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Sentinels of the Multiverse
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==Villains== The bad guys. They're here to beat the shit out of you, and do whatever nasty thing they're trying to do, dictated by the special rules on their character card. Most of them have some effects that "scale" up or down depending on how many heroes are in play. Somewhat inevitably, this means some villains are harder with a full party of five heroes than they are when attacked by a modest group of three, and vice versa. Villains typically "flip" over the course of the game, changing their unique rules in response to particular stimuli by literally flipping their character card over to reveal the other side. Each Villain is also a particular hero's "Nemesis," meaning that they both deal and take a bonus point of damage when attacking or being attacked by them, and may interact with their hero nemesis's deck in specific ways. A few Villains ''also'' have Variants, just like the heroes, that also interact with their decks a little differently. ===Akash'Bhuta=== An ancient spirit of chaos and destruction, Akash'Bhuta is the eternal enemy of the Virtuosos of the Void, and the Argent Adept's Nemesis. Ironically, she's also one of the villains to get a retool as a hero in the OblivAeon expansion, courtesy of the Naturalist. She has a bowel-loosening ''200'' HP, and many of her cards turn the theoretically-neutral Environment deck against the heroes, notably by causing her to flip when the ''Environment'' trash is shuffled into its deck, and causing Environment cards to be played when her own cards are played/destroyed or vice-versa, depending on which side she's on. However, that 200 HP isn't quite as bad as it looks, simply because her minions, or Primeval Limbs, each deal damage equal to their max HP whenever they're blown off, so hurting them is the easiest way to hurt her. This doesn't quite make her a pushover, though, since she can rapidly regenerate damaged limbs or grow new ones with the wrong cards, and many of her others can destroy hero Ongoing or Equipment cards, on top of the heavy damage and disruption her Limbs already do. One of the four villains to get a playable Hero version during the upcoming OblivAeon expansion, since even though she's evil, she's still a spirit of nature while OblivAeon wants to destroy everything. ===Ambuscade=== A doozy mixture of many different supervillains, Ansel Moreau was once one of the most highly-paid action movie stars in the world, and a skillful big-game hunter. However, after a shady genetics corporation "ruined" his million-dollar face while giving him energy powers (which later turned out to just be a tiny little scar that his ego blew out of all proportion), he started using his wealth and training to hunt the most dangerous game of all: superhumans. Most of all, the immortal Maori warrior, Haka. Ambuscade is considered probably the easiest villain in the game: he doesn't scale well with big hero groups, he can't destroy hero ongoings or equipment cards, he "only" has 50 HP, the lowest for any non-gimmick Villain in the game, and his main flip power, turning into an invincible invisible form whenever his Cloaking Device is in play, is hard-countered when his Nemesis, Haka, eats it using Savage Mana. But this has actually made him very popular with the fanbase, as a way to test out weird Ultimate Killer Strategies in a relatively-safe environment, and he can ''still'' be a nasty threat if some of his extra card plays chain together, he triggers some of his traps, or he manages to get a good early game advantage going, and if Haka ''isn't'' around to eat it yet, he has many "tutor" cards to help him get the Cloaking Device in play. He is one of only two villains in the game to have had ''every'' kind of deck in the game: a classic Villain deck, a Vengeance-style deck, a playable Hero deck from the OblivAeon expansion, as Stuntman, and a ''Tactics'' incarnation for the spin-off. ===Apostate=== Bezaliel, a fallen angel who draws power from lies and falsehood, trying to break his Nemesis, Fanatic's, faith while using evil artifacts to end the world. Secretly, he's actually just a spirit of deceit whom Fanatic unintentionally ruined the plans of forever when he tried messing with her, so he went on to really lean into the whole "demon lord" angle. Apostate has a modest amount of health for a Villain at 66 (heh), but he brings with him a small arsenal of evil Relic cards. Many of them offer potent Damage Reduction for him and other Relics, tank for the nastier Relics, or just buff him up into the