1 cold to H non-Villains with highest HP).
Set (Incapacitated):
Completely reworked. Now has Ankh text that plays an Environment card. Now, if the Typhonic Rod of Set is in play at end phase, removes it from the game, then plays an Environment cand and a Villain card.
Shu (Breath Of The Wind):
HP reduced to 21.
Damage type immunities removed.
Sun text removed.
Hand text reworked. Now attacks (H-2 melee to Hero character with lowest HP).
Shu (Incapacitated):
Completely reworked. Now has Hand text that destroys 1 Ongoing. Now, if the Khopesh of Shu is in play at end phase, removes it from the game, then destroys H Hero Ongoing and/or Item cards.
Tefnut (Warrior of the Flood):
HP reduced to 28.
Hand text removed.
Sun text added. Now attacks (H-1 melee to Hero target with second highest HP).
Tefnut (Incapacitated):
Slightly reworked. Now only discards if the Shield of Tefnut is in play, removing it from the game first.
Discard increased to 2.
Discard moved to End phase.
Sun text added. Forces 1 Hero to bury 1 card from hand.
Ancient Magicks:
Hand activation replaced with Ankh.
Completely reworked. Now grants Isis an attack (2 energy to each non-Villain) if active, or grants the Villain character with lowest HP an attack (1 infernal to each Hero character) if not.
Blast of Flame:
Existing effect canceled if Atum is in play, instead granting Atum an attack (3 fire to H-1 non-Villain targets with highest HP).
Attack slightly reworked. Now grants the Villain character with highest HP an attack (2 fire to non-Villain with highest HP).
Desert's Wrath:
Completely reworked. Now grants Geb an attack ([Environment cards in play] melee to Hero target with highest HP) if active, or grants the Villain character with highest HP an attack (2 melee to Hero target with highest HP) if not.
Elemental Storm:
Hand activation replaced with Ankh.
Existing effect canceled if Set is in play, instead granting each Hero 1 draw, then playing a Villain card.
Attack slightly reworked. Now grants the Villain character with lowest HP an attack (1 cold and 1 lightning to Hero target with highest HP).
The Grave Beckons:
Ankh activation replaced with Hand.
Completely reworked. Now grants Osiris an attack (H energy to non-Villain target with lowest HP) if active, or forces H non-Villain targets with lowest HP to self-damage for 1 fixed psychic if not.
Taste of Immortality:
Sun activation added.
Completely reworked. Now heals the Villain character with lowest HP for H if Nuit is active, or heals each Villain character for 1 and shuffles the Villain trash into the deck if not.
Added:
The Ankh of Nephthys:
Relic, 9 HP. Summons Nephthys from under The Ennead's character card when played, then activates her Ankh effect. Reduces damage to Nephthys by 1.
The Bracer of Atum:
Relic, 9 HP. Summons Atum from under The Ennead's character card when played, then activates his Sun effect. Increases damage dealt by Atum by 1.
The Crook And Flail of Osiris:
Relic, 9 HP. Summons Osiris from under The Ennead's character card when played, then activates his Hand effect. Reduces damage to Osiris by 1. Increases damage dealt by Osiris by 1.
The Khopesh of Shu:
Relic, 9 HP. Summons Shu from under The Ennead's character card when played, then activates his Hand effect. Grants Shu immunity to melee and projectile damage.
The Orb of Nuit:
Relic, 9 HP. Summons Nuit from under The Ennead's character card when played, then activates her Sun effect. Reduces damage to Villain characters other than Nuit by 1.
The Shield of Tefnut:
Relic, 9 HP. Summons Tefnut from under The Ennead's character card when played, then activates her Sun effect. Reduces damage to Tefnut by 2.
The Sickle of Geb:
Relic, 9 HP. Summons Geb from under The Ennead's character card when played, then activates his Hand effect. Renders damage from Geb irreducible.
The Sun Disc of Isis:
Relic, 9 HP. Summons Isis from under The Ennead's character card when played, then activates her Ankh effect. Renders damage from Isis irreducible.
The Typhonic Rod of Set:
Relic, 9 HP. Summons Set from under The Ennead's character card when played, then activates his Ankh effect. Increases damage dealt by Set by 1.
