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Promo hero and villains

55 posts · 3612 views · started 2013-12-05 01:06 UTC
DR
dragon2439
2013-12-05 01:06 UTC
#1

I love the promo hero and villain cards. I still marvel at how changing the character card can drastically change the whole deck. While this is more apparent on villains as their entire ruleset can change, the hero changes are still very much present, if a bit more subtler.  This game is very well designed and that this is possible is my favorite aspect of it.

I do not actually own promos, as I did not discover this game until after its most recent kickstarter. But thanks to the internet I am still able to play with them. 

So what are your favorite promos and why? 

My favorite is young legacy.  It transforms Legacy from a supportive tank to a bulky fighter with the option to tank. It makes legacy much more a style I enjoy

PH
phantaskippy
2013-12-05 01:14 UTC
#2

I do enjoy the young legacy a bunch.  My favorite is GI Bunker, and it probably will be for a long time.

Panzerbuster is epic.  We used it to crush Voss after he did forced deployment, he had 12 minions in play and we killed him.  It also owns Apostate's runes and Citizen Truth/Anvil.  So good.

FO
Foote
2013-12-05 01:53 UTC
#3

Redeemer Fanatic is one of my favorites. The extra healing is nice to mitigate all her self damage. I love throwing down absolution and embolden. It opens up her entire deck nicely out of a 2 card setup. 

Sac Tempest is one I'd like to be better with. 

Haka of Knowledge is pretty rediculous as well. Really favors a focus on Haka of battles. 

PH
phantaskippy
2013-12-05 02:17 UTC
#4

This makes me sad.  I respect your preferred choice of playstyle, but man Redeemer Fanatic is too slow for me.

I really want to see what they do with that PW Fanatic, that could be super fun.

AR
Ario
2013-12-05 02:55 UTC
#5

Redeemer Fanatic is my favorite as well. She is also the only promo that I regularly prefer to the original character.  I had a great game with Panzerbuster the other day where Bunker and Fantatic ripped Miss Information apart. It felt good.

FO
Foote
2013-12-05 02:58 UTC
#6

Nah man, her extra card draw speeds her up if it does anything. That's been my experience. 

OA
Oaktree
2013-12-05 03:25 UTC
#7

Team Leader Tachyon is a killer.  Takes a base power that could help Tachyon burn her deck a little faster and changes it to a formidable team support power.

EN
Envisioner
2013-12-05 04:09 UTC
#8

I think my favorite promo hero is probably Rook City Wraith.  While I have nothing against Maia's normal power, RC interacts with the Environment in a way that changes her a great deal from game to game.  I'm also very happy about Young Legacy, who largely turns Legs's role from "cheerleader" to "super-warrior", making my least favorite hero proactive enough to be passable to me.

Most of the other promos I would characterize as fairly "meh", but the only one I actively despise is Dark Visionary.  In general promos tend to take options away from their characters (Young Legs and RC Wraith being rare exceptions), and Visionary has so many options in the first place; with the Turmoil power available, you can single-handedly neuter many villains by making them play weak cards every turn, which not only makes the game lamer, but leaves you with no power to use on awesome things like Mental Divergence or Foresight.

In villain terms, it's too early for me to know about Spite and Gloomy, so we have just the first two to go on, and of them I have only seen Cosmotron in action; I consider him fairly decent.

PH
phantaskippy
2013-12-05 04:11 UTC
#9

I'd rather Martyr than heal and draw.  It isn't so much how long she takes to get going, but taking time to do something that isn't smiting.

I like the Fanatic that smites, then smites some more, takes a small break for some recreational smiting, then hurries back to the regularly scheduled smite.

I don't like the prepare for the smiting thing, I say Boo to healing that isn't an awesome cheating death so you can smite again recovery.  I don't even like Sanctifying strike.  It is at the bottom of the qeue for me, only slightly higher is Holy Nova (unless there is boosting of damage and many things to smite)

It isn't a strategic thing, or a which is best thing, I just love how it feels to play Fanatic recklessly and all out attack.  It doesn't hurt that since I started playing her like that I haven't lost a match with her, she tends to just annihilate everything.

