This thread is for posting what your favorite team is to play currently, and why.
I typically play Sentinels by constructing a strong team and testing it against Ultimate villains in interesting locations until I beat them all or get bored. I just finished a full run-through using Prime Wardens Tempest, America’s Greatest Legacy, Dark Conductor Argent Adept, Scholar of the Void, and Dr Medico – Malpractice. I lost once each to Ultimate Cosmic Omnitron on Wagner Mars Base (dropped the theme and held the rematch in Silver Gulch, which went fine), Infinitor in Cosmic Tribunal (could not keep representative alive against his spam but very possibly would have lost that one anyway, rematch in the Block fine), and Kaargra in her Capital (identical rematch went fine, she’s just high variance and accumulates Favor very quickly due to her Advanced and Challenge abilities). I’m taking a break before engaging with Oblivaeon, that dude stresses me out.
It’s among the strongest teams I’ve played without an infinite combo, and I like that it gains a lot of power through interactions between characters changing the value/meaning of cards from what they are when viewed in isolation. Multiple sources of recursion to the top of decks and the ability to play off that location out of turn profoundly changes a lot of cards, especially Don’t Dismiss Anything, Take Down, Know When to Hold Fast, and Lifeforce of Will. Mass healing is usually redundant after a certain point, but here it can become damage through Red Right Hand and Mortal Form to Energy or power uses through Second Opinion. Each character also has strong options balanced by self-damaging effects, which have significantly different impact due to mass healing or strong, source-agnostic tanking from Heroic Intervention, Alchemical Redirection, or Immunization. Lifeforce of Will, Proverbs and Axioms, and Second Opinion appreciate heroes with multiple strong powers. And so on.
It additionally offers clutch options for certain difficult matchups. Preventative Care is a self-replacing free-to-play card that dramatically eases the difficulty in keeping the Dreamer alive in spite of her Challenge ability. Using Dark Dynamics on her deck allowed Miss Information to flip on T3, sparing us the lengthy unanswered pre-reveal beating that often spells doom in that matchup.
All in all, if you like playing action-economy teams that sometimes leave you thinking “I’ve done so much stuff that I forgot whose turn it was originally,” it might be one to try.
One of my new favorites is Omnitron-X, La Comodora, and Lifeline. The basic strategy here is to use Timeshift to boost Lifeline until he can stand on his own, then Comodora (who by that time should be well set up), while establishing components for passive damage and healing. As Comodora, fill your life with equipment. You should be able to support around five equipments once the going gets going- your job is primarily to support the team and accelerate with an endless barrage of Harnessed Anomalies (on yourself when possible) and Time’s Lessons. Lifeline is the DPS, and for that reason I suggest his Blood Mage variant. But he can also give powers and plays to boost the team. All in all, it’s a really tough setup to top.
Lately I've been playing with Legacy, Argent Adept, Visionary Unleashed, Ra, and F5 Absolute Zero. Going for the Twist the Ether on AZ + Imbued Fire + Coolant Blast combo. Everyone hits AZ with fire damage instead of villains, AZ either heals or deals damage depending on his health, then on his turn unleashes a massive coolant blast.
I like both these responses, because I've never sparked to either Lifeline or AZ (although because of that I've never actually noticed F5, and the ability to tutor Sub-Zero Atmosphere T1 seems interesting against several enemies).
I've tried Guise/Mr Fixer combos with Blood Mage for giggles (Vitae Strike is a nice upgrade to the previous Tempest/Squall combos, especially with Jack Handle being able to redirect its self damage) and for wondering what happens when you put Lifeline cards in Guise's hand with Lemme See That/Ophic Respository (he can play them, "you" vs "Lifeline" on cards matters quite a bit, they go to Lifeline's trash when played), but I haven't found a solid spot for him in a group that really calls for him yet. I keep him in the same mental bucket as PW Tempest (self-damaging damage dealer with great draw), but Tempest has a couple more utility options in Reclaim and Into, while lots of the stuff that looks like utility on Lifeline essentially turns out to be more damage. I do like his Ley Line cards, though. Could you say more about why him? And how do you run Omnitron X with no tank and no Hypersonic Assault/Offensive Transmutation type cards?
Really enjoying this thread. I don't know some of the heroes used very well so it's fun to learn more about them.
I've described this before, so feel free to skip if you've seen it ...
My go to beat-everything team is focused on turtling and building up to massive, game-ending strikes. I developed it when working on a project to beat every villain with all heroes at full HP. I _love_ card draw, so it starts w/ Team Leader Tachyon and continues with GI Legacy, so in the beginning of the game, everyone's getting two card draws. In fourth position is Sacrifice Tempest, using that variant so he can dig as quickly as possible for Cleansing Downpour. Scholar of the Infinite is in fifth place, used mostly for his tanking, but as you noted for his ability, combined w/ Tempests to pull cards out of the trash and play them en masse. Take Down and Into the Stratosphere lock down or slow down the villain. Hypersonic Assault and various Scholar cards stop or tank damage. And the linchpin, in position three, is Fugue State Parse. I play her slow, getting all the Critical Multipliers in play, building to the point where she has her whole deck in hand and can play Recompile three times a turn, giving another hero a +30 bonus.
Man, you *do* like card draw if you're running Team Leader, Gung Ho-ing that as well, and still playing Sacrifice on top of that.