Defender of the Waters:
One-Shot. Activates all Sun effects. Destroys 1 Ongoing in each non-Villain play area if Tefnut is active, or grants the Villain character with lowest HP an attack (2 melee to non-Villain with highest HP) if not.
Grasp of Life And Death:
One-Shot. Activates all Ankh effects. Destroys H-2 Hero Ongoing and/or Item cards and shuffles the Villain trash into the deck if Nephthys is active, or heals each Villain character for 2 if not.
Stolen Breath:
One-Shot. Activates all Hand effects. Forces each non-Villain target to self-damage for 2 energy if Shu is active, or grants the Villain character with lowest HP an attack (H-1 infernal to Hero character with second lowest HP) if not.[/SPOILER]
Removed: Beat Down, Iron Justice, Superhuman Redirection, Vigilance
Renamed:
Motivated By Desperation -> Desperate Measures
Armored Fortitude -> Iron Fortitude
Vigilance -> Ever Vigilant
Flying Assault -> Airborne Assault
Iron-Fist Strike -> "Krakk!"
Changes:
Ironclad Tyrant:
Nemesis icon changed to Young Legacy.
Setup discover reduced to H-1.
Flip condition completely reworked. Now flips after taking at least 5 damage during a turn, burying the first Villain Ongoing in play first.
Now gives Villain Ongoings the Indestructible keyword.
No longer immune to Environment damage.
End phase attack now only targets Hero characters.
Now buries the first Villain Ongoing in play and attacks (H melee to Hero target with highest HP) if there are H or more Villain Ongoings in play after end phase attack.
Advanced text completely reworked. Now reveals the top Villain card after the first instance of damage taken each turn, playing it if it's an Ongoing, and discarding it and healing 2 if not.
Desperate Measures:
Nemesis icon changed to Young Legacy.
Flip condition threshold increased to 20 or more.
Now plays a card if flip condition fails.
End phase slightly reworked. Now discovers 1 Ongoing, self-heals for H, then attacks (H projectile to Hero character with lowest HP).
Advanced text completely reworked. Now attacks (2 melee to Hero target with highest HP) at end phase, destroying H Hero Ongoing and/or Item cards if no damage was dealt.
Demoralizing Presence:
Damage boost replaced with granting Iron Legacy immunity to damage from Environment targets.
End phase completely reworked. Now heals Iron Legacy for H, then forces H-2 Heroes with the most cards in hand to discard 1.
Galvanized:
Indestructible keyword removed.
End phase attack added. Grants Iron Legacy an attack (2 irreducible melee to Hero target with highest HP).
Iron Fortitude:
Heal removed.
Now forces Hero targets that damage Iron Legacy to self-damage for 1 fixed psychic afterwards.
Ever Vigilant:
Attack condition changed to after the first time a target other than Iron Legacy deals him damage.
Damage type changed to melee.
Now self-heals for 1 whenever a Villain Ongoing is buried or destroyed.
Rule From The Front:
Completely reworked. Now an Ongoing that prevents an instance of 8 or more damage that would be dealt to Iron Legacy, then buries itself. Destroys 1 Item at end phase, then shuffles each trash into its deck and discovers 1 Ongoing if no cards were destroyed.
Airborne Assault:
Completely reworked. Now attacks (H melee to Hero target with highest HP), then plays a card.
Final Evolution:
Completely reworked. Now a one-shot that self-heals for H, then discovers H-2 Ongoings.
Former Allies:
Card play removed.
Now forces each Hero character to self-damage for 2 fixed psychic before discarding.
"Krakk!":
Damage increased to H+2.
Ongoing destroy replaced with forcing each Hero target to self-damage for 1 fixed psychic.
Added:
Furious Charge:
Ongoing. Grants Iron Legacy an attack (H melee to Hero target with highest HP) at end phase, then self-heals for H.
Grim Determination:
Ongoing. Self-heals for 1 after Iron Legacy is damaged by a Hero target. At end phase, if Iron Legacy is at 8 or fewer HP, heals for 8, then buries itself.
Iron Eye:
Ongoing. Renders damage from Iron Legacy irreducible. At end phase, grants an attack (H-2 melee to Hero target with lowest HP).
Heartless Haymaker:
One-Shot. Attacks (2 melee and 2 projectile to H-1 Hero targets with highest HP), then destroys 1 Environment card.
