Sentinels of the Bloggerverse - Legacy Deck Guide

Hey there fellow Sentinels fans! I'm Dark Crusader, one of the co-authors of the blog Sentinels of the Bloggerverse: https://sentinelsofthebloggerverse.blogspot.com/ (the other co-author is Blue Haired Protagonist, who made the Sentinels team composition chart). I joined alongside Blue-Haired Protagonists so I'm new to these forums, but not new to this game. 

We are both starting the hero guides now and Legacy is first up. Constructive feedback and comments are welcome. Let me know what you think:

Legacy Guide Part 1 - https://sentinelsofthebloggerverse.blogspot.com/2019/04/galvanized-buffing-way-to-victory-legacy.html

Legacy Guide Part 2 - https://sentinelsofthebloggerverse.blogspot.com/2019/04/legacy-part-2-card-guide-legacys-best.html

Legacy Guide Part 3 - https://sentinelsofthebloggerverse.blogspot.com/2019/04/legacy-part-3-good-cards-mediocre-cards.html

Legacy Guide Part 4 - https://sentinelsofthebloggerverse.blogspot.com/2019/04/legacy-part-3-variants-and-synergy.html

Legacy Guide Part 5 - https://sentinelsofthebloggerverse.blogspot.com/2019/04/the-final-part-of-legacy-guide.html

 

 

I helped edit and title the articles. I think Dark Crusader did an excellent job of covering all of the essential "Just Legacy Things" essential to the hero.

Personally, I only enjoy playing Legacy if I have a Supporter hero like Argent Adept allowing me to play more than one card a turn. While he's amazing and covers most roles, Legacy doesn't get to do too many things in a turn, so I wouldn't want to play with four other SotM players as America's Finest Legacy. (The variations I enjoy a lot more, even if they aren't actually "better.") That's just me, though. Dark Crusader has a blast playing him, to the point that I comment if he hasn't whipped out the beefy cheerleader during a game session. 

I think you picked up on a lot of the things that make Legacy great! Good work, overall.

I would strongly suggest that, when you list the names of the variant heroes, you use their actual names (the ones on the card). Readers will be more familiar with these names, even if it's obvious how you got there (like "World War II Legacy"). This is especially true of America's Newest Legacy, to whom you - unintentionally, I'm sure - gave a name that some might find perjorative.

America's Newest Legacy is, I think, the only hero in the game with a base power damage greater than 2. This doesn't seem like much, but it is a big early game help at penetrating damage reductions or immediately removing annoying minions. She is great in the Coliseum!

Another interesting discussion point is how Freedom Five Legacy opens up some powerful combos. First of all, he can set himself up much faster than other Legacy variants by using his base power to allow him to play a second card. Legacy's ongoing cards are extremely valuable to the entire team, and going this can let you get him into the fight in just a couple turns. Second, with the Legacy Ring, he can do things like use Next Evolution to become immune to melee damage, and then use his base power to play Heroic Interception. Free immunity for all his friends, and even some extra protection for himself!

Thanks for the tip on variant names. :)

I did not mean to sound pejorative toward America's Newest Legacy when picking her name so I'm sorry if that's how I came across.

As a side note, Dark Watch Mr. Fixer also has a base power that can also deal 3 damage. The main difference is that he has to destroy an Ongoing or an Equipment card whenever he uses his power. I've always been curious as to why America's Newest Legacy got to deal 3 damage with no drawbacks while DW Mr. Fixer has a massive downside to his.

That point about Freedom Five Legacy is a good one and I'm glad you brought it up. When you brought up that Next Evolution and Heroic Interception combo you reminded me of a time when I did that exact combo. I don't use Next Evolution much but that was one time where I did and I was grateful for doing so. 

DW Mr. Fixer would be OP without the destruction, because of how it works with his tools and styles.  Jack Handle or Dual Crowbars is brutal with 3 damage base.

I feel you're overvaluing the +1 heroes on Young Legacy.  Between Inspiring Presence and Surge of Strength she's prefectly fine for damage once she gets set up with her main power dealing 5 damage, enough to one-shot a fair amount of mooks and two-shot most things thrown at you, and 4 damage with a motivational charge plus whatever damage she gets from her card play.  Her real issue is how long it takes to get her setup, so she prefers heroes that get her extra draws and plays more than heroes that boost her damage.

