I haven't paid close attention. Many rounds is definitely correct. But how many?
Turns out, with Cleansing Downpour in play, plus GI Legacy letting Tempest use it off round, and GI Legacy using The Legacy Ring to also use Motivational Charge, that's 5 HP of global healing every round. Throw in Proverbs and Axioms from Scholar, and it's fairly common for me to get 7 global healing in a single round. So, it's maybe not as many rounds as you might think.
I still haven't grokked Parse fully -- I have the sense that there's some card placement I could be taking more advantage of -- but I've really been enjoying having her on the team. I've gotten her whole deck in hand, all three Critical Multipliers in play, and with Snap Decision and her base power been able to play Recompile three times in a turn, generating a total of ten discards for 30 HP in damage boost. Throw in an off-turn play via Don't Dismiss Anything and that would be up to 39, though I haven't actually needed to do that.
I've also finally assimilated just how useful it is to throw a series of Take Downs and Into The Stratosphere's at a villain, helped by recycling from Reclaim from the Deep and Don't Dismiss Anything. Progeny played, I think, a total of four different cards. With the boosts from Parse's Critical Multipliers, Tachyon took Progeny from the high 70s to 0 in two turns. I'm pretty sure I could have done that in just one round with a little more planning -- there were only ten bursts in Tachyon's trash.
I'm getting spoiled with these teams. This game is going to seem so hard without this ridiculous set of heroes.