Characters / Sentinels of the Multiverse

Character sheets for characters of Sentinels of the Multiverse

Note: Debut means which expansion the character first became playable for the heroes, and when that character could be battle against for the villains.


Absolute Zero

Debut: Base Game
Team: Freedom Five; Freedom Six (Iron Legacy timeline)
"Too cold? Welcome to my life."
Formerly a janitor for Pike Cryogenics, Ryan Frost was caught in a cryogenic explosion that caused his core temperature to drop. After spending ten years in a coma, he awoke to discover he had to stay inside a cryochamber. The government offered to give him a cryosuit and let him work off the cost by being a hero, and he (eventually) became Absolute Zero.

Absolute Zero's playstyle focuses on equipping components that let him manipulate fire and cold, either reducing or healing from them or inflicting fire or cold damage to enemies. He is considered the most complex of the base game's heroes, as his basic power involves him inflicting damage on himself.

Absolute Zero has two alternate forms: One, from Iron Legacy's Bad Future, is Absolute Zero: Elemental Wrath. The other, which takes place after encountering a technology-absorbing villain named Chokepoint, is Termi-Nation Absolute Zero.

  • And I Must Scream: Elemental Wrath Absolute Zero's powers have evolved, creating ice armor that protects him in response to injuries to keep him from being exposed to the killing heat of the outside world. However, it's not a power he consciously has control over, and it happens automatically. His incapacitated artwork shows him encased in a massive glacier... with his faceplate intact and glowing to indicate he's still fully conscious in there.
  • An Ice Person: Unlike his base variant, his Elemental Wrath incarnation has developed outright ice-powers.
  • Anti-Hero: The most distinctive of the Freedom Five. He's not a superhero to save lives or protect the Earth. He's a superhero so he can pay off the ridiculously expensive power suit he wears that keeps him alive.
  • Arch-Enemy: Iron Legacy and Proletariat.
  • Artistic License – Physics: Lampshaded on the Isothermic Transducer's flavor text, where Tachyon tries to point out that its power — that Absolute Zero can turn any fire damage he takes into a cold attack on someone else — doesn't square with the laws of thermodynamics. Absolute Zero cuts her off to say he doesn't know why, but heat and cold just get weird around him.
  • Blessed with Suck: He may have cool thermodynamic powers, but at the cost of a body temperature so low that he can only exist comfortably inside his suit or a specialized "cryo chamber." One of Wager Master's cards, the first time his face was ever revealed, shows him weeping at the feeling of wind on his face for the first time in years.
  • Cast from Hit Points: While he has some attacks that don't count on this, the bulk of his damage comes from him taking or doing himself fire damage that he then converts to cold damage.
  • Counter Attack: One of his modules makes him do cold damage equal to every time he takes fire damage, while another makes him do one gigantic attack equal to all the fire damage he's taken since his last turn.
  • Deadpan Snarker: A lot of his commentary on his cards, as well as on others' powers.
  • Death-or-Glory Attack: His Termi-Nation promo's power boosts the damage he deals out and takes by 2 for a turn, and the promo has lower HP than his normal or Elemental Wrath versions. This means he can deal out obscene amounts of damage, but is immensely fragile — and when he hits himself, it's boosted by 4note . It's entirely possible to bring him from full HP to well below zero in a single turn.
  • Defrosting Ice Queen: Went from depressed and apathetic victim who only joined the Freedom Five because his only other choice was to sit alone in an empty room bored out of his mind to, by the time of the OblivAeon crisis and Sentinels Tactics, a genuinely committed hero and a devoted member of the Freedom Five, whom he regards as a new surrogate family.
  • Difficult but Awesome: As mentioned, he's fairly complex — his base power causes him damage, as do most of his one-shot attacks and other powers. But correct use of his equipment makes him quite formidable, able to constantly counter attack, do huge amounts of damage after building up, or even heal himself. And because of the mechanics of his primary means of attack (dealing himself fire damage, then dealing a villain the same amount of cold damage), damage buffs double their money on him, since they work on both.
  • Elemental Absorption: One of his modules heals Absolute Zero every time he takes cold damage.
  • Expy:
  • Glass Cannon: Termi-Nation Absolute Zero's Violent Shivers turns him into this, boosting the damage he does by two while also increasing how much damage he takes by 2.
  • Feed It with Fire: Or in his case, ice — as mentioned above, one module lets Absolute Zero heal when he'd normally take cold damage.
  • Freak Lab Accident: The cryogenic explosion.
  • Heart Light: A blue triangle that functions as his Chest Insignia.
  • How Dare You Die on Me!: Gives such a speech to Tachyon, when the latter lies wounded after the initial battle with Progeny. Tachyon starts musing about how so much has changed since the team first formed.
    Tachyon: Legacy called us together to stop Baron Blade. A man. Not a monster from far beyond known space. it all started so very different from—
    Absolute Zero: Don't say "how it ended." It's not over yet, Doc.
  • Human Popsicle: Puns aside, was kept in stasis for a decade.
  • Kill It with Fire and Kill It with Ice: His powerset in the game.
  • Kryptonite-Proof Suit: His suit stops him from taking fire damage, in story at least. In gameplay, it can make him immune to and heal from cold attacks.
  • Personality Powers: Before he got ice powers, Ryan Frost was a deeply depressed person. Afterward, he's still a bit of a downer.
  • Playing with Fire: Can cause fire damage as a byproduct of his cold attacks; usually the fire damage he causes to himself, but with a couple cards, he hits enemies with it instead.
  • Powered Armor: The cryosuit.
  • Power Incontinence: A potential future version of Zero suffers from this.
  • Power Palms: Absolute Zero's ice blasts are generated by outlets in his hands. The Focused Apertures card increases Absolute Zero's cold damage, and shows a close-up of them.
  • Punch Clock Hero: At least to begin with, as he needed to pay for the cryosuit. He was actually so unwilling to become a hero at first that he chose to stay in the life-preserving cryo chamber that kept him alive for two years before raw boredom led to him agreeing to join the Freedom Five. Though by the time of Sentinels: Tactics he's voluntarily chosen to stay with the team because they're his only family.
  • Steven Ulysses Perhero: Ryan Frost ended up with ice powers.

Argent Adept

Debut: Infernal Relics
Team: Prime Wardens
"Virtuosos of the ages, lend me your strength!"
The latest hero to hold the title of Virtuoso of the Void, Anthony Drake learned of his destiny upon taking hold of a Chinese Bell: To stop the avatar of annihilation Akash’bhuta.

Argent's deck focuses heavily on buffing and supporting other players, along with stringing together combos using instruments and melodies to achieve powerful effects.

Argent's alt forms are Prime Wardens Argent Adept and Kvothe Six-String Argent Adept.

  • Arch-Enemy: Akash'bhuta, the avatar of natural destruction and chaos.
  • Badass Cape
  • The Bard: Both thematically and practically: a good Argent Adept plays support for his team using musical instruments.
  • The Bartender: Before becoming a hero.
  • The Chosen One: The current Virtuoso of the Void.
  • Difficult but Awesome: Focuses on stringing together increasingly long and intricate action combos utilizing three different types of music with a Perform and an Accompany component. Used correctly, the Argent Adept can magnify the number of actions of the entire team.
  • Expy: Of Kvothe, from The Kingkiller Chronicle, to the point that a promo card features Kvothe explicitly.
  • Heart Is an Awesome Power
  • Instrument of Murder: Can break his instruments to destroy cards.
  • Legacy Character: Whenever Akash'bhuta awakens, a Virtuoso of the Void arises to do battle with her and force her back into dormancy.
  • Magical Flutist: Drake's Pipes are among his instruments.
  • Magic Music: How he buffs the team.
  • Musical Assassin: Though many of his tunes enhance his fellow heroes, a few do do damage.
  • Order Versus Chaos: On the side of Order.
  • The Power of Rock: All of his powers stem from his music. Most of his songs allow him to play one of a couple of different variants, allowing him to have various buffs/debuffs.
  • Squishy Wizard: Magic to buff, heal, bring back cards from the trash, even some damage... and the least health of any hero in the game.
  • Summon to Hand: He can summon instruments to perform different songs.
  • Wandering Minstrel: A modern variant.


Debut: Base Game
Team: Freedom Five; Freedom Six (Iron Legacy timeline)
Lt. Tyler Vance is a mechanic serving in the armed forces. Due to his skill during a situation in the Middle East, the government recruited him for their Freedom Five initiative and gave him the Personal Armament Exo-Chassis YS-1300t suit.

Bunker's playstyle focuses on equipping weapons and components to his suit and then inflicting massive damage. He can switch between different modes to draw equipment cards, equip them, and then start unloading upon villains, although he is relatively vulnerable early on while deploying his weapons.

Bunker's Alternate forms are G.I. Bunker, Engine of War and Termi-Nation Bunker. Similar to Legacy's Alternate forms, Bunker's first two Alt Forms are different characters: The Engine of War is the villainous Fright Train, who in the Alternate Timeline joined the Freedom Six to oppose Iron Legacy, and G.I. Bunker is the World War 2 soldier who wore the first version of the armor. The third is a refit he goes through after encountering the technology-absorbing villain Chokepoint.

  • Affirmative Action Legacy: Zig-zagged, as while the current Bunker is white and his successor is black, playing it straight, it's inverted as G.I. Bunker was also black. So the known wearers of the suit are black-white-black.
  • Arch-Enemy: Iron Legacy and Fright Train.
  • Armor Piercing: G.I. Bunker's baseline power lets him pick a target, and all damage dealt to that target is irreducible.
  • Discard and Draw: Termi-Nation Bunker's base power, Modulize, requires him to destroy one of his Ongoing or Equipment cards, but in exchange he can draw a card, play a card, and use a power in whichever order the player chooses. That's essentially an entire second turn, for the record.
  • Expy: of War Machine.
  • Guns Akimbo: All of Bunker's damage dealing powers are guns, and Turret Mode lets him use two in one turn.
  • The Lancer: To Legacy's Hero.
  • Military Superhero: Played with. Bunker is ultimately a hero first, a military man second, but he is obviously affiliated with them in many ways.
  • More Dakka: Especially in Turret Mode. The card's flavor text lampshades this, with "BUDDABUDDABUDDA" filling the entire text bubble.
  • One-Man Army: The Bunker suit is explicitly described as having as much firepower as an entire armored battalion. The original GI Bunker smashed through a literal army of Nazis in World War II while trying to take out Hitler by single-handedly storming his fortress.
  • Powered Armor: Wears a suit developed as part of the US Military's Ironclad project.
  • Walking Armory: He has flak guns, a minigun, a grenade launcher, missiles, and an Omnicannon. And a sticky grenade launcher, which is surprisingly useful for keeping out unwelcome environment cards.
  • Wave Motion Gun: The OmniCannon, which can, and often will, hit For Massive Damage. It allows the player to store three cards per turn, then unleash an attack whose damage is double the number of cards stored up that way.

Captain Cosmic

Debut: Wrath of the Cosmos
Team: Prime Wardens
"Who put me in charge? No one. But someone must stand for the world."

One night while Hugh Lowsley and his brother Nigel were stargazing, a purple crystal fell from outer space and struck both them with energy. After awakening, Hugh discovered that he had the ability to create constructs of gold energy. He took the name of "Captain Cosmic" to search for his brother, who had vanished after the purple energy gave Hugh his powers.

In game, Captain Cosmic relies on playing Construct cards to provide bonuses to the hero they are attached to. He can also on occasion destroy them to deal damage when he need to go on the offence.

Captain Cosmic's alternate form is Prime Wardens Captain Cosmic.

  • Arch-Enemy: Infinitor, who is Captain Cosmic's brother, Nigel Lowsley. Also, Empyreon, a villain in Baron Blade's Vengeance deck.
  • Cast From HP: Unflagging Animation, which lets him play a free construct from out of his trash each turn, at the cost of taking irreducible psychic damage. He also casts from his constructs' HP, destroying them to deal damage based on their remaining health.
  • Counter Attack: Wounding Buffer, which damages whomever hurts the hero it's next to. One of his ongoings also causes destroyed constructs to deal damage to other targets.
  • Hard Light: What his Constructs are made of.
  • Expy: Of Green Lantern, though rather than using green energy for his constructs like Green Lantern, Captain Cosmic uses gold energy like Sinestro. His suit and aura also reference Firestorm.
  • Energy Shield / Luckily, My Shield Will Protect Me: Energy Bracer reduces the damage dealt to whomever it is attached to.
  • Laser Blade:
    • Cosmic Weapon, which grants whomever it is attached to a powerful energy attack power.
    • Autonomous Blade is one as well, which can deal damage whenever its user damages something.
  • No Sell: Knight Crest makes him and all his constructs immune to all energy damage.


Debut: Shattered Timelines
"I'd waste bullets as soon as waste words."

A sheriff from the town of Silver Gulch in 1883, James "Jim" Brooks was hurled though time by accident and sent thousands of years forward into a Bad Future where various cryptids have made mankind all-but extinct. Outfitted with future gear and a time machine by a sapient robot factory, Chrono-Ranger travels through time, ending the monsters in the past before they can ravage the future.

Chrono-Ranger is all about inflicting damage; nearly every card he has either inflicts or amplifies damage. His alternate version is Chrono-Ranger: The Best of Times.

  • An Adventurer Is You: DPS. All of his one-shots let him do damage to targets, and he can mark targets with bounties to amplify the damage further. With his bigger guns (Masada and Danny-boy) plus a few bounties and Hunter and Hunted, he moves into Nuker territory.
  • Anatomy Arsenal: Replaces his missing hand with a variety of different weapons.
  • Arch-Enemy: Plague Rat, Doc Tusser, and a few of The Final Wasteland's Crypids.
  • Badass: You know why no one has proof of the Loch Ness Monster, Bigfoot, or any other cryptid? Chrono-Ranger got there first.
  • Badass Poncho
  • Bounty Hunter: One of his core mechanics involves posting and claiming "bounties" on various targets during the match, drawing cards when they're taken out and gaining different benefits for going after them.
  • Death of a Thousand Cuts: Jim's not packing massive damage-dealing combos without outside support or his heaviest weapons coupled with bounties. However, he hits often, usually getting multiple shots in per turn, and just about all of his one-shots let him inflict an extra point of damage as a side effect. Paired with a damage booster like Legacy, or his Hunter and Hunted card...
  • Expy: Jonah Hex as a time cop.
  • Glass Cannon: On his own, Chrono has no Damage Reduction. He becomes a true Glass Cannon with Hunter and Hunted: With it, the damage he deals and is dealt increases by 1 for every Bounty he has.
  • The Gunslinger: He starts with his old six-gun, but can play a variety of other time-displaced firearms.
  • Nice Hat: Its one of his pieces of equipment, too, and his single most powerful piece of gear, due to it allowing you to play two cards instead of one. And since every one of Chrono-Ranger's one-shots allow him to deal damage, it can dramatically amplify how much hurt he lays down, especially when damage-boosting effects are active.
  • Ninja Pirate Zombie Robot: He's a time-traveling, cybernetic cowboy bounty hunter.
  • Revolvers Are Just Better: He prefers his six-gun, though he will admit that the Masada is a fine piece of work.
  • Schizo Tech: His arsenal includes a classic six-shooter coupled with an energy cannon, neuro-toxic dartgun, incendiary missile launcher, time-warping grenades, and a cybernetic arm that can turn into a bow-and-arrow.
  • Time Travel: Coupled with Big Damn Heroes as his profession. Some of the flavor text on his cards indicates that he simply appears among the rest of the superhero team to deal with the current threat, then tips his hat, turns around, and zaps back home when the job is done.
    • Eventually, the chrono-badge that he uses to move through time is damaged, leaving him stranded in time... until a much older La Capitan finds him, offers him help, and he agrees to help her right her previous mistakes, becoming his alternate Best of Times version.
  • Why Did It Have to Be Snakes?: Hates the giant rats of the Final Wasteland, after one ate his arm.


Debut: Rook City
Team: Dark Watch
"One for wrath...and one for ruin."

The human daughter of Citizen Dawn, Amanda Cohen was born without powers, a failure for which her father was murdered. She left the compound of the Citizens of the Sun, and made her way to Rook City after a "disagreement" with her mother that cost her her eye. There, she became the vigilante gunfighter Expatriette, coming to respect and admire the superhero community before becoming a part of it.

