Unexpected combinations

It's not fully immediate but it's pretty close.  For example, if you had taken out a Sonic Mine for instance it's destruction damage would trigger before Sentinel Tactics does.  

Wouldn't those two be considered "simultaneous" and thus down to player choice? A Sentinel dealt damage and the mine was destroyed at the same time, so couldn't they choose whether to trigger the power use or the explodey stuff first?

Sonic Mine goes off first per damage ordering and it was validated to work that way in the video game testing when Handelabra checked with Christopher.  

I always thought Omnitron-X/U was a bit underpowered,  but I'm starting to come around.  Just noticed in this last game that Omnitron U's Volatile wiring triggers whenever his cards are destroyed (and not equipment or components), that you can double dip this with villains like Chokepoint,  since she often destroys his cards and takes them, triggering this, but later will also destroy them and return them (on her flip), triggering it again since even though the cards have no text they are still counted as his cards.  Omnitron can also double dip himself using the card-play off the Volatile Wiring if he blew things up there, since if he used Volatile Wiring as well the last turn there's a brief window those effects overlap!  It was a pathetic self-sabotage for one component,  but with the double Volatile Wiring effect I managed to punch through the last couple HP on Chokepoint in the last game a squeeze out a win.

Also, I never pulled a Slip Through Time,  but it looks like it would combo even better with that!  And the damage would be better without reduction getting in the way.

It's a bit similar to having multiple of Unity's Volatile parts out and then using Termi-Nation Unity's reconfigure to blow up a bot yourself and double trigger the response.

Correct! Getting that "extra" fire damage off Slip Through Time is doubly important, because often times you won't want to use one of his other powers without it. Volatile Wiring is just that good. :)

Yeah, I've been unlucky enough that nearly every turn that I don't  use Volatile Wiring, that's when some massive equipment/ongoing wipe comes out.

I got one when playing around with Parse and Guise.

Parse has out 3 Critical Multipliers.  

Guise plays Selling out.  In Env, discards ongoing, plays Blatent Reference, UYITG on Parse, and Guise the Barbarian.

Every hero turn, Guise can discard for BR, which activates CMx3, which lets him boost attack by 3, and GtB increases by 2.

Guise deals 6 damage per hero turn by discarding 1 card each turn.

Niiice :D.

I'm not sure if this is a "combination" or "unexpected," but it's a neat wrinkle I discovered during the most recent one-shot (the one with Challenge Gloomweaver) that makes Captain Cosmic more user-friendly.  It's especially good with PW CC, who doesn't get the potential extra card play of regular CC:

 

If you have Augmented Ally and Unflagging Animation out, you can discard a construct to get a power usage, then immediately pull that construct out of the trash and put it in play via Unflagging Animation, essentially giving you two power usages and two card plays every round.  I believe (anyone want to confirm/deny?) that to make this work correctly, you need to have first played Augmented Ally, then Unflagging Animation, so that the discard (powered by Augmented Ally) occurs before the trash pull (powerd by Unflagging Animation). 

 

 

Confirmed

just had a crazy shenanigan happen

fighting GWV with Parse in the party in the Time Cataclysm.

Fixed point just cme into play from the Environment, and Parse had Buffer Overflow out. GWV tried calling in his Flagship, and i had the Buffer get rid of it. 

thanks to fixed point, however, Buffer Overflow didn't get destroyed on getting rid of the Flagship, and the flagship was still discarded.

in essence, FREE CARD-BLOCKING!

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Talk about unexpected combinations -- the entire team (Sentinels, SS Tachyon, Grandpa Legacy, PW Fanatic, AA) for the latest one-shot (#66) is a combination machine!

 

Between Grandpa Legacy, Fanatic, and AA (assuming he gets the right instruments/songs in play), you can have three instances of multiple power usages every turn....and once the Sentinels get Human Shield in play, every time you give them a power usage, it's essentially a -1 DR for every hero target.  

 

Add onto that the fact that the Sentinels' deck is *80%* one-shots (32 cards out of 40), and that makes them a ripe target for SS Tachyon's base power -- they can quickly get all out all of their Signature cards and Ongoings.

 

So, once you add Sentinels Tactics to the mix -- allowing the Sentinels to use a power the first time they do damage every turn, then here's an example of a totally overpowered hero turn:

 

Grandpa Legacy

Play: (whatever card he wants)

Power:  Gung-Ho -- allowing another hero to heal 1 HP and use a power; so use it on...

...(ex:)  PW Fanatic, who gladly takes the +1 HP, then uses *her* base power to get a free card play and let another hero use a power...