stratosphere. Beyond that, he also has an arsenal of Demon servants who hurt the heroes, steal their gear, or just heal up his damaged Relics and summon more from his trash back to the field when destroyed. Oh, and if there are any Relics in play when he's destroyed, he just blows one up and flips to his Dark Corruptor side, on which he regenerates pretty hard, flipping back if there are any Relics in play when ''it's'' destroyed, and so on until you just get rid of them all then kill him. Notably, he has an identical version of Fanatic's End of Days card called Apocalypse that does the same thing, and he has a ''lot'' more Relics than her. ===Baron Blade=== The man, the myth, the legend, the most-famous villain in the game, Baron Blade is the brilliant and evil son of a Soviet weapons manufacturer with a grudge against the Legacy line for killing his father and a private country full of his loyal soldiers and inventions. He starts the game trying to smash the moon into the Earth, which happens when he has fifteen cards in his trash. The heroes must disable his Mobile Platform, which makes him invincible, then deal enough damage to him to foil his plans, whereupon he flips over into his suit of power armor and tries to take revenge on the heroes by beating the crap out of them. While one of the easier villains, Blade is often seen as the best way to introduce heroes to the game, since his deck has versions of most of what they'll meet in other villains': traps that destroy their equipment or make them discard cards, Ongoings that give him damage reduction or redirection, clever inventions that buff him until they're blown up, minions that pick fights with the heroes while they're trying to take him out and so on. The single most-adapted villain in the game, with a Variant, a Vengeance-style deck, a Hero version, as Luminary, and an appearance in ''Tactics''. Speaking of which... '''Variant:''' * ''Mad Bomber Blade'': Blade after his plans were initially foiled, having gone a bit off the deep end, with a massive scar and a huge arsenal of bombs as he leads the heroes into a trap, where he tries to take them out with a death ray. This represents Blade working alone, so he automatically destroys any of his minions or platforms when they come into play, but he keeps his inventions and powers up as more and more cards are milled into his trash or under his card, meaning he'll deal more and more damage as the game goes on. This huge damage output is why he's often seen as much harder than the original. ===La Capitan=== A time-traveling pirate whose ship, ''La Paradoja Magnifica'', is crewed by warriors from throughout history... and also an acrobat. La Capitan's deck is heavy on ways to wreck your equipments and ongoings, then puts those cards under La Capitan. When she has enough, she flips. When flipped, if you attack her and she has one of your cards, she puts that card in your trash and takes no damage until there aren't any left, when she flips back. Fittingly, the captain needs her ship, as without it she burns through her deck at a rapid rate. Her crew also isn't that tough and is vulnerable to attacks that hit multiple targets. ===The Chairman=== The secret master of the Rook City underworld, and a scary mixture of both Ra's al-Ghul and the Kingpin, Graham Pike (spoilers!) is the leader of the Organization, and has, over the course of a century, molded Rook City into the crime-ridden corporate shithole it is today, maintaining his youth with regular baths in vats of rejuvenating chemicals. At his side is the Operative, Sophia DeLeon, one of Mr. Fixer's old pupils, and together they each constitute his nemeses. The Chairman is widely considered to be ''the'' most difficult boss in the game, and an absolute headache for all but the most well-prepared teams of carefully-selected heroes to deal with. Originally, the Chairman himself is hidden in the shadowy underworld and can't be targeted, while the Operative is in play and his many, many Thug cards are in the villain trash. From there, the Operative scries his deck for an Underboss each turn, who then plays a Thug from the trash. Thugs will block for their bosses, give the villain extra card plays, or just beat the shit out of you, and there's two thugs per underboss. This can quickly cause him to snowball into an unstoppable force, so killing off Thugs and Underbosses is important, but every time you do the Operative kicks you in the dick. Also, the Chairman is revealed as Chairman Pike when the heroes have "interrogated" enough Underbosses, and brutally counter-attacks whenever he's hit. Oh, and some of his cards can pull KO'd