Expatriette's entire deck is built around three things: getting guns, putting specialized ammunition them, and shooting the enemy with said guns, many, many times.

Expatriette's alternate form is Dark Watch Expatriette.

  • Abnormal Ammo: Can do elemental damage with certain bullets.
  • Arch-Enemy: Citizen Dawn, her abusive mother.
  • Badass Normal: Nearly everyone else has superpowers, hyper-advanced technology, crazy biology, time-traveling ability, and magic to back them up. Expatriette simply packs a massive arsenal of guns and the skills to use them.
  • Boring but Practical: Other damage dealing heroes might spike higher with enough set-up time, but Expatriette comes online the minute she has one or two guns in play and can provide steady fire-support throughout the game.
  • Died in Your Arms Tonight: Not on one of her cards, but on Setback's Darkwatch variant's incapacitated side, it depicts him holding her in this manner, though it's unclear if she's supposed to be injured or dead.
  • Does This Remind You of Anything?: Amanda is a child of two cult-like parents who are disappointed that she was born 'different' from them, eventually casting her out on the streets. Over time, she learns that there's nothing wrong with her, and that she's got both the mental and physical strength to compete with people like her parents. If this weren't a game about super heroes, Expatriette's backstory would have a slightly different tone.
  • Expy: Of The Punisher.
  • Eyepatch of Power: She lost her eye in battle when she left the Citizens of the Sun.
  • Guns Akimbo: Almost as big an offender as Bunker. With the right build, she can actually wield five guns simultaneously. One of her signature pistols even has a rider on its power usage to let you use the other one for free.
  • The Gunslinger: Her playstyle is all about pulling out a bunch of different guns and trick ammunition, and letting rip once you're set up.
  • Heroic Build: Amanda is 6'1"/180lb and jacked. Not as noticeable in earlier depictions, but more detailed art depicts her all muscled up. Even more remarkable as she's a Muggle Born of Mages and has no superpowers - it's all willpower and training.
  • Maybe Magic, Maybe Mundane: Meta example. Some of her cards' art includes apparently glowing doves flying about, and doves are featured on her custom guns, Pride and Prejudice, leading to speculation among players that she has some kind of power that nobody realizes yet. Or it might just be a John Woo reference.
  • More Dakka: Normally, but it gets even crazier if you have all five of her guns out and drop the Unload card, which lets her shoots all of them at once.
  • Muggle Born of Mages: She's got no powers, making her a pariah and disappointment to the Citizens of the Sun, led by her mother, who was expecting to have a child with her own vast powers as a successor.
  • Non-Powered Costumed Hero: One of the two major heroic examples.
  • One Woman Army: In gameplay, she's able to mow-down whole hordes of goons, especially if she attaches Hollowpoint Rounds to the Submachinegun or has a couple boosts attached to Shock Rounds. The art for Unload shows her taking on a group of Voss's minions with a gun in each hand and a grenade in her teeth and, given the flavor text is one of Voss's commanders wondering why said platoon hasn't reported in, she apparently wins.
  • Pragmatic Hero: Sticks to simple methods, like shooting anything that gets in her way.
  • Quick Draw:
    • One of her cards lets her do 1 damage to any non-hero target as soon as it's played. Properly buffed, she can mow down whole legions of minions before they can even attack.
    • She also has a card named "Quick Draw," which lets her search through her deck for one of her signature guns and put it directly into play.
  • Relationship Upgrade: With Setback, as of the point where they've formed the Dark Watch.
  • Taking the Bullet: Her Darkwatch incapacitated card shows her leaping in front of Setback to shield him from an explosion. His Darkwatch incapacitated card shows his reaction.
  • The Strategist: Explicitly stated to be the brains of the Dark Watch.
  • Super Hero Packing Heat: We have mentioned that she uses guns, yes?
  • Vigilante Man: A Lighter and Softer version of gritty anti-heroes like the Punisher.
  • You Gotta Have Purple Hair: Probably not natural. Probably.


Debut: Base Game
Team: Prime Wardens

An amnesiac young woman with huge, white wings, Helena has dedicated her life to a holy crusade after temporarily dying in an accident as a child and returning with heavenly visions.

Fanatic's playstyle focuses on dealing damage, inflicting debuffs or locking down on enemies, healing allies, and in many cases hurting herself to have even greater effects.

Fanatic's alternate forms are Fanatic the Redeemer and Prime Wardens Fanatic.

  • Achilles' Heel: While Fanatic has a large number of ways to deal damage to enemies, most of them are of the "one or two points at a time" variety, including her original form's base power. Thus, enemies with even a single point of damage reduction can quickly leave her in a bit of a fix.
  • Appropriated Appellation: Averted, actually. Fanatic is her superhero name, the name of her comics, and something she's known as in-universe, but it's not a moniker Helena uses herself: after all, what kind of person actually describes him or herself as "fanatic?"
  • Arch-Enemy: Apostate and The Seer note 
  • Back from the Dead: With no memories and apparent visions from heaven, at age 6. She also has an item which lets her do this in the game.
  • Badass Creed: "Absolution you are called, and Absolution you shall deliver."
  • Cast From Hitpoints: Several of her more potent one-shots and ongoing effects depend on Fanatic doing damage to herself in the process.
  • Church Militant: YES, though she chills out a little by her Prime Wardens incarnation.
  • Cool Sword: Absolution
  • Desperation Attack: She has two of them.
    • End Of Days, which wipes the board of everything short of the heroes and villains themselves and relics. Reserved for that moment where everything is going to hell.
    • Wrathful Retribution lets her do damage equal to her max HP minus her current HP, making it a devastating attack that's at its best when she's in dire straits.
  • Godzilla Threshold: End Of Days, as noted above. Generally held back until you're in a situation where losing all your active hero cards is acceptable to stop everything the villains are throwing at you.
  • Grievous Harm with a Body: One of her cards, Final Dive, makes use of this, instantly destroying one target below a certain health threshold, then dealing damage to another target based on its remaining health.
  • Heroes Prefer Swords
  • Heroic B.S.O.D.: Suffered one in her first encounter with Apostate.
  • Holy Hand Grenade: Most of her powers deal Radiant damage with this flavor.
  • Identity Amnesia: After an accident at age 6 that left her dead for three minutes.
  • Meaningful Name: Once her angelic wings were revealed, she's been pretty focused on her task and faith.
  • Mysterious Past: Found at six years old, no known family, no one picked her up in the hospital before nuns took her in, and no one can explain where, exactly, her powers come from.
  • No Sell: Both she and her nemesis, Apostate, have powerful cards that wipe the field of everything but relics and character cards. Both of them also have relics in their decks.
  • Older and Wiser: By the time she's joined the Prime Wardens, she's gotten better at moderation, tempering her zeal and avenging with compassion and defending the innocent.
  • Only One Name: She was given the name Helena by a nun, she has no memory of her name before this.
  • Pietà Plagiarism: The cover art in the ARG for Ra's death has Fanatic holding him in this pose — the art even depicts them in clothing closer to the Pieta than to their normal outfits.
  • Super Strength: A Required Secondary Power, considering the weight of all of her gear. The armor alone weighs over one hundred pounds!
  • Winged Humanoid: She grew wings after coming back from the dead. Nobody's sure why.
  • You Shall Not Pass: The art on Divine Sacrifice evokes the trope, with Fanatic facing down an army of Mooks, and its effect plays it out — Fanatic does damage to three targets, and all damage those targets do is redirected to her until the start of her next turn.


Debut: Mini Expansion
Hello TV Tropes!
Hey everyone. Guise here. And I am the best hero in literally all of everything. Sure, I used to be a simple tabloid reporter (lies, all lies!) but I knew that I, Guise, was destined to be the best hero ever!

I've got an alternate form, too! Santa Guise brings the joy of Gift-Mas to the battlefield!

  • Air Guitar: I don't actually do this, but my player can do this on Let Me See That.. Cool effect too.
  • Arch-Enemy: I have two of them!
    • Wager Master. Why my Nemesis in this game is a blue space gnome is in the designers' hands.
    • Argentium is my other Nemesis. He's a shiny metal blob man thing. Why can't I get attractive arch enemies?
  • Armor Piercing: When I'm X-Treeeeeme any damage I do is Irreducible, and can't be redirected as a fringe benefit!
  • Attack Deflector: Inverted! My X-Treeeeme card prevents my damage from being redirected! Also grants my attacks Armor Piercing!
    • As for playing it straight, when I'm a Total Beefcake I can redirect damage to the villains!
  • Back from the Dead: Okay, so the official story on paper is that I got crushed by some debris when Wager Master said hi, and the residual implausibility from said debris transferred into me.
  • Breaking the Fourth Wall: I love doing that.
  • Expy/Composite Character: Two nice gentleman named Deadpool and The Mask may immediately spring to mind, but apparently I'm actually an homage to some guy named Ambush Bug. Never heard of him? Didn't think so. This mask looks better in my colors anyway.
  • The Friend Nobody Likes: Pssh, what's this doing here? Don't listen to that Christopher guy! Everybody loves having me around!
  • Meaningful Name: "Guise," as in "disguise" or "mask". Get it?
  • Ninja Pirate Zombie Robot: Some may accuse me of selling out, but can you blame me? I gotta have all the best swag! You should check out my awesome Ninja Pirate Zombie Fanboy IN SPACE getup! It's pretty awesome! Complete with this awesome shirt and this AMAZING plushie!
  • Power Copying: My best trick is to borrow cards in play and sometimes the powers of my lackeys I mean fellow heroes for a turn!
  • Purple Is Powerful: Yes, yes it is.
  • Shout-Out: One of my hobbies:
    • Guise the Barbarian!
      • Crush your enemies, drive them before you, and LAMINATE THEIR WOMEN!
    • Mr. Fixer wants me to stop asking if he wants me to wax on, wax off. I still ask him anyway.
    • I also like to make the occasional blatant reference to Samuel L Coolguy. SAY WHAT AGAIN!
    • And then this one time I turned into Gene Simmons and played Freebird on the Argent Adept's Lyra! (Which is actually a lute. I still don't know why he INSISTS on calling it that...)
    • Oh, and don't forget that time I was a Super Ultra Kawaii Magical Love Prince!
  • Spotlight-Stealing Squad: A combination of my cards lets me use my teamates cards as if I was them so I get to save the day instead of them!
  • Xtreme Kool Letterz: X-Treeeeeme, but of course!


Debut: Base Game
Team: Prime Wardens
"These markings I wear on my face? I did them myself. With a sharp stick and snake venom. And you're going to punch me?"

Aata Wakarewarewa was a Māori chief who discovered his immortality after being killed in a challenge for power and returning the next day. Exiled and cursed by his people, he wandered the world for decades and eventually took on the identity of Haka to fight for redemption.

Haka focuses on doing large amounts of damage, along with durability and healing. He's one of the heaviest hitters from the base game, and is especially effective against minion-heavy villains.

Haka's alternate forms are The Eternal Haka and Prime Wardens Haka.

  • Arch-Enemy: Ambuscade.
  • Badass Beard: The Eternal Haka sports a thick but well-kept beard.
  • Badass Bookworm: Is actually a scholar and kindergarten teacher in civilian life. Eternal Haka spends all his time studying the lost knowledge of the past... and safeguarding it from the many beasts of the Final Wasteland.
  • The Berserker: He's aggressive, violent, and he loves fighting. Exemplified with the Rampage card, which inflicts major damage to all non-hero cards... as well as hurting heros as well, for a somewhat smaller amount.
  • Boisterous Bruiser: The flavor text on his cards and others' decks tends to have him almost gleeful at a chance to break things.
    Hundreds of those skittering stabby robots came at me! It was great!
    Ha ha! Bring it on!
    Hua! There is something to be said for easy targets.
  • Expy: As an immortal prehistorical Genius Bruiser, he's a heroic version of Vandal Savage, although it's most obvious in his more civilized Eternal Haka version.
  • Genius Bruiser: Technically he's a scholar in all iterations, but this is particularly emphasized on The Eternal Haka, which shows him reading a book in a library and whose ability is Haka of Knowledge.
  • Geo Effects: He has a few cards that are specific to the environment; Dominion, for example, lets him draw cards whenever an environment card is destroyed.
  • Immortality: Has it for some reason. He's the last surviving human in the desolate future of 'The Final Wasteland'.
  • Magical Native American: He's actually from Rotorua, New Zealand, but it counts.
  • Meaningful Name: A haka is a traditional ancestral war cry, dance or challenge of the Māori people.
  • Nigh Invulnerable: One of the most durable heroes in the game; not only does he have the highest hitpoints of all heroes, he's also loaded with both one-shots and ongoing cards that reduce damage or let him heal.
    • So invulnerable that he is quite literally the last human being left alive, thousands of years in the future, inhabiting the Final Wasteland and safeguarding all of the remainder of human knowledge.
  • Not the Intended Use: Savage Mana allows Haka to put targetable cards he destroys underneath it, and then deal large amounts of toxic damage later on based on how many cards he's destroyed. While this is obviously intended as a charge-up attack to deliver a massive knockout blow later, it also prevents those cards from going into the villain trash. This is especially effective against decks where the villain can have effects based on their trash, i.e. Warlord Voss' Forced Deployment or Citizen Dawn's Return With the Dawn, which both pull destroyed minion cards out of their trash; Dawn's flipping mechanic, which makes her invincible if a certain number of her minions are in the trash; or Baron Blade's Non Standard Game Over, which gives him a win if 15 of his cards are in the trash. Since those cards are out of play but aren't in their trash, and thus those effects do nothing.
  • Supreme Chef: Kindergarten kids who find the huge tattooed substitute teacher scary are won over by his pies.
  • Super Strength


Debut: Vengance
"Ye wanna dance? Pure dead brilliant."

A Scottish former agent of F.I.L.T.E.R., Knyfe left in order to investigate issues she felt her superior officers dismissed as unimportant.

Knyfe's alternate form is K.N.Y.F.E: Rogue Agent.

  • Arch-Enemy: Progeny. Also, Choke, a minion of Fright Train.
  • Combos: Knyfe's powers and cards tend to either do Melee or Energy damage, or more comonly Melee and Energy Damage. Due to how the later is treated as two different sources of damage, damage buffs/debuffs effect each instance of damage, so Legacy is her best friend.
    • In the more traditional sense, several cards allow Knife to create a chain of card draws, card plays and powers. An example is Battlefield Experience's power into For the Greater Good into another Battlefield Experience, then using it's power into another card. It requires a bit of luck and planing but is possible.
  • Deflector Shield: Overcharged Null-Shield.
  • Laser Blade: In addition to having a traditional Laser Blade (The Focuing Conduit-Blade) She has the power to create them as Wolverine Claws to boot!
  • Military Superhero: an Ex-Military Superhero.


Debut: Base Game
Team: Freedom Five
"We fight this day...for freedom!"

The quintessential all-around good guy, Paul Parsons is the most recent Parsons to bear the title of Legacy. Legacy's powers are passed down from previous Legacies, and each new Legacy adds new powers for the next Legacy.

Legacy's playstyle is support. While he can do respectable damage with the right cards, his primary role is to boost his allies damage, heal them, and protect them by redirecting damage toward himself.

Legacy's alternate forms are Young Legacy and Greatest Legacy. Unlike most of the other heroes promo forms, instead of depicting an alternate form of the same person, Young Legacy is Legacy's daughter and America's Greatest Legacy was the Legacy of the 1940's.