FO
Foote
2013-12-05 04:55 UTC
#10

I almost never use Sac Martyr setups. Next time I get a chance, I'll try it out

NI
Nielzabub
2013-12-05 05:09 UTC
#11

I'll use Sac Martyr if I get it early or there's a nasty target that really needs to die.

PH
phantaskippy
2013-12-05 05:56 UTC
#12

Not really a Martyr build, just prefer a 1 to 1 damage to no damage.

But with a few damage boosts and esp. with a visionary Martyr can be quite good.

My best was with Legs and Vis and Unity.  Unity played Hasty, I did 10 to myself and 15 to one-shot the Conqueror.

DR
Drakossozh
2013-12-05 13:40 UTC
#13

Favorite is definitely Team Leader Tachyon. She's part of my Revenge team, aka "How in the hell did Dawn just beat me, I MUST HAVE MY VENGEANCE", along with Nightmist and Haka. Her innate is borderline cheating.

BE
Benhimself
2013-12-05 14:25 UTC
#14

Yeah. Team Leader Tachyon and Dark Visionary are two key components of my "I want to win this one and I don't care about it being kind of cheesy" team.

 

Golem Unity can be a fun change of pace from normal Unity. Actually see supply crates and volatile parts in action! Also your incapacitated side!

UX
UXM266
2013-12-05 15:10 UTC
#15

I just find in interesting how, for the msot part, the promo  powers are better than the original's. I havn't seen enough sue of Expatriett'es inate power enough for her to be useful, so her dark watch does look better. I'm jsut uncertain how sueful Nightmist's version is. Her card draw was one of the more important aspects for her goal. 

PH
phantaskippy
2013-12-05 15:30 UTC
#16

Nightmist is going to be a very different playstyle.  You aren't going to be looking to redirect all the time, and cards like enlighten will be more important (which is cool when you can stack the deck to get 4 cards)

I think Amulet will be more about doubling up on spell damage than protecting yourself, as you are substituting the ability to stock up on cards and then redirect all day for getting to set up the damage your spells will do.

It also would seem to feed your switch your deck and trash card, as you could get a few threes and fours in the trash much more reliably than her base model.

FO
Foote
2013-12-05 15:33 UTC
#17

Better? Idk if that's a fair assessment. They are better under different circumstances, worse in others. Tachyon might really help the team early on with the card draw from team leader, but you gotta see the long term cost for her, as it slows her deck down considerably over the course of a game. There never "better". Just different cost/benefit relationships. 

For the new Nightmist, if you can't see the instant potential in that power, my guess is that you might rely too heavily on the amulet while playing her. Try just going master of magic and going full blast on spell use and you'll quickly see the benefits of knowing the next cards in order in your deck. 

RO
Ronway
2013-12-05 15:36 UTC
#18

For me, I don't use Amulet for protecting myself, it was always about getting more damage to the baddies.

RO
Ronway
2013-12-05 15:42 UTC
#19

I'm not really seeing the relation between knowing what is coming and Master of Magic. Since the healing is based on the card that is played rather than what is revealed. DW NightMist's potential seems to be casting much more powerful spells

AR
arenson9
2013-12-05 15:58 UTC
#20

I think the connection is that since you're focusing on casting spells, it's useful to have lined up good magic point values for those spells. Plus, by stacking the deck, you get to draw the top one, giving you a much better chance of having the spell you want, including having a spell with a high magic value so you gain more hit points.

FO
Foote
2013-12-05 16:02 UTC
#21

Master of Magic replaces Amulet for higher priority. Without some way to mitigate her self damage, she will eat herself to death quicker than she can make a lasting impact. Attunement strongly favors lining up her spells and spell values to maximize their effectivness. Master of Magic is the perfect compliment to Attunement, just as Investigate compliments the Amulet in the same fashion. Maybe the connection wasn't as clear as I assumed. 

