It's Perfectly Natural: An Amateur Strategy Guide (WIP)

Yup, for me the Gazelle + Environmental Allies setup is one of my favourites. Obviously yes, it's utterly useless in the Freedom Five Tower or whatever, but any place with targets which are vaguely likely to attack the heroes (or be redirected to heroes off the villains) it's useful to varying degrees. I am looking forward to a game in Silver Gulch where we can get out both Explosive Wagons and deliberately set them off and then sit back and laugh as all the bad guys (and any of the Hayes Brothers who happen to be around at the time) get exploded at while the heroes just kind of stand there going "Hmm, do you hear something? Like, a sort of explody sort of noise? No? Oh well, must be just my imagi…hey, where did all the bad guys go? And what are all those smoking sooty patches on the floor where the bad guys were standing just a minute ago?" :D.

Even in environments where hefty damage can come from non-target cards (some of the trials in the Tomb or the volcano in Insula Primalis, for example), at least that's all you have to worry about regarding direct environment damage. Not so good if all the environment is doing is buffing the villain or something but still, it's nice to have, isn't it? :slight_smile:

There can definitely be times when Gazelle-form Environmental Allies will be strong, but in my experience, the Environment is generally as likely to help the heroes as harm them, so defending against it seldom ranks among my highest priorities.  (The last time the Environment really hurt me was when Fright Train played Last Stop and threw a T-Rex at me; that isn't actually Environment damage, though.)  The fact that it doesn't stop damage from non-target Environment cards, while Legacy's Danger Sense does ignore the damage from those cards (admittedly only for himself), is a further nuisance.  I'm sure I'll be glad of EA eventually, but so far I find it less compelling than his Rhino and Crocodile options, Crafty Assault and Hyperactive Senses (with or without their riders), and the massive card-draw abilities that Primal Charge and Natural Form's Power grant to the Gazelle.

And I can't believe you brought up Wrest the Mind there.  The last thing you want to do with that card is deal less damage to the target, while still full damage to yourself.  The only case I might consider doing this would be if Visi was in a TK Cocoon, and I've seldom seen WtM stay in play for long enough that you could play the Cocoon on top of it.

Ah, you're not talking Feral Fury anymore at that point, I presume.  The 10-damage combo - 11 actually - that I see is The Predator's Eye drawing no cards with Cornered Beast in play (3+3 damage to the TPE target, followed by 2+3 more with Crocodile's power); Feral Fury could add another 10 damage at that point, but only if you can get a second card play within the 1-round duration of TPE.

Anyway, I think it's less situational than Resilient Hide outside Rhino Form, which is only useful if someone's hitting you for exactly 1 damage.

Which happens fairly often, especially in H=3 games.  The Ennead, the Matriarch, Plague Rat, Citizen Dawn, Kismet, Friction and Spite all have significant numbers of 1-damage instances regardless of the H number; they often have ways of boosting the damage and thus turning off RH's protection, but it's still handy for keeping your HP from dwindling gradually over the early turns before these boost arrive (or after they're removed).  Combine with reduction (either Indomitable Force or an effect from other heroes or the Environment - Smoke Bombs is a particularly apt example) and the results get even more impressive.  While you definitely want Rhino for best effect, it's far from useless the rest of the time, while Environmental Allies pretty much is useless (except as noted below), and Feral Fury is a holdout weapon that you'd hate being desperate enough to waste.

"Whatever" = Rook City, I guess; only one target in that deals damage to the heroes (though EA is potentially useful for keeping the other two alive while the villain beats on them; you don't even have to be a gazelle for that part, this being a rare case of the card being beneficial in that situation).

I'm not sure I get your point of saying that environment targets having soak is a bad thing - if you're in Gazelle Form they can't hurt you anyway - you can bascially completely ignore them unless they're targetting the villain(s) or each other. So then you might as well let them stick around longer so they can kill the bad guys all the faster. The fact that non-target environment cards can still hurt you is irrelevant, as that's what they'd do anyway so it's business as usual for those.