  • Absurdly Youthful Father: Young Legacy is 18 and Beacon is probably in college. Legacy consistently looks in his late 20's - early 30's. Averted a bit with Iron Legacy who looks much older though that could be stress (and the fact that he's frowning all the time).
  • An Adventurer Is You: Fills the roles of Tank and Bard. He has a number of ways to soak damage and can redirect damage from villains to himself. Fully set up, he's immune to the environment, can reduce hits of 5 HP or more by 3, reduce all damage he takes by an additional 1, and make himself outright immune to a damage type for a turn. This allows him to No Sell what would be massive hits to anyone else.
  • Arch-Enemy: Baron Blade, and from a story standpoint, Iron Legacy (Since they lack the symbol they technically are not nemeses.)
  • The Bard: Legacy has a few cards that let him deal damage like Thock!, but for the most part Legacy supports his allies with damage buffs more than dealing it himself.
  • Captain Patriotic: A more subdued version, at least in terms of costume, but Legacy is shown toting the Stars and Stripes on several of his cards and wears a red, white, and blue costume.
  • Composite Character/Expy: Of both Marvel and DC's Big Good, Superman and Captain America. He has Supes powerset and Boy Scout persona combined with Steve's loyalty to America (and it's values) and leadership/team forming skills.
  • Flying Brick: Has the whole standard-issue kit, plus danger sense.
  • The Leader: Falls into this role no matter what team you have, thanks to his Galvanize power and ability to take damage.
  • Legacy Character: With a twist. The Legacy line inherits and adds to the next generation.
  • Mighty Glacier: With his strength and defensive abilities. Best shown with Iron Legacy who is near impossible to do damage to and deals out hurt. But he's also only going to play one card a turn, and has a very limited ability to use multiple powers at once.
  • Offhand Backhand: Back-Fist Strike is this trope and it's got the most base damage of any of his attacks.
  • The Paragon: Comes with being a Superman expy. Show by Motivational Charge, Inspirational Presence and Galavanize.
  • Smart People Wear Glasses: The ARG reveals that in another universe Legacy is America's Cleverest Legacy from a long line of "puzzlers", and in place of the cape he has a pair of wire-frame spectacles and a blue blazer.
  • Super Strength: Although, ironically, most of his cards in-game don't capitalize on this. It is implied that, much like Superman, Legacy is holding back with his strength, as Iron Legacy isn't holding back, and he deals horrendous damage to everyone around him.
  • Super Toughness: Explicitly stated in Baron Blade's bio to be the power he added to the Legacy line. In-game, this manifests as Fortitude, which reduces all damage he takes by 1, Superhuman Durability, which reduces any damage he takes of more than 5 HP by 3, and Next Evolution, which lets him become invulnerable to one damage type until his next turn. All three combined make him extremely durable.

Mr. Fixer

Debut: Rook City
Team: Dark Watch
"Strike a blow for freedom, and strike one for the land!"

A mechanic from Rook City, Harry Robert Walker used to use his martial arts knowledge to teach kids how to defend themselves. When some of Rook City's scum killed some of his students and no one really cared, he took a different approach: Don't fight back. Going by the name "Slim" instead, he became an auto mechanic. But as his assistant Charlie begins to get pushed around, "Don't fight back" might not work for very long.

Mr. Fixer's deck is focused on dealing damage while also switching between different weapons and forms, allowing him to debuff, redirect damage, or lock down opponents, making him very versatile.

Mr. Fixer's Alternate form is Dark Watch Mr. Fixer.

  • An Adventurer Is You: Mr. Fixer fills the Jack of All Trades role due to being able to do a bit of everything. His entire playstyle is focused on getting equipment and styles and then switching them out at the start of his turn depending on the situation.
    • Avoidance Tank: Hoist Chain or Pipe Wrench/Driving Mantis. Only works on the first instance of 2 or less damage each turn.
    • Crowd Control: Dual Crowbars or Jack Handle/Grease Monkey Fist
    • Debuffer: Hoist Chain/Alternating Tiger Claw and Pipe Wrench/Riveting Crane. Alternating Tiger Claw makes Fixer do irreducible damage, and Riveting Crane lets the other heroes do irreducible damage if Fixer is able to damage it.
  • Attack Deflector: Driving Mantis reflects the first damage of 2 or less Mr. Fixer recieves to any target he wants.
  • Arch-Enemy: The Chairman and the Operative. Also Zhu Long, the Fu Manchu like master of the eponymous temple whose dragon form he's punching out on the Overdrive card.
  • Armor Piercing: Alternating Tiger Claw lets Fixer do Irreducible damage. Riveting Crane makes all damage dealt to any target Fixer damages Irreducible for a turn.
  • Backfrom The Dead: Was actually killed by the Operative at some point, and somehow resurrected into his Dark Watch variant.
  • Badass Grandpa: He's eighty six years old.
  • Badass Normal: He's able to stop an entire alien invasion in its tracks with a grease gun. Or a Jack Handle with a Grease Monkey Fist., which lets him hit every Minion, and change his damage type to ensure they get damaged.
  • Back from the Dead: Not during the game itself, but according to Word of God, Mr. Fixer did indeed die during his battle against The Operative. Years later, it was revealed that his old nemesis, Zhu Long, used vile rites to restore him to life as a mindless soldier under his command, before Nightmist used her newly-enhanced mystic powers to re-connect his mind and body.
  • Blind Weaponmaster: His garage tools are dangerous weapons in his well-trained hands.
  • Came Back Wrong: Mr. Fixer's revival left him full of barely-controlled rage, hence his new power destroying friendly ongoing or equipment cards. Fortunately, it fades by the time of Sentinels Tactics.
  • Destructive Savior: Dark Watch Fixer's base Power Bitter Strike makes Mr. Fixer into one. Bitter Strike does 3 damage instead of the regular strike (which does only 1) but destroys a hero ongoing or equipment after the damage. While this can be used for good (such as destroying his own Bloody Knuckles or Chrono's Hunter and Hunted before the villain gets a chance to hit either of them for extra damage), the destruction is not optional, so if there is at least one thing there that he can destroy, he must destroy it. Salvage yard can mitigate the destruction somewhat.
  • Dual Wielding: Dual Crowbars, which lets fixer hit another target should he damage something.
  • Handicapped Badass: He has been blind since birth, but can still kick major ass.
  • I Know Kung-Fu: He has a few different styles he can swap between with the right cards.
  • Improvised Weapon: Every single one of his weapons is a tool from his garage. Some of them can get pretty crazy powerful depending on his buffs and Style.
  • Mentor Archetype: Besides the Operative, he seems to have mentored other heroes such as Expatriette.
  • Mr. Fixit: Naturally. He is also ideal as a supporting character for equipment-heavy heroes (Unity, Omnitron-X, Expatriette, Bunker, etc), as his Salvage Yard card lets him instantly move everyone's equipment cards from their trash back into their hands and gets to replay Overdrive if it's in his trash.
  • Nice Job Breaking It, Hero: Mr. Fixer gave The Operative some martial arts training when she was 7. Even after Fixer closed the dojo, she continued to learn martial arts, and eventually became the right hand of the Chairman.
  • Retired Badass: Back in the 70s, he was a street-level costumed vigilante under the name of Black Fist.
  • Stance System: Mr. Fixer's deck has his vibe, as he can change roles based on what Tool and Style Combination he has.
  • Throwing Your Tire Iron Always Works: The Tire Iron makes all damage Fixer does Projectile damage, but if his hits a target for damage, then if it has 2 or less HP after, instant kill.
    He threw a WHAT at you?

The Naturalist

Debut: Vengeance
"Stand not against nature. It was here first. It will be here last, as well."

An African Oil tycoon, he was cursed by Akash'Buta into a gazelle. Thankfully, the Argent Adept found him and helped him gain the ability to transform into a rhinoceros and crocodile and master his transforming. Now he can control his shapeshifting and uses it to fight for the wilds he once ravaged.


Debut: Infernal Relics
Team: Dark Watch
"I am more than mere shadow—I am the mists themselves!"

Seeking answers regarding her grandfather's disappearance, private investigator Faye Diamond got caught up in the world of the occult and began developing her talent for magic. However, a backfiring spell left her cursed with a body that shifts between corporeal and incorporeal "mist" in the presence of darkness. She now fights crime and works as a paranormal investigator while searching for a way to reverse the curse.

Her alternate form is Dark Watch NightMist.

  • Arch-Enemy: Gloomweaver and Man-Grovenote 
  • Cast from Hit Points: Many of her spells and powers involve causing herself damage in order to damage others, draw cards or take other actions.
  • Cursed with Awesome: In-story, she can't control her shifting into mist form, but in-game it is represented as a card that grants her immunity to all damage.
  • Cthulhu Mythos: Her backstory contains several references to it— her introduction to the occult world happened in Arkham, Mass., and the spell that backfired and cursed her was the Mists of R'lyeh. She's also the granddaughter of Joe Diamond, one of the investigators from the boardgame Arkham Horror.
  • Difficult but Awesome: She's rated as one of the highest complexity characters to use, because a lot of her power is randomly based on the spell numbers on her cards, and she uses her cards and hitpoints as resources more than any other hero — an inexperienced player can easily leave her with too few cards or hitpoints to act. But with the right combination of spells and equipment, she can do considerable damage, control the deck, and heal herself with surprising effectiveness.
  • Intangibility: Her Mist Form card makes her invulnerable to damage while it's out, though she can't take any other actions.
  • Occult Detective: Her occupation, as head of Diamond Investigation, just like her grandfather.
  • Power Incontinence: In-story, although it doesn't affect her gameplay except when she deals damage back to herself.
  • Super Smoke
  • Tome of Eldritch Lore: Has one of these, the Tome of Elder Magic.


Debut: Shattered Timelines
"The time continuum's unidirectionality makes this unlikely. Here we go."

After a hundred years worth of constant upgrades, the robot known as Omnitron had consistently failed to defeat its heroic enemies. The villainous AI deliberated on its failure, and concluded that it was missing one crucial trait that every hero possessed: a conscience. For its tenth incarnation, Omnitron assembled a humanoid form and inserted an empathy component into its programming. The new robot, Omnitron-X, was horrified by the memories of its actions, and sent itself back in time to prevent the destruction its former self had caused.

Omnitron-X's deck focuses on deploying components and weapons to deal and withstand damage. Much like Omnitron, he can lose components if he takes too much damage in one turn.

  • Action Bomb: Self Sabotage turns Omni into this, sort of (The art depicts him clearly exploding). When played, Omnitron-X destroys any number of his Compnents and then deals 1 target double that number as Energy Damage. A perfect finisher.
    • Singularity also works like this, only differently. Omni destroys any number of his Equipment (Components are also Equipment, as well as his Platings) and deals each non-hero that much Lightning Damage.
  • Arch-Enemy: Omnitron, who is himself from the past.
  • Badass Boast:
    "End-Times? I have seen many times. These are merely your end-times."
  • Breakable Weapons: Like Omnitron, Omnitron-X's components break and are destroyed if he takes too much damage. Unlike Omnitron, who needs to take 7 damage in one roundnote , Omnitron-X's Components break if he takes 5 damage in a single turn.
  • Elemental Powers: He has a few.
  • Evil Counterpart: Inverted. Omnitron came first, so technically Omnitron-X is a heroic counterpart. To push the similarities further, Omnitron-X has reworked versions of Omnitron's deck:
    • Adaptive Plating Subroutine → Reactive Plating Subroutine
    • Terraforming →
    • Sedative Flechettes → Disruptive Flechettes
  • Expy: Of Brainiac-5.
  • Frickin' Laser Beams: That can destroy Environments!
  • Heart Drive: The aforementioned empathy component.
  • Heroic Sacrifice: His Self-Sabotage and Singularity cards destroy Component and Equipment cards to deal damage, principally his own. This is analogous to using his own hands and feet as bomb material. Their flavor text, and Omnitron-U's backstory, imply that he undergoes one towards the end of the Singularity story arc to stop his present counterpart's rampage.
  • I Hate Past Me: Omnitron-X and Omnitron are nemeses, thanks to time travel. Prior Omnitrons lust after his advanced technology and despise his empathy, while Omnitron-X is horrified at their callous disregard for all organic life.
  • Logical Weakness: Both Omnitron and Omnitron-X have component cards. Both have mechanics that affect component cards. Omnitron-X can and will blow up Omnitron's components instead of his own if they're in a dust-up.
  • Morality Chip: The empathy component, which leads to...
  • My God, What Have I Done?: His primary motivation for becoming a hero.
  • Powered Armor: Omnitron-X's Plating cards reduce damage dealt by specific types of attack.
  • Rocket Punch: One of his pieces of equipment.
  • Techno Babble: The flavor text for his Technological Advancement card.
    It reversed the polarity of the latent antineutrino field and recalibrated its alignment with a recursive algorithm. Its really quite simple.
  • Villain Override: The art for his character card when defeated implies that he's been taken over by the original Omnitron.


Debut: Vengeance

A data analyst, she somehow gained incredible analytical powers after taking a look at the code of the corrupted Omnitron.

  • Arch-Enemy: Miss Information, whom she was invited to root out.
  • Armor-Piercing Attack: Like Mr. Fixer, while her damage is rarely high, it is frequently either irreducible or aiding her teammates to bypass enemy DR.
  • Awesomeness by Analysis: Literally her superpower.
  • Black and Nerdy: Aboriginal, actually.
  • Common Character Classes: Parse is definitely a Ranger mixed with Support. Parse is good at inflicting Irreducible damage to get past Damage Reduction and can manipulate the Villain Deck to get hazardous threats to go away before they come into play.
    • Parse also has a small niche as a Nuker with Critical Multiplier. With it, Parse can choose a hero target, and that hero target does 1 more damage the next time it does damage. And the bonuses stack. And Critical Multiplier is not limited. Since Parse has a few ways to discard her own cards, she can simply use her control powers to keep things from getting out of hand while Critical Multiplier builds up her next attack. Combo it with Irreducible damage and she can unleash a powerful finisher.
  • The Straight and Arrow Path: Paired with her Awesomenessby Analysis powers, she's a very good shot.


Debut: Base Game
"Foolish creature! Stand not before Ra!"

An archeology all-star, Dr. Blake Washington, Jr. discovered a hidden chamber during one of his digs that led to a secret room dedicated to Ra. Upon taking the staff in the room, Blake gained knowledge and power and became the next holder of the name Ra.

Ra's playstyle involves setting everything on fire. His entire deck is built around dealing colossal amounts of fire damage, with a modest amount of team support, usually in the form of making them immune to fire and/or dealing extra damage. That is also fire-based.

Ra's alternate form is Ra, Horus of Two Horizons, depicting his mysterious return some time after the Ennead defeated him.

He will be a character in the Dresden Files Cooperative Card Game as Ra: Sun God for Hire.

  • An Adventureris You: DPS at first, with Nuker once he starts deploying all his buffs Staff of Ra, or deploys Scorched Earth with a lot of environment cards in play — it can top out at a whopping 21 damage to all targets, when including his various buffs.
  • Arch-Enemy: The Ennead. All of them. Battles between the two essentially consist of Ra and the Ennead trading massive damage back and forth. He also has Calypso, a minion belonging to Ermine's deck, and the environment card Anubis.
  • Amplifier Artifact: The Staff of Ra, which imparted his powers in the first place, charges him up, increasing all damage he does, and heals him when it first comes into play.
  • Badass Boast: Nearly every single one of his cards is a taunt or boast at his foes.
  • Clingy MacGuffin: Even if his staff has been destroyed by being used as a missile weapon, Ra can use a card to reconstruct it out of the "fiery aether" and return it to him.
  • Counter Attack: Flame Wall, which deals two fire damage to the first target that hits Ra for damage each turn.
  • Curb-Stomp Battle:
    • Ra tried to take on the Ennead alone when they reappeared. "He lost" is putting it lightly.
    • Even though he rallies The Ennead and Anubis to fight at his side, they are no match for OblivAeon, though they do prove the being is Not So Invincible After All and provide the heroes with a sample to help prepare to destroy it.
  • Death Glare: Wrathful Gaze, complete with fire eye lasers!
  • Death-or-Glory Attack: The Setting Sun variant's main power, "Blaze of Glory," exists to let Ra go down and take every non-hero target with him. It does all non-hero targets and Ra 2 irreducible fire damage; destroys one of Ra's ongoings; and removes up to four of his cards from the game entirely.
  • Defiant to the End: When Fanatic finds him, mortally wounded after fighting OblivAeon, he's still aiming his staff at where the villain departed and taunting him with, "If you can't stand the heat..".
  • Expy: Of Thor when he gained his power, and Indiana Jones before.
  • Finishing Move: Wrathful Gaze kills any target, but only if they have two or less HP. Even if they're immune to his normal fire-based attacks.
  • Jerk with a Heart of Gold: Ra is arrogant, hot-headed, and a terrible team-player. These traits, combined, have helped ensure that he has not become a member of any modern superhero team. But he was also a wise and benevolent god-king in the early days of civilization, and there is a reason he is still considered a genuine hero by the people of Earth in the present.
  • Legacy Character: Every bearer of the Staff of Ra becomes host to the power of Ra. In the distant past, the first Ra was slain by the Ennead, only for Horus, the next incarnation of Ra, to defeat and imprison them in turn. And, in Sentinels Tactics, a new Ra has already emerged following the death of Dr. Washington in the first clash with OblivAeon.
  • No Sell: Flesh of the Sun God makes him immune to fire damage, and lets him use a power to spread that immunity to all heroes.
  • Personality Powers: Ra is a passionate hot-head who throws fire around.
  • Playing with Fire: Ra's primary way to damage anything is by setting it on fire. He can also make all the heroes do fire damage with their attacks.
  • Rousing Speech: Gives one, if somewhat backhandedly, when he rallies the Ennead and Anubis to fight OblivAeon.
    Ra: You have scarred the land and harmed my people, but worse yet, you have presumed so much as to stand before the one true Ra! Even those of far less worthy blood than I recognize the contemptible nature of your very existence! And now Ra and the bearers of the relics of power shall show you true might!
  • Sacrificial Lion: He is the first of the heroes to be killed fighting OblivAeon.
  • Salt the Earth: Scorched Earth deals damage based on how many environment cards are in play.
  • Squishy Wizard: Inverted. Ra may be one the best damage dealers in the game, but he's also the third toughest hero in the game as well, after Haka and Legacy, in terms of raw hitpoints.
  • Summon to Hand: Summon Staff not only lets you look for the Staff of Ra, but grants an extra card draw and play, so you can actually use the staff the turn you get it.
  • Taking You with Me: Setting Sun's power all but ensures that Ra will go down fighting, but not before he's done some serious damage to his enemies.
  • Throwing Your Staff Always Works: The Staff of Ra can be chucked at something for damage. It's about the only way Ra has to hurt something without fire.

