Sentinels of the Multiverse

Sentinels of the Multiverse

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Grey Kihano Dec 20, 2015 @ 10:34am
The Sentinels X One Punch Man
Can you imagine seeing characters from One Punch Man showing up in SOTM format?

I did.

Saitama HP ? Send top card of the deck to thrash for each damage Saitama receives. When there isn't anymore cards to draw from your deck, Saitama wonders off.
Baldy Cape
Innate Power
Serious Punch-Destroy Target Hero, Villain, or Environment Card. Innate Power can't be used.

100 Push up!-Ongoing, Training Limited
Search your deck for '100 Sit Up!' and put in your hand. Send 1 card from top of the deck to thrash.

100 Sit Up!-Ongoing, Training Limited
Search your deck for '100 Squat!' and put in your hand. Send 1 card from top of the deck to thrash

100 Squat!-Ongoing, Training Limited
Search your deck for '100 Push Up!' and put in your hand. Send 1 card from top of the deck to thrash.

Everyday!-Ongoing, Training Limited
When '100 Push Up!','100 Sit Up!', and '100 Squat!' is in the play activate the innate power regardless of text.

No A/C!-Ongoing, Training Limited
Saitama is immune from fire, cold and psychic type attack.

Fill other card with hiccup card that gives Saitama disadvatages.
Last edited by Grey Kihano; Dec 20, 2015 @ 10:36am
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Setback Dec 20, 2015 @ 7:38pm 
Here would be my take on a SOTM style Saitama Deck, with the focus being him gaining lots of damage modifiers and being able to ignore a lot of damage. Figured you would enjoy this...I even added quotes XD

Hero For Fun Saitama
HP: 34 (he should have an HP limit, lets just say storywise he gets bored and leaves if he runs out of HP)
Innate Power: One Punch - Select any non-Character Card Target and destroy it. Immediately end your turn.
Incap Powers: One Hero draws a card, One Hero regains 2 HP, Increase all Melee Damage dealt by heroes by 1 until the start of your next turn.

(3) Training From Hell: (Ongoing, Limited) At the Start of your turn, you must discard 1 card or destroy this card. Reduce Damage dealt to Saitama by 2. Increase Melee Damage dealt by Saitama by 2. ("100 push-ups, 100 sit-ups, 100 squats, and 10km running EVERY SINGLE DAY!!!")

(3) Always On Time: (Ongoing, Limited) At the Start of your turn, Draw a card. POWER - Draw a card. Then Saitama deals 1 Target 2 Melee Damage. ("If the Heroes run and hide, who will stay and fight?")

(4) Overwhelming Strength: (Ongoing) Increase Melee Damage dealt by Saitama by 1. ("I've become too strong.")

(2) Protector of Earth: (Ongoing, Limited) Redirect all Damage dealt to Hero Targets to Saitama. When Saitama would take Damage, you may discard two cards to reduce the Damage to 0. At the Start of your turn, destroy this card. ("Are we about done here?")

(3) Consecutive Side Hops: (Ongoing, Limited) If Saitama would take Damage, reduce that Damage to 0 and destroy this card. ("Have I been chasing his afterimage this whole time?")

(3) Call To Action: (Ongoing) Whenever an Environment card is destroyed, you may draw a card. ("I'll leave tomorrow's problems to tomorrow's me.")

(3) Superhuman Awareness: (Ongoing) Saitama is immune to Environment Damage. ("Can I go home now?")

(2) Unfazing Will: (Ongoing, Limited) While this card is in play, Saitama cannot be affected or targeted by Villain card effects. At the Start of your turn, destroy this card. ("This set of amor, used to seal my immeasurable, irresistible power... Has been broken..." "Ok.")

(3) Bargain Day: (One-Shot) Draw 3 cards. Then Saitama deals 1 Target 3 Melee Damage. You may not use a Power this turn. ("TODAY'S BARGAIN DAY AT THE SUPERMARKET!!!")

(2) Serious Strike: (One-Shot) Saitama deals 1 Target 4 Melee Damage. Destroy 2 Ongoing cards. ("Having an overwhelming power is boring as hell.")

(3) Consectutive Normal Punches: (One-Shot) Saitama deals 1 Target 1 Melee Damage. Then Saitama deals that same Target 2 Melee Damage. If you discard 3 cards, Saitama deals that same Target 3 Melee Damage. ("In exchange for power, maybe I've lost something that's essential for a human being?")

(3) Masterful Teachings: (One-Shot) Each Hero other than Saitama draws 2 cards. Immediately end your turn. ("The true power of us human beings is that we can change ourselves on our own.")

(3) Hero As A Hobby: (One-Shot) Search your deck for an Ongoing or Equipment card and put it into play. You may draw a card. ("Who are you?" "Just an average guy who serves as an average hero")

(3) Hero Costume: (Equipment, Limited) Whenever Saitama deals Melee Damage, Saitama may deal 1 Target 1 Psychic Damage. ("Every fight ends after one punch. After that, I come home unharmed and wash my gloves. That’s how I’ve been spending everyday.")
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Date Posted: Dec 20, 2015 @ 10:34am
Posts: 1