As I see it, the main reason I play Environmental Allies is for the group-wide damage immunity. The environment targets gaining soak is a bonus. Have you managed to play a whole bunch of games in which the card does more harm than good and that's why you think it's rubbish? Because really, that could happen with any card ;). And in fact, if you've been playing it in situations where is has done more harm than good, then presumably you probably should've been playing something else in that situation instead so it was a bad play rather than being "the card's fault", as it were ;).

I meant when you're not a Gazelle.

The fact that non-target environment cards can still hurt you is irrelevant, as that's what they'd do anyway so it's business as usual for those.

Except that you played Environmental Allies instead of some other card, whose effect isn't contingent on the Environment deciding to play a Target instead of some other card.

As I see it, the main reason I play Environmental Allies is for the group-wide damage immunity. The environment targets gaining soak is a bonus.

Then why isn't the soak the Gazelle-form rider, and the hero immunity the main effect of the card regardless of form?  It doesn't really make any sense anyway; why do you have to be a Gazelle to protect your allies from a kraken?  Actually, if I were redesigning the card, I might make the gazelle part be able to either decrease OR increase damage to enviro targets, Twist the Ether-style; it sort of makes sense that seeing a tasty Gazelle running around might distract the T-Rex enough to make it more vulnerable to other attacks (nevermind that environment targets can also be a Battalion Mechanic or a set of Mystical Defenses).

Have you managed to play a whole bunch of games in which the card does more harm than good and that's why you think it's rubbish?

Nope, only three games as Natch so far, and in the last one all Environmental Allies accomplished was to be fodder for a Marsquake, so that a non-Gazelle form and Argent's song could remain in play.  It didn't help, though; Natch has died in three of the four games I've seen him in (two of the three with me playing as him; once I managed to keep him alive, though he did fall to 4 HP at one point), and I've yet to see EA be helpful.  It certainly is a card with potential to be strong, but that potential is not always actualized, and I have a problem with the fact that it can be counterproductive sometimes, as my tolerance for cards which backfire when played "just because" (or as a result of effects like Incapacitated Set) is pretty minimal.  Generally speaking, I'll take all-upside cards over ones that might make me regret having played them instead of nothing.

I think that you are missing a huge part of environmental allies.  This may be because you (in general) rate "attack" powers and abilities far higher than support or tanking.  Many of your examples boil down to "how much damage does this do", which is a bit of a detriment to a guide that is about a character who has support as one of his primary functions.    

While you are right that Environmental allies causes you to lose playing a different card, it has far-reaching repercussions for the entire game dynamic.  It sacrifices the Naturalist's ability to deal damage for team security, which is not to be taken lightly.  

My wrest the mind example is a fringe case, but I think that you are missing it's potential.  One of the limiting factors of WtM (Wrest the Mind) is that AoE enemies, particularly environmental ones suffer an appalling amount of damage from it, especially in games where they are hitting all targets.  Dealing them one less damage is a pretty major thing when you look at something like a skunk ape- if you can protect the visionary (through a cocoon, or Heroic interception, or Wrong time and Place, or any number of other clever combinations, you can have the ape deal a truly ridiculous amount of 1 point hits to a singel target.  The limiting factor becomes keeping the Skunk ape alive at that point!   But Environmental allies helps with that.  Twisting the Ether (on the visionary) could give you a minion that was doing TONS of damage that you could keep around as long as you wanted.  And if you don't understand the appeal of that, I would strongly urge you to play the visionary more.  

 

Ultimately, this is your guide, and you are quite free to rate cards as "good" or "bad" as you see fit.  I think that you have a slight bias towards aggressive tactics thatis causing you to miss out on some of his potential.  You are free to disagree with me.