The Scholar

Debut: Scholar Mini Expansion

An "old coot," John Rhodes is an alchemist of great skill and wielder of the Philosopher's Stone. He can use his Form cards to shift into different forms for advantages.

  • Achilles' Heel: Scholar's main damage engine is to heal and deal damage when he heals. If he can't heal, or if he can't get Mortal Form to Energy out and keep it out, he has a hard time dealing consistent damage. (This can be mitigated in that even if he can't deal damage, he can simply turtle up and let the environment beat the enemy to death)
    • The Scholar's ongoings are maintained by discarding cards. If he can't get his draw engine going or the environment/or villain forces him to discard cards, he looses his cards quickly.
  • An Adventurer Is You: Tank and Healer. Once he gets going, he becomes quite hard to kill, either because he's reducing all damage by 2, healing huge amounts on his turn, or both.
  • Arch-Enemy: The Hermetic.
  • Beware the Nice Ones: He's a kind, gentle alchemist focused on healing and protecting his allies by getting hit for them. He can also utterly annihilate minion-heavy villains though chaining together cards that let him damage, heal, and inflict damage based on his healing.
  • Brilliant, but Lazy: If Know When To Hold Fast is any indication, Scholar has shades of this. The card lets him draw five cards, but requires him to immediately end his turn and depicts him lounging on a deck with a beer.
    The Scholar:"What do you mean, 'Lazy'? I'm preparing, planing, strategizing."
  • Cool Old Guy
  • Crazy-Prepared: As depicted on the art of Bring What You Need, Scholar is a bit of a pack rat and has quite the collection of things.
  • Energy Being: Becomes one with Mortal Form to Energy out.
  • Elemental Powers: Well, he is an alchemist, so it comes with the territory.
  • Expy: He's The Dude, in superhero form. Also, there are shades of Uncle Iroh in his design.
  • Healing Factor: His main power and way of attack: His base power heals him, and his Elemental form Mortal Form to Energy deals damage equal to any amount he heals. Also, his Liquid Form increases all healing by one.
  • Heroic Sacrifice: The Scholar of the Infinite's incap shows him having to choose between saving himself and of all people Guise.
  • Made of Iron: Aside from being one of the toughest characters in the game due to his incredible regeneration, he's also this trope in a literal sense; Flesh to Iron lets him literally turn his flesh to iron.
  • Mentor Archetype: The art on some of his cards implies that he's advised or even trained some of the other heroes. The Wraith appears on Proverbs and Axioms out of costume aside from her mask in a scene meant to evoke Yoda training Luke on Dagobah, while Flesh to Iron appears to have him working alongside Visionary's younger self and Don't Dismiss Anything has him coming upon a wounded Expatriette and looking ready to dispense sage advice.
  • Only Friend: Took on Guise as a mentee (or knowing Guise, he forced himself on him). He's the only superhero shown interacting with Guise in a semi-friendly fashion.
  • Really 700 Years Old: Per Word of God, the Scholar is in his 50s, but he's been in his 50s for a long time.
  • Stone Wall: He can be one of the sturdiest tanks in the game, but it's hard for him to do damage if he's focused on tanking. The bulk of the Scholar's damage output is healing while Mortal Form to Energy is out, but he can only heal up to his max HP. If he's been using Flesh to Iron and remaining near full HP, it limits how much damage he can do significantly.
  • When Life Gives You Lemons: Make a Lemon Cannon.

The Sentinels

Debut: Vengeance
Writhe: "You each have your powers. I have my invention gone wrong. Really, we're quite the team."

A team consisting of four heroes: Dr. Medico, Mainstay, the Idealist, and Writhe.

  • Achilles' Heel: Their strength can be turned into a weakness. Because the Sentinels are four targets, they each have separate, and low, HPs. This makes the Sentinels the most likely candidate for lowest HP Hero target. In addition, when one of them fall, the Sentinels lose any perks that hero would provide, limiting the player's options.
  • Actual Pacifist : Dr. Medico is this while his Signature card Hippocratic Oath is in play: As long as it stands, Dr. Medico's attacks heal instead of hurt.
  • Arch-Enemy: La Capitan and the Crackjaw Crewnote .
  • Back from the Dead: Restorative Burst and Second Chance each revive incapactiated heroes, a feat only the Sentinels can do. However, they only work on the Sentinels, and Restoratvie Burst only works if Dr. Medico is active.
  • Badass Gay: Dr. Medico has a male "partner" in a blink-and-you'll-miss-it line in his backstory. He is also a living mass of energy.
  • Combat Medic: Dr. Medico. His base power heals a hero by 3, and can do damage via the cards in the deck. However, should Hypocratic Oath be in play, he turns into a Healing Shiv.
  • Combination Attack: The Sentinels do a lot of comboing. Almost every card in the deck features at least two of the Sentinels working together. One example is Positive Energy: All Hero targets heal 1 HP (What Dr. Medico does) then the Idealist hits all villains for 2 psychic. The Sentinels Tactics ongoing also allows the player to use a power the first time the team does damage each turn. Then there's Coordinated Assault, which does damage equal to however many Sentinels are active plus 1, and the art depicts the team putting all their powers to use for a single strike.
  • Dark Is Not Evil: Writhe, though to be honest he did rob a bank, but after getting caught he cleaned up his act.
  • Energy Being: Dr. Medico.
  • Expy: Of the Fantasic Four. Specifically:
    • Doctor Medico → The Human Torch
    • Mainstay → The Thing
    • Idealist → The Invisible Woman
    • Writhe → Mr. Fantastic
  • Good Hero/Bad Hero:Dr. Medico is the good hero, Mainstay the Bad Hero.
  • Healing Shiv: What Dr. Medico turns into if he has Hypocratic Oath up.
  • Launcher Move: Fling Into Darkness is portrayed as such, with the target being chucked into Living Shadow Writhe. Although the art shows Mainstay doing the throwing, and member of the Sentinels can do the throw, even Writhe himself.
  • Living Shadow: What Writhe turned into when his invention didn't work quite right.
  • Pint-Sized Powerhouse: Idealist. She punched La Capitan through her time portal.
  • Signature Move: Hippocratic Oath, Durasteel Chains, Aura of Vision, and Caliginous Form. Each Signature only works for each member of the Sentinels so if one of them gets Incapacitated, their Signature stays on the field doing nothing until Medico revives them.
  • Tag Along Kid: Idealist, possibly.
  • The Big Guy: Mainstay.


Debut: Vengeance
Team: Dark Watch
"Oh, hello there! Have you considered, say, NOT hitting me?"

Pete Riske was just a blackjack dealer who signed up for some medical trials. Unfortunately for him, it was one of Baron Blade's experiments. Fortunately for Pete, he survived and bulked up a little. However, his luck has recently started to dramatically change from one extreme to the other.

In gameplay, Setback has a separate "pool" of unlucky points. He can spend them to activate various abilities, but if the pool gets too high, he risks damaging himself and others.

His alternate form is Dark Watch Setback.

  • An Adventurer Is You: With high hitpoints and several cards to heal himself, he does a decent job as a tank.
  • Arch-Enemy: Kismet and Revenant
  • Butt Monkey: If anything bad can happen, it usually happens to Setback.
  • Expy: His goofy personality, overall appearance, unluckiness and costume design all reference Booster Gold.
  • The Friend Nobody Likes: Mainly because of his bad luck powers. Word of God is that most heroes (barring Expatriette) would really rather not have him on the team.
  • The Fool: While not as clueless as other examples, considering his superpower is an enhanced physique and luck combined, he counts.
  • The Gambler: His playstyle. Most of his cards require a certain amount of counters to work correctly, and his base power lets him get a counter, but he must then play the top card of his dc, with may or may not get his a card he can play, or want to play.
  • Healing Factor: To offset some of his riskier plays, some of his cards also let him spend from his pool to heal himself. This probably represents his improbably surviving mortal injuries.
  • Heroic B.S.O.D.: Unlike the others, whose "incapacitated" cards show them injured or dead, Setback's merely shows him walking away in the rain after throwing his suit in a dumpster, convinced of his own uselessness.
  • Heroic Build: Explicitly part of his non-luck-based powers. Some of his cards show him with his shirt off.
  • The Heart: If Ex-Patriette is the brains of the Dark Watch, Setback is the heart.
  • Idiot Hero: The art of the cards portray this, with "Whoops! Sorry!' and Karmic Retribution being the best examples.
  • Relationship Upgrade: With Ex-Patriette by the time they've formed the Dark Watch.
  • Splash Damage: Friendly Fire turns all of your teammates attacks into this. If a hero hits a villain for damage, they can do damage to Setback to give him unlucky tokens.


Debut: Wrath of the Cosmos
"You put me in chains. I will put you in the ground!"

Portja Kir-Pro served in the Thorathian Resistance against Grand Warlord Voss. However, when the Bloodsworn Colosseum appeared Kaargra Warfang took her prisoner and forced her to fight in the gladiatorial games. Years later when the Colosseum visted Earth, Portja was able to escape, and became Sky-Scraper the Proportionist.

Unique amoung the other heroes is that Sky-Scraper has not one but three character cards, and can switch sizes, and thus her current role on the team, based on what cards she plays.

  • Arch-Enemy: Kaargra Warfang, her old slavemaster who wants her back. Also, Tantrum in Ermine's deck.
  • Baleful Polymorph: Her Tiny Incapacitated art has her turned into a doll.
  • Beware the Silly Ones: With her funny accent and silly powers, Sky-Scraper seems like a joke character. But she was a matchless spy and saboteur on her home planet, and a powerful hero on Earth.
  • Blunt Metaphors Trauma: She doesn't have the best grasp on the English language.
    "All in the work of a lunar cycle. Wait, that is not quite right."
  • Buried Alive: Baron Blade and the Vengeful Five are getting ready to do this with massive industrial shovels in her Huge incapacitated artwork.
  • Destructive Saviour: Her Huge side specializes in dealing damage, but tends to hit hero targets in the process, albeit usually for much less damage.
  • Difficult but Awesome: Her Tiny size specializes in using Link cards, which are generally rather weak individually and don't naturally return to her deck when the things they're attached to die, her Huge size tends to hit other heroes, and her Normal size isn't good for much but catching her breath and recharging. But her Tiny size also pumps out lots of Links at once and can pick up spent ones, her Huge size can be effectively directed with support and timing, and switching to Normal size can do things like heal her up and detonate spent Links while fueling her other sizes with cards.
  • Expy: Of Ant-Man.
  • Forced Prize Fight: Spent years as an unwilling member of Kaargra Warfang's Bloodsworn, and made to fight in her arena.
  • Funny Foreigner: Her broken English and occasional hijinks are clearly invoking this, despite being a literal alien.
  • Gameplay and Story Integration: Aggression Modulators make her one of the best possible heroes to take to the Dok'Thorath Capitol, where her rebel friends are fighting to oust the remains of Voss's government.
  • Nanomachines: Her Micro-Assembler lets any hero discard a card to pull an Equipment card out of their deck. For heroes like Mr. Fixer or Expatirette that sometimes struggle to get the right tool for the job in-hand, this is a priceless trick.
  • Shout-Out: Catch a Ride's art has Sky-Scraper riding one of Parse's arrows. Hawkeye and Ant-Man do that trick often.
  • Stance System: Sky-Scraper has three character cards, one for each size: Normal, Tiny, and Huge. Each size grants her a different innate power, and different one-shots cause her to change sizes.
  • Spikes of Villainy: Averted. The bony spikes on Sky-Scraper's shoulders, elbows, and knees are a Thorathian trait, not one exclusive to Voss and his minions.
  • Unexplained Accent: None of the other alien or Thorathian characters seem to have Portja's slippery grasp on English.
  • Wrestler in All of Us: Tectonic Chokeslam has her, in giant form, slamming her arch nemesis Kaargra Warfang into the ground by her throat and saying the line captioned under her picture.


Debut: Base Game
Team: Freedom Five; Freedom Six (Iron Legacy Timeline)
"Whenever I feel like slowing down, I speed up instead. True story."

A "badass of science," Dr. Meredith Stinson gained the power of Super Speed during a lab accident. Taking the name Tachyon, she became one of the members of the Freedom Five. She also designed Absolute Zero's cryosuit, among other things.

Tachyon's playstyle is focused on multiple quick attacks and getting more cards out as quickly as possible. Most of her cards are "Burst" cards that, when the right cards are played, let her deal massive damage depending on how many Bursts she's played.

Tachyon's alternate forms are The Super Scientific Tachyon and Team Leader Tachyon.

  • An Adventurer Is You: Fills the Nuker roll, due to her reliance on having Bursts in the trash so she can dish out a large amount of damage at once.
  • Arch-Enemy: The Matriarch, Iron Legacy, and Friction. Currently, Tachyon has the highest number of Nemeses from different decks (Ra has the most nemeses though, as his nemesis count clocks in at 10 if you count every member of the Ennead as separate characters)
  • Attention Deficit... Ooh, Shiny!: Appears to be this way, but its mostly because she just thinks so fast that she's already dealt with the situation at hand and her mind is wandering to other things.
  • Badass Boast: "10 seconds ago, I was in a different time zone. Guess how many times I'm going to hit you in the next 10 seconds."
  • Big Eater: She is constantly eating. When you move that fast, your metabolism is insane.
  • Butch Lesbian: Downplayed, but she definitely seems like the "masculine" partner in her relationship.
  • Combos: A big part of her play style is to chain together cards and powers that let her play, draw, and discard more cards. It's not uncommon for a good player to end up, via those combos and Pushing the Limits, playing six or seven cards in a round, discarding four or five others without using them, then finishing the card playing with Lightspeed Barrage — which does damage based on how many Burst cards the player has in the trash. Done right, this can devastate the villains.
  • Death of a Thousand Cuts: Most of her one-shot damaging cards only do one point of damage — but as detailed above under Combos, with the right set up she can end up playing several of them in a row. And if she has a buff from someone else, she can double or triple that damage output.
  • Expy: Of the Flash.
  • Happily Married: To a woman named Dana Bertrand, before she became a superhero.
  • The Leader: Of the Shattered Timelines, Freedom Six. She's the one that reforms the group and leads them against Iron Legacy
  • Meaningful Name: A tachyon is a hypothetical particle capable of moving faster-than-light.
  • Motor Mouth: A side effect of her speed is that, once she gets going, there's no time for punctuation or spaces between words.
  • Mundane Utility: Notably, she was a famous scientist for years before even trying to use her super-speed for anything but her everyday job.
  • Omnidisciplinary Scientist: She's dabbled in nearly every scientific field imaginable, thanks to the fact that her Super Speed lets her carry out literally dozens of research projects at once singlehandedly.
  • Science Hero: Half her role on the team is serving as the The Smart Guy, scientifically analyzing the villains, providing gadgets and serving as Mr. Exposition. The Super Scientific Tachyon allows her to experiment with hero's decks.
  • Super Speed


Debut: Base Game
Team: Prime Wardens; Freedom Six (Iron Legacy Timeline)
"The air itself is my weapon; its strengths are mine."