Underbosses out of the trash en masse. Good luck taking on the Organization, kids! ===Chokepoint=== Formerly the minor Bunker villain Choke, Evelyn Moore was a technopath raised by the Ironclad Project, who went rogue when the military overreacted to her eating a tank. After being brutally injured by K.N.Y.F.E. during the Vengeance event, she frantically tried to absorb something, anything to patch herself up... and ended up munching on the Zenith Gauge, one of Deadline's disaster-causing alien weapons, super-charging her powers. Whoops. Now, she's on a rampage, beating up heroes and eating their gear to try to expand without limit and "fix" the world by destroying "weak points." Naturally, the three most tech-dependent heroes of the Freedom Five, Bunker, Absolute Zero, and Unity, aren't too happy about that, and serve as her nemeses. Chokepoint is a bloody thief of a villain. Most of her cards swipe hero cards and put them face-down in front of her, while also damaging heroes, healing her, etc. Once she has enough, she flips, then opens up on the heroes with her stolen arsenal, doing extra damage and taking less from heroes whom she has cards from. These cards are slowly destroyed over time, though, so it's ''theoretically'' possible to get her to flip back, though unlikely given the pace at which she munches hero cards. She also has no small number of nasty Ongoings, both defensive, giving herself damage reduction and soaking big hits, or animating hero gear and causing it to turn on them. She's not really super-difficult, though she can get into a groove if she gets the right card draws, and is one of the easier "disruption" themed villains in the game. ===Citizen Dawn=== The Magneto-esque leader of a cult of superhuman supremacists that made their home on Insula Primalis, a volcanic island in the frozen north that contains a jungle full of dinosaurs. From thence she occasionally leads her people to try conquering the rest of the world, to establish a new world order where superpowered individuals dominate their lessers. She herself comes armed with mastery over light and energy, which she uses in many different ways. Her daughter, Amanda Cohen, had no powers, to her eternal shame, which led to her burning out one of her eyes, and her daughter becoming the one-woman-army known as Ex-Patriette. Citizen Dawn is one of the more-difficult villains in the game outside of the Difficulty 4 club. Her minions, the Citizens of the Sun, all come in sets (Citizens Assault and Battery, Citizens Hammer and Anvil, Citizens Blood, Sweat, and Tears, etc.), that (usually) buff one another up when they're all in play. Furthermore, many of her other cards either heal them and her, bring defeated Citizens out of the trash, or wipe the board clean of all hero Ongoing and Equipment cards. Worse, if enough of her Citizens are destroyed, she'll flip and merge with the power of the sun, turning invincible until more of them join her. Fortunately, this can only happen once per game, and she stops tearing into the heroes with energy damage while so merged, so you at least have a fighting chance. ===Deadline=== A renegade from a community of ageless survivors of various destroyed races, Tarogath, the last procitor, has realized that a series of events on Earth have begun to mirror the events of his own homeworld before a cosmic evil obliterated it. Stealing their tech, he's come to our planet to save all mankind... by driving us back to the Dark Ages. Deadline's primary gimmick are his Catastrophe ongoings, various natural disasters that he's inflicting on the world. They aren't great for the heroes, ranging from blowing their cards back into their hands, shuffling trash back into decks and causing him to heal, or just shitting out sprays of damage, some of it irreducible, but things get ''really'' bad when he has enough of them in play. He then flips (and note that unlike a lot of villains, this can happen during his turn, meaning if he gets one of his acceleration cards out that puts a ton of Catastrophes in play there's not much the heroes can do to stop it), destroys them all, destroys every Environment card in play, deals each hero a pile of irreducible damage and ''removes a number of environment cards from the game''. If he flips enough to remove them all, he wins. Naturally, this means the usual way to beat him is to try to keep him from piling up Catastrophes in the first place. Aside from them, he has a number of space-age inventions that give him extra card plays, prevent the first damage he would take each turn, or just let him fight back and disrupt the heroes. He's not the hardest villain in the