Support perhaps, but I definitely do not underrate Tanking; I consider that to be Natch's primary function, since several characters easily out-damage even his Crocodile version.  The only character who tanks better than Rhino Natch is the Scholar, and he has 40% as many of the cards that let him soak up all damage for a round, though he's better at becoming invulnerable in the short term (and possibly at healing, I haven't really compared Liquid Scholar side-by-side with Gazelle Natch, to see which of them would win in a straight-up race).  Natch, though, gains rather than loses cards every round while having as much as 3 armor, and he can heal in that form too with Natural Form's power.  So yeah, I consider him a tank first and a damager second.  I like his support aspects, but they are inadequate in my opinion; I would like to replace his Feral Furies, Shifter's Strengths and maybe Primal Charges with more cards along the lines of Hyperactive Senses, and give him more form-riders which did things other than damage, healing and card draw.

This is probably why I come down so hard on Environmental Allies - though Natch can already do a lot of neat, different tricks, his concept suggests that he should be even more versatile than that, and so I begrudge him the existence of even one card that doesn't necessarily do anything that even might be useful.  The Gazelle part of the card is great, but if  you're needed in another form, the chances of EA doing anything beneficial are no better than those of it actively causing you minor issues.

(Although I do like your vision of the Visionary; Wrest the Mind is an excellent example of how I wish she would play, and I'd rather she didn't spend so much time doing piddly amounts of psychic damage, or gaining highly situational Powers from Ongoings she seldom wants to waste time playing.  I consider her an extremely strong hero and she's in the top half of heroes in terms of how much I enjoy playing her, but she could be a lot more to my taste.  And god-damn am I ever sick of drawing both Brain Burns in her opening hand.)

One thing I would do for your guide is to carefully go over each card, listing scenarios in which that card is extremely beneficial, and scenarios where it is really not.  You do not have to list their text, but a good description goes a long way.  If the first part of the guide is about how you think the Naturalist works, this kind of appendix will show that you've done your research.

It will be beneficial to people who haven't played the naturalist, and who will therefore benefit the most from a guide!

An example would be:

 

Environmental Allies

This card allows the Naturalist to control environment targets while in Gazelle form, rendering the heroes immune to their damage.  Regardless of form, Environment targets take reduced damage while it is out.

 

Usage

As a card that works only on Environment Targets, this card is of limited benefit in Environments that have few targets like Rook city and Pike Chemical.   It can be a liefesaver in ones with AoE targets, high-damage targets, or targets that prevent heroes from dealing damage like Atlantis, the Final wasteland, or the Realm of Discord.    It is of no use (except as a sacrificial ongoing) in environments with NO targets, like the Freedom Tower.

Because the Naturalist must stay in Gazelle Form to keep the team safe, his offensive abilities will be more limited.  This can be worked around with teammembers that provide extra power uses (Argent Adept, Fanatic, Incap heroes) or his own cards that allow him to shift to other forms and then back to Gazelle.  Look for opportunities to shift briefly into a Crocodile or a Rhino for a quick attack, then back to gazelle before the Environment turn to protect the team.

 

Situational examples

Because The Sentinels are low-HP hero targets, the environment tends to go after them heavily.  this is an excellent team card, as it allows the Sentinels to focus more on offense than self-preservation!

The Dreamer is incredibly vulnerable to Environmental targets that hit everything or go after the lowest HP target (Mystic defenses, Explosive wagons, velociraptors)

Silver Gulch's Explosive wagons can be extremely hazardous, but Environmental allies turns them into anti-villain bombs.  

The Realm of Discord's Etheral Bonds only work if they can damage heroes, so making everyone immune to them enables the entire team to contribute.

Until your on a team with Legacy Scholar and Ra. Your primary function is dependant upon the team/situation, thats the beauty of Naturalist.  

@ Braithwhite:  That's very, very in-depth analysis, and people are already complaining about the length of my guide.  I think if I were to do anything of the sort, I'd want to make a separate please-do-not-post-in-this thread for it, making each card its own post, and then having the appendix just be a sorted set of links to those posts.  But I'm not sure that level of effort is entirely justified for a character whose cards are often just "do some damage" or "regain some HP" or  "discard some cards, draw some cards, and get your play back".

