I was playing a game against Spite the other day, and through a combination of 3 cards (Twist the Ether, Lead from the Front, and Next Evolution) I was able to completely negate all of the damage that Spite dealt to the party. I just wanted to check if that was allowed or if it's something I was doing wrong. I'll explain it in detail.
Through Twist the Ether I was able to decide that Spite only dealt Melee damage.
Through Lead from the Front I was able to let Legacy recieve all damage dealt by Spite.
Through Next Evolution I was able to make Legacy immune to Melee damage every turn, thus removing all damage from the party.
Is that correct? Am I using any of those cards incorrectly, or can Spite just be broken that way?
Manipulating Spite is one of the easiest ways to take him out. He can become a real pushover if you can become immune to his damage or reduce his damage to the point where he isn't do anything. He also lacks destruction which makes it that much easier. It's also Plague Rat's weakness, granted infections can still cause some slight problems.
Hehe, yeah, aww diddums for Spite when that kind of combo comes up >:). That can work against any villain who doesn't have minions (or other means of dealing damage), really. Except for Plague Rat's Infections. And, as Imprimis mentioned, any other villain who forces heroes to hit themselves/each other.
Thanks for the feedback. It was an interesting strategy, and I enjoyed the victory, but in some ways it made the fight less fun because it took all of the challenge out of the encounter. It's a pretty specific instance that doesn't occur very often, so I'm not worried about it being too broken.
Hehe, try having Visionary playing Twist on Ab'Zero when he has his NPCU out versus Plague Rat - once he's Infected, he basically gets to heal himself for free at the start of every turn :D.
Or neutralize Iron Legacy with Twist the ether and Flesh of the sun god. Ra was neutered by his power bound in the combo but we had all the time in the world to prepare an inspired take down.
I'm assuming you're using this to charge up Coolant Blast since each instance of damage routed through the Isothermic Transducer can only increase by one (Zero gets shot for one fire, IT's out one cold at himself, Twist turns it to 2 fire, and so on) and you can only re-target the last amount run through the Transducer. If you're not charging up Coolant Blast your maximum single shot will be 8 (1+2+3+4+5+6+7 = 28 total damage to AZ, and you fire that last 7 + 1 (twist) at something else) (kinda meh). If you are charging Coolant Blast, you're looking at a minimum of 37 across the two shots (7 + 28 + 2 twists) (pretty damn rad).
Also, I think you can only do 28 or 26 (normal vs. EW) to yourself since the last point will knock you out of the fight before you can do anything with the result which is lame but keeps Thermal Shockwave somewhat in check.
EDIT: Oops, right, 28 damage to you, 29 damage to someone else due to Twist the Ether. Still though, the Isothermic Feedback isn't that great because you lose each instance of damage as it routes through you.