Heroic Termination:
One-Shot. Discovers 1 Ongoing, then attacks ([Villain Ongoings in play] irreducible melee to Hero target with highest HP).
The New Order:
One-Shot. Destroys all Environment Ongoings, destroys 1 Hero Ongoing, shuffles the Villain trash into deck, then discovers H-2 Ongoings.
No More Heroes:
One-Shot. Destroys H Hero Ongoing and/or Item cards, then discovers 1 Ongoing.[/SPOILER]
I am curious how this works for the one player character with the Prince keyword. It was intuitively pretty clear for werewolves under Apex, but does the party potentially have to cut down one of their own if he ends up the man in charge? Or is he at risk of being instantly destroyed by that one card I think they revealed during the Kickstarter?The Ruler of Æternus
Hey kid, ya wanna fight a satan?
Æternus is an environment we'll be checking out later, but it turns out it's got such a high amount of evil per square inch, the villains within can't help but tussle between one another in hopes of out-eviling everyone else to claim the throne! So we've got another deck like the Ennead, Kaargra Warfang, or Apex where there's a bunch of huge threats you have to deal with and singling out one or the other as The Boss isn't exactly easy. In fact, there isn't a boss to begin with! There isn't a specific Ruler of Æternus when the game begins, but there ARE multiple Princes who would very much love to hold the throne and all the power it affords. It's up to you which Prince is the least worst to have up there!
Danger Levels:
- Minions: Moderate. It's less about this being a minion-spam deck (it's really not) and more about how sometimes one of those minions might stance up and Become your primary foe. And any given Prince has more than enough HP to stick around for a while. In fact, the different Princes even can make the deck slate more towards this or that playstyle: Ismodial the Lusty, for example, DOES make the fight a minion-spam one.
- Direct Offense: Moderate. A lot of the attacks involving the Ruler of Æternus are divided between the heroes and the many targets of the deck itself: infighting is very, very common. As such, try to keep your defenses localized, rather than shutting down this or that threat. As before, this changes and becomes more of an issue if Abbados the Wrathful or Lusithar the Proud takes the throne.
- Disruption: Moderate. Again: the deck itself doesn't do a lot of disruption (there's some, but not an oppressive amount). Seviathall the Envious and Mannock the Greedy, of course, add some fun to the mix here.
- Defenses: Moderate. An individual Prince isn't exactly hard to whittle down (unless you're talking about Belagorr the Slothful or Greezigrax the Gluttonous). But the fact that they get damage reduction and a full heal on taking the Throne, plus the fact that you'll need to clear the field of everything to win, means you have to clean your plate to get anything done.
- Ongoings: Low. There's exactly one Ongoing in this deck, An Age Of Torment, and it has a built-in destroy condition on Start Phase. Yeah, it's +1 damage from all Demons (including Painstake I guess) and forces self-damage to your healthiest teammate after every power use, but it's one card. You can handle that.
- Surprises: High. A game that only manages to output Princes during setup is far, FAR easier than one that constantly throws them out willy-nilly. That's a difference of about 50 effective HP to 200 or so. Stopping Princes from coming out is always a good idea.
The Empty Throne:
Nemesis: Darkstrife, Painstake
So here's the cool part of this villain. When you start out, you have H-1 Princes squabbling for the Throne (each with a unique nemesis icon, with one each for Darkstrife, Painstake, Fanatic, NightMist, the Argent Adept, the Scholar, and Rambler) but the character card itself has no target. It starts empty, you see. However, once there's only a single Prince in play for whatever reason, they hop up to the Throne, flipping this card, which is simply going to happen at some point or another: even dealing lethal damage to multiple targets at once will have to choose an order in which they take the heat. And don't expect you can just turtle things out: the end phase attack here grants each Prince a hit to whoever else has highest HP, which isn't necessarily a Hero.
Advanced: What's that? Not enough Princes? Too bad. Now we play the top card of the deck if it's a target, or force non-Villains to self-damage for 1 if it isn't. It's effectively a slightly softer version of an extra card play, but not by that much: Princes are targets, so them coming out even faster is bad.