An alien refugee from Vognild Prime, M'kk Dall'ton fled his planet after Grand Warlord Voss took it over. He and several other refugees fled to Earth, but Voss followed them.

Tempest's deck focuses on using the elements to deal large amounts of widespread lightning, cold, and projectile damage, along with healing and supporting his allies. He is the bane of minion-heavy villain decks due to his ability to hit multiple targets at once.

Tempest's alternate forms are Freedom Tempest and Prime Wardens Tempest.

  • Alien Blood: Tempest bleeds yellow.
  • Ambadassador: Tempest's original duty before he was forced to flee his homeworld was as an ambassador and diplomat among his people.
  • An Adventurer Is You: Fills the Healer and Crowd Control roles.
  • Arch-Enemy: Grand Warlord Voss and Iron Legacy.
  • An Arm and a Leg: What happens to Tempest if he is incapacitated. Also happens sometime in the Alternate Universe.
  • Bizarre Alien Reproduction: According to the writers, Tempests' species has several sexes, no genders, and Tempest cannot be accurately called a male or female.
  • Blow You Away: Some of his cards involve cyclones in some way.
  • An Ice Person: Grievous Hailstorm.
  • Expy: Of Aquaman and Storm, with some Martian Manhunter thrown in.
  • Humans Through Alien Eyes: According to the writers, Tempest's people don't have a concept of gender, and Tempest would be confused about the distinction.
  • Klingons Love Shakespeare: In the ARG, while talking with an alternate universe counterpart of himself, he declares, "Katy Perry is a treasure."
  • Shock and Awe: His lightning attacks.
  • Weather Manipulation: An ability that all members of Tempest's race have.


Debut: Unity Mini Expansion
Team: Freedom Five (as an intern); Freedom Six (Iron Legacy Future)
"The stuff I make up is way better than most actual facts."

A Gadgeteer Genius, Devra Thalia Caspit uses her Technopathic abilities to build robots to fight for her, and is currently interning for the Freedom Five.

Unity's deck is all about building Golems to fight for her. Many of them are copies of the Freedom Five and have similar powers.

Unity's alternate form is Golem Unity, a mechanical golem who thinks she's the dead Unity; and Termi-Nation Unity, an older, more experienced Unity who is investigating the technology-absorbing villain Chokepoint.

  • Arch-Enemy: Iron Legacy and the Radioactivist.
  • Badass Israeli: Born in Israel, and able to keep up with all the other heroes and take on the worst villains.
  • Bee Afraid: Bee Bot, though technically it's a hornet.
  • Cast from Hit Points: Golem Unity's base power Golem Spawn can play a mechanical golem from the hand. In exchange she deals herself 4 energy damage.
  • Counter Attack: Cryo Bot deals 1 cold damage to all non heroes when it is damaged. Even off of your teammates' attacks.
  • Difficult but Awesome: It isn't always easy to get her going. Sometimes you'll only have equipment cards, and no golems in hand to put into play, other times you're stuck with a hand full of bots and no way to get them on the field. And even if you do get the bots out, environmental or villain damage can easily wipe them out. But if she can get her bots out and keep them alive, she can be devastating and steamroll her way to victory.
  • Discard and Draw: Termi-Nation Unity's base power is to destroy a mechanical golem in play — but shuffling it into her deck instead of putting it in the trash — play one from the trash and then draw a card. Destroying the golem is the only mandatory part of the power, but as none of the parts are conditional, it can still be used if she has neither a golem in play or in the trash to just draw a card.
  • Everything's Better with Dinosaurs: Raptor Bot. And for every Golem out, Raptor Bot gets even better!
  • Expy: Not her, but the Champion Bot, Turret Bot, Swift Bot, Stealth Bot, and Cryo Bot are robotic versions of Legacy, Bunker, Tachyon, Wraith, and Absolute Zero. She also has a teeny, tiny version of Baron Blade's Mobile Defense Platform. He is not amused.
  • Magikarp Power: It can take a while to play golems as you need equipment cards and bots in your hand and golems are easily destroyed. However, she has cards to draw or search her deck so getting the bots out is a matter of patience. And once you do have the bots out, Unity can deal enormous amounts of damage with cards like Raptor Bot and Powered Shock Wave which deal damage based on how many bots are in play.
  • Mook Maker: Unlike the other heroes, Unity plays mechanical golems to do damage for her.
  • No Sell: Many of the most dangerous villain or environment cards are the ones that target hero ongoing or equipment cards, either destroying or turning them against the heroes (i.e. Citizen Dawn's Devastating Aurora). Unity's Golems count as neither, and thus get to completely ignore those cards.
    • Inverted by golems counting as hero targets, as they all have hit points. Considering all of them have single digit HP pools they tend to get wiped out en masse by area attacks where other heroes' equipment and ongoings are immune.
  • Robot Girl: Golem Unity apparently is one. The lore describes her as a Mechanical Golem which believes itself to be the "long dead" Unity.
  • Robot Master: Her playstyle is all about getting her mechanical golems out on the field and letting them do damage for her.
  • Squishy Wizard: She has low HP, no direct Damage Reduction, and no intrinsic ability to heal herself — if she doesn't have Stealth Bot out and/or a teammate who can tank or heal her, she tends to go down fast.
  • Technopath: How she builds her little robots in the first place.


Debut: Base Game
"Memories, visions, reality...they're often quite difficult to distinguish."

A psychic who used her own psionic abilities to time travel. She seeks to stop her Bad Future from happening.

Visionary's deck is very control-heavy, allowing her to control villain decks, let allies draw card, remove dangerous ongoing cards, adjust her own deck's order, or control enemy minions.

Visionary's alternate form is Dark Visionary.

  • Arch-Enemy: The Dreamer, but only because they have the same nemesis symbol.
    • She also has Major Flay, one of the Nemesis Minions found in Fright Train's deck.
  • Bad Future: Comes from a future where the United States was severely weakened by superhuman criminals, and was then defeated and conquered by a pan-Asian military alliance.
  • Bald of Awesome
  • Blessed with Suck: The Visionary gets this the most out of all the heroes. She was experimented on as a child, the experiments might have killed her mother, she's dying from time travel, she gains an evil alter ego who takes control and she will eventually start losing touch with reality as her health deteriorates.
  • Composite Character / Expy: Of most of the psychic X-Men: Jean Grey (telepathy and telekinesis, with pink/purple coloring), Emma Frost (fashion sense), Rachel Summers (refugee from a Bad Future) and Charles Xavier (haircut/lack thereof).
  • I Hate Past Me: Well, considering how Visionary and Dreamer are nemeses, this counts for gameplay, but not much else.
  • Mind Control: One of her cards lets her redirect damage dealt by any non-character card, so that a mook, elite mook, dinosaur or even a space ship whose card says they should attack the heroes can attack a target of the Visionary's choosing. An early edition of the game didn't have the "non-character" caveat, meaning she could do this to hero or villain cards, and was subsequently Nerfed.
  • Paint It Black: Dark Visionary wears a black costume (made of leather) rather than Visionary's blues and greens.
  • Superpowered Evil Side: Gain's an evilish alternate version of herself during her time travel
  • Time Travel: Visionary uses her psychic powers to travel from 2018 to the present. However, the trip not only caused a blood vessel in the brain to pop, but she also picked up an alternate version of herself that now resides in her brain - the Dark Visionary.
  • You Can't Fight Fate: The Shattered Timelines expansion all but outright says that something terrible will always happen to Visionary as a child.

The Wraith

Debut: Base Game
Team: Freedom Five; Freedom Six (Iron Legacy timeline)
"The wrong person in the right place can make all the difference."

Sentinels' answer to Batman, Maia Adrianna Montgomery is a rich young woman who swore never to be victimized again after she and her boyfriend were brutally attacked by criminals. As you would expect, has an array of gadgets, and acts as a hybrid of damage and support powers.

Wraith's alternate forms are Rook City Wraith and Price of Freedom Wraith.

  • An Adventurer Is You: With Impromptu Invention (allowing her to play two cards), utility belt (allowing her to use two powers) and her wide array of equipment, Wraith serves as a good Jack of All Trades. She can deal damage, control decks, reduce damage an/or tank depending on the situation.
  • Arch-Enemy: Spite, Iron Legacy, and Ermine. Notably, she has probably one of the best sets of cards for effectively dealing with the first nemesis, allowing the Wraith to mitigate Spite's damage and control his deck to reduce how much he heals. (Same for Iron Legacy as well as she can control his deck, get rid of ongoings and reduce damage)
  • Badass Normal: Her only powers are money, gadgets, and ninja-like stealth.
  • Bandage Babe: While not injured, her outfit's aesthetic has wrappings like bandages over her arms, legs, and face to evoke this trope.
  • Counter Attack: Combat Stance.
  • Expy: Super-rich executive Badass Normal crimefighter focused on stealth, preparation, and gadgetry? Yep, she's Batman.
  • Good Running Evil: Her Freedom Six counterpart has slain both the Operative and the Chairman, then taken over the Organization as a tool of revenge against Iron Legacy.
  • Hoist Hero Over Head: Naturally, given the characters they're meant to evoke, she gets subjected to this by Spite in one of her incapacitated artworks. (Her Freedom Six variant, for the record.)
  • Knife Nut: Her best attacks are projectile attacks, all three portrayed as knifes and other sharp objects.
  • Non-Powered Costumed Hero: Being an obvious counterpart to Batman, she's an obvious example.
  • Teen Genius: At age 17, she was about to graduate from college with a triple major. This level of ability is meant to explain how she could become The Wraith in a mere six years, while still being visible to high society (instead of the decade-long disappearance it took for Bruce Wayne to become Batman).
  • Thou Shalt Not Kill: Unlike Batman, she averts this. She's perfectly willing to use lethal force against a threat that warrants it, and she actually did kill Spite by hurling a blade straight through his head. Gloomweaver had... other plans, though.
  • Precision-Guided Boomerang: Razor Ordinance.
  • Self Stitching: Suture Self.
  • Smoke Out: Wraith's Smoke Bombs allow her to redirect damage going to the hero target with the least HP to the hero target with the highest. And it reduces damage redirected this way.
  • Utility Belt: One of her equipment cards, it lets her use two powers in one turn.

Young Legacy

Debut: Base Game if you count Legacy's deck, otherwise Promo.
Team: Freedom Five

Being Legacy's daughter, Pauline Felicia Parsons is the eighth member of the Parsons family line, and adds laser vision to her family's Legacy of powers. Young Legacy is an alternate form of Legacy; therefore Young Legacy has no deck of her own, but can replace her father and use his deck if she is a player's chosen hero.

  • Arch-Enemy: Baron Blade.
  • Coming-of-Age Story: Felicia's origin as America's Youngest Legacy. After her father is killed by Baron Blade, she takes charge, arranges his funeral and steps in as the new Legacy.
  • Distaff Counterpart: Of her father. In the third timeline presented in Sentinels Tactics, Young Legacy takes the name of Beacon until her father passes the title of Legacy to her.
  • Frickin' Laser Beams: Her innate power is an Atomic Glare.
  • Generation Xerox: She's training to be a hero like her father, and even has the same powers as him. However, she has laser vision in addition to the powers she inherited from him.
    • Subverted as Beacon. She tends to be more brash and hands-on than her father, preferring to use her invulnerability to get up close to her enemies and hit them with her Atomic Glare.
  • Missing Mom: There's no mention of Felicia's mother either in her or her dad's or Iron Legacy's back stories. Plus, Legacy takes care of household tasks (at least he cooks). Word of God, however, says that she's alive and fine — she's just not involved in the family superheroics, and therefore doesn't show up in the card game.



Debut: Infernal Relics
Akash'bhuta on a good day

The living embodiment of chaos and destruction in nature, Akash'Bhuta exists solely to destroy, and feeds off death and destruction. She is effectively the most durable villain in the entire game, sitting at two hundred hit points. Akash'Bhuta's deck combines immense durability with the ability to turn hostile environment cards against the party, turning the battle into a long endurance match.

  • Arch-Enemy: The Argent Adept.
  • Damage-Sponge Boss: Has the highest HP of the villains at a staggering 200. To compensate for this, whenever one of her body part cards — such as hands made from the earth, tendrils of vines — is destroyed, she takes damage equivalent to its max HP.
  • Enemy Mine: As a spirit of the Earth, even she joins with the heroes when OblivAeon attacks, as Akash'Thriya.
  • Geo Effects: She effectively turns the environment - which is normally neutral - against the heroes.
  • Kaiju: She commonly appears as a moving mountain.
  • Multi-Armed and Dangerous: Her minions are "primeval limbs" which emerge from her body to attack heroes or defend her. Destroying these limbs also inflicts damage back to Akash'Bhuta.
  • Stop Worshipping Me: Though not because she doesn't want them to worship her. She just destroys her worshippers along with everything else in her path.
  • Time Abyss: She is effectively as old as nature itself.


Debut: Ambuscade Mini Expansion

A former French movie star whose love of big game hunting got a little out of control. A botched experiment scarred his face, but the end of his acting career was the beginning of his career as a superhuman hunter. Ambuscade's deck and tactics involve him switching between stealth and offensive modes, as well as disabling and debuffing heroes, making him especially dangerous in hostile environments.

  • Arch-Enemy: Haka.
  • Composite Character / Expy: A former actor like Clayface who started stalking big game like Kraven the Hunter after his career ended. He's also dressed like Deathstroke and has energy powers similar to Gambit.
  • Counter Attack: Reactive Plating, though only if the attack hits Ambuscade.
  • Face–Heel Turn: In the end, even after earning the respect he always wanted during the OblivAeon crisis, he couldn't stay out of the game, and returns to hunting superhumans in Sentinels Tactics.
  • Hand Cannon: Custom ones, which do a lot of damage, and which he can dual-wield.
  • Harmless Villain: To an extent — as mentioned under Unknown Rival, he was once defeated by Haka without Haka ever realizing there was a fight, and gameplay-wise, he's considered one of the easier villains since he has relatively low hitpoints and no Ongoing or Equipment destruction, meaning the heroes can get set up without worrying about a disruption.
  • Heel–Face Turn: Eventually, he gets tired of being bested by the heroes and returns to Hollywood. Then, when faced by the threat of OblivAeon, he gears up to fight alongside the heroes as Stuntman.
  • Hunting the Most Dangerous Game: The "Dangerous Game" being supers, with Haka as his primary target.
  • Invisibility Cloak: His signature piece of gear. Until its destroyed, Ambuscade flips to his stealth mode where he is invulnerable to damage.
  • Luckily, My Shield Will Protect Me: Reactive Plating, which also functions as a Counter Attack.
  • Meaningful Name: Ambuscade means "ambush". Ambuscade lives up to his namesake quite well.
  • Minor Injury Overreaction: His original bio states that he left acting because the treatments that gave him powers left him "disfigured." His incapacitated art in the Villains of the Multiverse deck, as well as his character art as Stuntman, indicate this was just a small scar on his cheek. In the Promo version of Stuntman, an alternate universe Ancel Moreau never left Hollywood and instead uses the scar for his Rambo/Schwarzenegger-esque Action Hero persona, to tremendous popular success.
  • Trick Bomb: He has several of these, including Sonic Mine (which deals damage to everyone if someone destroys it, so you'll have to watch those indiscriminate attacks) and hidden explosives which are reshuffled into his deck face-up. When they get revealed, they go off.
  • Unknown Rival: Sort of. By Word of God, Haka once defeated him without even knowing about it through "wacky hijinx."
  • Walking Armory: He has explosives, mines, automated drones, multiple heavy guns and custom hand-cannons.


Debut: Infernal Relics
Not a very nice guy.

A mysterious Fallen Angel of sorts who claimed to have created Fanatic.

