How do you use this card?
How do you use this card?
It's mainly useful because when a Villain plays a card (during the regular play step) that has an end of turn trigger, the trigger will go off the turn it was played, while a start of turn trigger won't trigger until the next turn. So by turning end of turn triggers into start of turn triggers, you can delay the effects for a turn and you get a chance to deal with the cards before they trigger.
The downsides are:
Villains that play cards at end of turn now play the extra card at start of turn, and that new card will get to activate it's end of turn and start of turn triggers on its first turn in play. (And start of turn triggers are often much worse than end of turn triggers).
If Sub-Zero Atmosphere gets destroyed, then all the triggers go back to being end of turn triggers, which could mean that an end of turn trigger triggers twice in one turn.
So it can be a dangerous card, and tricky to use well, but used well it can help protect you from damage by minions and things.
It is amazing against Grand Warlord Voss, but not so happy against Citizen Dawn. Everything that triggered at the beginning, if a Devastating Aurora triggers, now triggers again, at the end. Ouch.
One of the reasons I haven't used it was my first and only usage was against Voss in the digital game, and it seemed like minions that came out normally still got their attacks despite said attacks supposedly being moved to the start of the villain turn. It seemed like it wasn't having any effect at all.
First and foremost it is a situational card but when those situations happen it is great. I'm going to use an example I like best with Apostate. You play Sub Zero Atmosphere and on Apostate's turn he does the following in order:
Usually if Corrupted Effigy were played there would be a groan as Runes of Malediction would come out due to Corrupted Effigy but since end of turn affects occur at the start of turn it no longer gets to trigger until the next turn Now you have a whole round to deal with Corrupted Effigy and likely won't have to deal with Rune of Malediction for a while.
Where this card is bad is when a villain plays a card as part of their end of turn actions. Since the card comes out at the start of the turn it would still get to do it's normal action right then. Omnitron, the Chairman (while the Operative is active) and Advanced Voss are times where it's best not to play it.
Were you playing against him on Advanced? Because if you were, then his extra play moves to the beginning of the turn, and that minion will trigger normally. So instead of Play (normal) -> Play -> Minions you get Play -> Minions -> Play (normal)
No, I was not. It was one of my first four games ever.
Thanks for the example, Powerhound.
Then I'm not sure. Either it was being buggy, or you were confusing new minions with ones already in play, I'd guess. If you notice something like that happening again, do what you can to screen shot it so that we can take a look.
It was a year ago. I'm mostly not concerned with resolving that (if it was a bug it was probably found by now). I am mostly looking for how the card is used effectively.
A key item to point out is that if AZ is incapped before the villain's turn ends they'll get to do their affect again. So watch out for his health and watch out for villains which do mass Ongoing Destriction.
Good to know.
Have to admit, it's a card I don't use very often.
The main reason I brought it up was that I think I ended up with two in my hand during the weekly challenge thing and couldn't see any use for them against Spite.
Not too helpful against Spite as he doesn't play any cards that would give much benefit from being start of turn always. All you'd get is some drugs not triggering the first round they were played. Sub Zero Atmosphere is better for villains that play multiple targets or at least Ongoings with end of turn affects that you can destroy that round.
Here's a list of every standard villain and whether or not I would use Sub-Zero Atmosphere on them.
Timing can be critical, too -- a little deck manipulation and I slipped it in during a fight with The Chairman just before Prison Break was played -- all five Underbosses came out, but didn't do any of their damage or pull the Thugs out, so they went right back in the trash without much fuss and I ditched Sub Zero Atmosphere right after.
Thank you for that list.
If you're worried about AZ going down, Sub-Zero Atmosphere is also good fodder for Fueled Freeze if you want to do damage but there aren't a ton of villain ongoing cards for you to tear up.
I always assumed it was in his deck as a personality card that makes you think twice before putting the top card of his deck blindly into play with Omnitron or Scholar or in Atlantis.
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Wager Master - No opinion, I cannot play against him because of having cards that are different sizes.
???
Earlier copes if Sentinels of the Multiverse have slightly bigger cards. Sinnce Wager Master has hero cards shuffled into his deck, it doesn't work.