RO
Ronway
2013-12-05 16:07 UTC
#22

Isn't NightMist always focused on casting spells though? Considering her deck probably contains more spells than any other card. Stacking the deck will certainly give you more powerful spells. But do note, that Investigate allows you to draw 2 cards, then you draw 1 on your draw phase, gaining 3 cards in the process. While Attunement looks at the top 3, see what happens? Both NightMist have access to the same cards, one just gets them all, while the other gets 1 of them and can plan the power of her spells. Once again, I don't see what makes Attunement work well with Master of Magic, as both will have access to the same set of cards.

FO
Foote
2013-12-05 16:23 UTC
#23

Sure they have access to the same cards, you arn't using a different deck Ronway. Certainly you must see the difference between spells in hand and spells on top of your deck. That has implications from the size of your hand to the size of your trash to the knowledge of whats coming ect.

I wasn't saying she wasn't focused on playing spells before. But you can't rely on amulet to save your butt and edge out consistant extra damage. You dont get to play every card every game. Thats not realistic. Cards get play priority under certain circumstances. What I am saying is that, at base level, Master of Magic takes over as her most important setup card, where as with her OG version I'd argue it was the Amulet. 

DR
Drakossozh
2013-12-05 16:52 UTC
#24

Although I find the idea of Dark Watch (DW) NightMist's (DM) power to be interesting (to say the least. Can you say, huge change in tactics?), I personally like the original better. As Ronway says, with the original, I get 3 cards, while with DW, I get only one card, and have the next two ready to burn for spell casting next turn. Of course, to put that into context, I don't see myself as a "spell-heavy" player-I tend to tank more than cast spells, so really, the only spells I regularly cast are Mistbound (duh), Oblivion (not so much as a damage dealer than as a "I must save my teammates from this hoard of minions!"), and Planar Banishment (another duh). I think DW would slow NM down considerably, to the point that, barring a good Call Forth, it is no longer a certainty that NM will get her Relics (or even MoM) in time. I think this is a considerable disadvantage.

We also shouldn't forget another card that may come into conflict with the playstyle of the MoM build: Starshield Necklace!

All that being said, I am still very interested to see how DWNM will go down. It is now possible to actually chain all the Heedless Lashes together! That oughta be fun.

PH
phantaskippy
2013-12-05 17:00 UTC
#25

A lot of times I see Nightmist played where she damages herself to build up cards, constantly using her base power, then redirects the higher damages with those cards, and recovery at some point to pump her full of health again.  This works because it is so easy to buid up and discard cards and then use those discarded cards to heal.

 

The new Nightmist is going to be less hand building and discarding, and more knowing what cards you have coming.

I think Starshield will outpace Master of Magic and Amulet as the survival card, since you can put the higher value card on top and then draw->discard it.  Mostly I'd be setting up the high value cards for being revealed, more than drawing and getting played, but that all depends on your hand.  

Mistform takes on a very different role in this deck.  Typically reserved for a last act of desperation, to heal up and build a huge hand so you can solo the villain instead of losing, now that 3 card draw is something you can't replicate every round.  It stands to get used more like Recharge mode, give a round or two to get cards in hand, then pop out and keep going.

Also being able to set up for Enlighten is very nice.

I see the big turns being when you have Heedless Lash in your hand and reveal something you want to play next round, and set it up to chain with Lash.

Things like Heedless Lash playing Heedless Lash playing Oblivion won't be as much luck as a combination of luck and planning.

Health vs. cards is a huge economic balance with Nightmist, and this form really changes the nature of that balance, without a set exchange rate there will be different choices on when to redirect.

