Played My First Couple Games!

Hey everbody!  New forum member here.  Played a couple games at GenCon 2012 and ordered a copy right away.    Thanks to guys at the booth for running great demos.

Finally got some friends together for a couple games yesterday.

First game didn't go well - We wanted to take on Omnitron as Tachyon, The Wraith and Bunker.  Right off the bat we pulled the eletro-pulse explosion (I think that's the right card) which deals X damage to each character, X being the health of the card (which starts at 15).  We didn't really get any attacks in on our first turns, so we were about half-dead right at the beginning.  We eventually destroyed it, but due to my poor shuffling, we pulled another one a few rounds later and it wiped us out.  Much fun was still had though.

Second game was much better.  Same heroes, but we decided to take on Baron Blade.  Flipped him over with only 7 cards in his trash, so the moon didn't get very close to Earth.  Whittled him down pretty quick once he was flipped.

My fellow players had never tried  SotM before, but they already want revenge on Omnitron!  Any tips for a rematch?

Welcome to the forum! (And you're welcome for the demos - not sure which of us it was who ran games for you at GenCon, but we were all happy to help more folks learn about the game. :slightly_smiling_face: )

My suggestion, if you want to take Omnitron: swap Bunker for someone like Legacy. Or Tempest. Then, once you get comfortable with his cards and tactics to use against him, go back to try Bunker again. At that point, you can get used to Bunker's strategies.

Best wishes - have fun saving the Multiverse!

Thanks! I'll keep that in mind.  

I can't remember the name(s) of the game-runners, but it was a perfect way to introduce somebody to the game.  I was already intrigued when I saw the signage/booth (played right into my comic-book fandom) and you guys snared me!

I wasn't a huge table-top gamer before I went to GenCon (i went down with a friend to help out at his booth - check out Drinking Quest!) but I'm hooked now, thanks to you guys and Flying Frog Productions.

You guys have made a great product! If I can get somewhat of a regular crew going, I'll look into some expansions.

 

 

Ah yes, Omnitron. He can be really easy, or he can kick your arse (as you've already seen ;)). Yes, the Electro-Pulse thingy can be a right bummer. Kicking it down a bit so it at least does less damage is helpful, if you can't stop it being played in the first place.

Personally, I find Omnitron is one of those villains where you deck control really, really helps - apart from the Electro-Pulse there's also Sedetive Flechettes (destroys all Ongoings) and erm, Technological Singularity I think it's called (destroys all Equipment and then I think deals damage to each hero based on how many cards of their was destroyed). There's also Terraforming (destroys all Environment cards, then deals damage equal to the number of cards destroyed), though I've never had more than two or three Environment cards out when this has come up.

A couple of base decks good for deck control are the Wraith (Infra-Red Eyepiece) and Visionary (her deck is pretty much made for controlling stuff). If you have Infernal Relics, I cannot recommend Nightmist enough as a good character :D. She is my favourite and I've never lost a game playing her - as far as deck control is concerned, Astral Premonition (Ongoing, Power = Look at top two cards of a deck, put one on the top and one on the bottom) and Mistbound (One-Shot - Discard two cards, then choose a deck - cards can't be played from that deck till the start of your next turn) are the ones to go for.

There are also a few cards that can at help with repelling damage. Assuming Omnitron doesn't manage to destroy your stuff, Legacy is good for this. With Next Evolution (Choose a damage type - you are immune to that damage till the start of your next turn) and Lead From the Front (any time a hero would be damaged by anything, you can choose to redirect that damage to Legacy) you can totally nullify any damage coming from the Electro-Pulse. There's also a card of Tachyon's. I don't recall the name…might be Hyperspeed Assault or something. Anyway, it hits all non-hero targets for one point of damage. Woo, sounds epic, right? But the other effect of the card is that any target damaged in that way can't deal damage till the start of Tachyon's next turn.

Unless you have access to Mistbound, you cna't always stop Omnitron playing nasty cards. This is because I think pretty much all "look at Villain card" powers only let you control what the top card will be, since generally you can look at the top two or three, but then you only get to put one of those on the top and the rest on the bottom. Since in one mode, Omnitron gets to draw two cards in his turn, this means you can never be sure the second card will be a less-nasty one. If you have Nightmist and she has enough control over her deck to be able to have a copy of Mistbound (she has two) in-hand every time that turn comes around, you can get her to play it so that on his two-card turn, Omnitron can't play anything. Every other turn you can (again, if using Nighmist) just use Astral Premonition to control what the top card will be. Or get Visionary or the Wraith or whoever to do that, since they have the ability (as mentioned above).

