This is a rip in time, that contains elements from various time periods. Here's some pointers on surviving and not getting lost in time.
Types of Cards: Anomoly
Number of target cards: 6
Special Mention: Tumbleweed: Has 1 hp and destroys an environment card each turn.
Fixed Point - This card makes all cards indestructable. This opens the door for many shenanigans. Any hero card or effect that would be limited by being destroyed or returned to hand can be ignored due to Fixed Point's effect (not including the Limited rule, as those just can't be played). In the Absolute Zero case (that Arcanist Lupus pointed out), AZ can go into negative HP (and won't be destroyed because of Fixed Point) and continue to do damage, etc. This card also nerfs the cards that require cards to be destroyed in order for effects to take place. Also note if targets get knocked to zero while this card is out, it remains in effect until fixed point leaves play. If a target reaches negative hp, it can be healed back into play as long as fixed point is out.
General Observations: This environment is pme of my favorites to battle in. The cards are tributes to the other environments. There's a balance between cards that help out, and ones that are down right a pain.
Dificulty rank - 2 (According to the wiki)
Fun Fact: the cards Typhoon, Rift in Time, and Fixed Point are the only cards currently not related to other environment decks.
Villains with this environment
Thematically La Capitan works well here.
Heros with this environment
Fixed Point allows many shenanigans with many of the heros. See a list of cards that Fixed point effects in [url=https://greaterthangames.com/comment/113017#comment-113017]this comment on this topic.[/url]
Anything I should add? Tips thoughts? Suggestions? Anything you suggest will added. Thanks for the help!
Basically, any hero card or effect that would be limited by being destroyed or returned to hand can be ignored due to Fixed Point's effect (not including the Limited rule, as those just can't be played). In the Absolute Zero case (that Arcanist Lupus pointed out), AZ can go into negative HP (and won't be destroyed because of Fixed Point) and continue to do damage, etc.
This is non-obvious but very important. Indestructable means that it can't be removed from play in any way, including something trying to put it back in a hand. Several of the above-mentioned shenanigans depend on this principle.
Some of the cards that get nerfed by Fixed Point (I'm excluding Ongoing/Environment destruction, because of course they get nerfed):
Auxilarly Power Source (the extra power ability gets nerfed, but the power itself is boosted)
Omnicannon
All of Captain Cosmic's one shots
Final Dive
Savage Mana
Explosive Reveal
Supply Crate
Inventory Barrage
Some of the cards that become more powerful (excluding 1-turn cards that stick around for an extra turn and cards with upkeep costs):
Glacial Structure
Aclarious Subdominant
Auxilarly Power Source (the extra power ability gets nerfed, but the power itself is boosted)
Flak Jacket
All of Expat's Ammo
Aegis of Resurrection
Battlefield Experience (although you miss out on the on-destruction effect that turn)
Focusing Conduit-blade (with the same caveat as above)
Overcharged Null-Shield
Primed Punch
Mr. Fixer's Styles and Tools
The Naturalist's Forms
Natural Born Vigor
Omnitron-X's Platings
Buffer Overflow (Not only do you get an extra use out of it, since it isn't destroyed, the villain deck won't play a replacement card!)
Staff of Ra
Silver Lining
Uncharmed Life
Emergency Evac (If I'm reading this correctly, your link cards will all stay in place, and then you will take out Fixed Point and up to two Villain Ongoings
It never occurred to me to play multiples of the same mode. I looked at playing multiple different modes and said, "Well, that would be stupid," and moved on. That's an excellent idea!
Personally, I like playing two copies of Upgrade Mode and a Recharge Mode. That way I can draw tons of cards, then when I am done with that I can play 3 cards a turn.
Fixed Point does and doesn't make me look forward to testing Time Cataclysm in Mega Computer. There are a lot of awesome interactions to take into account.
There is one thing I've been wondering about fixed point: When it's out, does it mean taregets can't decrease in HP? Or does it mean hp still goes down, but can't leave play till it's gone?