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Since he essentially couldn't hurt me or do anything to me at all, I had all the time I needed to get all of Parse's ongoings into play, and AA was able to help that along of course.
Something like
Parse: well duh..
Omnitron: extra card, ong/envy control, heal
Grandpa legacy: onmitron power again and it`s legacy
Chrono ranger: good damage, easy access to damage reduction, ong/envy control
Wraith : same as above
Environment
Temple of Zhu long: mysterious ceremonies for extra draw/play
Also, whenever discard effects came up I would have Parse discard and put the damage buff on Haka. That helped chew through his HP quite a bit.
This allows you an absolutely mind boggling array of ways to completely shut down the villain and/or make your team 100% invincible, including one setup which makes your team 100% immune to all damage, and prevents the villain from playing any more cards for the rest of the game.
All you need is for the Sentinels to have Human Shield in play, Legs to have Heroic Interception and Take Down in his hand, and the environment to play Self-Destruct Sequence.
Legs plays Heroic Interception or Take Down, and AA uses Inventive Preparation or Alacritous Subdominant to allow Legs to play whichever of the two he didn't play on his turn. Then Legs skips his turn for the rest of the game so neither card expires.
Since the Sentinels have Human Shield in play, and can therefore choose to intercept any damage to any hero target from any source, and Legs has Heroic Interception in play which nullifies any damage to any hero other than Legs himself... Yeah.
Obviously you'd need to reduce Parse to 1HP before initiating project "Na na you can't hurt me!" to unlock Fugue State Parse.
But you also have a zillion other options with this setup. Legs/Visionary/AA can cycle one copy of Heroic Interception or Take Down indefinitely using Visionary's Mental Divergence to recover it from the trash, and AA's Counterpoint Bulwark to draw it from the top of Legs' deck, then Inventive Prep or Alacritous Subdominant to play it again. Requires AA to have several cards in play of course, but it's an option. Alternatively, if the Sentinels get Aura of Vision in play, then you can sustain one of Legs' "Nope!" cards with just the Sentinels/Legs/Visionary setup, though it requires two copies of the card in question, or Legs can only play it every second turn (So you're only invincible *half* the time... the horror. lol).
Basically, it's a ridiculously fail-safe setup.
Edit: If you prefer to avoid using AA (Which is understandable, if regrettable), pretty much everything I mentioned above can be accomplished using Omnitron-X in AA's slot, with zero setup required, at the cost of significantly less potential versatility compared to AA. And you won't be able to do the indefinite Heroic Interception + Take Down cheese reliably, unless Legs has one of them in his discard pile for Visionary to pull out.
Others have pointed out that you have a few choices for the environment. You can abuse Heroic Interception with Self-Destruct Sequence for effective immortality. Time Cataclysm and Court of Blood can limit healing (and Court of Blood can shut down Radiant damage from Progeny's flip). Atlantean Throne Room from Time Cataclysm can also give you additional card draws should you find your hand a little lacking early.
I really do recommend bringing Omnitron-X to this though as his components can help you immensely. The Plasma Cutters can't be reduced and can help you cut through Progeny's defenses. Gaussian Coil Blaster can be used to target Parse to knock her down to 1 HP on the final turn before the unlock. Innervation Ray can be used to heal Legacy or Parse until you're ready to end things. As long as Omnitron-X isn't the low guy, you can also use the Elemental Exochasis to tank odd bits of damage here and there.
*=Just to clarify this a little by example: Let's say he gets hit by Grenade Launcher. 3 base, +1 Imbued Fire. Isotherm triggers, for 4 base +1 galvanized+1 inspiring prescence+1 Imbued Fire+1 Twist the Aether=8 damage, 2 short of the 10 you need in one go. So you direct the damage as fire to AZ. Isotherm triggers again, for 8 base+1 galvanized+1 inspiring prescence+1 Imbued Fire+1 Twist the Aether= 12 damage. That's more than the 10 you need.
The sentinels will flip progeny early, and unhallowed halls from the environment will prevent him from doing his end of turn radiant damage, then choose to keep frost scions in play as their healing function wont work either.
I used setback to redirect any other damage back on progeny or vampires, so the no healing thing didnt really matter to me.
Otherwise just use chars that help you get the environment cards you need early, and that help parse spam out ongoings as quickly as possible.