Original Nightmist with a 2[then modified] hp = 2 cards exchange each turn allowed you with Amulet to simply take 2 damage instead of the highest amount of damage you would have been dealt that round, and if no damage was higher than what your power would deal you you could redirect it and just swap cards, or bank a future damage at the current number. (investing in Obsidian Fields!) Even Mistbound with its discard had a set value of 2hp(modified of course for damage changes) a card play and power use.  {This is ignoring the competition of Starshield Necklace for your cards, just to keep it simple and on the point I'm trying to make}

Now your cards are more scarce but the amount of damage your spells deal is controllable.  The whole buy low, redirect high aspect is gone.  Now you need to conserve cards more, Like Foote said, Master of Magic will more often be preferred to Amulet, because you can't purchase that redirection with your power anymore, you have to use Amulet sparingly, or spend a lot of time mistformed and setting up for Enlighten's if you want to redirect very often, and when you can set up your spell damage, I expect more often than not your spells will outpace other damage options.  (Villains like IL and his huge damage will change that, as you could do more damage by focusing on hand size and redirecting his own damage back to him)

Your survival is a bit trickier, since the damage futures market no longer exists your power's ability to give you a high value to discard for Starshield likely becomes your best survival option, along with dropping into Mistform for a turn or three.

I'm very interested in playing the new Nightmist, and the more I think of the economic changes the more I think I might like the deck with the new promo, as the strategy is very different, and her control is more on her offense than on her defense, which I like for her build.

EN
Envisioner
2013-12-05 22:00 UTC
#26

Largely true, but I would never take Sunrise Ra over Pyre Ra for the sake of power, unless my plan was to get killed.  (My unreliable memory is telling me that Beard Ra has an absurdly powerful incap ability and is better dead than alive.)  The difference between characters that can do even a little damage without a card in play, and those that can't, has been huge to me in certain circumstances that have branded themselves on my brain.

I havn't seen enough sue of Expatriett'es inate power enough for her to be useful, so her dark watch does look better. I'm jsut uncertain how sueful Nightmist's version is. Her card draw was one of the more important aspects for her goal.

Please do not sue either Expatriette or Nightmist.  They have done nothing to deserve litigation.  :stuck_out_tongue:

But seriously, Attunement takes away all the risk associated with most of Nightmist's spells; it's almost a set of training wheels for playing her, since you're not self-damaging for cards and you're removing the X-factor from her best plays, in addition to getting to cherry-pick your draws.  Expat meanwhile is just raw power; she'll be great for turns when you're temporarily unable to do damage (via Whipacorn or the like), and you're right, Load has never been that hot a power.

FO
Foote
2013-12-05 22:10 UTC
#27

Investigation is not the only way she damages herself. Over the course of any given game I'd wager you will take more damage from your own spells than from investigation

LY
lynkfox
2013-12-06 05:02 UTC
#28

 

 

cough 

 

http://sotm.wikidot.com/promo:horus-of-two-horizons

 

useful that wiki, i know. :stuck_out_tongue:

 

 

 

DR
Drakossozh
2013-12-06 07:00 UTC
#29

I take that wager… and win! Then again, I concentrate more on tanking and utility than damage. Any damage I DO take from spells, I tend to redirect, while I hardly ever redirect Investigate damage. I love that Amulet.

Of course, this is just me :slight_smile:

PH
phantaskippy
2013-12-06 07:11 UTC
#30

That's the beauty of Nightmist's promo, I think it is about the biggest shift in game play from a promo hero card we've seen.  The only one close would be young Legacy, although Fixer is a really big switch as well.

Original Nightmist is all about damage speculation, taking damage to deal damage, but more taking damage to gain cards to redirect damage you would take later, your survivability and damage intersect, as you can take 2 from investigate instead of more from someone else, while dealing the damage they would deal you back to them or their friends.

That market is taken away in DW Nightmist, and replaced with a setting up cards for spells mechanic.  Now you can't exchange cards and health both ways, so it makes for a very different transaction.