The "Chosen" of Æternus:
Upon claiming the Throne Space (as seen on the character card), whatever Prince has the highest HP hops on, heals to full, throws out a few Demons, gets a persistent -1 damage taken and nemesis icons for Darkstrife and Painstake if they didn't already have them, and is basically for all intents and purposes the actual Villain character Ruler of Æternus. Furthermore, every Demon in this deck has an Æ effect that becomes active when upon the Throne Space, giving them either extra damage modifier sauce or a new Start Phase button. In short: whatever Prince you save for last supercharges and becomes your primary foe. Your objective is still to take them down, but you need to eliminate all other Princes along the way or risk them succeeding to the throne right afterwards, with all the nonsense I just listed involved. You don't wanna go through all that more than once per game, right?
Advanced: Oh, and if you're relying on the non-throned Princes to chip the main one down for you, haha, no. -3 damage from Villains to the Ruler of Æternus. And individual instances don't trend high enough to pierce that. Outside of shenanigans like marking them for irreducible damage somehow, it just isn't gonna happen.
Ideal Strategies:
For this fight, the main thing to do is controlling your damage. Throning a new Ruler of Æternus should only, ideally, happen once a game, and the best way to do that is to ensure that they are the last Prince you take down. Because there are so many One-Shots that can cause the political turmoil we already expect from Æternus, it's certainly not a bad idea to bring a bit of the ol' deck control, especially as the Ruler of Æternus dips down in HP. And, of course, you'll want to make sure your defensive measures are more on your side of the field than theirs. Not only is it hard to control the damage from more than one or two villains at a time, you actually WANT their side of damage unfettered, so they can rough each other up a bit and speed things along. Better to do a tank than a shutdown debuffer, in other words.
Things to Avoid:
Considering how this deck works, you should also carefully consider which potential Prince you can really handle as the main Ruler of Æternus, as well. It's not just about their day-to-day attack at end phase, but whatever Æ effect they gain upon claiming the throne. To that end, it might be better to focus down a newly top-decked Prince at full health if you haven't throned one yet, rather than finish off whatever ones you'd already been dunking on. In fact, if there's a particular Prince you know for a fact you could handle with your team better than any other, you might even decide just not to hit them! They're still gonna take damage, but at least that way they'll be ahead of the pack, right? Plus, you don't want them to pull a Violent Uprising just as you were about to polish them off, do you?
Notable Cards:
- Violent Uprising: This is the worst card you can see if you have the game almost won but still have a few low-health Princes to clean up. Not only does it spawn in H Demons, but every Demon in play immediately clobbers the Ruler of Æternus for 3. Even the boldest of Princes will be hard pressed to survive that kind of offensive, even with their damage reduction. On the other hand, it's also an incredibly funny card that can put any Demon in the deck on the Throne Space, even a smallfry like the Obsequious Impling, so that's how their Æ effects can be activated. (Or you can fight in the Æternus environment too. Don't do that though.)
- Lusithar the Proud: Every one of the Princes is bad news, and as mentioned, choosing the right fight for the team you have is key, so it's kind of hard to label any specific Prince as the outright Worst to deal with. I choose to highlight Lusithar here for one specific reason: his area attack is very scary, but it also attacks everyone except himself, which turns out to not only be rather self-correcting if he takes the Throne Space, it's also very fitting! More than any other Prince, he'll naturally cull out the rest of the Villains in play for you. Just hope that you can withstand his barrage of attacks while he does.
- Regime Change: The other card that can potentially force another Prince to hit the Throne. It not only outputs another Prince, but specifically destroys whichever Prince has lowest HP. This does not exclude the Prince on the throne! It will simply cull whichever is weakest, so make sure you're focusing on any existing Princes over the one currently there!
Event Strategies:
Dread Will... Manifested
Vox Populi
- Collection Limit: 2
- Collection Effects: Rhyming Bargainer OR Torment-Forged Dagger
Want those Æ effects on the weaker Demons on? Great cool, they're on now! And since you're such a fan, we'll also fish through the deck a little faster for those smaller Demons! This, naturally, means filtering out cards from the deck that are weak (ordinarily, a non-Prince Demon is an ideal topdeck) in favor of all the unpredictably painful ones. It also means even more attacks with even more deadliness headed your way. But it's not like you went into a fight with the Ruler of Æternus with no area attacks, right?
