Adamant Sentinels, Hunted Naturalist, and K.N.Y.F.E. vs. Advanced Chokepoint in Insula Primalis. Advanced Chokepoint forces the heroes to put many more cards in front of her much more quickly, so think hard about which cards you're willing to give up out of your hand. Things to think about:
1. There is only one copy of each Form in the Naturalist's deck, and only one copy of each Signature in the Sentinels' deck, and none of these heroes has a "dig cards out of your trash" play, so if Chokepoint takes (ex:) your only Hippocratic Oath, you may never get it back in your hand; try not to put yourself in a position where that happens.
2. No environment destruction for any of these heroes, so you'll need to figure out alternate ways of dealing with Insula Primalis' nastier cards.
SPOILER:
Very straightforward Mint. (To be honest, Chokepoint is the one villain who--for whatever reason--has never even come close to defeating any team of heroes I've ever sent against her. For the most part, I find her even easier than Baron Blade. Anybody else have a similar experience?) I had an early turn or two where I failed to follow my own advice, and Chokepoint was able to steal both Caliginous Form and the Durasteel Chains. However, Hunted Naturalist starts off with three cards in his hand that give him card draw (Natural Form's Power, Primal Charge, and Predator's Eye.) Those quickly resulted in pulling Rhinoceros Form, which gives him even more draw. From that point on, he tanked and fed extra card draws to the Sentinels until they had Hippocratic Oath and Sentinel Tactics out. At that point, the game was pretty much over -- the heroes had so much extra card draw that they soon had most of their good ongoings/equipments in play, Environmental Allies kept the environment mostly in check, and Sentinel Tactics allowed the Sentinels to saddle Chokepoint with a -1 DR every turn on top of healing themselves and drawing cards. Ending HP: Sentinels: 12/10/11/10, H. Naturalist: 27, K.N.Y.F.E.: 15
(P.S. And a huge shout-out to perhaps my favorite hero, the Hunted Naturalist. He is just an absolute beast (no pun intended). He has the unique (I think?) ability to be able (via Primal Charge) to draw four cards into his hand, then turn right around and play one, or to churn through a good part of his deck (via Shifter's Strength) to pull out exactly the card he needs for a given situation. He is one of the best tanks in the game, able to easily heal himself 5-8 HP every turn, and can absorb huge amounts of damage with Blend into the Pack, Resilient Hide, and Rhino Form. His amazing card draw capabilities mean that he gets access to his Forms and devastating combo cards quickly. He can turn right around from tanking and flip quickly into damage mode via Crocodile and do 8-12 damage in a turn. His Gazelle form is a god-send to characters like KNYFE and Sentinels, who depend on getting the right cards into their hand quickly. Environmental Allies can render the environment largely an afterthought. To me, Hunted Naturalist is what Mr. Fixer was intended to be -- the guy who can instantly turn himself into an answer for every situation. Need a tank? No problem. Basher/damage dealer? Got it. Support character -- how does an extra 2 cards every turn sound? Villain ongoings bringing you down? Taken care of. About his only weakness is his lack of environment destruction, although Environmental Allies can really disrupt many environments. If I have to have a three-character team, Hunted Naturalist is usually one of my top picks, because he's just so versatile.)