Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But if people have more non-obvious Parse tricks I'd love to know. There are lots of ways to make damage absurdly large in the game, I'm looking for the "make control absurdly oppressive" options.
If they're different keywords she can trash them, but she can't bounce it back up unless I'm missing something.
If you have TL Tachyon, any Legacy, and any Visionary, in that order... Once Visionary has Mental Divergence in play, and Legacy draws both copies of Take Down, you have achieved a permanent lock on the villain ever playing cards again. Period.
1. TL Tachyon does whatever.
2. Legacy plays Take Down A
3. Visionary does whatever.
4. TL Tachyon uses Team Leader
5. Legacy's turn, Take Down A is destroyed. Legacy plays Take Down B.
6. Visionary uses Mental Divergence to put Take Down A back on top of Legacy's deck.
7. TL Tachyon uses Team Leader, causing Legacy to draw Take Down from the top of his deck.
8. Legacy's turn. Take Down B is destroyed. Legacy plays Take Down A.
9. Visionary uses Mental Divergence to put Take Down B back on top of Legacy's deck.
10. Repeat steps 4-9 until you've managed to win the game.
Alternatively, you can use Legacy, Visionary, and AA in that order, and you can manage this with only one copy of Take Down drawn, but AA needs to have the Lyra, Bell, Inspiring Supertonic, Counterpoint Bulwark, and Inventive Preparation in play, at minimum.
1. Legacy plays Take Down.
2. Wait for Legacy's turn to come again.
3. Legacy's turn. Take Down is destroyed. Legacy can do whatever he likes.
4. Visionary uses Mental Divergence to return Take Down to the top of Legacy's deck.
5. AA plays Lyra->Inspiring Supertonic->Bell->(Anything)->Counterpoint Bulwark(Legacy draws Take Down->Inventive Preparation(Legacy plays Take Down).
6. Repeat steps 3-5 indefinitely.
Obviously the most reliable way of pulling this off is TL Tachyon, Legacy, Visionary, AA, Omnitron-X. That way you can use option 1 if you can't manage to get all the cards AA needs into play but draw both copies of Take Down, or option 2 if AA gets the right set up. And as a clutch option you can cycle Take Down with just Vernal Sonata, having Omnitron-X put it back into play.
This is also one of the VERY few situations where a strong argument can be made that standard Visionary would be a better choice than Dark Visionary, as she can give one hero per round an extra card draw in addition to 2 card scry.
Frankly though, people generally avoid using this team lineup because you'll pretty much never lose :D
The other loops are good to have options if you can't make this work, but I think the above is the cleanest.
---
Note that Stop. Just Stop. can be used on Heroic Intervention instead of Take Down, and if you're running Next Evolution you can do so without self damage. If you want to run permanent Take Down AND permanent Heroic Intervention together, you've got to work a little harder and manipulate the heck out of your own decks.
V. Don't You Think You've Done Enough?
Needs: Greatest Legacy, Visionary (any), Omnitron-X, and Argent Adept (any) in that order, copy of Heroic Intervention and Take Down in trash by AGL's power phase, Visionary with Mental Divergence, Argent Adept with Inventive Preparation and ability to use it
Wants: Inspiring Supertonic, as many more instruments as you can get + Alacritous Supertonic, Legacy Ring & Next Evolution
1. In Legacy's Power phase: iff you have the Legacy Ring use Next Evolution on Melee, then use Gung Ho on AA iff you have Inspiring Supertonic and enough instruments to make playing them profitable while still passing off Inspiring Supertonic. Gung Ho Visionary otherwise
2. If you Gung Ho AA, trigger instruments however you want, but you need to use an Inspiring Supertonic perform on Visionary to pass her a power use. (Lyra Supertonic -> Inventive Prep is simple, Harp Inspiring -> Lyra for the extra Harmony Accompany is better, and you can loop in a lot of instruments with a destroyed Alacritous if you've got that)
3. Whether by Gung Ho or Inspiring Supertonic, use Mental Divergence to put Heroic Intervention on top of Legacy's deck
4. Legacy's Draw phase happens and he draws Heroic Intervention
5. Visionary and Omnitron-X take their turns and complete Stop. Just Stop. on Take Down with Mental Divergence and Timeshift
6. On Argent Adept's turn do whatever you like until you use Inventive Preparation -> Heroic Intervention. With the ring/next evolution combo, Legacy's Melee immunity prevents him from taking any damage, making this indefinitely sustainable.
