Twist the Ether Clarification

I understand the errata out there for Wrest the Mind preventing it from being played on hero or villain character cards, but I have not seen any errata or forum discussion if this effected Twist the Ether as well.

Assuming this is as intended, was I correct last night playing these cards on a both heroes and the villain card? For the Hero, an obvious +1 damage boost with the ability to tailor the damage type (though that wasn’t needed). On the villain, the obvious effect was the ability to reduce the damage dealt (awesome itself) but I was also able to turn Citizen Dawn’s damage power into a healing ray for Absolute Zero (turned it to cold, increased it by one, Ab Zero healed up every round just by her attack).

Too good to be true, or just a sweet combo move?

I’d say just a sweet combo.

Matriarch + Absolute Zero + Smoke Bombs + Twist the Ether on the Matriarch AND Absolute Zero + Demoralize = epic combo of win.

Yeah, thats actually on the tame side of the things you can do with twist the ether, so dont worry about it being too good.

Tame? I beg to differ.

… I forgot to mention Demoralize, didn’t I.

Anyway, she spits out a bunch of birds, who all instantly die. Then she hits AZ for a bunch of fire damage (2-3 per bird; more if Huninn and Muginn are out) which he then uses to hit her back (5-6, depending on buffs) and heal himself. Then on his turn, he uses Coolant Blast for an easy 25+ damage. Plus any oneshots or impales he has out.

You say tame, I say borderline game-breaking.

I figured awp was saying that the original poster’s use of Twist the Ether to let Dawn heal Zero was tame.

Your use probably wasn’t the “tame” he was referring to. While really awesome, your use requires at least a 6-card combo (two Twist the Ethers, Demoralize, Isothermic Transducer, Null-Point Calibration Unit, Coolant Blast), plus any buffs, against a villain known for regularly destroying stuff. Nice work if you can get it.

Well, one of the Twist the Ethers is optional (you only REALLY need it on her), and she only gets rid of 4 ongoing cards, twice (if you’re using 4 heroes). The modules, at least, are safe, and with Visionary, having 4 extra ongoing cards out is a cinch. Especially if you can get Mental Divergence, to get your ongoings back.

For extra brokenness, throw Bunker in there with Ammo Drop and a charging Omni-Cannon, and just wait until she drops below half health, then atomize her. (There is no exaggeration here; I was playing with that exact team, on advanced mode. She never flipped, and even playing Both Horrid Cacophonies, she never broke the combo. (The first was in the first turn, so that helped.) On Bunker’s turn, he had an Omni-Cannon with 14 cards under it, Gatling Gun, Flak Cannon, Grenade launcher, and Turret Mode, and she had 36 HP, so after using Gatling Gun to kill Muninn, he just hit her with Flak Cannon and Grenade Launcher, destroyed an Aux. Power for Omni-cannon, and brought her down to exactly -1 HP.

Absolute Zero was next turn, and he was pissed that he didn’t get to kill her, but whatever. Omni-Cannon FTW.

First off, yeah I was referring to the original posters claim but…

You say she never flipped, and you say you were playing Advanced Mode… So how did you kill Muninn?

I say excellent combo that requires a very specific set up and a huge led up time, definitely not game breaking.

You need to

[list]
[]be playing with two specific characters[/]
[]with one of those heroes being the highest HP the whole time[/]
[]with 5 very specific cards out[/]
[]against a specific villain[/]
[]have enough other ongoing/equipment cards to avoid Huginn’s effects[/]
[]not have the environment interfere[/][/list]

That’s quiet a list of things to have go right. If you could pull that off every game then yeah, it would be game breaking but as it stands it’s not even a close thing.


Just to add to the general agreement here, yes OP you have an excellent, very simple combo… for as long as it lasts given the Matriarch’s ability to remove ongoings.