world, but neither is he a pushover, especially if you bring the wrong team and don't have enough Ongoing destruction to keep him in check. ===The Dreamer=== The Visionary rescued the Vanessa Long from ''our'' universe from her fate as a lab rat, but not from the consequences of being a traumatized child with awesome psychic powers in a world full of scary things... Notably, the Dreamer ''is'' a target in this fight, and with only six hitpoints too. However, sheβs also ''just a scared little girl'' so the aim of the game ''isn't'' to kill her. In fact, being ''too'' indiscriminate with your attacks and letting her get incapacitated causes a Bad End, and you have the option to jump in the way and take the hit if the Environment targets her, which you should. Rather, the goal is to beat up all the nightmares she's creating and help her get her fears in check. Unfortunately, many of these nightmares are pretty tough, with nasty attacks and disruption effects, plus often-heavy damage reduction and punishment effects for destroying them. Also, when the Dreamer flips, she starts to stir in her slumber, and in the process wipes out a load of hero Ongoings and starts spraying psychic damage at the team. She's tough, sure, but she's not ''nearly'' as bad as, say, the Matriarch, or even Citizen Dawn. More than any other fight in ''Sentinels'', beating the Dreamer is all about tempo. Carefully controlling the pace of the fight so that you're ready and set up even when she starts flipping out and trying to mash the proverbial Snooze button. Be careful, and maybe bring some irreducible damage and/or damage reduction of your own. ===The Ennead=== Long ago, in a distant land <s>I, Aku, the shapeshifting master of darkness</s> okay, that's enough of that. Anyway, back in the day, the rest of Ra's pantheon ruled Egypt too. But when the modern Ra decided to bully Anubis into saving his friend from a curse, Anubis punished his hubris by putting their own relics of power into the hands of various grave-robbers, creating the modern supervillainous incarnation of the Ennead. The Ennead are, in more ways than one, a progenitor of the "Team villain" format that would come out an expansion or two later. Rather than one main villain with a big ol' pile of health, the Ennead are all separate targets with roughly as much power and health as the heroes. At the start of the game, you're only fighting as many of them as there are starting heroes, but more and more of them show up as more and more of their deck summons them out of the Temple of the Ennead. Their other gimmick is the way their powers trigger. Rather than each villain attacking each turn (unless you try the fight in Challenge mode), each card in their deck (which is all One-shots, by the by) has one of three symbols printed on it. These symbols activate different effects for different members of the Ennead. And, of course, two of them play extra cards, so they can potentially trigger lots more attacks or heals or whatever from their friends. And if the game drags on long enough for all nine of them to be in play, ''then'' they all start regenerating. As with Team Villain mode, this fight's all about target prioritization. Concentrate all firepower on one member of the Ennead at a time, until they're down, then move on to the others. Remember, their greatest weakness is their inability to coordinate compared to your thinking human brain. Also, in a neat twist, they all have incapacitated effects just like the heroes. Some of which actually help you too, so even from beyond the grave they step on each others' toes. ===Gloomweaver=== Somewhere, where Lovecraftian horror, voodoo, and Dormammu meet, there is Gloomweaver. He reigns over the Realm of Discord, an alternate magic dimension, with terrible cruelty, feeding on the despair of its inhabitants, and seeks to enter the physical world and rule it as well. And with the Cult of Gloom on his side, he's nearly done it. Get to work, boys! Gloomweaver is not the hardest villain in the world. Oh, sure, he scales up pretty harshly with large teams, he's got swarms of zombies, cultists, and cultists that become zombies when you kill them, and he sticks the heroes full of voodoo pins that deal damage or have nasty disruption/destruction effects. And sure, he's got three relics with unpleasant attacks/buffs for his team which also, if he can get all three into play, will summon him into the physical world, healing him up for a huge amount of health and letting him start attacking directly. But, well... he's stuck in an alternate dimension for most of the battle! Even worse for him, he has an alternate win