Clarifications and Decisions from Handelabra & Christopher's Fireside Chats

---------- THE UPDATE AFTER THE ULTIMATE UPDATE ----------

Sentinels of the Multiverse

Suppose Visionary (highest HP) has Decoy Projection (lowest HP) in play and The Wraith has Smoke Bombs in play. If damage attempts to hit the highest HP, which is Visionary, Decoy Projection redirects it to itself, and then Smoke Bombs redirects it to Visionary, and then it’s stuck there. Similarly, if the damage attempts to hit the lowest, it gets redirected from Decoy Projection to The Visionary by Smoke Bombs, and then Decoy Projection takes it and it’s stuck there.

At the end of the villain turn, What Do You Really Know? shuffles the villain deck once, not H times.

If some of Regression Turret’s damage is redirected so one target is hit multiple times, it only suffers the damage reduction effect once.

Suppose Mainstay has Preemptive Payback in play, and would be dealt damage. He uses Preemptive Payback to trigger something that lets him play Durasteel-Studded Vest. In this case, the original damage is reduced by 1.

Found Wanting and Paragon of Sentience are updated to read: “The first time this card is destroyed each turn, play the top card of the Environment deck.”

No Time to Bleed is updated to read: “Whenever Stuntman is dealt damage by a non-hero target, he may deal that target 1 projectile damage.”

If Guise uses Uh Yeah, I’m That Guy to copy Harpy Hex, it triggers for both Guise and The Harpy when a token is flipped.

If environment cards cannot be played, the environment discard is not shuffled back into the deck when a card play is attempted.

Suppose Impulsion Beam and Sentinel Tactics are in play and The Idealist uses her power to deal damage. Another member of the Sentinels is allowed to use a power, because they are a different hero character card.

Lingering OblivAeon Clarifications

If Adamant Writhe uses his power to send the next non-hero target that would be destroyed to the bottom of its deck, and Borr the Unstable or Faultless is destroyed, nothing happens because they are not from a deck.

If Disrupt Spacetime’s damage would destroy the Representative of Earth, it destroys the environment before moving over to the other Battle Zone. Call it a mistrial.

If OblivAeon is turned to the next page during the end of its turn because of something that happened on a non-OblivAeon-card end of turn effect, OblivAeon does not process the end of turn text on its next page. Do not go back in time to the ancient era of the OblivAeon character card End of Turn phase. Nay! Progress forward!

If the only Scion Panel in a battle zone is flipped Faultless, the Scion deck is not visible there for the purposes of cards that target decks, because there are no Scions in that battle zone. Faultless doesn’t know what you’re talking about. He’s not a Scion. What are you, a cop? You have to tell me if you’re a cop.

If Setting Sun Ra is incapacitated and has rewards under him, then you use his incapacitated ability to remove him from the game, the reward stay in front of you in your play area, as if they were under an incapacitated hero. RIP.

You can only choose a target with full HP for Meagre Winnings if all hero targets have full HP.

Suppose Mano a Mano is under Dark Mind and Mainstay is in the other battle zone. If Dark Mind is destroyed, Mano a Mano is played in the battle zone that Mainstay is in. With the destruction of Dark Mind somewhere else, he gets the bright idea to punch someone else!

Hero cards in the other battle zone (e.g. Regeneration, Divine Focus, etc.) get to observe start/end of turns in this battle zone.

For cards that require all players to discard cards in order to activate some effect (River of Lava), they check all players in this battle zone, not in the entire game.

Micro-Assembler and Cosmic Weapon count as “cards with powers on them” for To Hope for the Dawn.

Suppose Omni-Unity is in play with 2 HP and there’s an equipment card in that play area with 1 HP. OblivAeon plays Temporal Fractures and the equipment first deals Omni-Unity 2 damage, destroying it. It stops dealing damage to other targets, now that it is not a target.

When Unbracing Smite deals damage to a hero character, the destruction occurs immediately (in between damages). In most cases, if a Hero is incapacitated, no additional destruction happens as that Hero no longer has any non-character cards. However, in corner cases such as The Sentinels and other weird issues (“The Sentinels and Other Weird Issues” is my Dr. Teeth and the Electric Mayhem cover band) where even though the character card is incapacitated, they still count as having some non-character cards in play, so the destruction of their non-character cards occurs.

Suppose Impending Doom is in play in the First Battle Zone. At the start of the villain turn OblivAeon is there, so he deals 9999 damage to non-scion targets. He destroys an Aeon Locus which plays Heir to Nothingness, leading OblivAeon to move to the Second Battle Zone. OblivAeon stops dealing damage, as Impending Doom is not in that play area.

Sentinels of Earth-Prime

The following cards were misprinted and should read:

  • The Sentry Statue: “Increase damage dealt by hero characters by 1.”
  • Endless Torment: “Torment cards do not destroy other Torment cards when they enter play.”
  • Archimedes Failsafe: “When this card enters play, Daedalus regains 2 HP.”

“Each time" means the same thing as “whenever” in card text.

If From Concrete Born selects a Location with negative HP, Dr. Metropolis regains no HP.

Individual members of the Sentinels and OblivAeon Mode incapacitated heroes do not count as incapacitated heroes for Honor the Fallen.

When Grue Meta-Mind flips, its skip to the start of the Villain turn interrupts everything like In Medias Res.

When Timeloop Portal plays a single minion from below it, the players can choose which one.

The text of Temptation of Orpheus has been updated to read: “When this card enters play, destroy all other Torment cards. The first time a non-hero card is revealed each turn, a hero character may deal themself 2 psychic damage. If no damage is dealt this way, put the revealed card into play.”

If Devil’s Due destroying the Soul Pact somehow ends up in that hero getting incapacitated, the Soul Pact is not put back into their play area.