I consider Natch a better tank than Legacy; while Legs can shield other heroes from damage, all he can do to survive it himself is Fortitude and SHD, and the latter rarely works in my experience, since the vast majority of your damage comes 4 or fewer points at a time.  Scholar I'll grant you, but not the other two; I would happily have Natch tank for Ra, unless Ra was holding nothing but Staffs.

Lead from the Front and Next Evolution doesn't exist? Legacy has team damage prevention, something Naturalist can not boast. When it comes to preventing/redirecting damage, Legacy just has more tools at his disposal.

In H=3 games you are right about the damage instances. In H=5 games you're very off. Something to keep in mind when writing future guides (both need to be given equal weight).

I am talking about Feral Fury. Do 5 damage with Feral Fury, then do 5 damage with the Crocodile rider effect on Feral Fury. That's 10 damage. Cornered Beast is not Limited, so the damage bonus from multiple Cornered Beasts stacks.

I did forget Next Evo, but that only works on one damage type, so it changes little of what I said.  I still consider Natch more likely to survive combat himself than Legacy, though Legacy gives his allies better chances of surviving too.  And having Natch tank for Legacy so Legs doesn't get himself killed totally makes sense to me.

Legacy has team damage prevention, something Naturalist can not boast.

Uh, go read Indomitable Force again.

In H=3 games you are right about the damage instances. In H=5 games you're very off.

No, very few instances of damage are equal to H or greater.  Usually it's H-1 or H-2, and often times it's just "1" or "2".  Even with a single +1 around, the majority of hits will do just enough damage to make Legacy rapidly die, without ever making SHD useful.  I speak with great confidence on this, as I've played Legacy as often as I have any single hero (a total of 20 games).  SHD, along with Shielding Winds and Undaunted, is just not a great card; it comes up dead against more villains than it proves useful against.

It's possible to tank without soak if you have some decent healing, as long as there isn't so much damage going around that your hp drop low enough for someone else to take a beating before your turn comes around again. Heh, I've tanked on the Adept before, healing something like 6-8hp a turn, every turn. But like the Naturalist, the Adept is extremely versatile (though can take significantly longer to get set up/recover from having his stuff nuked). That's kind of why these two guys are my top two favourite heroes. I like that they can do All of the Things.

When I'm playing the Naturalist, if we're in a target-heavy environment I'll go for the Gazelle/Allies combo. If there's lots of bits of damage being hurled at the group, I'll go Rhino. If that thing over there has to die right now (or the villain isn't a big enough threat to need to tank or heal myself) then I'll go all om-nom-nom in Croc Form. Whatever my form I'll try and make sure I get out at least one copy of Resilient Hide, preferably both if I'm a Rhino (actually took me a few games before I realised "omg duh I can heal 2hp a turn if I have two copies out…" for some reason, lol).

As tends to happen with heroes I really like, I've played the Naturalist a lot since I got hold of Vengeance. I think I've only been incapped twice, possibly thrice (I can only recall using his incap abilities in one game, but that's the only game I didn't go down either last, or at the same time/in the same round as everyone else). It's possible he just doesn't suit your playstyle though having only played three games with him I suppose it's too early to tell yet - it takes me more than three games to learn a hero's deck, anyway ;). Incidentally, you mention Hyperactive Senses a lot…I think that may actually be about the only card in his deck I've never used. I can see its use, I just always have something that I want to play more, for whatever reason. Just goes to show how people play decks differently, I suppose :).

Natch definitely suits my playstyle; I sucked as him in my first game because I kept switching forms just because I could, but having gotten that painful lesson out of the way, I played again and found him quite excellent at what he does (though I wouldn't say he can do All The Things by a long stretch; he has no way of destroying a Volcano for instance).