I'm not a good Nightmist player, so I'll wait to see how others use her and I think we'll see a guide for it come out.

 

DR
dragon2439
2013-12-06 07:45 UTC
#31

Nightmist is my favorite hero and while I do love that aspect of balancing health, damage and card advantage about her a lot, I am very much looking forward to her promo and trying a new way of playing her. 

EN
Envisioner
2013-12-06 08:33 UTC
#32

Ah, yes, that was it.  Half of a Suggestion every goddamn turn.  Basically a game over against any villain that doesn't have extra plays, unless you can't find a harmless card in their trash.  If I ever saw Beard Ra in my game, I would direct many if not all of my attacks at him, in order to get him killed as quickly as possible, so that he could gurantee victory from beyond the grave (assuming his player was cool with this).  Sort of fitting that this is the "took a passage through the Underworld" version of Ra, and he's more powerful dead than alive.

BE
Benhimself
2013-12-06 15:02 UTC
#33

Well, sure, IF the villain doesn't have extra plays, and IF there's a harmless card in the trash, and IF that card is a one-shot, or a target that can be reliably killed before Ra's turn, or an ongoing and you have reusable ongoing-destruction available (before Ra's turn), and IF the villain's character card itself doesn't have enough bad effects to still cause you problems, and IF the environment doesn't pull any surprises on you.

 

And you've spent how many turns getting Ra down from 29 health? Would the benefit you gain really not be as good as, say, 29 damage to the villain or targets of choice? If you get EVERYONE on board, Ra will die that much faster, but that means the villain gets how many turns completely uncontested to get set up and/or brutally slaughter the rest of you while you're focused on killing your teammate?

 

It's a very useful ability, don't get me wrong! Probably one of the best incap in the game, even! But I am skeptical it's worth actively killing Ra for, or that it'll be a "game over" in most situations.

CH
Christopher
2013-12-06 15:09 UTC
#34

I mean, sure. If you want to be a jerk to Ra.

What did he ever do to you? Don't you think he's gone through enough?

RO
Ronway
2013-12-06 15:15 UTC
#35

Never! He must lose his other nipple!

RA
Rabit
2013-12-06 16:01 UTC
#36

Ah, Ronway. You just had to go there, didn't you.

MA
Matchstickman
2013-12-06 16:46 UTC
#37

At least Mr Fixer has both

RO
Ronway
2013-12-06 17:22 UTC
#38

Of course, symmetry must be restored.

SI
Silverleaf
2013-12-06 17:50 UTC
#39

Ronway is the nipple police. 

DR
Drakossozh
2013-12-06 18:05 UTC
#40

"Sir, you seem to have an odd number of nipples. As per the nipple restriction code of 1998, nipples must always be in even numbers. I'm afriad I'm going to have to burn it off."

PY
Pydro
2013-12-06 18:10 UTC
#41

Quick, the man with the golden gun went that way!

AM
Amnachaidh
2013-12-06 18:23 UTC
#42

Because all things point to a Buffy, Firefly, or Bab5 quote

RA
Rabit
2013-12-06 18:42 UTC
#43

Yes, yes they do. Shiny! :sunglasses:

 

 

PH
phantaskippy
2013-12-06 19:06 UTC
#44

Has anyone else tried out the new promos in a game yet?

I played DW Nightmist today, and I think she will take some getting used to.  She is definitely not going to stomp the universe with her promo, and a decent amount of the time her new power didn't make much difference but at least twice it was big:

1.  Forced deployment was in play, Attunement let me set up a big oblivion (there were two guards in the trash) at 4-3 instead of 3-1, so they all died instead of all living, and since we Knew what was going to come off the top of her deck it allowed other heroes to do other things.

2.  I was at 11 hp early (both ships) and I put amulet in play, Attunement reveals Planar Banishment, Mistbound(4), and Heedless Lash.  Reversed that order, drew heedless and next turn blasted the Conqueror out of the sky (again knowing 8 damage was coming helped set that up nicely) and put the stop on Voss's deck.

