Here's a question; are there any truly impossible-to-win situations that can come up in Sentinels, dependant on the combination of heroes, villain, and environment? To be clear, I guess the criteria would be;
It's possible for a card or simple combinations of cards to come out such that, as long as it/they are present, prevents the heroes from winning (or will quickly/instantly result in them losing),
There is no power, card effect or other mechanic etc amongst the decks included that would allow or cause those card/s to be removed, countered, prevented from being played etc (or the nature of those cards means those removals/counters would not then make the game winnable/prevent the game from being lost), and
This situation is possible regardless of the heroes health levels (because a basic "hit everyone for x" card coming up, after the heroes are all already low on health, isn't really what we're looking for).
For example, imagine a (theoretical) team put against Omnitron that all used the same damage type and had no redirecting other damage or ongoing removal; Adaptive Armour Plating would be gg.
For obvious reasons I'm guessing most such setups would not have heroes with villain/environment deck manipulation like Visionary or Wraith, so bonus points for setups that include them!
And if Shu came out in the opening set of Ennead, then you’re doomed.
The Blinding Blast + Blood, Sweat, & Tears combo would be undefeatable with the wrong team (Expat, Dark Visionary, Wraith, regular Legacy, regular Tachyon) in some environments (The MDP is probably a good canidate)
Two situations happened to me with the app at one point:
1) Dawn opening: Sweat,Tears, Truth, Blinding Blast. Second round play: Return with Dawn. Did not continue game.
2) Again with Dawn, but it was Megopolis that did me in. Opening was also Sweat and Blinding Blast so low on cards, but managed to survive it and fight for several rounds. Traffic Pileup comes out. I ignore it, concentrating on Citizen Hammer and Anvil that are killing me. Hostage Situation comes out. Next environment turn I realize my fatal mistake: two heros had no cards in their hands and could not eliminate Hostage. Then Paparazzi came out. So, no card draw (to eliminate Hostage or Paparazzi), no card play and no powers (to eliminate Traffic Pileup). Theoretically, Rooftop Combat or Devastating Aurora could've "saved" me, but those never came before Hammer killed everyone.
Not as bad as the Ennead since there is an alernate win condition but advanced Gloomweaver against Legacy, The Wraith, and Parse in Megalopolis leaves you with a long game. As it leaves you only with the option of taking out his relics or letting him flip.
Which, if one of the Relics is eaten by the Final Wasteland while Unforgiving Wasteland is in play, becomes rather… difficult. This scenario is technically still winnable, because the Mongolian Death Worm deals the highest HP target 3 Toxic Damage. But it would take a very, very long time. And if the Mongolian Death Worm is taken out by the Horrid Skunk-Ape, then it too would be lost and the game would become unwinnable.
Careful managing could in theory cause every target besides the Horrid Skunk-Ape, the heroes, and Gloomy to be lost in the Final Wasteland. This would leave Gloomweaver playing nothing but Vast Followings and Strenght of the Grave, and the environment having nothing but Con's Bunker, Unforgiving Wasteland, Ancient Library, and the last Horrid Skunk-Ape, leaving the game in an infinite unending limbo as the heroes fight on forever, unable to harm Gloomweaver but unwilling to surrender what remains of our once beautiful planet into his hands.
Doesn't Unforgiving Wasteland only perma-kill non-environment targets? I thought environment targets killed by fellow environment targets go to the trash as normal? It's ben a while since I played there, though, so maybe I'm misremembering...
That could work for Citizen Dawn as well, if enough Citizens end up in the trash to flip her, but then every time one comes out it gets eaten before enough can come out to get her to flip back.