What's nice about this double combo is that if you use Dark Visionary and Prime Warden Adept you've got a well rounded 4 hero team that functions just fine without it. Their one-shot based damage is admittedly poor, but Omnitron-X can become an absolute powerhouse of damage output if he's protected and allowed to develop his component offense (which suits a control style just fine), and a damage boosted Defensive Blast is one of the strongest AoE attacks in the game (played before the above combo normally, or after via Slip Through Time). During the early turns Omnitron-X can focus on Timeshifting Prime Warden Adept, which along with Conduct and Gung Ho will get him set up very fast, and once he's adequately set up Omnitron can start Timeshifting Legacy to dig for the needed cards faster. Dark Visionary's control shuts down many enemy decks and will buy you time.
At that point your team can't be hurt, period.
Damage directed at any character other than Legacy is nullified. Damage directed at Legacy is redirected to Mainstay and then nullified.
The villain(s) can't play cards, and Wagner has no ongoing destruction effects--Pervasive Red Dust only destroys equipment--so this state can't be broken unless you allow it, or the villain has an effect inherent to their card or some other card they've already got in play that destroys ongoings. So if you're playing vengeance mode, don't flip Friction until you've flipped the other villains.
Hell, bring Nightmist and have her put Mistbound on the environment deck, and have her skip turns too.
Naturalist or Scholar can also pull this off, but they need to skip turns. Fanatic can manage it, but only for a limited set of targets. And she has to skip turns too.
Haka or Mr. Fixer can do it with Ground Pound/Grease Gun, but they too must skip turns, and also Ground Pound/Grease Gun makes Heroic Interception irrelevant. Which can be handy if you don't want to have to bring AA for the extra card play. However, if you DO bring AA, you should probably pick Haka and not Fixer, as AA can make Haka continue to play cards and use powers through the rest of the game even though he's skipping all his turns, so you don't lose his damage output. Grease Gun prevents Fixer from playing cards or using powers.
Additionally, there's a loophole in using Ground Pound or Grease Gun which a villain can use to hurt your heroes. It stops non-heroes from dealing damage, it doesn't stop you from taking damage. Therefore any effect which causes heroes to deal themselves, or other heroes damage, will still work.
The Heroic Interception + Human Shield/Alchemical Redirection/Indomitable Force combo is impenetrable, as Heroic Interception simply states "Hero targets other than Legacy are immune to damage", and all three of the others are unconditional "Whenever a hero target would be dealt damage" cards, so they don't care about the source of the damage at all.
Using Human Shield has the advantage that you don't have to skip the Sentinels' turn unless you don't have the cards to discard to keep it in play, but the disadvantage that it's an optional redirect, so any time something tries to damage Legacy, you have to click "yes" to redirect it. The others are unconditional and mandatory redirects, so you don't have a problem unless you also have Lead From The Front in play, in which case you have to make two clicks or taps every time ANY of your hero targets would be damaged (To pick which effect takes place first, and then "yes/no" for the other).
And of course, this only really works in Wagner. Is there any other environment that allows you to skip turns at-will?
I mean... It's theoretically possible that you could manage it in Time Cataclysm, if there were a hero who could get a card out of the Environment trash during their turn... Then you could destroy Fixed point, have him pull it from the trash, and use Visionary to put it on top of the deck or something like that, but... It would be a pain, you'd need Visionary to have her whole deck in hand, and... yeah, it'd be complicated. And I'm not sure whether there is a hero who can affect the environment trash that way.
Edit: Oh, oh! Wait! I know how to do it!
Like all the best things in life, it needs The Sentinels :D
Specifically, you need Adamant Writhe.
What you do, is you use Shroud during the Sentinels' turn. Then at the end of the round, on AA's turn, you use Sarabande to destroy Fixed Point, which, because you used Shroud, sends Fixed Point to the bottom of the environment deck instead of the trash. Then you use Inventive Preparation or Alacritous Subdominant to play Prophetic Vision, and bring Fixed Point to the top of the environment deck.
As noted before, this requires Visionary to have basically her whole deck in her hand (So that Prophetic Vision cycles), and the environment deck to have no more than 2 cards in it.
Oh! Or, rather than Visionary and AA, you could bring Omnitron-X and Rogue Agent KNYFE. Still uses Adamant Writhe for Shroud, but basically with Omni and KNYFE as your last two characters, in that order, you have Omnitron-X use Bio-Engineering Beam to destroy Fixed Point, sending it to the bottom of its deck, and then KNYFE uses her inherent, and plays the bottom card of the Environment deck.
Easy peasy.
Parse or AA would work in place of Omnitron-X too, you just need someone who has an ongoing that can nuke arbitrary environment cards at will, and Saraband or Segmentation Fault can do that.
So yeah, can be done.