Hell On Earth
Torment Personified
- Collection Limit: 2
- Critical Event: Æternus Incarnate
Maybe you don't want to deal with a rotating cast of seven-deadly-sins-personifications and just want to fight a good ol' nondescript satan. We gotchu! We turned all of Sentinel Comics' answer to Hell into a single giant evil guy and now you get to punch all 100 of his HPs away! This obviously demands a level of power beyond the usual princely squabblings of the normal encounter, so this changes a few things. First, Violent Uprising and Regime Change are out. Second, Æternus Incarnate can put Princes directly under itself to just harness their Æ powers directly, as though they were part and parcel of the character card. Third, any non-Hero damage that would go to Æternus Incarnate? Nope, that goes to the Hero with the most HP now. Beyond that and getting an end phase attack for 1 infernal to H non-Villains with highest HP... honestly this fight is a lot more straightforward. Really is just about punching a really big satan with a rotating assortment of sin-flavored powers until either you or they bite the dust. Those Æ powers can really add up, so don't expect this to be a cakewalk, but at least it's just the one guy.
Advanced: Cards under Æternus Incarnate naturally filter out once too many are accumulated, burying once they get more than H out. Unless this is active. Then they go into play. That's pretty bad, Scoob.
Removed: Prickly Cactus, Stout Barrel, Water Trough, Sustain The Portal
Renamed:
Cover keyword -> Property keyword
Gunman keyword -> Outlaw keyword
The Law keyword -> Lawman keyword
Time Portal keyword -> Anomaly keyword
Temporal Event -> Temporal Calamity
Changes:
Outlaw cards:
Damage reduction capped at 1.
Sheriff Pratt:
Damage reduction capped at 1.
Cyrus Hayes:
HP decreased to 4.
Attack completely reworked. Now attacks (2 projectile to H-1 non-Outlaws with lowest HP).
Matthew Hayes:
HP decreased to 5.
Attack completely reworked. Now attacks (3 projectile to non-Outlaw with second highest HP).
Tyler Hayes:
HP decreased to 6.
Damage reduced by 1.
Lost In The Past:
Ongoing keyword added.
Discard increased to 4.
Bury increased to 2.
Instant loss condition moved to start phase.
Bury moved to end phase.
Now plays a card after burying.
Temporal Calamity:
One-Shot keyword added, destroy condition removed..
Now shuffles the Environment trash into deck before discover.
Now discards the top card of the Environment deck after discover.
Explosives Wagon:
HP reduced to 7.
Damage boost removed.
On-destroy attack slightly reworked. Now attacks (4 fire to each target).
Start phase added. Allows up to 2 Heroes to discard any number of cards, self-burying if H or more cards are discarded this way.
End phase added. Allows 1 Hero to discard 1, granting their character an attack (3 fire to 1 target) if they do.
Added:
Reactor-Drive Mining Drill:
Property, Anomaly, 9 HP. Discards the top cartd of the Environment deck when played. Attacks (1 energy to each target) and discards the top card of the Environment deck at end phase.
Time-Lost Smoke Belcher:
Property, Anomaly, 8 HP. Attacks (3 melee to H-1 Hero targets with highest HP) at start phase. Reveals the top card of the Environment if there are no Outlaws in play at end phase, playing it if it's an Outlaw and discarding it otherwise.
The Saloon:
Property, 10 HP. Increases damage dealt by Outlaws by 1. Allows 1 Hero character to self-damage for 2 fixed toxic at end phase, increasing their damage dealt by 1 until Environment start phase if they do.
Waylaid By Outlaws:
One-Shot. Discovers 1 Outlaw, grants each Outlaw an attack (1 projectile to the Hero target with highest HP), discovers 1 Ongoing. If no Outlaws are in play, heals each Hero target for 1.
Showdown:
One-Shot. Shuffles the Environment trash into the deck. Discovers 1 Outlaw, letting each Hero draw 1 if no cards were played. Summons Sheriff Pratt. Discards the top card of the Environment deck.
A Bounty On The Whole Gang:
Ongoing. Places destroyed Outlaws under itself. If it has 3 cards under itself, lets each Hero draw 3, then removes itself and all cards under it from the game. Reveals the top card of the Environment at end phase, playing it if it's an Outlaw and discarding it otherwise.
Removed: Defensive Displacement, Char
Renamed:
Lock Down -> Lockdown
Imprisoned Rogue -> Hatch
Time-Crazed Prisoner -> Free Radical
Changes:
F.I.L.T.E.R. Officer:
HP reduced to 6.