There were two clear turns where I would have benefitted from the old power, no appropriate spells in hand so I just drew two and sat looking at a voss I couldn't do anything to.  I realized later I had the freaking Book in my hand and I should have played it and pulled a spell.  The Book is going to be much more valuable with her promo, I almost never played it before, but it would have gotten me two cards with one gauranteed spell, instead of just two cards, but you will miss those dead turns where you could redirect your Investigate at the minimum.

If it wasn't for Fixer's Salvage Yard and Call Forth I would have struggled with my hand all game, as it was I struggled until Call forth gave me four equps, I used them for discards and then Salvage put I believe 7 equips in my hand from the trash.

I also dropped into Mistform twice, instead of drawing two the one turn I dropped into mistform and tanked for two turns and built up my hand.

Overall I think it will grow on me, and I already liked it better than the old one (I don't like original Nightmist, she just isn't my bag) but it will take time to adjust strategies, I expect a whole lot of hate for her when people start rolling her out.  She's a better team mate, since you know what is coming much more than ever before, and less the "let the rest of the team die, I can win this by myself" Nightmist.

 

SP
Spiff
2013-12-06 19:26 UTC
#45

My wife loves to play both Team Leader Tachyon and Nightmist during games.  I can see the combo of DW Nightmist setting herself up to get exactly what she wants, plus TL Tachyon giving her exactly what she wants being very satisfying.

PW
pwatson1974
2013-12-06 19:30 UTC
#46

Played with DW Expatriette. Aim provbed handy, but cirumstances conspired against me as whenever I was about to lay waste, I was prevented from dealing damage. Of course ,that just meant I used the power to aim again and started piling on the ammo cards, something I rarely get a chance to do in regular play.

It did change Expatriette a litte, making her more strategic, delaying an instant hit for a more powerful one next turn.

FO
Foote
2013-12-06 19:48 UTC
#47

I had a quick moment to try DW Fixer in a quick game at my buddies place.

His playstyle become immediatly obvious, and it felt pretty wild at times. A huge departure from the original.

1) Bitter Strike, way more offten than not, will be targeting your own cards for destruction. 

2) 1st turn play a Tool or Style. Wait on power. Draw back to 4. Now, on your 2nd turn, here is where the choices start coming. Play a tool or style, whichever you didnt play first turn. Then, depending on what you have more of in your hand, destroy that card with Bitter Strike. In other words, if you have 2 tools and a style in your hand, destroy whatever tool you have. This way, your third turn will consist of replacing the tool you just destroyed. Same with Styles. Basically you start power cycling your weapons and styles in order to maximize the number of Strikes you can pull off.

This feels MUCH different than original Fixer. BMFixer will not find and keep the perfect setup of Tool/Style for a particular fight then chill with a huge hand. You will be running on a very low hand size and subject to the wims of the draw. Effects that force you to discard are particularly painful.

3) There will times you can't Strike, or dont want to. Either when you A) have no more Styles/Tools to easily cycle or B) want to move to a 3-card setup instead of the average 2 while power cycling. 

A) No Tools/Styles in hand. This is a rough spot, but there are options. You can Zen out and just draw 2, giving yourself some breathing room with hand size. You can also throw down Bloody Knuckles, as this is always a safe play. If you have a Tool/Style/Both in play, throwing down Charge and drawing without striking is a fair option in hopes of drawing something better for next turn.

B) Seting up to 3 cards is tough and will require the hand to do so. This is where you keep 2 cards in play for a few rounds (idealy) and start sacking the 3rd card. Generally this will be a Tool/Style setup where you then throw down Bloody Knuckles, Tool Box, or Harmony to be destroyed. The downside is having to not Strike for at least 2 turns.