condition for the heroes if they put all three of his relics in his trash. And there are a lot of ways the heroes can finagle them into there with deck control without firing a shot. Sure, some of his cards are pretty mean, but he's generally seen as much less intimidating than he seems at first glance for an experienced team. '''Variant:''' * ''Skinwalker'': Yeah, remember how we said a second ago that Gloomweaver was pretty easy because he's stuck outside our universe for most of the fight? Guess what's no longer true now that he's found a body. At first, he seems easy enough. Sure, he's a zombie, and benefits from the cards in his deck that buff zombies. And sure, he's actually hurting you now, but he's only got 50 HP, right? Stay frosty kids. Get your defenses lined up before you finish him off, then GET IN AND HOLD ON SON. His flipped form, a nightmarish colossus of flesh called the Rotting God that he becomes after you wreck his body, heals up to ''one hundred'' hitpoints and pumps out shitloads of infernal damage. Oh, not at ''you''... mostly. The first swing hits ''everyone'', hero, villain, and environment alike, and the second one hits everyone ''but'' you. That sounds great... but every time something, anything dies, he regains hitpoints as he devours his own minions to remain around. Good luck with that! ===Grand Warlord Voss=== A brilliant geneticist and a masterful military leader, Rainek Kel-Voss conquered his own planet using armies of genetically-reshaped troops, then took them to the stars, conquering world after world and refashioning the inhabitants into gene-bound slaves made for no purpose but war. After the hero Tempest led some Maerynians off Vognild Prime, Voss followed them, and has now set his sights on Earth. Voss is an interesting villain. He starts the game almost-invincible, since he gains a huge pile of damage reduction for each of his Minions in play and he gets a lot to begin with. Once the heroes cut down enough of them, though, he flips and enters the fray himself to prove he's no armchair general, attacking the highest ''and'' lowest health heroes. While his Minions are all three health targets, they traffic in almost literally every damage type, they can swing for the highest health, lowest health, all heroes at once, and everything in-between, some grant armor to all villain targets, and each one is immune to the damage they cause. On top of them, he also has a small number of really nasty cards in his deck, like two of his Lieutenants that either boost damage or offer armor or spaceships and warp gates with a ton of health that pump out extra cards or lots of damage, that can all pop out when you least expect it. Plus, his sole Ongoing that puts all the minions in his trash onto the field when destroyed, and destroys itself if you're too chicken to. He's not as hard as a real difficulty 4 villain, or even Citizen Dawn, and some games he just plays lots of three-health targets that the heroes easily mow down as they whale on him, but he's no pushover. ===Infinitor=== Hugh Lowsley's beloved brother Nigel also got cosmic power from the shard they touched, but his came at the cost of his sanity. Driven mad by screams and whispers from the thing he was connected to, he also learned to harness his power... and to use it to destroy all he finds out there in space. Infinitor is a villain in the mold of Plague Rat, with relatively few complex strategies offset by pure, raw damage output. Unlike Plague Rat, who goes it alone, he has an army of Manifestations on his side, evil mirrors of Captain Cosmic's constructs. They're also four-hitpoint critters, but while Captain Cosmic's are fragile and tend to buff his team, Infinitor's get built-in damage reduction from his card (and the Twisted Miscreation gets all damage dealt to it reduced ''to'' one if it goes over) and instead shit damage all over you, and in one case trap you in a slowly-closing cage that keeps you from playing cards. Worse, he's very much a solid fighter in his own right, and lots of his cards put a ''lot'' of Manifestations into play. He can chain tons of constructs onto the field with relative ease, and the only one that doesn't hurt you can potentially play cards out of his deck whenever any Manifestation is destroyed, including itself. What stops him from being super-difficult? Well, bluntly, the fact that Nigel's still in there, and doesn't really want to hurt anyone. Once he's shit out enough constructs, he flips, puts a straight jacket on himself, and starts destroying the lowest-health manifestation at the start of each of his turns. He will still bombard the team with a higher-damage