Noticing which Ongoing/Equipment cards aren't Limited is always tricky for me.  If I were reworking the graphic design of SOTM cards, giving them icons for start and end of turn, etc, I'd also replace the word "Limited" with something like a big red STOP sign and a "x1" or the like.

And I mention Hyperactive Senses a lot because it can do a lot of things, and is worth calling attention to, although it is unfortunately a fairly "rare" card in his deck.  That doesn't necessarily mean I play it more than you, though, just that I think more about its potential.  (For an example, in my twentieth Nightmist game last night, I made extensive use of Astral Premonition for the first time; I've generally not thought it was worth my power, but being DW Misty and having this, but not any spells, in my opening hand made me want to try it, and it was quite effective.  So in past games I've always thought about AP, but this was my first time using it on more than a very occasional basis.)

You are as wrong as a very wrong thing could be.

Every single villain can easily hit the threshold of 5 damage, especially in a  5 player game. Here is a scenario that I have come up against for every single villain (base or promo) where Shielding Winds, Undaunted, and Superhuman Durability have proven their worth.  

I would stress that 5 player games change the dynamics considerably, but I have run into these situations in 3 and 4 player games on multiple occasions.

 

SoTM: Enhanced Edition

Baron Blade: Blade battalions, devious disruption with any tech-heavy team, slash and burn

Mad Bomber Blade: if you get unlucky and he gets a run of targets to fuel his bombs/death ray, protective cards help a great deal.  This is not taking into account environment modifiers!

Omnitron: Drones. Electropulse explosives.  Sedative flechettes and singularities.

Cosmitron: all of the above, plus dropship lasers!

Voss: If you ever have the misfortune to play Voss in an environment that has +1 damage modifiers, or even worse +2 damage modifiers, his troops can be horde of murderous thugs (though mostly the banshees and Maerynians, as they have natural 3 damage).  The real danger are the ships, which hurt badly if boosted.

Citizen Dawn: Depending on the lineup, it can be extremely helpful to have some sort of protection from Summer and Hammer, particularly if they have environment help or Citizen Dare.  Or Citizen Assault.

 

Rook City: 

The matriarch is horrific with both cohorts in a 5 player game, as she does 5 damage per bird.  Sheilding winds (or undaunted, or SDH) can allow the heroes to go one the offense with less damage taken in reprisal.  

The Chairman: A single Hired Gun can get up to 8 damager per hero, particularly on advanced.  And enforcers.  And the Operative, or the Chairman himself!  Basically, I always look for defensive setups when fighting them in a team.

Plague Rat:  Seriously, everything he does can hit the 5 point threshold, though some of it is irreducible.  

Spite: More of an edge case than the others, but his drugs can push him over the threshold in a 5 player game.  However, given that the heroes tend to have to damage themselves for using powers, having SdH, Undaunted, or Shielding winds can allow them to buff each other and avoid the self-damage repercussions.

Agent of Gloom Spite: If he flips, he will absolutely get to 5+ damage, and has the potential to AoE the heroes.  If you aren't prepared, he can obliterate entire parties in one large chain of slain victims.

 

Infernal Relics:

Apostate can amp his damage to ridiculous levels, much like Fanatic, if he has some buffs from the Environment or his own relics.  With redirection relics,  protective relics, and a penchant for AoE damage, sometimes you have to hunker down and ride out the hits until you can strike back.  

Akash'Bhuta is less likely to hit the 5 point threshold, but the landslides in particular are bad if the environmental stars align (which happens more often since she plays lots of Environment cards).  Entomb is a big hit, and if you are playing her on advanced, she does direct damage on the flip side that can get very ugly.

Gloomweaver: Though less likely to do personal damage, his zombies can be extremely painful ina  5 player game, as can his cultists.  Strength of the Grave can be a morale-shattering experience.  

Skinwalker Gloomy: He DOES do tons of damage personally, and when he flips, he piles it on.  Having shields an dprotective options can allow you to ride out the AoE as he consumes himself.