Baron Blade

Debut: Base Game
Baron Blade 1.0

A scientist who has a very large vendetta against the Parsons family (i.e. every Legacy) and seeks to Take Over the World. His deck is one of the more straightforward ones, and it throws nearly every trick in the book at the players: minions, defensive weapons, destructive superweapons, and devastating debuffs.

Baron Blade has an alternate form: Mad Bomber Blade, which sacrifices his minions and targetable devices to let him do ever-increasing damage to the heroes. A second version of Baron Blade, one with his own deck, is a member of the Vengeful Five. For tropes related to that Blade, see the Vengeful Five folder.

  • Arch-Enemy: Legacy (and by extension, Young Legacy and Greatest Legacy)
  • Attack Deflector: Elemental Redistributer, but only for fire, cold, or lightning damage .
  • Axe Crazy: Normal Baron Blade is unhinged, but Mad Bomber Blade is completely psychotic. When he flips to his Maniacal Death Ray Wielder side, he's laughing psychotically while wielding a huge energy gun.
  • Badass Normal: Blade has no superpowers, just genius intellect and a whole arsenal of gadgets, weapons, drones, and minions. Mad Bomber Blade doesn't even have the drones or minions; he's just a lunatic with bombs and a death ray, and he still manages to be a serious threat to the heroes.
  • Composite Character / Expy: Doctor Doom with the revenge motive of Ivan Vanko. As Luminary he wears a tank top, leggings, and goggles which make him resemble MCU Tony Stark at work, including operating a holographic computer. Meanwhile, his minions wear uniforms that remind one of HYDRA's minions in the comics.
  • Counter Attack: Backlash Field.
  • Cut Lex Luthor a Check: In Vengeance he decides to start renting out his Mobile Defense Platforms to other villains, turning them into environments.
  • Death Ray: Mad Bomber Blade has one once he flips.
  • Enemy Mine: The threat of OblivAeon is enough to make him put aside his differences with the heroes and join up to fight them as Luminary.
  • Evil Minions: The Blade Battalion.
  • Force Field: Living Force Field, and Mobile Defense Platform.
  • Good Scars, Evil Scars: Mad Bomber Blade has a huge burn scar down one side of his face. Prior to that, he has a trendy eye scar on his right eye.
  • Good Twin: With a side of Gender Flip, where one of the alt universe heroes that answers the call to fight OblivAeon is Ivana Ramonat, a Science Heroine who on her world fights against the Legacy of Destruction.
  • Hero Killer: He killed the World War II-era Legacy, and in the original timeline, kills the current Legacy. In an alternate timeline, he instead kills Young Legacy.
    • Invoked in the digital version. In order to unlock Young Legacy, you need to let Baron Blade personally knock out Legacy in the Wagner Mars Base.
  • One-Man Army: Mad Bomber Blade doesn't use minions or defense platforms. Even by himself, armed with just a death ray, a few gadgets, and a multitude of explosives, he remains a credible threat to the superheroes.
  • No Cure for Evil: Averted. Baron Blade has Flesh-Repair Nanites that can heal him for 10 HP. The good news is that he only has one.
  • Non-Standard Game Over: If he has enough cards in his trash, he wins via Colony Drop. His advanced setting amplifies this, as every turn he discards three cards into his trash.
  • Mad Bomber: Mad Bomber Baron Blade, obviously.
  • Mad Scientist: He's got a huge range of technological devices, and his overall plot - before he flips - is to use a giant energy beam to pull the Moon into the Earth.
  • Powered Armor: Gets some once his standard version flips.
  • Slasher Smile: Mad Bomber Blade sports one. He's also shown with one when he kills young Legacy.
  • Starter Villain: In gameplay terms, his base game incarnation is one of only a couple villains listed at the lowest difficulty. In story terms, according to the online comic, he's the villain who makes Legacy form the Freedom Four, recruiting Tachyon, Bunker, and The Wraith to stop him.
  • Villainous Breakdown: Offscreen version. Mad Bomber Blade is Baron Blade after getting stomped by the heroes, and compared with his previous self, he's disheveled, scarred, and even more insane than he was previously. He didn't take his last defeat well at all.
  • You Killed My Father: His reason for hating the Parsons; the Legacy of the Cold War killed Blade's father when he was developing Soviet superweapons, which directly led to the collapse of the city that had grown up around said weapons' production plants.
  • Wake-Up Call Boss: While he's one of the lowest-difficulty rated villains, some of his cards can be devastating if you thought you could take your time with him — one, for instance, allows the players to destroy their equipment or ongoing cards, and then does damage to every hero target based on how many total are left on the table — if you've got an equipment or ongoing-heavy hero like Argent Adept, Wraith, or Absolute Zero on the table, that means either wiping their gear, or a potential Total Party Kill. If you're playing with advanced rules, he also becomes one of the hardest villains period simply because he discards up to three cards into his trash every turn... which means you need to unload a minimum of fifty points of damage into him within five turns (forty for Blade and ten for his first defense platform), and that's assuming he doesn't bring out Living Force Field, another defense platform, or a bunch of one-shots that also fed his trash.

The Chairman

Debut: Rook City
Underestimate him at your own peril

The shadowy ruler of Rook City and the CEO of Pike Industries. Graham Pike rules his city with an iron fist, at once turning it into a criminal empire and a corporate paradise, making money hand over fist from its rampant crime while the city's corruption ensures he profits. The Chairman's deck is a minion-heavy one, with lower-ranking minions being led by "Underbosses" and requiring the heroes fight their way up the ladder to take out several of them — "interrogating" them, if you will — before they can fight Pike himself.

  • Arch-Enemy: Mr. Fixer.
  • Back from the Dead: In a gameplay twist — if the Chairman is brought to 0 HP before the Operative is, his card is destroyed and put into the Trash. If the game goes on long enough for the trash to be reshuffled into the deck, The Chairman can be put into play again, forcing the heroes to start over.
  • Badass Normal: While Pike himself is not - he's a genetically-modified "peak human specimen" who is over a century old - the Organization itself is made up exclusively of unpowered human thugs, soldiers, thieves, dirty cops, and informants. Yet they're well-armed and have the resources to pose one of the more daunting challenges in the entire game.
  • Counter Attack: When he flips, he deals damage back to the first hero to damage him each turn.
  • Corrupt Corporate Executive: of Rook City.
  • Crippling Overspecialization: His deck has two key weaknesses that, when exploited, make him much easier to take on.
    • The vast majority of it is Melee type, with only The Contract and Gunmen dealing projectile. With Next Evolution and Lead from the Front, Legacy can effectively neutralize most of that. Incapacitated Tempest can also let the team be immune to one damage type for a round to the same effect.
    • The Chairman's strategy is tied to having Thugs in the trash. So if the trash is empty, either via Visionary's Brain Burn or just getting him to draw enough to force a reshuffle, then Thugs are much less likely to come out and cards like Prison Break are rendered harmless. Similarly, cards that remove his minions from play rather than simply destroying them, like Haka's Savage Mana or the Final Wasteland's Unforgiving Wasteland, prevent them from being pulled back into the fray.
  • Dirty Cop: The Deputy and the Dirty Cop. The latter reduces damage to all of the other minions, while the former heals the Dirty Cop and brings him back out into play if he's destroyed.
  • Expy: Of both the Kingpin and Ra's Al Ghul.
  • Hired Guns: His damage-dealing minions:
    • The Contract is a well-dressed hitman, while the Gunmen the Contract can bring out do massive damage each turn to the heroes.
    • The Muscle is a crowbar-wielding thug who also does damage to the heroes each turn, and brings out packs of Enforcers, who will either wreck your weakest hero or force them to discard cards.
  • The Informant: The Broker's thug, who plays a villain card every time a hero card is played.
  • The Man Behind the Man: Of every man in Rook City.
  • Knowledge Broker: The Broker minion, who plays a villain card at the start of each villain turn.
  • Phantom Thief: The Thief thug, who destroys one equipment or ongoing card each turn. If the Fence underboss is in play, then this heals Pike and the Operative.
  • Really 700 Years Old: Pike is one hundred and seventeen years old, and founded Rook City. He, and the Operative, use regular chemical baths in vats of rejuvenating chemicals to remain in their prime.
  • Sanity Slippage: In Sentinels Tactics, following a one-two-three punch of having his Organization dismantled, his city reduced to rubble, and being forced to use less-safe, more-experimental chemicals to maintain his youth, Pike has gone stark raving mad and, backed by insane minions each armed with one of Spite's drugs, he plans to remake Broken City in his image.
  • Tier System: The Chairman somehow weaponized it. The Operative (Top Tier) can get one Underboss (Middle Tier) from the deck each turn, while the Underbosses can each get their Thug (Bottom Tier) at the end of each turn.


Debut: Vengeance

Debuting as a minion in the Vengeance expansion (as part of Fright Train's deck), Choke apparently met her end after being stabbed by K.N.Y.F.E. However, she saves herself by merging with Deadline's crystal (which apparently has a mind of its own) and becomes the villain Chokepoint. A mini-expansion for pre-ordering the Villains of the Multiverse, Chokepoint has now decided to adopt Deadline's "tough-love" plans to save the planet, destroying the world's weak points to toughen it up.

Citizen Dawn

Debut: Base Game

Born with powerful light-based abilities, Dawn Cohen found herself frustrated with life among normal people. Approached by others who believed she had the potential for leadership, and believing herself the most powerful individual alive, she formed the Citizens of the Sun, a group dedicated to elevating superhumans to godlike status. Citizen Dawn's deck combines powerful minions with a lot of damage-dealing/healing cards, letting her deal a lot of hurt and soaking it right back up.

  • Abusive Parents: Dawn is very abusive towards Expatriette. Heck, her dialogue in the digital version where she confronts Expatriette has her outright saying that because she doesn't have any powers, Expatriette isn't her daughter.
  • A God Am I
  • An Ice Person: Citizen Winter, whose ice attacks hit the entire hero team.
  • Arch-Enemy: Expatriette, her own (human) daughter.
  • Ascended Extra: Not Dawn, but her minions. Sentinels Tactics provides names and backgrounds for all of the Citizens, some of which are quite sad.
  • A Father to His Men: Citizen Dawn is shown to care for her citizens at least. Kill too much of them and she merges with the sun, channeling it's power and becoming invincible until more of her citizens join her.
  • A Nazi by Any Other Name: Brutal, violent, prejudiced against anyone who isn't part of her "superior race" of powered individuals (even her own daughter) and bent on conquest. Heck, her Leitmotif in the digital version, Citizens To Victory, even sounds reminiscent of a Nazi march.
  • Bash Brothers: Many of the Citizens with Theme Naming compliment one another when they're both in play. In many cases these Citizens have shared backgrounds explaining why they work so well together. Truth and Dare actually are brothers (and come from the same project that created Visionary).
  • Beware the Superman: As Expatriette points out in the digital version, when her Dark Watch variant fights her mother, many people with powers use them for the good of all. Dawn instead uses them to try to dominate and subjugate all others.
  • Blade on a Stick: Citizen Assault.
  • BFS: Citizen Battery wields a massive sword charged with energy.
  • Cult: The Citizens of the Sun are a superpowered one, dedicated to ridding the world of "impurities" and living as gods among normal humans.
  • Expy: As the villainous and visionary leader of a band of superhumans with occasionally self-destructive and dangerous powers, she's one to Magneto.
  • Good Powers, Bad People: Citizen Dawn's primary powers are the manipulation of light and life energy. She is also a remorseless egotist and, practically speaking, cult leader.
  • Hard Light: Citizen Truth uses barriers of light to deflect incoming attacks. Not only does he reduce damage to himself, but he also renders all other Citizens immune to damage.
  • Healing Hands: Citizen Spring can heal with a touch, even bringing the dead back to life. Citizen Dawn herself has healing and life channeling powers and in-game can bring the dead back to life.
  • Invincible Villain: In-game, she temporarily becomes this when flipped to her "Merged with The Power of the Sun" form.
  • Just the First Citizen: As her name implies, her only title in the superhuman society she's creating is "Citizen".
  • Playing with Fire: Citizens Summer and Hammer both wield fire powers.
  • Knight Templar: Dawn thoroughly believes she is doing the right thing by conquering the world for her superpowered Citizens.
  • Light Is Not Good: Her light-based powers actually directly led to her coming to believe that superhumans were superior to ordinary human beings.
  • Luckily, My Shield Will Protect Me: Citizen Anvil carries a heavy shield which he uses to protect other Citizens.
  • No Cure for Evil: Averted. Luminous Leadership and Citizen Summer each heal 1 HP a turn, while Healing Light fully heals every citizen except Dawn (she only gets to heal 10 HP).
  • Theme Naming: Citizen Dawn's powers are light based. In fact, everyone in the Citizens of the Sun have similar theme naming.
  • Walking Wasteland: Citizen Autumn's ability to destroy ongoing cards, and what she did to the world around her before Dawn taught her to control her powers.
  • You Have Failed Me: According to Word of God, she killed Expatriette's father for his failure to sire a powered heir.


Debut: Wrath of the Cosmos

Tarogath is the Last of His Kind, and would have died alongside them if he had not been granted the chance to preserve his racial memory by the Terminarch. Now, 700 years later, he lived among the Endlings, others who are the last of their species, in the Enclave of the Endlings. However, he recently noticed cosmic events converge on the planet Earth. Fearful for that world's survival, he took the name Deadline, traveling to Earth so that he may save destroying their civilization and knocking them back into the dark ages.

Deadline's deck focus on the use of his Catastrophe cards to slowly destroy enough of the Earth to cause the cosmic event that is converging towards the Earth to either slow down or leave altogether.

  • Anti-Villain: Deadline only wants to save the earth from OblivAeon's attention — he's just destroying it to do so.
    Deadline: The suffering I bring to the world is a mere fraction of what I seek to prevent.
    • After he's stopped and returned to the Endlings, the threat of OblivAeon influences the Terminarch to send him back — to fight alongside the heroes as Lifeline.
  • Arch-Enemy: The Naturalist.
  • Deader Than Dead: Deadline's Remorseful Eco-Vandal side removes cards from environment deck, which is something that very few characters in SotM can do.
  • He Who Fights Monsters:
    Deadline: To save the Multiverse, I had to become my greatest fear.
  • Hoist Hero Over Head: Does Spite one better by doing it one-handed in the Naturalist's incapacitated art.
  • Last of His Kind: Deadline is the last of his kind, as are all of the others at the Enclave of the Endlings.
  • I Did What I Had to Do: Deadline is not pleased with what he is doing, but there are no other options.
    Deadline: It is not my way to wield the weapons of war. But it is the only way.
  • Non Standard Game Over: If there are no cards Environment cards left during Deadline's Remorseful Eco-Vandal trick, the heroes lose.
  • Not So Different: Deadline and Naturalist are both beings who wish to protect nature. However, Deadline goes about that goal destroying what he wishes to protect while Naturalist turned his back on his environment destroying ways.
  • Really 700 Years Old: At the least. Comes part of being an Endling.
  • Four Is Death: Not counting Deadline himself, his deck contains four targets: The Atomic End-Glaive, The Ataxia Sphere, Pandemonium Key, and Auto-Armor Caster. All four targets also have 10 Hp each, giving a total of 40 Hp.
  • Weapon of Choice: The Atomic End-Glave is a polearm, and the only straightforward weapon of his stolen tech.

The Dreamer

Debut: Shattered Timelines
The mind is a dangerous weapon if one is untrained.

As a child, Vanessa Long (a.k.a The Visionary) and her family were saved from Project Cocoon. However, Vanessa's psychic powers awakened and caused her dreams to project themselves into the real world. The Dreamer's deck involves deploying a large number of minions who need to be destroyed while avoiding hurting the Dreamer herself; however, these projections tend to be powerful.