Another character who might help is the other Infernal Relics one, the Argent Adept, who has the "emergency use" card of "Destroy an instrument, then destroy any card other than a character card", which you could use to insta-nuke any single card that comes out which might otherwise cause you some serious problems.

Another plus for Tachyon against Omnitron, actually, is that she's pretty good in that she has only one equipment card (her HUD Goggles), so Omnitron's stuff-destroying cards aren't much of a threat. There's also the fact that she can burn through her deck pretty fast and potentially do about 70 damage in a single turn. Okay, Haka and Bunker can do this too (with Savage Mana and Omni-cannon, respectively), but both their methods involve keeping the card in question in play, something that can be messed up nicely if Omnitron draws Sedetive Flechettes or the Technological Singularity. For Tachyon, try and get as many Burst cards into her trash as you can. I think she has 23 in all. Meanwhile, save up all three copies of Lightspeed Barrage and both copies of erm…something Reflexes. Both are One-Shots, but aren't Bursts. With your goggles in play as well, you can use these cards to play all three Lightspeed Barrages in one turn. Lightspeed Barrage hits a single target for damage equal to the number of Burst cards in your trash. So if you've got all (I think) 23, that's 69 damage in a single turn. And then you can still play another card after that, if you get the order right :D.

Yeah, the characters I'm less keen on don't get much play time, but the ones I prefer…well, I've managed to find which techniques work best against most villains >:).

Oh sunnyvale... I know you from another message board... I'm thinking Mondo movie and/or 11OClockComics.

Bunker is great but he does have it a little rough also against the equipment destruction that Omnitron does. Tempest is a jack of all trades which will help do damage while keeping him under control.

 

Thanks for all the tips!  When we were playing against Blade, Wraith had a card/power (might be innate) that let her peek into the villain deck, then leave one on top and put one on the bottom, and we used to put off Blade's backlash field a few times.  Definitely see how it would be useful in any situation, but especially when you know a villain has some decimating cards.  I don't have enough experience yet to know what to look at for, but really, knowing what's coming is always a good thing, I suppose.

As Tachyon, I did delay our demise by keeping villain cards from dealing damage using the power you mentioned, but we were worn down eventually.  I think the fact that it came first round is what did us in.  We didn't really have a chance to power ourselves up yet, so we couldn't damage it to limit to damage it would do to us.

 

Oddly enough, I thought that too.  I haven't been on 11OC in a long time, same with iFanboy.  But i listen to every 11OC episode and read/listen to iFanboy on regular basis.

Yes, the Wraith card you mention is the one I spoke of - Infra-Red Eyepiece. Probably the most important of her cards to get out first, especially if you're fighting a villain whom you know has some really nasty cards (like Omnitron). That and the Utility Belt (lets you use an extra power in your Power Phase). Against the Electro-Pulse thingy, another one to at least whittle it down a bit might have been Combat Stance, an Ongoing card which deals 2 melée damage the first time a target deals Wraith damage each turn. So if the first thing to hit her in the Villain's turn is the Electro-Pulse, she gets to do two points of damage to it automatically. Doesn't get buffed by the Micro-Targeting Computer as that only affects Projectile damage (which all the rest of her damage is).

A cool and very satisfying tactic for defeating villains, if you can pull it off, is to play in Insula Primalis and have Ra as one of the heroes. Me and my boyfriend played against, I think it was the Chairman, in Insula Primalis. Someone with lots of minion thingys anyway. Might have even been Omnitron, actually. The two of us were Ra and Legacy. Legacy has an Ongoing card which makes him immune to damage from Environment cards ("Danger Sense"). Ra has an Ongoing card which makes him immune to Fire damage ("Flesh of the Sun God", which also has a power of making all heroes immune to Fire damage). One of the cards in the Insula Primalis deck is called "Volcanic Eruption". It does seven points of Fire damage to every target, every turn. It can be destroyed by, I think, a player discarding two cards at the start of their turn (or possibly by skipping their turn, I can't remember now). Or, of course, if you have a card that lets you insta-destroy an Environment card (such as Wraith's Grappling Hook, or Tempest's Flash Flood). But, you know, when all the bad guys are taking seven damage every round and your guys are immune to it…sit back and laugh :D.