End phase reworked. Now attacks (2 projectile to Inmate with lowest HP), then attacks (2 projectile to non-Agent with lowest HP).
Block Guard:
HP increased to 8.
End phase completely reworked. Now attacks (1 melee and 1 lightning to 3 non-Agents with highest HP).
Warden Hoefle:
HP decreased to 10.
Damage modifiers removed.
Start phase completely reworked. Now discovers 1 Agent.
End phase attack added. Now attacks (3 energy to non-Agent with second highest HP).
Hatch:
HP decreased to 5.
Parse nemesis icon added.
Damage boost removed.
Destroy slightly reworked. Now targets the non-character Agent with lowest HP.
Now forces each Hero to discard 1 if destroy fails.
End phase added. Destroys 1 Environment Ongoing if 3 or more Inmates are in play, and discovers 1 Inmate if not.
Free Radical:
HP increased to 9.
Omnitron-X nemesis icon added.
Damage type changed to energy.
End phase attack added. Now attacks (2 energy to non-Inmate with second lowest HP).
Lockdown:
Ongoing keyword added.
Destroy now only affects Inmate with lowest HP.
Damage boost replaced with reducing damage dealt by non-Agents by 1.
End phase slightly reworked. Now only triggers if there are more Inmates than Agents in play, and plays a Villain card before destroying.
Prison Riot:
One-Shot keyword added, destroy condition removed.
Effect now codified as a discover.
Now destroys the non-character Agent with lowest HP and shuffles the Environment trash into deck before discover.
Discover reduced to H-2.
Added:
Kleptek:
Inmate, 6 HP. Ra nemesis. Attacks (2 energy to Hero and Agent targets with highest HP) at start phase. Attacks (1 melee to non-Inmate with lowest HP) at end phase, destroying 1 Item if a Hero target was damaged.
S.A.B.E.R.:
Inmate, 7 HP. K.N.Y.F.E. nemesis. Attacks (2 energy to 2 non-Inmates with highest HP) at start phase. Attacks (2 energy to 2 non-Inmates with lowest HP) at end phase.
Shredd:
Inmate, 8 HP. The Visionary nemesis. Attacks (H-1 melee to non-Inmate with second highest HP) at start phase. Attacks (2 melee to non-Inmates in play area with most cards in play) at end phase.
Armory Teleport Beacon:
Ongoing. Increases damage dealt by Agents by 1. Renders Inmate damage irreducible if there are at least 2 Inmates in play. Grants 1 Agent an attack (2 energy to Inmate with lowest HP), then grants the Inmate with highest HP an attack (2 melee to non-Inmate with highest HP) at end phase.
Dimensional Gateway:
Ongoing. Plays a Villain card and destroys itself at start phase if 2 or more Inmates are in play. Reveals the top Environment card at end phase, discarding it if it's a One-Shot or Inmate and playing it otherwise.
Removed: Akana, Cast Into The Underworld, Treasure keyword
Renamed:
Judgement of Anubis -> The Entrance To Duat
Shamise -> Shamisé
Rod Of Anubis -> The Rod Of Anubis
Idol Of Anput -> The Idol Of Anput
The Challenge Of Fire -> Challenge Of Fire
Changes:
Anubis:
Damage immunity removed.
Destroy attack completely reworked. Now self-heals for H after a non-Environment target is destroyed, rather than attacking.
End phase attack added. Now attacks (H-2 infernal to 3 non-Environment targets with highest HP).
Mdjai:
HP reduced to 8.
Damage reduction removed.
Now attacks (3 melee to non-Environment target with highest HP) after playing.
Nomti:
HP increased to 10.
Attack now targets non-Environment target with highest HP.
Now attacks (2 melee to H-2 non-Environment targets with lowest HP) after playing.
Shamisé:
HP decreased to 4.
Trial keyword removed.
Summon replaced with attack (5 infernal to non-Environment target with second highest HP).
End phase completely reworked. Now forces each Hero to discard and draw 1, healing Environment targets for H if any Ongoings were drawn.
Urshe:
End phase slightly reworked. Now discovers 1 Trial.
Now grants each Hero 1 draw after playing.
Start phase added. Heals each Trial for H.
Challenge Of Fire:
Now a target with 10 HP.