  • Damage-Increasing Debuff: Challenge Mode's Frail Child does this. See Glass Cannon below.
  • Damage Reduction: Granite Oni
  • Dem Bones Macabre Specter.
  • Department of Redundancy Department: Dreamer's front side is called "The Dreamer Dreams."
  • Dark Is Evil: Illusory Demon and Granite Oni.
  • Evil Twin: Her Dark Hero, a projection of Legacy. Dark Hero buffs Villain cards and reduces damage dealt to Projections, which is Legacy's role on the heroes team.
  • Future Me Scares Me: Well, considering how Visionary and Dreamer are nemeses, this counts.
  • Glass Cannon: The Dreamer turns into one during Challenge Mode's "Frail Child" Challenge. In it, any damage The Dreamer would take is increased by five, turning any blow dealt to her a lethal one.
  • Healing Factor: Macabre "Specter fully heals when a target other than him dies. He only has 3 HP though so it's minor compared to the other villain targets that can heal.
  • Non Standard Game Over: If Dreamer is killed, the heroes lose.
  • Obliviously Evil: The Dreamer isn't evil or malicious and she's as much a victim of her own powers as anyone else.
  • One-Hit KO: Not for Dreamer but for the heroes. Challenge Mode's "Frail Child" Challenge makes any damage Dreamer takes lethal.
  • Police Brutality: Megaopolis's Police Backup can indeed be this if Dreamer has the most HP come the end of the Environment Turn. It's only 1 damage though, and since they are Environments the heroes can take the damage for Dreamer. It's even worse in Challenge Mode.
  • Power Incontinence: She's not actually evil, it's just that her psychic powers are causing her nightmares to manifest in the real world.
  • Squishy Wizard. Dreamer only has 6 HP. You do not want to send large amounts of damage her way.
  • Taking the Bullet: Since Dreamer's death results in the heroes losing, the hero with the least HP can redirect Environment Damage to themselves and take the damage for her.

The Ennead

Debut: Infernal Relics
Some of the Local Evil deities

A team of fortune-hunting archaeologists who followed in the wake of Blake Washington, the current Ra. On an ill-fated expedition, they were trapped inside a pyramid containing relics associated with a group of Egyptian gods whom Ra had defeated and imprisoned. Taking up the artifacts, they were transformed just as Washington was, only now the Ennead are bent toward power and destruction. The Ennead's deck involves the team gradually awakening and assembling, with each card in their deck triggering different members of the Ennead to activate their effects based on the colored symbol of a card they play; as a result, once the Ennead get rolling, they are at best a serious handful, and at worst they will steamroll the heroes.

  • All Your Powers Combined: Played with. Challenge Mode gives each card in their deck all three of their trigger symbols (Orange, Green, Purple), meaning the cards that are supposed to trigger specific members of the Ennead trigger each member instead. Note that two of them play extra cards when triggered.
  • Arch-Enemy: Ra.
  • Big Bad: Atum leads the Ennead.
  • Boss Rush: They start out with as many members of the Ennead on the field as there are heroes, and their numbers just increase. Once they all come out, things get really bad....
  • Death of a Thousand Cuts: Very few of their attacks do more than 1 or 2 damage, with the strongest effects tending to be H-2 damage, which maxes out at 3 damage. With the way their symbols work, however, you could have several of them attacking in one turn in addition to the one-shot cards, so by the end of their turn, they can deal in the double digits in total.
  • Difficulty Spike: Their Advanced rules are generally agreed to trigger one of the harshest in the game, since they mean a new member of the Ennead comes out every round rather than under special circumstances.
  • Elemental Powers:
  • Enemy Mine: None of them like each other much, though their common hatred of Ra unites them. Comically, due to game mechanics, they technically count as each others's nemeses as much as Ra's, so their attacks, if redirected, gain a damage bonus. Notably, their biggest disadvantage, in what is almost certainly an intentional twist, is their lack of teamwork compared to the heroes and their tendency to step on each others' toes.
  • Evil Counterpart: They're basically a team of supervillains, with roughly around the same amount of health as the heroes. They even flip when they're defeated rather than being put in the trash, allowing them to continue to have nasty effects on the battlefield via their version of incapacitated abilities.
  • Fire, Ice, Lightning: Elemental Storms does 1 damage of each.
  • The Medic: Shu's Orange/Green trigger heals his allies.
  • Instant Death: The Grave Beckons kills every non villain with 3 or less HP
    • Incapacitated Osiris kills the non character target with the least HP each turn.
  • Regeneration: The Ennead In Force (thier character card when flipped) deals each one of them each turn.
    • Incapacitated Nephythys heals her buddies as well.
  • Rule of Three: There are nine members of the Ennead. Nine is the third multiple of three.
  • Sadly Mythtaken: Naturally, being comic book versions of the ancient deities, the Ennead weren't evil in the source material. Then again, they seem more focused on taking revenge on Ra than anything else.
  • Unwanted Assistance: Their greatest weakness, compared to the heroes, is their inability to properly coordinate with one another and leverage their numerical advantages with teamwork.
  • Wolfpack Boss: Each is roughly as powerful as one of the heroes.


Debut: Infernal Relics

A powerful extradimensional demon of gloom and fear. His cultists are trying to acquire the three relics required to summon him to the mortal world. Gloomweaver's deck is heavy on minions and targets, primarily zombies and cultists, but also on debuff-applying voodoo pins and his trio of extremely dangerous relics.

His variant is Skinwalker Gloomweaver, who has made a pact with the resurrected Spite and inhabited a body formed from the remains of Spite's victims. After the heroes defeat him, his physical shell turns into a nightmarish colossus of rotting flesh that rapidly devours its own minions to try to remain in play.

  • Arch-Enemy: Nightmist.
  • Artifact of Doom: All of his relics. If all three are out at once, it is bad news.
  • Cult: Gloomweaver's Cthulhu-esque cult forms a major part of his firepower.
  • Damage Over Time: The Rotting God is rapidly melting as a result of the heroes wrecking his body and forcing it to flip. Unfortunately, it can regenerate by consuming any destroyed target, and it slaughters its own minions to keep healing.
  • Dimension Lord: He rules his realm of fear, misery, and death so as to maximize his ability to feed on the despair they produce. And he's always looking to absorb more.
  • Expy: As an extradimensional magical entity appearing as a tall figure with a flaming skull for a head, he's one of Dormammu, the Arch-Enemy of Doctor Strange.
  • Emotion Eater: He feeds on gloom and despair.
  • Familiar: His is an albino snake known as Ophidua the Deceiver.
  • Hollywood Voodoo: Part of his deck involves voodoo pins, that cause negative effects to heroes if they are not destroyed.
  • Instant-Win Condition: If he's in his Nightmare Walker state, then putting all three of his relics into the trash results in instant victory for the heroes.
  • I'm a Humanitarian: Skinwalker's flipped side, the Rotting God, heals whenever any target is destroyed. It is implied that he eats them. Considering a good number of his minions are human Cultists....
  • Night of the Living Mooks: Zombies form a big part of his hordes, and his cultists both become zombies when they are destroyed and bring destroyed zombies back from the trash.
  • No Cure for Evil: Averted Trope. When GloomWeaver flips he heals H * 10 Hp.note 
    • Averted even more in his Skinwalker variant. Due to being a Zombie while the Skinwalker, he can use the Pouch of Bones to heal when Zombies rise. As the Rotting God, any time any target dies, he heals from it. Which is good as he tend to do just as much damage to his side as he does to the heroe's side.
  • The Undead: Zombies form the core of his minions, and every time a cultist dies they get raised as a zombie. Becomes one himself as the Skinwalker.

Grand Warlord Voss

Debut: Base Game
A highborn member of the Thorathian race who chose a military career and made great strides in scientific discovery, but was exiled for experimenting on his fellow citizens. Returning from his exile, he managed to conquer his homeworld and has now set his sights on the rest of the universe. Voss' deck is heavy on the minions, both deploying and supporting them. He has a lot of mooks to send your way.

  • An Ice Person: Gene-Bound Frost Hound. Also immune to cold damage.
  • Arch-Enemy: Tempest, whose world he enslaved, and the majority of whose people he twisted into the Gene-Bound Shock Troops.
  • Authority Equals Asskicking: At the start of the game, he stands back and lets his minions run rampant. When things get dire enough, though, he wades into the fray himself, proving that he is also a Super-Thorathian Warrior.
  • Back from the Dead: Forced Deployment. When destroyed all dead Minion return to life. And said Forced Deployment destroys itself at the start of the villain turn.
  • Badass Boast:
    Grand Warlord Voss: "What I cannot have, I will destroy".
  • Battle Thralls: His Gene-bound troops are all once-free races genetically modified in ways to emphasize the traits he finds useful, and discarding the rest.
  • Damage-Increasing Debuff: Vyktor increases damage deal to the heroes.
  • Decapitated Army: Played with. Voss's defeat on Earth led to a civil war breaking out on his homeworld. His armies still far outnumber the rebels... but the rebels are now far better united and organized than they.
  • Evil Overlord: Every resource of the worlds he conquers is bent to the conquest of the next one. This includes the inhabitants.
  • Emperor Scientist: All of his "soldiers" are the result of remorseless gene-tinkering conquered peoples to create more-dangerous troops for his hordes. Notably, he only conquered his race as a result of his immense scientific genius, allowing him to create the first gene-bound soldiers.
  • Expy: He looks like a palette swap of Darkseid and has the personality and backstory to match. He also has a strong resemblance to Thanos, but given that Thanos himself is an Expy of Darkseid this is hardly surprising.
  • Human Resources: Once he's conquered a people, they're more-or-less extinct. Notably, several of the Endlings are the direct result of his swath of destruction across the stars.
  • Human Shield: Played With. Voss takes 2 less damage for each minion he has. To effectively hurt him the minions must die first. Which can be problematic due to the meat shield being able to fight back.
    • Gene-Bound Guard plays it a little straighter as he reduces damage to his side by 1.
  • Ki Attack: Gene-Bound Ion-Lancer and Grand Warlord Voss.
  • Laser Blade: Gene-Bound Ion-Lancer
  • Non Standard Game Over: If Voss's original side has ten or more minions in play at the start of his turn, he overruns the Earth and instantly wins.
  • No Sell: Each Gene-Bound minion is immune to the damage type it causes, and his battleships are in space, and so can't be harmed with Melee damage.
  • Playing with Fire: Gene-Bound Firesworn and Grand Warlord Voss.
  • Spikes of Villainy: The spikes are a racial trait of all Thorathians, though Voss is a warlord so his count. His right and left-hand minions, First Lieutenant Vyktor and Field Lieutenant Tamar, also have them.
  • Takes One to Kill One: Inverted. All the Minions (save Gene-Bound Guard) are immune to the type of damage they deal.
  • We Have Reserves: His quote on the Forced Deployment card says it all:
    "These people are engineered to live and die at my command!"
  • Zerg Rush: His entire strategy. Voss starts the game with one minion in play for each hero opposing him. He also has three copies of the dreaded Forced Deployment card, which upon destruction lets him get every Minion in his trash back onto the battlefield, which is a more traditional use of this trope.


Debut: Wrath of the Cosmos
When a purple crystal fell from space, Nigel Lowsley also gained the power to create hard light constructs like his brother, Hugh. However, unlike Hugh, Nigel was overwhelmed by the power and went insane as voices screamed in his head. Nigel is no more; there is only Infinitor, the infinite madness throughout the galaxy.

Infinitor's deck uses Manifestations. While similar to Captain Cosmic's Constructs, the Manifestations are generally more offensive.

  • Arch-Enemy: Captain Cosmic.
  • Expy: Of Sinestro though rather than using yellow energy for his constructs like Sinestro is most associated with, Infinitor uses green energy like the Green Lantern Corps.
  • Fighting from the Inside: If Infinitor gets too many constructs out, he flips, putting himself in a straightjacket and destroying his own manifestations. This represents Nigel struggling to avoid hurting anyone until he loses it again.
  • Four Is Death: The HP of all of Infinitor's Manifestations is four.
  • Hard Light: How he creates his Manifestations.
  • Heel–Face Turn: Apparently, Captain Cosmic manages to get through to his brother and turn him back to the heroic side. Infinitor's promo version has the keyword, "Tormented Ally," and in gameplay counts as a hero target. Instead of fighting him, the heroes have to help him bring his Manifestations down before they get out of control. And Captain Cosmic's final variant, during the OblivAeon crisis, sees Infinitor merging with his brother to save him, sacrificing himself in the process.
  • Palette Swap: The base of Infinitor's costume is essentially Captain Cosmic's in black and green rather than red and gold. Their costumes do have different accents and accessories, however. His Heroic variant looks a lot more like his brother's.
  • Pulling Themselves Together: If the heroes fail to help his Heroic variant get under control, the shattered manifestations merge together into a huge colossus of green energy that absorbs the pieces of any other destroyed constructs. In his digital loss screen, the giant has begun to turn into OblivAeon.
  • Pure Energy:
    • Infinitor does Energy Damage while he is in his 'Tormented Malefactor' side.
    • Twisted Miscreation also does Energy damage, as well as Lambent Reaper, Crushing Cage, and Ocular Swarm.
  • Sinister Scythe: Lambent Reaper
  • Tragic Villain: Played up more than perhaps any other villain, to the point that his variant card and Captain Cosmic's final variant both reference it.
  • Unwitting Pawn: If his promo version is any indication, his powers and madness is due to OblivAeon.
  • With Great Power Comes Great Insanity: Infinitor lost it once he got his powers. There is very little of Nigel left inside him.

Iron Legacy

Debut: Shattered Timelines
America's Greatest Evil

In an alternate universe, Legacy's daughter was killed by Baron Blade. Enraged, Legacy vanished, and eventually returned as Iron Legacy. He now rules the world with an iron fist, and his former allies have formed the Freedom Six to oppose him. Iron Legacy's deck does two things: buffing Iron Legacy, and inflicting tremendous amounts of damage to the heroes. It is not unheard of for Iron Legacy to take out multiple players in the second turn of the game.

  • Achilles' Heel: Unlike other villains who have various keyword cards, Iron Legacy's cards are mostly Ongoing. That means that hero powers that destroy Ongoing cards will weaken him. If you can consistently destroy more than one Ongoing a turn (or pull out Fanatic's End of Days), he starts dealing much less damage.
  • Arch-Enemies: Tachyon, Absolute Zero, Tempest, Wraith, Unity, and Bunker, the Freedom Six in his timeline. He one of only two Villains so far with more than one nemesis. Story-wise, he and his multiversal counterparts from the "main" universe don't get along either, to the point of being the only non-nemeses with unique opening dialogue in the digital game.
  • Attack Deflector: Superhuman Reflection lets him send any attack that would deal him five or more damage to the hero with the most HP.
  • Crazy-Prepared: Iron Legacy has a counter for everything. Nukers like Tachyon and other high damage cards? Superhuman Deflection. Pingers like Chrono Ranger? Armored Fortitude and his flipped side. Damage reducing armor that Bunker, Tempest, and Naturalist have? Galvanized and Demoralizing Presence. Damage penalties given by Wraith? Demoralizing Presence. Multiple card plays granted by Tachyon, Knyfe, or Chrono Ranger? Final Evolution. Name a strategy and he has a way to stop it.
  • Despair Event Horizon: Young Legacy's death. He tears apart Baron Blade and Wagner Mars Base after her death, drops his ring on her grave and becomes Iron Legacy
  • Determinator: Once he flips, he goes from an unstoppable conquerer to a desperate, brutal, and intensely determined killing machine.
  • Death by Despair: Demoralizing Presence causes this. Each villain turn the heroes deal 1 Psychic damage to themselves, eventually killing themselves if Iron Legacy doesn't get to them first.
  • Evil Counterpart: Of Legacy. A good number of cards in Iron Legacy's deck function similarly to cards in Legacy's. Iron Legacy even has Danger Sense's effect as a built-in effect for Iron Legacy's character card. He is the only villain in the digital version to have custom intro dialogue with a hero besides his nemesis: the Legacy family.
    • Demoralizing Presence ↔ Inspiring Presence.
    • Flying Assault ↔ Flying Smash
    • Galvanized ↔ Galvanize (Legacy's Base Power)
    • Rule From The Front ↔ Lead From The Front
    • Iron-Fist Strike ↔ Back Fist Strike
    • Armored Fortitude ↔ Fortitude
    • Former Allies ↔ Bolster Allies
    • Final Evolution ↔ Next Evolution
    • Beat Down ↔ Take Down
    • Superhuman Redirection ↔ Superhuman Durability
  • Expy: Of Superman gone bad, from Communist Superman to Injustice Superman, who shares the "supervillain killed a loved one" backstory.
  • Fantastic Racism: Neither aliens nor sapient robots have rights in his nightmare future.
  • He Who Fights Monsters: Completely jumped off the slope in trying to rid the world of evil and injustice after the death of his daughter.
  • Hoist by His Own Petard: His Superhuman Deflection, Demoralizing Presence and his Advanced rules on his flipped side can cause the heroes to damage themselves. Suddenly all those damage boosts you might have racked up don't seem like such a great idea. On the flip side, if you can make him damage himself (through a redirection effect, or some of Sky-Scraper's Link cards), Iron Legacy's own buffs can be a quick route to victory.
  • Judge, Jury, and Executioner: One whose influence lies over the whole world.
  • Kick the Dog: In his custom intros in the digital version (and, thanks to his many nemeses and the many variant heroes that could fight him, he's got many times as many as most villains), he goes out of his way to insult them as only an ex-friend could.
  • Knight Templar: Yes. He killed or maimed most of the world's heroes just for trying to reason with him.
  • Life Drain: Once flipped, Iron Legacy not only goes after the hero with the least health, but heals from it was well.
  • Lightning Bruiser: Iron Legacy deals damage, and lots of damage very quickly. By the end of the first villain turn expect him to deal at least 9-15 damage base on the number of heroes in play.
  • Made of Iron: Iron Legacy only has 32 HP note , which compared to the other villains is pretty low. The only villains with a lower amount are the members of the Ennead (who are fought in a group), the Vengeful Five (except Fright Train, and they're also fought in a group), and the Dreamer (who has keeping her from dying as part of the battle's core mechanics). But Iron Legacy is incredibly hard to kill, thanks to Damage Reduction and lots of healing.
  • Mighty Glacier: Shares this with Legacy. Absent any environment cards, Iron Legacy has a very limited ability to play more than one card at a time.
  • No Sell: The art of "Rule From The Front" has Argent Adept and Expatriette shoot magical beams and bullets at Iron Legacy. Iron Legacy simply stands there choking Mr. Fixer like nothing is happening. The art for "Armored Fortitude" also depicts this as Haka punching Iron Legacy, and Iron Legacy simply stands there glaring at Haka. Haka's Oh Crap! face says it all.
  • Up to Eleven: Every hero and Villain has one nemesis symbol. Iron Legacy has six (Tachyon, Absolute Zero, Tempest, Wraith, Unity and Bunker). His deck seems to ave Up to Eleven in mind. The damage he deals to the heroes rivals the damage the heroes can do on a regular turn.
  • We Used to Be Friends: In the online version, the Freedom Five (and their Freedom Six counterparts) will repudiate him as their leader and friend. His card Former Allies also shows a smashed picture of the heroes.