 

Shattered Timelines: 

Iron Legacy:  Seriously.  Any size team, any environment. 

The Dreamer: Her personal AoE can be a total party wipe to the unprepared, particularly with Dark Hero support.  In fact, most of her projections can hit the threshold easily.

Kismet: Another edge case, but she can get to very high damage bonuses on either side- one for having lots of jinxes (and if you have a team that doesn't destroy ongoings, they pile up), and a variable hit on the other side based on the relic's health.   and this is before Environment mods…

La Capitan: Most of her crew have fixed damage, but the Battle-forged is a monster with his prediliction for going after the weakest for H damage.  I can't emphasize how enough how good it is to have some means of reducing that hit when it is for 5 or more damage.  Which it usually is in a 5 player game.  and he helps her play cards.

 

Promo Villains:

Miss Information: an edge case, where it will be mostly used as a sacrificial card.  This is the one villain where I would be less likely to play it, even in a 5 player game.  HOWEVER, once she flips, it is extremely useful as she has self-damage buffs and AoE damage.

Ambuscade: He generally falls just under the threshold with all of his attacks, even in a 5 player game.  However, in teh right environment, you will want the protection (Atlantis, Pike Chemical, Insula Primalis), as his damage can jump suddenly due to an environment card.

 

The V5:

Fright train hits very, very, very hard.  no matter the number of heroes.  Most of the V5 do fixed amounts of damage, but they synergize well and each one of them can hit the threshold, especially with nemesis and mini-nemesis bonuses assisting.  

 

Environments: Atlantis (Krakens), Pike chemical (multi-vat explosions), The F5 tower (entry points amping villain damage), Insula Primalis (Volcanoes, lava, obsidian fields, dinosaurs)

Technological Singularity is unlikely to hit Heroes in 5 damage chunks, which is just as well, because it's dangerous enough as it is.

Recently, I fought Cosmitron in the F5 tower.  There were 4 entry points, and a Tech Singularity wiped out Expatriette's guns and ammo.  

5 chunks of 6 damage would have annihilated her, if not for a well-timed Lead from the Front and SDH.

A month or so ago, Bunker got hit in similar circumstances in Insula Primalis with all 3 fields upping the damage, and he was saved by the Shielding winds.

It doesn't happen often with Tech Singluarity (Electropulses tend to be where it really comes in handy), but it certainly can happen with some bad luck.

It does lead me to wonder why Expatriette had ammo sitting around unused while fighting Omnitron. A Flak Jacket and two guns would be my limit.

That was my fault, and the Control room helping me get out stuff.  I got greedy and gambled, since I had an unload from the start.

Rebuttal against Braithwhite - I will be excluding the promo villains, since I have at most two games against any of them and thus have little sense of how they differ from the normal versions.  I also will ignore any consideration of the Environment boosting villains's damage, since my selections of a matchup are always informed by an awareness of how much danger the Environment adds to the Villain, and I play accordingly to that knowledge - I don't let Explosives Wagons stay out when fighting villains with lots of damage instances, etc.  And to the best of my recollection, no Environment has any single card which adds more than +1 to damage, so only almost-5 instances become actually-5s unless you make almost no effort to manage the Environment.

Yeah okay, those (and OT's Automaton drones) hit for 5 damage - once when they enter play, and then they're easily killed.  Not a significant enough threat to be worth having multiple cards specifically and exclusively defend against.  Any time this is the case, I will consider that card to be no proof of the usefulness of "magic bullets" against such incidental threats.  (If a card just happened to defend against the threat while doing other useful things, that would be different.)

devious disruption with any tech-heavy team

Keeping the Ongoing out will up the damage all heroes take from Devious disruption.  Sometimes it might be worth it; this is certainly a meaningful threat, but it alone doesn't prove much.

slash and burn

Right, now at least we're talking.  All three of these cards combined, Blade is definitely capable of triggering Shielding Winds (the most useful of these three cards by far since it protects the whole team).  Still, he's a difficulty 1 villain, so why bother having special protections against him?  I believe I've lost only one game out of seven against him; he's not much of a threat even with these. weapons.