4) Overdrive. Use this in emergencies only, or to setup one massive turn. Trying to set back up from scratch takes time, and without Driving Mantis as Fixers go-to crutch anymore, time is valuable. Since discarding effects are particularly nasty here, Overdrive makes fantastic discard fodder as well.

5) Don't be afraid of power cycling! If you find yourself in a jam and do not have the hand size or composition to keep cycling, Salvage Yard is your saving grace. And if you Bitter Strike'd any of your friends equipment cards, I'm sure they wouldn't mind having those back.

 

Anyone who really disliked the original Fixer for being too laid back and Zen will find this promo very appealing. 

As good as BMFixer is, original Fixer holds some notable advantages. The biggest one being the ability to lean on Driving Mantis as a crutch for extra damage and defense. Being able to find, and subsequently keep, a Tool/Style/Harmony combo thats perfect for the current situation is a luxury not afforded to BMFixer, and you will find yourself missing that element from time to time.

RO
Ronway
2013-12-06 20:04 UTC
#48

I'm actually waiting for their arrival, as I want to use them in a DW versus Bareskin Gloomy.

BR
Braithwhite
2013-12-06 20:20 UTC
#49

I've had several games with Dark Watch members, both as a team and individually.

Together, they synthesize very well.  DW Setback can help Nightmist with her self-harm issues.  Fixer eats unwanted things.  Expat works best as an "every other turn" character, but is quite capable if you get the exact gun you want in your opening hand.  The assault rifle and SMG become much nicer against armored targets and for crowd control.

Individually:

Expat's playstyle has always been dictated by the cards you get, and DW is no exception.  I consider the tradeoff worth it, as you can aim and hope to get a gun (should you not have one) for your next turn.  I find that she works best in smaller games (much like Bunker), where the H value tends to be less, and the games tend to be longer.  However, she absolutely shines in games with large numbers of targets, and the increased damage afforded by Aim can really shine when using the SMG (an aimed SMG and cryo rounds are quite lovely against a horde).

Mr Fixer hits like a juggernaut.  its not uncommon to see 7-8 point hits.  You can eat your own styles/tools as needed, but if you put Fixer at the front of theTurn order, he's a prime cantidate for all of the cards that would otherwise go away on their own.  There are still times that you might want a specific tool, but being able to hit things for 5 with a bloody knuckles (and no negative repercussions) seems like a very good balance.

Nightmist will take some getting used to.  My regular groups tend to go straight for thE stabulet, and base their entire playstyle around redirecting her damage and building a huge hand.  DW Nightmist is much more about control, and makes her book relic one of the ones that you shoudl put out ASAP.  always having a spell and taking the time to order the cards for best effect will really pay off.  

DW Setback looks badass. Also, I really like the way his name looks (and the tag line)

SP
Spiff
2013-12-06 20:58 UTC
#50

There will times you can't Strike

There shouldn't ever be times he can't Strike, right?  Even if there's nothing out for him to destroy, the 3 points of damage still happens.

FO
Foote
2013-12-06 21:02 UTC
#51

Only a Sith deals in absolutes…

Haha,  yeah you're correct. Shouldn't have said "can't". 

PW
pwatson1974
2013-12-06 21:04 UTC
#52

Meteor Storm is out? Hit bt a Sonic Mine or Whipacorn? Paparazzi preventign powers from being used?

DP
dpt
2013-12-06 21:10 UTC
#53

Well, maybe the only thing to destroy is Haka's Ground Pound…

I guess player order will make a difference, same as for Fueled Freeze but more so. You want DW Fixer to come before Haka or Legacy in the turn order, perhaps.

PH
phantaskippy
2013-12-07 03:58 UTC
#54

No it would have to be Paparazzi, just because you can't deal damage doesn't mean you couldn't strike, you could be unable to deal damage then destroy a card.

EN
Envisioner
2013-12-07 08:39 UTC
#55

There's also Walk the Plank if you're fighting La Capitan.  And against Iron Legacy, Final Evolution can make the use of powers undesireable.