cleave each turn, but it makes dealing with some of the more-disagreeable little buggers a lot more reasonable. Also, because, unlike Plague Rat, his damage doesn't go through armor, heroes that can turtle up and tank can help mitigate the worst of his attacks... though some Manifestations hunt for weaker targets, so it's not a perfect one-size-fits-all solution. '''Variant''' *''Heroic Infinitor'': Well, good news. Hugh ''was'' ultimately able to help his brother get his mind back! Bad news: he still has issues. Lots of them. And, like the Dreamer, they take the form of rampaging Manifestations. However, unlike the Dreamer, Nigel's not asleep ''or'' a frail child, and you are here to help him get over his issues ''and'' his Manifestations by helping him punch them in the face, one by one. In this variant, Infinitor is a hero ''target'', even if he's a ''villain character card''. (It's a bit confusing, but it mostly only matters for team support.) While there're still lots of Manifestations out, and they're indestructible now, Nigel will attack them along with you for a respectable amount of damage each turn, and when ''he'' reduces one's health below zero, it goes under his card, never to be seen again unless you fuck up. ''Ideally'', you'll win when there are no Manifestations in play but the ones under his card, probably because he played one of his cards that hits all targets in play and used it to finish off all the bad guys and get his shit together. But, well... if he gets too hurt, he flips, and his flip is a doozy. Overwhelmed by Manifestations, all the shattered bits merge into a colossus of energy around his screaming body, and then you're in for it. It regenerates a ton of health each turn, absorbs any Manifestations that enter play, and is just generally the worst. Try not to fail your brother, Hugh. ===Iron Legacy=== Legacy from another universe, where Baron Blade decided to kill Legacy's daughter, who was next in line to become Legacy herself. Driven mad with grief, Legacy takes over the world, kills almost all the villains brutally, and then becomes a planetary dictator. Ironically, it was his intervention in the primary timeline that prevented the death of either Legacy, since the original was slated to die in the same ambush that killed his daughter. A member of the Difficulty 4 club like the Matriarch and the Chairman. However, while ''they'' both summon obnoxious numbers of minions to harass and murder the heroes and punish them for getting rid of them, Iron Legacy simply punches them to death. Quickly. Iron Legacy doesn't fuck around, he starts killing the heroes from turn 1 and unless the team can set up fast and defend themselves he can kill weaker heroes before they get to play their 3rd card. A lot of the cards in his deck reduce the damage he takes, increase the damage he deals, cause him to regain health, bully players with discard and disruption effects, and are all "dark" and stronger (read: overpowered and cheaty) versions of the cards from Legacy's deck. While he may "only" have 32 health, he's got enough nasty regeneration and damage reduction to make it go pretty far. And while hurting him enough makes him flip, so he stops attacking the ''entire'' team, it also gives him built-in damage reduction and a healing factor. Fighting Iron Legacy is all about getting your feet under you as fast as possible, using irreducible damage or just absolutely massive hits to punch through his flip side's damage reduction, and chewing through his various Ongoings faster than he can put them out before he rips your heads off. ===Kaargra Warfang=== A space barbarian warrior turned interstellar bloodsport mogul, Kaargra Warfang teleports her gladiatorial arena around the cosmos, staging battles between planets' champions and her army of Bloodsworn in her endless quest for glorious combat. The victors go free, the losers get pressganged... or die. Or just get tossed out of the arena. It's about as consistent as actual comics. At the start of the game, Kaargra is smirking on her badass arena throne as the heroes go toe to toe with her armies of gladiators, and can't be targeted directly. Instead of killing her, the heroes win when they've gained twenty points of Favor, a resource earned by doing various cool things. (Beating up enemies, you get the idea.) However, her Bloodsworn have their own Favor too, and twenty points in ''that'' pool nets the heroes an automatic loss. Also, if there are no more gladiators in the arena (or, more likely, if she's played the wrong card out of her deck and is kicking an injured one off the bench and back into the fray), Kaargra