...(ex:)  AA, if he has out instruments/songs that allow other heros to use a power, plus whatever additional goodies his instruments songs can do, so allow another hero to use a power, like...

...(ex:)  SS Tachyon, who can use *her* base power to allow the Sentinels to (probably) play the bottom two cards of their deck.  Since these are usually one-shots, and most of them do damage of some kind, then Sentinel Tactics will allow Mainstay to use his -1 DR power.

...Lather/rinse/repeat once you get to Fanatic and AA's turns.  By the end of the heroes' turns, what you've likely accumulated is:

 

--3 extra card plays from Fanatic

--3 HP of healing (from Grandpa Legacy) distributed among Fanatic, AA, Tach, and/or the Sentinels.

--*6* extra card plays from the Sentinels (assuming every Experiment resulted in two card plays)

--whatever extras AA's instruments/songs are set up for (card draws, damage buff/reduction, etc.)

--the ability to redirect *any* damage from a hero target to a -3DR Mainstay (-4DR if he has his Chains out)...which means that PW Fanatic *wont* hurt herself when she uses her base power.  But it's optional, so AA can still (ex:) take the damage from Polyphonic Flare, Tachyon can still take the damage from Pushing the Limits, etc., and if you get a villain that deals out irreducible AOE damage, you can opt not to get Mainstay killed.  This may be the best tanking setup in the game; it costs 2 discards a round, but the Sentinels have fantastic card draw, so it's not a hardship. 

 

 

 

 

Discovered another one from the most recent one-shot (#67).  A variation on the Visionary-Throat Jab-Wrest The Mind-ElectroPulse Explosive:

 

When playing Visionary against Ambuscade, play Wrest the Mind on his Sonic Mine.  When the Mine is destroyed, use Wrest the Mind to have Visionary get hit with the first instance of damage.  Now Visionary can't do damage to herself, and can redirect to another target every other instance of damage that Sonic Mine would do.  When playing with heroes that have lots of targets in play (Unity and CC come to mind), that can be 10+ instances of 2 damage that also prevent their target from doing any damage until the next villain turn.  You can neuter a bunch of environment targets, pile multiple redirected damage to the same target to destroy it, direct one instance at a hero to prevent him/her from damaging themselves...the opportunities for hijinks abound.

Dovetailing with Dreamer / End of Days / Illusory Demon, I had great fun with TN Unity, Fanatic, The Adamant Sentinels, and Chrono Ranger against Iron Legacy. All of IL's ongoings were destructible, so I was able to set up with CR and Unity while Fanatic fished for End of Days. When she got it, I put out Bee Bot first. Destroy all of IL's cards and the environment, then Bee Bot, which destroys End of Days, conveniently leaving fun stuff like By Any Means out. We roasted IL the round after that, in the rare case of the heroes having setup while IL had none.

I beat Baron Blade on Ultimate without deck manipulation thanks to "Backlash Field"

Backlash Field + Ultimate Target + Compounded Bow. 

Every time I hit Baron Blade he hits back with Backlash Field then I ht him with Compounded Bow. Having Legacy with Galvanize helped with damage boost of course. But I never thought having NO ongoing destruction would be so beneficial!

 

Backlash Field can be fun when he has both out and you have some damage redirection.

Enjoy zapping yourself, Ivan.

I don’t know how Tachyon ran so fast she fooled lightning into hitting the wrong person, but she did.

Probably not as much of a surprise, but take five really damage-heavy heroes and see how easy it is to damage-race most villains.

I used a combination of Young Legacy, Hunted Naturalist, Ra, Knyfe, and Chrono-Ranger to beat the main four villains on Ultimate difficulty in a span of an hour. (Only substitution was for G.I. Bunker on Voss so I could ignore his minions altogether)

I have discovered the greatest ninja trap known to mankind: Prime Wardens Captain Cosmic.

It's usually not hard for him to have one Construct out during any given round. And especially in the Temple of Zhu Long, it's not hard for him to lose them, either. So when those pesky assassins fall to your AOE or whatever, just place them on top of CC's deck and have him shuffle the next destroyed Construct in over it. And presto, no more ninja! A pretty low chance to ever see the darn thing again, too, if the game doesn't go on too long.

I think this is probably already known, but I just (re)discovered it in the video game:

I often think of Punish the Weak as useful but very situational. However, I just realized that it makes Rampages even more awesome! Not only do you probably get to use the buff from Punish the Weak to clear out minions very effectively, but you will always reduce Rampage damage to ALL hero targets by one.