Omnitron: Drones. Electropulse explosives.  Sedative flechettes and singularities.Cosmitron: all of the above, plus dropship lasers!

The dropship lasers are H-1 IIRC, so only on Advanced would they be an issue, as OT has no other way of boosting his own damage.  EPE is usually possible to kill or at least significantly weaken before it explodes, but still it poses a threat, as does Flechettes.  Overall OT is one of the better arguments for these cards, but once again, is easy enough to defeat even without them.

Citizen Dawn: Depending on the lineup, it can be extremely helpful to have some sort of protection from Summer and Hammer, particularly if they have environment help or Citizen Dare.  Or Citizen Assault.

Assault + Battery will not happen very often, and Summer+Dare or Hammer+Dare is still only 4 except on Advanced.  (And I've played two H=5 advanced games against Citizen Dawn, that was three too many, it won't be happening again soon.  In H=3 games, though, this might be a concern.)

The matriarch is horrific with both cohorts in a 5 player game, as she does 5 damage per bird.

Hm.  Well Matty is tough, but I can't say as I recall seeing both cohorts stay out very often, and if they do, the reprisal damage is probably the least of my worries.

The Chairman: A single Hired Gun can get up to 8 damager per hero, particularly on advanced.  And enforcers.  And the Operative, or the Chairman himself!  Basically, I always look for defensive setups when fighting them in a team.

The Chairman is the single hardest fight in the game, but again, SDH is as likely as not a wasted card you can't afford.  Enforcers are a non-threat in most cases since you can discard and not take any damage; I only recall taking damage from them once, maybe twice.  Hired Gun usually caps at about 3 damage.  By the time the Chairman flips, all the Thugs and their corresponding Underbosses should be dead except maybe for Enforcers or Thieves, depending on which one concerns you more.  If Prison break comes out, you just lose; Shielding Winds won't change that.  And I've only even bothered to try the Advanced game once; it's not worth even trying to win that one IMO.  Again, while SW will apply, it won't suffice by a long shot.

Plague Rat:  Seriously, everything he does can hit the 5 point threshold, though some of it is irreducible.

He's another one where it's a significant concern, but still, he's fairly easy to beat, and most of his damage is 1-3 point irreducibles rather than 5+ blocks.

However, given that the heroes tend to have to damage themselves for using powers, having SdH, Undaunted, or Shielding winds can allow them to buff each other and avoid the self-damage repercussions.

An interesting consideration, but it has little to do with Spite (his damage-on-powers is NOT hero self-damage).  And I've only fought Agent of Gloom once, so while I recognize the theoretical danger there, I haven't actualized it in practice (I believe in that game he died without flipping).

Apostate can amp his damage to ridiculous levels, much like Fanatic, if he has some buffs from the Environment or his own relics.

He gets +1 from one of his relics, and with that could be dealing as much as 4+4 damage to the highest-HP hero.  4+4 is not > or = 5 in SOTM math, however.  Remorseless Provocation and Fallen Angel might be able to get up to 5, I can't remember offhand.

Entomb is a big hit

Which, if anyone fails to take damage, keeps happening, so you're better off just tossing in 5 HP each and getting rid of the thing.  Yes, Shielding Winds will reduce the pain, but you need to make sure it isn't reduced entirely for anyone, or it will just be increased for everyone else.  It's entirely possible that I once had Scholar and Tempest in the same game against her, and deliberately avoided playing SW rather than let it react badly with double-Flesh-to-Iron.

and if you are playing her on advanced, she does direct damage on the flip side that can get very ugly.

That's 3 points, and she has no built-in boosts.

Gloomweaver

Oh puh-leaze.

Skinwalker Gloomy: He DOES do tons of damage personally, and when he flips, he piles it on.