flips, becoming a 40 hitpoint target that pumps out damage, and the heroes can't win until they flip her back. Finally, she has ''yet another'' gimmick mechanic: a Title deck. Titles are played at the top of each turn, and they're effectively in-game achievements, earned for doing specific things and granting various buffs: Death-Caller goes to anyone who can destroy a target without dealing damage and gives them a passive benefit that kills anything they reduce to three or fewer hitpoints, the Indiscriminate goes to anyone who hits multiple hero and villain cards in one round and boosts their overall damage, that kind of thing. Titles are awesome, but villains as well as heroes can get them, so get cracking! Because of these wacky mechanics, and because of her very-swingy deck, Kaargra is often considered ''the'' most difficult boss in the game. That said, this is mostly because fighting her means playing very differently from the way you're probably used to, pushing to grab Titles rather than just to get the combos you're familiar with in play, and while she's still hard proper deck control ''can'' make her easier to deal with than the Difficulty 4 club. Also, all her fiddly mechanics make her kind of a pain unless you're in the Digital version, since there's just so much to keep track of. ===Kismet=== Gabrielle Adhin stole her family heirloom, a fortune-manipulating talisman. Kismet has Jinx cards and Lucky cards. The former debuff the heroes and the latter benefit Kismet. She also has her talisman, which increases her damage and is a target. Destroying it instead puts it on the heroes' side and causes Kismet to flip. Appropriately for a luck manipulator, Kismet's deck is very swingy. If it's stacked in the right way, she can put loads of cards into play and prevent just about anything the heroes can do to stop her. Otherwise, a paltry 1 psychic damage and a single card play are all she can manage. '''Variant:''' * ''Unstable Kismet'': After many run-ins with the heroes, Kismet escaped from The Block and found herself in Madame Mittermeier's Fantastical Festival of Conundrums & Curiosities, and fighting in that bizarre place has given her the edge. Unlike the default, the talisman starts in the hero play area. She heals herself and damages the heroes when a Lucky card enters play and hits the hero with the talisman. When it gets destroyed, she flips and starts dealing the heroes and the talisman damage, which will eventually return it to a hero play area and flip her back. ===The Matriarch=== Once, Lilian Corvus was a goth teenager who resented being compared to her more successful cousin Meredith (or Tachyon) and frequently bought antiques and curios. One of those was a feathered mask, which, when she put it on, gave her the power to control birds, which she used to go on a reign of terror. The Matriarch is a member of the Difficulty 4 club for her ability to cover the field in minions. While they don't deal much damage on their own, she has a ''lot'' of them and the damage quickly builds up, not to mention that when you destroy them, you have to either blow up your own ongoing cards or take ''even more'' damage. Any amount of damage reduction slashes her damage output, though be careful she doesn't destroy it. ===Miss Information=== Amina Twain is the secretary of the Freedom Five, but in another world, they chose to save a group of civilians instead of her, which caused her death. Now in our world, she has a grudge to settle. At the start, Miss Information can't be attacked directly as she's still pretending to be the innocent secretary, but once enough clue cards enter play, she flips and can be attacked. ===Omnitron=== A sentient robotics factory that went on a murderous rampage. Omnitron's deck is built around two things: drones (which are also devices) and components. Make sure you destroy those devices because when Omnitron is defeated you don't actually win until there are no devices in play, which includes hero devices, should you bring Luminary. Omnitron can't deal damage on its own and thus requires drones or components. If you have high enough damage output of your own, you can destroy both of these things. '''Variant:''' * ''Cosmic Omnitron'': After Omnitron was destroyed the first time, it was reconstructed by a cosmic being. This Omnitron starts with components in play. So why not just destroy them? Because then Omnitron will flip and start blasting the heroes until a component enters play and lasts until the start of the next villain turn. ===Plague Rat=== Formerly a drug dealer, he hid in the sewers at the same time that Pike Chemical Plant poured a ton of mutagenics