Combat stance did help a bit.  We got lucky when the first electro-pulse card came out as I eventually pulled Tachyon's synaptic response (whenever tachyon is going to be hit with 3 or more damage from a single source, redirect it) and used that to destroy the electro-pulse.  Hopefully I wasn't bending the rules on that!  Unfortunately a second electro-pulse came out  not too long after and we didn't have a chance to build up an arsenal/powers to stop it from dealing tons of damage.\

Your Ra/Legacy tactic sounds fantastic!  I'll have to keep my eyes open for such combinations of env't and player cards.  Still very new.  

Man, posting on these forums just makes me want to play more and more.

Hehe yeah, some combinations (or even single heroes) just have combos that work really well. Fanatic with any kind of damage boost is pretty good as well -  if you play with her and Legacy, in an environment such as Megalopolis, Insula Primalis, or the Realm of Discord (which have cards that increase player damage by one), she can do some pretty epic damage just with her innate power. This is because its damage is "one and one" - 1x radiant and 1x erm, melée, I think. So you apply bonuses to each of those. So with a +1 to damage, her innate power goes from 1+1 to 2+2. With a +2 she's doing 3+3. Six damage just from her innate power - I don't think any other hero can pull that off. And you can get that bonus with Legacy alone (his innate Galvanise power and the passive Ongoing effect of Inspiring Presence both give +1 damage), never mind the Environment ;).

Another good thing you can do with Fanatic is make use of her Divine Retribution (think that's the name) One-Shot. This deals damage equal to her max hp minus her current hp. Her max hp is 30. So, say she's on 27hp, she'll only do three points of damage. If she's on 1hp, she'll do 29 points of damage (plus any damage buffs that might be active at the time). We finished off a villain with that once…I can't remember which villain it was, or which environment we were in, or even which hero I was playing. I think my hero had been defeated, but I'm not sure. But my boyfriend was playing Fanatic. I think his armour thingy had already been used twice (definitely once at least…the Equipment card which, if you go down to 0hp or fewer, automatically activates and restores you to 10hp and is destroyed in the process). He'd also used Divine Retribution once, 'cause it was in his trash. We were both very low on hp (or, as I said, I may have been incapacitated). Fanatic was certainly in the low single-figures. I had a sudden "Omg, don't do that, do this!" moment and told him to do somehting (can't remember what) and then I used a power that let him loot a card from his trash, and told him to loot Divine Retribution. Then it came round to his go, and he was able to finish the fight with a final whack from that card :D.

Ra and Absolute Zero can also work well, though I've not got round to properly trying yet. You just have to make sure Ra doesn't play Imbued Fire (converts all hero damage to fire and increases all fire damage by one). It's one of his best cards but playing it means Ab' Zero can't deliberately nuke himself in order to heal, because he can't do cold damage any more. But as long as you avoid Ra playing that one card, it should mean that Ab'Zero has access to extra healing, since Ra can deliberately zap him (say, with a card that hits multiple targets) and cause him to heal (once he has all the right equipment out in order to do so, obviously).

If you count self buffs, Ra + Legacy can do 6 damage with Ra's base power. Of course, if Fanatic is on that team, she can now do 8 damage with just her base power. If Unity joins the team and plays a hasty augmentation on Fanatic, now she's doing 12 damage with her base power.

Fanatic can get pretty ridiculous with the right friends.

Yeah, Ra and Legacy always seem good together...especially if you're in Insula Primalis and the volcano comes out >:). I can't say anything for Unity as I don't have her deck yet. Other than the fact she's some kind of mechanic who makes robot thingys to fight for her, I don't really know anything about what she does. Still, a few months and I'll finally be able to find out :).

I'll give you 'usually'. Ra and Legacy against Plague Rat, when heroes have to hit themselves? Not as exciting.

I disagree: Imbued Fire (all hero damage is fire) allows several ways of soaking all hero damage. You can either do so by Evolution (Legacy gets inmmune to fire)+ Leading from the front (redirect damage to Legacy) or with Ra's power that makes all heroes immune to Fire.

 

Lead from the Front only applies to villain targets. It doesn't help. Of course, Ra and Flesh of the Sun God makes for a fine hero damage sponge.

Yeah, Ra with Flesh of the Sun God and Imbued Fire out makes everyone immune to Infection, as long as he uses his power phase to activate Flesh's power (so everyone is immune to fire damage, not just himself, therefore everyone is immune to the fire damage they'll deal themselves with Infection on their turn, if infected).