To himself far more than to the heroes.  I've only fought him twice, but both times were easy wins.  Admittedly I have yet to try the advanced version.

Iron Legacy:  Seriously.  Any size team, any environment.

True, very true.

The Dreamer: Her personal AoE can be a total party wipe to the unprepared, particularly with Dark Hero support.  In fact, most of her projections can hit the threshold easily.

I'll definitely give you this one.  Illusionary Demon gets there even without Dark Hero.

Kismet: Another edge case, but she can get to very high damage bonuses on either side- one for having lots of jinxes (and if you have a team that doesn't destroy ongoings, they pile up), and a variable hit on the other side based on the relic's health.   and this is before Environment mods…

Not to mention a potential +3 to damage on advanced.  Kismet is rarely seriously dangerous, but she's all about those rare occasions, so I'll give you this one too.

La Capitan: Most of her crew have fixed damage, but the Battle-forged is a monster with his prediliction for going after the weakest for H damage.  I can't emphasize how enough how good it is to have some means of reducing that hit when it is for 5 or more damage.  Which it usually is in a 5 player game.  and he helps her play cards.

This one is more of an edge case than the others, but fine, I'll give you all four of the Shattered Timelines villains.

Miss Information: an edge case, where it will be mostly used as a sacrificial card.  This is the one villain where I would be less likely to play it, even in a 5 player game.  HOWEVER, once she flips, it is extremely useful as she has self-damage buffs and AoE damage.

She blows up her own damage buffs in order to deal damage at all; if you don't choose What Doesn't Kill You as the first Clue to remove, there's something wrong with you.  Again, most of her damage is in numerous small instances.

Ambuscade

See above under Gloomweaver.

The V5:Fright train hits very, very, very hard.

Agreed.  Vengeance 5 in general is one I'll give you.

Environments: Atlantis (Krakens)

Usually more likely to help the heroes by picking off minions.  I should try fighting Plague Rat there sometime though.

Pike chemical (multi-vat explosions)

Very rarely seem to occur; I believe I've only had it happen once or twice.  Usually the damage is 3 or 4.

The F5 tower (entry points amping villain damage)

That one could definitely be a big issue.  Only played there once, and it will be turn 4 before more than a +1 bonus can accrue, but I see definite potential for disaster there.

Insula Primalis (Volcanoes, lava, obsidian fields, dinosaurs)

Insula is one of the friendliest and least dangerous environments in my experience.  Obsidian fields are easily gotten rid of, velociraptors hit the lowest and seldom survive to pack up, the Volcano is a slow boil which seldom ever goes off without interference, and T-rexes are only an occasional threat.  River of Lava is big, but avoidable with Equipment.  This one could be an issue, but in general I find it pretty safe; I only remember one game where the Lava and Plant hits kept on coming and I was in serious peril the whole time.

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So, I recognize two environments and about eight villains (the four from Timelines, Vengeance Five, Omnitron, Plague Rat, Blade and I'll take your word on Matriarch) as having serious potential to pose a threat which these cards can avert; the Chairman is a lost cause, and the others are either unlikely to hit 5 or are not significantly dangerous even if they do.  (I should even throw Omnitron and Blade in the not-significantly-dangerous category, but we'll consider them to be "going halvsies" with Ambuscade and Gloomweaver, both of which are dangerous so rarely that I take them even less seriously than the diff-1s.  I may be regarding the diff-1s as being slightly more dangerous on average, specifically because I favor them for newbie-player games, in which I cannot count on the same level of teamwork effectiveness as in a game with my regular group, or of course a solo game.)  Combining these two, we have 134 matches out of 266 - that's about a half chance of the situation having serious potential to occur.  The fact that, in 121 games to date, I have perhaps seen Shielding Winds or SHD be useful twice should no longer come as any surprise.  The cards do nothing else, and they can't be tutored on-demand, nor sacrificed for some inherent benefit (irrespective of the situation).  They are very, very seldom the best use for your card play, or the best thing you could wish to have drawn.