Well, you just have to change how you shuffle. ![]()
Or put everything in the same size rigid sleeves.
Or up your pledge to the $499 level in the Kickstarter to ensure they are all from the same print run.
Or just not play Wager Master in the physical game.
My Absolute Zero deck actually has one of his equipment cards that is bigger than any other card in the deck. Not going to lie, it comes in handy sometimes if you don't feel guilty about it.
If you do start feeling guilty about it, they will happily send you a replacement for no charge if it's a manufacturing defect.
There actually was a very, very, small use of Sub-Zero Atmosphere in this week's one shot. It would enable flipped Spite's Mynd-Phyre to destroy Blighted Streets before the damage replacing Spite's card play, saving the heroes 1 point of damage.
Aren't you running the risk of Forced Deployment ruining your day?
Depending on what Underbosses are out, I'd consider playing Sub Zero Atmosphere even if the Operative isn't incapped. It can effectively negate Prison Break, for one thing.
Or, for that matter, it can be sacrificed to prevent damage on her front side. It's not often the best play, but dud hands do happen sometimes.
Maybe, maybe not. It comes down to how many minions are in the trash. Plus, it wouldn't be any different than if it was left in play for a round without having the means of destroying it, other than it happens one round sooner.
I'd like to elaborate Ronway's list a little:
Chairman: I wait until the Broker is in the trash - the scenario you don't want is Operative bringing out Broker at the start of turn which triggers an extra card play which is unaffected by Subzero Atmosphere. Otherwise, Subzero is one of the best ways to survive a Jail Break. Note that you won't be able to stack the villain deck anymore because Operative will search for Underboss and shuffle the deck before playing a card.
Akash'Buta: Agreed: I try to make sure there is other Ongoing fodder for Earth's Sacrifice. If so, Subzereo is one of the best ways to survive a chain of Primeval Eruptions.
La Capitan: Agreed: I try to make sure it's not vulnerable to Plunder (not a lot of crew out/other Ongoing/Equip fodder) and the Ship is not in play. Otherwise, it really helps to in surviving Motley Crew and Raiding Party, or prevent a chain of them being played (yes, I just played a game that went from nothing in play to All Together Now->Motley Crew->Raiding Party->Battle Forged kills a target->Raiding Party = all crew and ship out = all heroes die)
Great list, BTW!
Depending on your team, having a turn to prepare and in particular seeing the card in front of you might mean being able to negate the damage entirely or almost entirely.
Certainly, but that raises the question does the damage need to be negated? If the damage from minions coming back from Forced Deployment has a good chance to lead to a loss, then one may want to consider not having Sub-Zero Atmosphere in play. Also it is important to note that Sub-Zero Atmosphere itself most likely prevented a fair amount of damage already, unless there was some major bad luck going on.
With Voss if you can get it out early you do so. If by the time you get Atmosphere in hand there are already a good number of minions in the trash, then you might not want to, if there are a lot of minions in the trash and you are at lower health you really don't want to put it in play.
Atmosphere is going to prevent a lot of minion damage, the more minions that are going to enter play via normal play the more daage you prevent with atmosphere, and that can put you ahead in damage even with forced deployment.
Unless you're playing Advanced Voss and the first card he plays on the flip side is Forced Deployment. Then OWIE!
So here's something I discovered with Sub-zero Atmosphere and Deadline.
If you wait until Deadline has (at least) 3 Catastrophes in play (and is unflipped) and THEN play Sub-Zero Atmosphere, the following happens:
So as long as Deadline plays a Catastrophe during his play phase, Deadline will stay flipped, destroy the Catastrophe (with no Catastrophe effect), deal 1 irreducible damage to all and remove 1 environment card. So essentially all his Catastrophies are neutered, and Deadline is destroying the environment at only 1 card/round (not including Unnatural Disasters).
If he plays an Device instead of a Catastrophe, he'll unflip next round and break the cycle unless you can get Deadline to play a Catastrophe out of turn.
As far as getting unflipped Deadline to have at least 3 Catastrophies in play in the first place, easiest way would be if he has 2 in play, destroy just one of them and hope he plays 2 Catastrophies next turn.