Funnily enough two heroes that can get her set up faster, Omnitron-X and K.N.Y.F.E Rouge Agent, like having her around because Inspiring Presence still buffs them as well and they are pretty plink happy.

 

I’m not though. I never said Young Legacy was bad, just not as good as the other Legacies by comparison. In a team of 5 heroes having + 2 damage, or extra power / card plays is usually the more beneficial route to go. Combos get set up faster, and you have more options available. You could deal more damage by having extra power or card plays, or you could prevent villains from dealing damage with this set up by having them play cards like “Hypersonic Assault” or “Ground Pound” out of turn. Or you could set up other heroes faster. You could have one hero deal 5 damage, or you could have multiple heroes deal 5 damage. 

Uh, I wasn't talking about your ranking of Young Legacy, I was talking about the partners you suggested for her.

Oh. My apologies for misunderstanding you then. I guess I hadn’t considered the idea of setting her up. That is a good point now that you bring it up.

 

Yeah, everyone loves extra card draws and plays but as a setup sweeper Young Legacy benefits from someone aiding her setup the most.  After all the faster she gets setup the faster she can throw out her 5 and 4 damages out each turn.  She also loves having someone that can get her extra power uses.  Each extra power she gets when fully setup is another 5 damage she throws out every turn.

Another thing Young Legacy really likes is getting her oneshots out of the trash.  When fully set up Back Fist Strike is 6 damage to one target and Flying Smash is 5 damage to three targets.  Now granted all the Legacies love having someone pull stuff out of the trash *coughtakedowncough* but Young Legacy's damage output really benefits from Tempest/Scholar/Comodora bringing stuff back for them.  Bonus points on Scholar for letting her play the top card of her deck instead if it's early enough in the game.

If you really want to see Young Legacy shine, try the following team:

YL, Omnitron-X, Scholar (either, I prefer infonite), La Commadora, Baron Blade.

They've been my crush everything lately.

Copy-editing: you still have "Girl Legacy" under "Which Variant is Best." And the last line of the last page is partially in tiny font.

Overall, I like it.  If it were me, I'd add the following:

- under Galvanize and Inspiring Presence, note that these cards don't work as well in teams where characters infllict significant self-damage (Nightmist, 'Thriya, Dr Medico, Setback, Lifeline).  You do note something similar, and include villains that force heroes to damage themselves, at the very end of the guide under "Lethal Self-Inflicted Damage" and then argue it's not much of an issue, but I think separating this idea so far from the discussion of the cards/powers that invoke them is less useful.

- more generally, also under Galvanize, you say "The object of “Sentinels of the Multiverse” is to reduce the main villain’s HP to 0. So it stands to reason that the more damage you do, the faster you beat the villain."  This is usually true, although nit-picky exceptions do exist - Heroic Infinitor, Dreamer, Wager Master some of the time, Kaargra.  It also feels like a gesture towards a more aggro/beatdown style of playing Sentinels, where you're racing to put the opponent to 0 before they do the same to you. This certainly can be viable or preferrable in many matchups, but it also can be contrasted with a control deck style that weakens or removes the opponents ability to win and then seeks to implement its own win-con.  So while your take on Galvanize seems to be "it's 5/5 except in a small number of cases where self-damage is an issue," I'd argue that it's 5/5 in Beatdown teams, nice but not 5/5 for control, and a poor choice where self-damage is a big concern. 

- you note that Take Down's self-damage can be negated by certain other cards, but it's worth noting that the damage is also prevented by playing it off-turn, since "your turn" refers to Legacy and the card will be destroyed before Legacy's next end of turn. 

- in the final part of the Legacy guide where you're doing cross-hero combos, it's worth including Take Down - Visionary's Mental Divergence - Omnitron X's Timeshift power.  This gives you "opponent never plays cards again," which is pretty good and an lock in many MUs. 

On the variants page it says: "Their HP Will Always Be Different: Sometimes it’s higher. Sometimes it’s lower. But it will always be different."

