Sub-Zero Atmosphere

Earlier copes if Sentinels of the Multiverse have slightly bigger cards. Sinnce Wager Master has hero cards shuffled into his deck, it doesn't work.

Well, you just have to change how you shuffle. :wink:

Or put everything in the same size rigid sleeves.

Or up your pledge to the $499 level in the Kickstarter to ensure they are all from the same print run.

Or just not play Wager Master in the physical game.

My Absolute Zero deck actually has one of his equipment cards that is bigger than any other card in the deck. Not going to lie, it comes in handy sometimes if you don't feel guilty about it.

If you do start feeling guilty about it, they will happily send you a replacement for no charge if it's a manufacturing defect.

There actually was a very, very, small use of Sub-Zero Atmosphere in this week's one shot. It would enable flipped Spite's Mynd-Phyre to destroy Blighted Streets before the damage replacing Spite's card play, saving the heroes 1 point of damage.

Aren't you running the risk of Forced Deployment ruining your day?

Depending on what Underbosses are out, I'd consider playing Sub Zero Atmosphere even if the Operative isn't incapped. It can effectively negate Prison Break, for one thing.

Or, for that matter, it can be sacrificed to prevent damage on her front side. It's not often the best play, but dud hands do happen sometimes.

Maybe, maybe not. It comes down to how many minions are in the trash. Plus, it wouldn't be any different than if it was left in play for a round without having the means of destroying it, other than it happens one round sooner.

I'd like to elaborate Ronway's list a little:

Chairman: I wait until the Broker is in the trash - the scenario you don't want is Operative bringing out Broker at the start of turn which triggers an extra card play which is unaffected by Subzero Atmosphere.  Otherwise, Subzero is one of the best ways to survive a Jail Break.  Note that you won't be able to stack the villain deck anymore because Operative will search for Underboss and shuffle the deck before playing a card.

Akash'Buta: Agreed: I try to make sure there is other Ongoing fodder for Earth's Sacrifice.  If so, Subzereo is one of the best ways to survive a chain of Primeval Eruptions.

La Capitan: Agreed: I try to make sure it's not vulnerable to Plunder (not a lot of crew out/other Ongoing/Equip fodder) and the Ship is not in play.  Otherwise, it really helps to in surviving Motley Crew and Raiding Party, or prevent a chain of them being played (yes, I just played a game that went from nothing in play to All Together Now->Motley Crew->Raiding Party->Battle Forged kills a target->Raiding Party = all crew and ship out = all heroes die)

Great list, BTW!

 

Depending on your team, having a turn to prepare and in particular seeing the card in front of you might mean being able to negate the damage entirely or almost entirely.

Certainly, but that raises the question does the damage need to be negated? If the damage from minions coming back from Forced Deployment has a good chance to lead to a loss, then one may want to consider not having Sub-Zero Atmosphere in play. Also it is important to note that Sub-Zero Atmosphere itself most likely prevented a fair amount of damage already, unless there was some major bad luck going on.

With Voss if you can get it out early you do so.  If by the time you get Atmosphere in hand there are already a good number of minions in the trash, then you might not want to, if there are a lot of minions in the trash and you are at lower health you really don't want to put it in play.

 

Atmosphere is going to prevent a lot of minion damage, the more minions that are going to enter play via normal play the more daage you prevent with atmosphere, and that can put you ahead in damage even with forced deployment.

Unless you're playing Advanced Voss and the first card he plays on the flip side is Forced Deployment.  Then OWIE!

So here's something I discovered with Sub-zero Atmosphere and Deadline.

If you wait until Deadline has (at least) 3 Catastrophes in play (and is unflipped) and THEN play Sub-Zero Atmosphere, the following happens:

  • Deadline flips
  • Destroys all Catastrophies (before the Catastrophies take effect)
  • Deals irreducible damage to heroes, removes environment cards.
  • Plays a card, hopefully a Catastrophe.

So as long as Deadline plays a Catastrophe during his play phase, Deadline will stay flipped, destroy the Catastrophe (with no Catastrophe effect), deal 1 irreducible damage to all and remove 1 environment card. So essentially all his Catastrophies are neutered, and Deadline is destroying the environment at only 1 card/round (not including Unnatural Disasters).

If he plays an Device instead of a Catastrophe, he'll unflip next round and break the cycle unless you can get Deadline to play a Catastrophe out of turn.

As far as getting unflipped Deadline to have at least 3 Catastrophies in play in the first place, easiest way would be if he has 2 in play, destroy just one of them and hope he plays 2 Catastrophies next turn.