I have a special affection for throwing cards into place right before using them - as in, playing Alacritious Subdominant's perform with Lyra to put Inventive Prep into play right before your rhythm accompany hits, feels like you're building a road just ahead of you while driving on it. For me, Scholar - Tempest - Adept offers the best version of this, as you can recur Don't Dismiss Anything as well as the other recursion card (Vernal can't target itself, Reclaim can but its draw means it won't stay on top of the deck to be hit by Don't Dismiss) and then when you use Dark Dynamics to activate Don't Dismiss Anything you can target the other recursion card as the first Don't Dismiss recipient and hopefully throw both a second Don't Dismiss Anything and another recursion card on the other character. And then you can play THAT recursion after you've activated the second Don't Dismiss Anything and put Proverbs and Axioms or Know When To Hold Fast on top of Scholar's deck. Tempest + AGL can do this, and Adept can do it solo again on his turn with the right instruments/tunes/cards, and Dr Medico can Lifeforce of Will or Pulse/Experimental/Second Opinion such that PW Tempest, AGL, and Adept can work together to do it again (sometimes twice, if Scholar managed to draw one on his turn), so you're potentially looking at 6-8 Don't Dismiss Anything plays per full round before considering Regeneration.
I suppose blowing the doors off action economy is my version of winning with full HP. If I get to play as many cards in a round as would normally be played in a full game, I'm happy.
I would probably like what you described more if I could keep it all in my head! There's a point I'll reach where trying to keep everything tracked starts to take away from my enjoyment of the fantastic orchestration.
Sidenote: We once had a group of five people all playing separate Argent Adept decks. We had to come up with some mechanisms to keep track of whose turn it was, though once everyone was set up it was relatively easy, as we'd just each pass power plays to the person on the left.
Did you allow players to use songs that were not in front of them? Guise is able to do it, so it follows that other players playing AA should be able to, but that might make things too OP.
The app does a really nice job of tracking stuff if you're playing on that - can always tap rewind button to see what phase of whose turn it is, and easy to pop in to look through the cards in a deck or trash without knowing what is there in what order. I can see this kind of play being frustrating with cards, though.
My favorite team is all about feeding Fixer. I start with TL Tachyon and Grandpa Legacy so card draws to start then other powers as needed. I've got AA for plays and powers. Honestly these 3 can allow any damage dealer win most games I think. However in 4th I have whichever Captain Cosmic version lets him play 3 cards. Put the damage reducers on legacy who can lead from the front. Ultimately I want all 3 constructs that allow the hero to deal 3 energy damage and all 3 constructs that allow an extra power usage to be on Fixer. Then I like for fixer to crowbar up and win.
For a fifth hero you might consider Sky-Scraper for the link Micro Assembler (to guarantee you pull out a specific tool) and Compulsion Cannister. If Fixer has Jack Handle you can place the Compulsion Cannister on him and he will deal two sets of two psychic damage to all non-hero targets not counting any buffs. If you have Dual Crowbars out Fixer will hit himself first for a decent amount of damage and then get to hit any target for a boosted hit. Then you have a second target you can hit and again a follow up from it.
So Sky-Scraper would sub in for Captain Cosmic? I like the tutoring from Micro and Catch a Ride synergizes well with Fixer, but I'm not sure that compensates for the lack of Augmented, Autonomous, or Cosmic Weapon for Fixer, or Dynamic Siphon for AA.
Fixer is a hero I never use, makes me like Sentinels all the more that people build whole teams specifically to support him.
I miscounted and thought it was missing a fifth hero. I’d more likely replace TLT in that case. Both Captain Cosmic and Sky-Scraper have cards which make Fixer more potent.
Honestly, right now my favorite team is still the Prime Wardens. Specifically PW Adept in slot 1, PW Cosmic in slot 2, any Tempest, base or PW Haka, and any non-base Fanatic. The last 3 slots can be arranged as one pleases and the varients used depend on what I feel like trying that match. This team is just so good at weathering any sort of blow through power bouncing and really the only issue is Cosmic has a bit of trouble getting started but that's nothing a few bullwarks can't fix.
What's the main selling point about Fanatic? I've never found her worth playing her outside of PW version with some kind of "please don't screw me with End of Days" support (Akash, Unity). I feel like I should like her for Zealous Offense, Chastise, and Embolden being strong and interesting cards along with solid damage, but there always seems to be someone better to use.
It may be that my focus on a. testing fixed teams vs. variable villains (I don't think she's very good against solo villains without additional targets in their decks) and b. her PW variant is blinding me to her potential, but the teams I like to play with love/need her "one hero may use a power" aspect in order to e.g. drop AGL for her. But then you're comparing her to AGL, and that's a rough act to follow.
Hmmm.
I think I'll try something like PW Fanatic - Sentinels (w/variant Idealist) - DC AA - Termi Unity - Malpractice Medico, as I haven't found a team where I enjoy playing with Fanatic or Termi Unity yet. This would let me reconfigure to Bee Bot frequently, benefit from the Medico/Sentinels synergies, give a couple forms of source-agnostic voluntary tanking to let through the damage that Medico and Fanatic require while still shutting down incoming damage, and have a very deep bench of power-swapping/sharing options (which is the kind of thing I usually like a lot).
Also: followup on my original post, I beat Oblivaeon with the team posted there, got to enjoy flipped Rainek as well. Might have been a bit of a fluke, as Rainek and the Tomb of Anubis basically kept the second zone clear without my having to ever go there (didn't hurt that Rainek was followed by Borr and the Tomb played Swinging Blades and The Challenge of Fire early), but the team performed well enough to win with 4 defeated Scions, no defeated heroes, and no environments destroyed.