down there, turning him into a mindless wererat. A vague pastiche of villains who live in sewers and are either mindless or have no strategy beyond hitting things, like The Lizard or Killer Croc. Notably, he's Chrono-Ranger's nemesis, as the progenitor of the race of arm-stealin' varmits that made off with his shootin' hand in the Final Wasteland. Playstyle-wise, Plague Rat is pretty simple. He spends most of his time doing nothing but hitting the players, and in terms of aggression is pretty high up there. Other than simply dealing painful amounts of toxic and melee damage, he also has the unique mechanic of infecting players with a madness virus, forcing them to self-damage (which nastily turns a lot of damage-boost effects against you) and punishing them for trying to get rid of the Infection cards before the whole team's infected. Worse, a whole, whole lot of this damage, including most of his and the Infection self-damage, is irreducible. He doesn't really have any tricks besides pumping out tons and tons of pure damage and giving himself various defensive and regenerative buffs, but unless you've got some weird Ultimate Killer Strategy (like chaining together the Visionary's ability to change the type of/reduce a particular target's damage and Ra's ability to both make all hero damage fire damage and make all heroes immune to fire damage) it's probably enough to turn the game into a high-speed damage race as you try to murder him to death before a mixture of his armor-piercing attacks and your own damage boost cards sent you into oblivion. ===Progeny=== Far beyond our galaxy, came a spark, which drove itself into the Earth. Now, that spark has come to life as a mostly humanoid mass of liquid metal and enacts the will of its master, OblivAeon, by exterminating all life. The last member of the Difficulty 4 club and the most straightforward by far, Progeny isn't here for minion shenanigans like the Chairman or Matriarch or the dizzying array of defensive buffs that Iron Legacy has. No, Progeny just starts beating the shit out of you from turn one and never lets up. Once a hero inevitably gets low on health, Progeny flips and starts hitting that unlucky sod specifically. A key part of Progeny's deck is the scion cards, which deal some damage to the heroes and have a lingering buff for. Crucially, the scion cards aren't ongoings and are thus hard to get rid of, though thankfully once enough of them enter play they destroy themselves. While Progeny deals a lot of damage, it is either energy damage or not very high and only the flip side's is influenced by the number of heroes. ===Spite=== When The Wraith put the serial killer Jack Donovan behind bars, he was offered a stay of execution if he participated in an experimental drug trial. Unlike the other participants, Jack didn't just react to one of the drugs, but ''all'' of them and was able to overwhelm the guards and escape. The Joker to Wraith's Batman, and thus her nemesis. In-game, Spite heals himself whenever he hits something or whenever he destroys a victim card from his deck, though these victims can be put in a safe house at the cost of letting Spite hit the heroes, play a card or force the heroes to discard. The big part of Spite's deck is the drug cards, which buff him and can't be removed. When all five of them are in play, Spite flips and turns into a Resident Evil boss, though he stops healing, destroys his entire field and starts hitting the heroes instead of playing cards. Spite may have healing and damage reduction from one of his drugs, but he's the also only thing in his entire deck that can hurt the heroes, not to mention some of his drugs can be helpful for certain heroes, like Compound XI helping Tachyon fill her trash or Compound Upsilon allowing Legacy to use Take Down and Heroic Intervention infinitely. '''Variant:''' * ''Spite: Agent of Gloom'': So Spite died, but was resurrected by Gloomweaver. He doesn't heal himself when he hits the heroes anymore, but he does start with all his drugs in play facedown and flips them one by one. Unlike normal Spite, you can actually flip those drugs, but you need to play a balancing game with victims in the safehouse. Keep them out and Spite can flip drugs, but put them in and Spite himself will flip and start dealing more damage. ===Wager Master=== A cosmic entity with the power to warp reality. Any fight with the Wager Master will have him change the rules of the game and has many alternate victory and defeat conditions. At any time, if the right (or wrong) card enters play, the game might just end. {{Card Games}}
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