The players decide the order in which the damage from Exert Control happens.

The “damage dealt this way” on Metamorph Infiltrator refers to any damage caused by that card’s text.

Argo’s “first time this card is dealt damage by a hero target each turn" happens only once per turn in total.

Whatever target takes the 1 melee damage from Sticky Bomb is dealt the 3 fire damage.

If Applied Numerology is used to make the damage from Pin the Target 2 targets, when you discard a card, you pick one of the targets to damage. Similarly with Sticky Bomb.

When using Daedalus at the Forge’s innate power, and the top cards of a deck don’t belong to that deck (e.g. a magma crystal in a hero deck), they are discarded to their native trash, and put back to their native deck. If they are Mission Rewards, they belong to that hero, so they go to that hero’s deck/trash.

When using Daedalus at the Forge’s innate power with Applied Numerology and Guise shenanigans, it can read “Reveal the top 2 cards of 2 decks”. It works like: “Reveal the top 2 cards of 2 decks. Discard 1 of them, and put the other revealed cards back on top of their decks in any order.”

Gravitic Snare is updated to read “Until the start of your next turn” so the effect doesn’t immediately expire.

Immortality’s Burden has a continuous check for “if Daedalus is the only active hero.”

If an environment card has “when this card would be destroyed” text, you get to choose the order between that card’s effect and Controlled Demolition. That is, you can allow the “when this card would be destroyed” effect to happen first, before it loses the game text.

Suppose Controlled Demolition, Fixed Point, and Charging Triceratops are in play. Triceratops is reduced to 0 HP and Dr. Metropolis uses Controlled Demolition. Charging Triceratops now has no game text for as long as it is in play.

Controlled Demolition does not remove already-active status effects that outlive the destruction of the card (e.g. Tendrils of Madness).

The text on Sleeper Agents is changed from “end of the villain turn” to “start of the villain turn” so it lasts a round.

Maximum Speed Johnny Rocket’s innate power is changed to read “Each time a faceup card of yours is on top of your deck.”

If Maximum Speed Johnny Rocket’s innate power is used with a deck with 1 card, you draw that card as the first part of the power. Then, you select 0, 1, or 2 cards from your hand. If you chose 0, nothing happens. If you chose 1, it becomes the only card in your deck, and thus is put into play. If you chose 2, shuffle them together to make your deck, which consists of those two faceup cards. Whichever is on top gets put into play first, followed by the next faceup card.

If the damage from Ring the Bell gets redirected to a different villain character, the followup effect applies to the new villain character’s deck. If the damage hit a non-villain character target, the effect does not apply.

Unshackled Resilience does not allow her to deal damage to a target that is immune to damage. It does allow her to deal damage if she “cannot deal damage.”

Gadget Belt is updated to read: “If The Raven deals damage this way”.

You have to both destroy equipment and move cards with Crackdown in order to deal damage. Don’t be lazy.

Devastating Impact is updated to read “Until the start of the villain turn, each hero character dealt damage this way cannot use powers.”

If The Phantom Cab shuffles Enraged Terror-Bird into the environment deck, when Enraged Terror-Bird is played from the environment deck, it is treated as a Mission card coming into play, so you pick where it goes. If there are no Heroes in the battle zone, it goes to the bottom of the Mission Deck.

If all players have 1 or fewer cards in hand, one of them can discard 1 card for Charon. They don’t get to destroy 1 Environment card, but they stop Charon from dealing damage.

Suppose The Temptation of Orpheus is in play, and The Abyss Stares Back is revealed and the players choose to resolve it first (moving everyone to the other Battle Zone). The Abyss Stares Back reveals the next card from the OblivAeon deck. The follow up damage does not occur if the Heroes have moved to the other Battle Zone. The Temptation of Orpheus cannot play the next revealed card, as OblivAeon is no longer present.

Still Life follows the ordering of end of turn effects along with other cards in play.

Suppose The Raven plays Into the Shadows, getting the one-time damage prevention. Then Into the Shadows is destroyed and goes under Dark Mind. Then The Raven moves to the other battle zone. The next damage to her there is prevented, even though that copy of Into the Shadows is under Dark Mind in the other battle zone.

If Ring the Bell is played with Miss Information (front side), there’s no villain character target in play, so it does not prevent the next card play.

Magical Mysteries Mini-Pack

Baleful Shine uses the absolute value difference between current HP and maximum.

If Sins Laid Bare causes 2 targets (Applied Numerology/Guise) to destroy themselves, Guise gets to gain 2 HP twice.

If the target for Burn the Wicked has more than 10 HP, Lantern Jack does not deal himself any damage.

Lantern Jack can damage himself twice with Searing Truth.

The Golden Mask’s condition for a hero taking damage intentionally covers more situations than Stuntman’s Moving Target (e.g. immune to damage, cannot deal damage, “instead” effects).

If the damage from True Unmaking is prevented, the cards still get destroyed. If the damage gets redirected to another target, the play area of the new target is where the cards are destroyed.

The second part of True Unmaking fizzles if it’s redirected to a non-hero target.

Skipping your play or power phase for any reason satisfies the requirement of Words of Frozen Time, even if some other card makes you (e.g. Time Crawls). Heck, this might be a good time to skip both and draw an extra card!

When Advanced Malador is flipped, they gain 2 HP whenever a token is added to the Golden Mask. If multiple tokens are added to the Golden Mask at once, they gain 2 HP per token. Gross!

Maw of Vhoka can destroy any spell/equipment in the play area (not just Hero cards).

The Golden Mask (Bound Life Force side) removes a token once per turn at maximum.

Redirecting damage away from and back to the original hero target counts for removing a token from The Golden Mask.

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