That assertion doesn't hold water, especially with Legacy who has two cards with 30 HP, and two with 32 HP =)

 

That little bit has now been edited to: 



Their HP Will Usually Be Different: Sometimes it’s higher. Sometimes it’s lower. This doesn’t apply to every variant though but it is common for a variant to have different HP than their standard counterpart.” 

I really like this idea. Or, “How to trivialize the Ennead in 3 cards or less!” I usually play Omnitron-U over X, but this is an excellent reason to play his original form. This would also work with Nightmist, of course, though the card cost on that one makes it trickier than Legacy taking insignificant damage.

As far as Newest Legacy (9001% Supergirl) versus the other versions, I think NL is not as ideal in a team of five. Several of you have pointed out great ways to have her pump out damage, and she certainly can do it. But in a team of five, you can specialize each of the Bruiser/Tank/Support/Field Controller (as per my chart from “Suit Up!”) roles a lot more. The Galvanize beefing every attack from four heroes, at least two of which are Bruisers, adds up far more than a power of 3 damage once or twice a turn can ever contribute. 

That said, I definitely enjoy playing NL over Finest Legacy. If I don’t have Support hero letting me play extra cards as Legacy and all I’m doing is “I buff damage again, whee,” I get bored quickly. It’s a good thing Dark Crusader enjoys playing standard Legacy so much, because Legacy’s easily in the Top 5 best heroes in the game against 95%+ of the villains. Me, I’d rather be making card plays or dishing out the pain. 

I think NL may be the best version in a 3v1 or 3v3 Vengeance mode, though. There’s almost no room for specialization–each hero must significantly cover two roles. In that instance, Newest Legacy contributes the Inspiring Presence +1 damage for all, Surge of Strength +1 to herself, tanks damage well enough, and spends the rest of her time beating down the villain(s). The other two heroes can handle the Support and Field Control aspects, or one of them can also focus on attacking. This has been my experience when trying the One-Shot challenges on Steam. On the flip side, FL’s Galvanize gets far less mileage in a squad of three. You’d have to use two Bruisers with him to get the same damage output, and then you’re sacrificing the other roles to a major degree. If only one hero focuses on damage, then the Galvanize isn’t any better than, say, Argent Adept’s “pick two” damage buff. In that instance, it’d be better if Legacy was the one dealing the damage… but outside of a Supporter making him play cards outside of his turn, or the Legacy Ring allowing him to have a +1 on Motivational Charge, it doesn’t generally happen. 

Just a quick note that Legacy doesn’t take ANY damage in this combo, because Take Down is played after Legacy’s End-of-Turn phase.

Thanks to the SOTB team for these guides;  new perspectives on familiar heroes are some of my favorite things to read, gaming wise. Lots of great info here on Legacy, and I'm really looking forward to future write-ups!

 

I'm more bullish than the author on Heroic Interception, myself; I love using it in combo with XPW Haka, Unity's Stealth Bot, or Benchmark's Intervening Path Calculator - nothing can touch the heroes for the duration, not even themselves! The only downside is heroes like Absolute Zero or Nightmist, who depend on redirecting their own self damage, or ongoing cards that leave play if they fail to damage the hero who played them.

Interception with Nightmist in the party is a mixed bag really.  It makes her do less damage but it also lets her pull out Oblivion without damaging the party at all.  Plus she gets 3 cards instead of the usual 1 since her redirect costs cards.

Just occurred to me that La Comodora + Omnitron-X is a more reliable way of pulling off this combo, no need to draw Mental Divergence.  You do need to deal with the intervening card, though, which requires a little paying attention to not over- or under-draw (but could be as simple as placing Legacy between La Comodora and Omnitron, or having him go before both and having Team Leader Tachyon in play).

 

In case you didn’t know I have done two other guides besides Legacy and Tempest. 



Here’s my guide on Tachyon:

https://sentinelsofthebloggerverse.blogspot.com/2019/04/bursting-onto-scene-tachyon.html



https://sentinelsofthebloggerverse.blogspot.com/2019/04/tachyon-part-2.html



And here’s my guide on Wraith:

https://sentinelsofthebloggerverse.blogspot.com/2019/04/batmans-bizarre-battler-wraith.html



https://sentinelsofthebloggerverse.blogspot.com/2019/04/wraith-part-2.html