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===The Sentinels=== A team of weaker superheroes consisting of: the Idealist, a psychic pre-teen; Dr. Medico, her adoptive energy-charged doctor father; Mainstay, his super-strong, super-tough college roommate; and Writhe, the shadow-suited reformed criminal they busted once. That's the short version, anyway. Not ''that'' much like the Fantastic Four... though there are obvious similarities. The Sentinels are unique in that they actually have *four* character cards, plus a fifth that explains how they interact with the game's mechanics. So expect to be hit by all effects that target the hero with the most cards in play for a start. Each has a different power, and each has about half the health of a normal hero, so expect to *also* be hit by every effect that targets the hero with the lowest HP. And, finally, their deck has a very limited ability to offer self-damage buffs and no ability at all to destroy Ongoing or Environment cards. However, their value comes from a mixture of teamwork and unique abilities. One ongoing, for instance, lets a Sentinel use a power whenever another sentinel does damage, while their Signature cards each boost them in various ways: turning all of Dr. Medico's damage into healing, for instance, or giving another player a free card draw each turn. And, of course, there're the things they can do that no other hero can, most importantly with Dr. Medico reviving incapacitated Sentinels. They also have some of the best card draw and tutor cards in the game, helping them have a retarded-huge hand and get all of their powerful "Signature" cards into play. They have four basic powers: Dr. Medico heals one hero target for 3 HP, Mainstay reduces all damage taken by the Sentinels by 1 until the start of his next turn, the Idealist blasts someone with psychic damage, and Writhe can remove the bottom card from a deck and either plop it on top or mill it into the trash. Also, the OblivAeon event resulted in them getting charged-up powers, so each of them got their own decks as individual heroes in the Void Guard standalone. '''Variant:''' * ''The Adamant Sentinels'': Eventually, the Southwest Sentinels got some government funding and ended up working in Fort Adamant. Many [[skub|civilized and respectful debates]] have been had on the subject of whether or not one can mix-and-match the Adamant Sentinels with their original-recipe counterparts, but the digital card game has come down quite firmly on the side of "yes." Dr. Medico can heal each member of the Sentinels for one hitpoint a piece, the Idealist hits someone for one damage, then reduces all other damage they deal by one until the start of the Sentinels' next turn if it actually hurts, Mainstay hits someone for two melee damage and makes the next damage they take irreducible, and Writhe causes the next destroyed target to go to the bottom of a deck rather than into the trash, which is actually quite powerful against the right villains.
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