End phase attack now targets H-2 non-Environment targets with highest HP.
Destroy condition reworked. Now allows 1 Hero to discard any number of cards, forcing this card to self-damage for 3 fixed melee each time they do.
Spike Trap:
Now a target with 10 HP.
Attack now only targets non-Environment targets and now occurs at end phase.
Destroy condition reworked. Now occurs at start phase, and allows each Hero to destroy 1 Ongoing in their play area, forcing this card to self-damage for 5 fixed melee if done.
Swarm Of Scarabs:
HP increased to 10.
Existing effects removed.
Start phase added. Allows each Hero to destroy 1 Item in their play area, forcing this card to self-damage for 5 fixed melee if done.
End phase added. Now attacks (3 melee to any character with Items, Devices, or Relics in their play area).
Swinging Blades:
Now a target with 10 HP.
End phase attack slightly reworked. Now attacks (2 melee to each non-Environment target).
Start phase slightly reworked. Now allows each Hero target to self-damage for 1 fixed melee, forcing this card to self-damage for 3 fixed melee each time one does.
The Idol Of Anput:
Now a target with 9 HP.
Move condition reworked. Now discovers 1 Trial on play, and moves when that Trial is destroyed.
Heal increased to 3.
May now draw 3 after healing, destroying this card if you do.
The Rod Of Anubis:
Now a target with 9 HP.
Move condition reworked. Now discovers 1 Mummy on play, and moves when that Mummy is destroyed.
Damage increased to 5.
Now either forces a discard of 2 or destroys itself after attack.
The Entrance To Duat:
One-Shot keyword added, destroy and attack removed.
Now shuffles the Environment trash into the deck and plays an Environment card after summon.
Added:
Ammit:
Eater Of Souls, 13 HP. Ra nemesis. Plays a Villain card after the first time its damage destroys a target each turn. Attacks (1 infernal to each target except itself) at start phase. Attacks (2 energy to lowest HP except itself) at end phase.
The Weight Of A Feather:
One-Shot. Summons Ammit, then allows each Hero to collect 1 Item or Ongoing, granting Ammit an attack (1 infernal to Hero character with lowest HP) each time they do.
Removed: Abominable Snowman
Changes:
Amphibious Chupacabra:
HP increased to 7.
Initial attack slightly reworked. Now attacks (H-2 melee to non-Cryptid with second lowest HP).
Follow-up damage increased to 2.
Now self-heals for 2 if follow-up attack occurs.
Horrid Skunk Ape:
Damage type changed to toxic.
Mongolian Death Worm:
HP increased to 13.
Attack now occurs on play, rather than start phase.
Attack now targets the target other than itself with second highest HP.
Shuffle replaced with bury.
Now heals up to 3 targets for 3 when destroyed.
New Jersey Devil:
HP increased to 9.
Attack slightly reworked. Now attacks (3 fire to non-Cryptid with lowest HP).
Rat Beast:
HP increased to 11.
Rat keyword added.
Attack slightly reworked. Now attacks (2 melee and 1 toxic to non-Rat with second highest HP).
Ancient Library:
Completely reworked. Now a Relic with 20 HP that forces all Hero characters to self-damage for 2 fixed psychic when destroyed, grants each Cryptid an attack (1 melee to this card) at start phase, and allows 1 Hero to draw 2 and 1 Hero target to heal for 2 at end phase.
CON's Bunker:
Completely reworked. Now a Device with 20 HP that forces all Hero characters to self-damage for 2 fixed psychic when destroyed, grants each Cryptid an attack (1 melee to this card) at start phase, and allows each Hero character to heal for 1 and 1 Hero to draw 1 at end phase.
Unforgiving Wasteland:
Completely reworked. Now an Ongoing that discovers 1 Cryptid on play, increases damage dealt by Cryptids by 1, and renders damage dealt by Cryptids irreducible if at least 3 Cryptids are in play.
Added:
Endless Wastes:
One-Shot. Shuffles the Environment trash into the deck, discovers H-1 targets, then forces each Hero to discard 1.
Storming Thunderbird:
Cryptid, Fowl, 15 HP. Destroys the Cryptid other than itself with lowest HP at start phase, discovering 1 Cryptid if no card was destroyed. Attacks (2 lightning to each non-Fowl other than the target with highest HP) at end phase.