The only hero card I can think of that affects the enviro trash is Ra's Excavation. If you have a way to cycle one-shots (Veranal Sonata or similar, or getting Ra deck-in-hand) you could keep putting Fixed Point on the bottom with that, and then Rogue Agent Knyfe could play it again.
Also, I'm a moron, because KNYFE playing Fixed Point as your last action before the environment turn would just result in it being destroyed again at the start of the environment's turn. Obviously.
So you need KNYFE to be either the first or second hero in your play order, so that she can bring Fixed Point back from the bottom of the deck before you reach Legacy's turn.
Putting her in first place means that the Sentinels don't have to discard for Human Shield... But it also means your team is a bit weaker until you get your infinite Fixed Point nonsense into play, because normally you're using her "play from the bottom" to trigger Sentinel Tactics and buff Mainstay's damage resistance, but if she goes before the Sentinels, that will evaporate when their turn comes up.
So it's a trade-off.
Cycling Excavation would be the hard part... Vernal or Reclaim from the Deep would work, but then you have to be able to cycle *that*...
Using Horus of Two Horizons would make it a little easier at least.
Too bad Suggestion can't be used on heroes.
Yeah, I think you pretty much would have to get Ra's whole deck into his hand to get this working.
And any time your goal is to have a character draw their whole deck, that means you want AA and TL Tachyon...
But we already need Legacy, KNYFE, and Ra... so... Either we have to leave the Sentinels at home, and miss out on the Heroic Interception + Human Shield abuse, or we can't get both AA and Tachyon in.
We have Ra, so we don't actually need the Sentinels for damage, and we have Legs for tanking...
Ehh... Not sure. It's a pretty solid trade in either direction.
Alternatively... Parse can get her whole deck into her hand fairly rapidly, and once she does, she can play Syntactic Analysis twice per round, which is four cards drawn for the target of her choice...
If Legacy is Grandpa Legacy, and we have AA... We can boost that at least a little... Yeah, we could bring it to more like 8 card draws... While adding some damage resistance... Lyra->Inspiring->Bell->Counterpoint->Counterpoint->Counterpoint draws the two Syntactic Analysis cards (And gives two heroes 1 damage resistance each), and then Lyra->Inspiring->Bell->Counterpoint->Inventive->Inventive plays them both.
And that set up lets AA give Parse 4 card draws per round while she's trying to get her deck in hand.
Not sure which would statistically come out ahead though, just having AA draw 4 for Ra every round all game, or having him draw 4 for Parse until her deck was empty and then switching to Parse and AA cooperating to draw 8 per round for Ra...
Did learn what should have been an obvious conclusion, that AA can use his long "play all the things" chain as much as he wants with Fixed Point in play, since Alacritous can't be destroyed.
And while it didn't come up because Fixed Point was locking Take Down in place (And because Fixed Point was always in the environment trash during the villain turn), it did occur to me to wonder... If Fixed Point is in play, and Parse has Buffer Overflow in play... Can Parse simply refuse to allow the villain to play cards forever? It seems like Buffer Overflow triggers *before* the card reaches play, which would mean you *could* discard it... But Buffer Overflow itself could not be removed from play, so...
To arrange that you'd need your team order to have Ra and say, the Sentinels at the end. So Ra could put Fixed Point on the bottom of the environment deck, and Writhe could then move it to the top.
I might have to set up another test game to see.
Edit: Just tested it, and it worked the way I thought it would. While Fixed Point is in play, Buffer Overflow allows Parse to prevent an unlimited number of card plays by Villains.
Final Wasteland in particular becomes a playground, as it only has 3 cards that aren't straight damage dealing targets, and two of those cards give beneficial effects, with the only downside being that they cause the environment to play more cards. And if the targets can't hurt you, that turns into a good thing instead of a bad thing. You end up being able to draw two extra cards on each Hero's turn, and then each hero gets healed for 1hp during the environment's turn.
And any target that gets destroyed is removed from the game, which neuters villains like the Chairman and the Matriarch.
Enclave of the Endlings can be fun if you have Take Down in play, as Slamara plays the top card of the villain deck, and then every hero deck, on the environment turn. So Take Down turns her into a mostly helpful thing. Just probably bad to bring Fanatic.
Temple of Zhu Long is good with Naturalist of any other means of soaking environment damage (As long as you can also protect the Shinobi Assassin cards, as they're annoyingly disruptive if they die). There are three copies of Mysterious Rituals, and each of them allows one player to either draw three cards or play one card. It also has the unique distinction of being the only circumstance in which an incapacitated hero (That isn't one of The Sentinels) can be revived.