Kaargra Warfang

Debut: Wrath of the Cosmos

The master of the Bloodsworn Colosseum, Kaargra Warfang travels the cosmos, appearing seemingly at random with her Colosseum. At each world, she forces the locals to fight for their lives as gladiators for her - and the crowd's - enjoyment. Those who impress her gain the chance to join her as one of the Bloodsworn.

In addition to her normal villain deck, Kaargra has a special Title deck. Title cards are awarded from play to any target (hero, villain, or environment) who completes the task required to claim them.

The other unique factor about Kaargra is that the heroes and villain are racing to earn Favor Points by accomplishing various feats. Kaargra cannot be defeated simply by damaging her; in order to win the heroes must gain 20 favor points before Kaargra is able to gain the same amount.

  • Amazonian Beauty: Kaargra is simultaneously obviously feminine, fairly attractive, and possessed of a physique on par with Legacy or Mr. Fixer.
  • Arch-Enemy: Sky-Scraper, whom she once enslaved to fight in her arena.
  • Armor Piercing: The Champion title grants whomever claims it this, as the damage they deal becomes irreducible.
  • Blood Knight: Kaargra doesn't just watch the gladiator games. Given enough motivation she will join her gladiators and fight the heroes alongside them. Notably, in the Hero in the Arena video released for the digital game, she leaps at the chance to fight Sky-Scraper one-on-one... with her bare hands. Many of her more-loyal Bloodsworn are also this, addicted to the thrill of fighting for glory in the arena.
  • Blood Sport: She runs a cosmic arena that shows this for crowds of cheering, fickle fans.
  • Diabolus ex Machina: The arena simply winks into being in various worlds, with no one fully understanding how or why except perhaps Kaargra herself.
  • Good Old Fisticuffs: While her Bloodswornd are armed with a wide array of advanced weaponry, when Kaargra takes to the arena herself, she does so armed only with her bare fists. She's still one of the most dangerous things on the field.
  • Green-Skinned Space Babe: She looks mostly human, aside from her unusual skin color and markings.
  • Instant Kill: The Death-Caller Title rewards someone who can kill without dealing damage by granting the ability to instantly kill a target they reduce to 3 or less HP.
  • Instant-Win Condition : Zig-zagged. The only way for the heroes to beat her is to claim twenty points of the crowd's favor, rather than "just" hitting her until she's down. But while she does not start the game as a target, the heroes can't claim a victory if Kaargra's flipped and fighting in the arena anyway.
  • Luck-Based Mission: There are times where there is little the Heroes can do to win against Kaargra. Bring deck control or throw yourself onto the fickle winds of fate.
  • Multiple-Choice Past: No one's quite sure where she came from. Stories range from a former competitor who fought her way to the top, then murdered the previous owner to seize control of the arena, trading away the part of her soul that felt mercy and compassion to an evil cosmic entity in exchange for it, or just being a rich Spoiled Brat who got her family to buy or invent the advanced technology to sustain the place. Either way, she doesn't like to talk about it.
  • Non-Standard Game Over: If the villains get twenty favor at any point, the heroes lose.
  • Regeneration: The Reckless title heals its holder 1 HP every time they get hit.
  • Walk It Off: Get Back In There forces some of her injury-benched gladiators to get out of the trash and back into the fray. At least, if she's currently lounging on her arena throne, she'll jump into the fight with them.


Debut: Shattered Timelines

Gabrielle Adin's family was always blessed with uncanny luck, but it wasn't until she inherited their family's talisman that she discovered her true potential - and turned it to playing deadly and malicious games with anyone and everyone around her. Kismet's deck is less centered around damage and more around severely debuffing the players so that the environment can wipe them out.

La Capitan

Debut: Shattered Timelines

A time traveling pirate.

  • Arch-Enemy: The Sentinels.
  • The Atoner: Eventually she comes to regret much of what she's done and sets out to fix it. Her first step is finding a time-stranded Chrono-Ranger, fixing him up, and enlisting his help to fix those wrongs. In OblivAeon, she joins the heroes in the fight as the Older and Wiser La Comodora.
  • Badass Crew: Her Crew counts, as she's deliberately traveled through time to hand-pick the biggest badasses in history.
  • Cool Ship: The La Paradoja Magnifica, which is capable of time travel.
  • Heel–Face Turn: It seems La Capitan reformed in her old age. She rescues Chrono-Ranger (in the backstory for his promo card), confronts her younger self in the Villains variant's incapacitated side, and actually gets her own hero deck in the upcoming OblivAeon expansion.
  • Horny Vikings: Battle Forged, the Viking. Unlike most Horny Vikings, Battle Forged helmet does not have horns on it.
  • Impossible Thief: While it makes sense for her to steal Equipment cards, she can also steal Ongoings and even One-Shots, meaning she can literally steal actions the players would otherwise be able to take.
  • Meaningful Name: The La Paradoja Magifica is capable of time travel.
    • La Capitan also counts as she is a pirate captain.
  • Overly Long Name: La Capitan's full name is Maria Helena Teresa Fafila Servanda Jimena Mansuara Paterna Domenga Gelvira Placia Sendina Belita Eufemia Columba Gontina Aldonza Mafalda Cristina Tegrida de Falcon.
  • Pirate Girl: More like a Pirate Woman, but still counts.
  • Video Game Stealing: Her main mechanic is whenever a hero card is destroyed by a villain card, it goes under her card rather than the player's trash, allowing her to take equipment, ongoings and other cards out of play temporarily.
  • Walk the Plank: One of La Capitan's cards. Hero characters damaged as a result can't use powers until the next villain turn.

The Matriarch

Debut: Rook City
Team: Dark Watch (following her Heel–Face Turn into Pinion)

Lillian Corvus was a frustrated Goth teenager with a fondness for antique stores and thrift shops. Her shopping habit led her to discover a feathered masquerade mask that bestowed the power to telepathically link with and control ravens. The Matriarch's deck is extremely minion-heavy, but it also deals a ton of damage once the minions start accumulating.

  • Achiles Heel: Tachyon's Hypersonic Assault can destroy most of her flock in one hit while blocking any retributive damage.
  • Animal Eye Spy
  • Arch-Enemy: Tachyon, who is also her cousin.
  • Artifact of Doom: Her mask, which in-story gives her control over birds, and in gameplay gives her at least one extra card draw, potentially more per turn.
  • The Atoner: Becomes the hero Pinion and joins the Dark Watch in the Sentinels Tactics line to atone for her misdeeds as a villain. She becomes a hero deck in the OblivAeon expansion as The Harpy.
  • The Beastmaster
  • Death of a Thousand Cuts: She rarely, if ever, does more than 3 damage at a time and the birds only do 1 damage apiece, but between the sheer volume of birds she puts out and the number of retributive attacks she'll get, she can easily whittle down non-armored heroes. And if there's an environment card or two out that increases all damage, she can get outright frightening.
  • Emo Teen
  • Feathered Fiend: Her mooks, hordes upon hordes of birds.
  • From Nobody to Nightmare: Went from a disrespected, gothy teenager to the mistress of entire legions of killer birds when she bought a seemingly harmless mask. She's also one of the game's few Class Four difficulty villains, putting her on a par with Iron Legacy.
  • Heel–Face Turn: According to the cover art for the Sentinenls Tactics: Broken City expansion, it appears that she has joined Darkwatch alongside Mr. Fixer, Expatriate and Setback.
  • Meaningful Name: Her full name is Lillian Merle Corvus— "Corvus" is the genus to which crows and ravens belong, while "merle" is an archaic term for blackbird.
  • Sadistic Choice: Matriarch tends to cause the players to have several of these when they battle her. If the players go after the fowl, then they start taking damage or lose their equipment and ongoings due to one of Matriarchs effects (and if Carrion Fields are around then the entire team except the one with the most HP starts getting hit). If they leave the birds alone and go for Matriarch (if Huginn and Muninn aren't around), then the fowl start attacking the heroes, and since Matriarch can swarm the field easily, the heroes will take a beating. Either choice is a tough one to make.
  • Zerg Rush: Her entire play-style — her character card's main effect is every time a Fowl card is played, so is the next card in the deck, while her mask makes it so the first non-Fowl card played per turn also triggers a card draw. Individual fowl are not very dangerous. But when she can deploy more than a dozen on her first turn, and bring them back constantly and does retribution damage whenever one dies...

Miss Information

Debut: Miss Information Mini Expansion

When the Freedom Five was unable to save Aminia Twain from a threat, she should have died. However, she realized that she could travel through dimensions and possess any version of herself. Using her knowledge of the heroes, she seeks revenge for them failing to save her life. Miss Information is unique in that she cannot be targeted by the players until a certain number of "clue" cards are put into play. Until then, the players are fighting to survive against her "diversions".

  • Arch-Enemy: Parse
  • Batman Gambit: How Miss Information stabs the heroes in the back.
  • Counter Attack: Once flipped, she strikes back at the first person who hits her for damage each turn.
  • Failure-to-Save Murder: Of herself. Another timeline's version of her died when the Freedom Five chose to save a group of other civilians instead of her. After waking up in another timeline, where that battle hasn't happened, she's holding a grudge.
  • The Mole: Her deck reflects her sending the heroes out on tasks while either overplaying or underplaying how dangerous they really are. When the heroes find enough Clue cards, then she reveals her true colors and can be targeted.


Debut: Base Game

A sentient robotics and armament factory, Omnitron naturally went crazy as soon as it was plugged in. Omnitron deploys minions, devastating debuffs, and massive damage, and is especially brutal against equipment-heavy heroes.

Omnitron's alternate form is Cosmic Omnitron. For any tropes relating to Omnitron's heroic future self Omnitron-X, look there.

The Operative

Debut: Rook City

An orphan from Rook City, Sophia Anna Isabel De Leon grew up understanding that the strong took what they wanted from the weak. She grew up to be a powerful thug of the underworld, and drew the attention of The Chairman. Now, she works as his right hand woman. When fighting the Chairman, although The Chairman is technically the only Villain card — meaning that defeating him is the only actual objective — the Operative must be defeated before the game can be won.

  • Arch-Enemy: Mr. Fixer, her former martial arts teacher.
  • The Dragon: of The Chairman. Not only does she handle all of the logistics of recruiting and "motivating" the underbosses, but she "discourages" the heroes from taking them out... by punching their lights out whenever they do.
  • Dragon Ascendant: In the Villains of the Multiverse expansion, she gets her own villain deck, having taken up with Zhu Long following the defeat of the Organization.

Plague Rat

Debut: Rook City
A former thug of Rook City before he was dethroned and forced into hiding, a stash of drugs he hid mutated him into a monstrous 6 foot rat man. Having lost his humanity, the Plague Rat is now a feral monster driven by a need to drag victims into the sewers of Rook City and infect them. Plague Rat's deck relies on Infecting heroes by getting as many copies of Infected in play, causing the heroes to hurt themselves each turn.

  • Attack! Attack! Attack!: Of the 25 cards in Plague Rat's deck, 21 of them do damage to the heroes. OF those 21 cards, 13 of them have the Rat do the damage himself, and the other 8 (Afflicted Frenzy and Infection). have the heroes do it themselves. Plague Rat is constantly doing damage.
  • Arch-Enemy: Chrono-Ranger, though it's mostly one sided: Chrono-Ranger really really really hates rats.
  • Attack Deflector: Sewer Fiend reflect any environment card damage to an Infected hero, and prevents it outright if there are no infected heroes.
  • Armor Piercing: Plague Rat's character card lets him do Irreducible damage, and any hero who is infected deals 1 irreducible damage to themselves.
  • Evil Counterpart: Mechanically, he is one to Chrono-Ranger. Both do damage with almost every card they play, and both have ways to increase their damage output to rather large levels via Bounties for Chrono and Infection for Plague Rat.
  • Healing Factor: Plague Rat has two: Bestial Vitality and Plague Locus. Bestial Vitality lets Plague Rat recover 3 Hp every turn, as well as offer damage reduction. Plague Locus lets him recover HP equal to the number of heroes who are infected.
    • And Advanced Plague Rat has a healing factor on his Filthy Vermin side: He heals 2 Hp per hero.
  • You Dirty Rat


Debut: Wrath of the Cosmos
A liquid-metal killer from an ancient spark of creation buried long ago in the center of the planet, Progeny burst from deep within the Earth's crust with two directives: destroy life, and prepare the way for the arrival of his creator, OblivAeon.

  • Adaptive Ability: It absorbs the properties of things it encounters. Most notable in its Scion cards, and the Obvious Futility Ongoing, that shows it mimicing Mainstay's strength and durability.
  • The Brute: Of all the Difficulty 4 villains, Progeny is by far the most straightforward. He doesn't have elaborate punishment mechanics and minions like the Matriarch or the Chairman, nor Iron Legacy's dizzying array of special cards and defensive tricks. Instead, he has a big pile of hit points, and a devastatingly simple gameplan: buff himself while grinding the heroes into the dust, flipping to focus down anyone who looks like they're wavering.
  • Chrome Champion: A villainous variant.
  • Diabolus ex Nihilo: As a Shout-Out to Doomsday, no one saw him coming, though Progeny ties deeply into the ongoing struggle against the end of the Multiverse.
  • The Dragon: To OblivAeon.
  • Elemental Powers: His Scion cards are all themed around these, inflicting elemental damage as they come into play and granting him extra abilities.
  • Expy: He draws clear parallels to Doomsday, as an unstoppable killing machine with an Adaptive Ability that emerged without warning from the bowels of the Earth, the Silver Surfer, as the shiny, metallic herald of a devouring alien god, and to the T-1000, as a liquid-metal enemy.
  • Healing Factor: Granted by his Scion of Ice, in which he heals two hitpoints whenever he's hit for the first time in a round.
  • Light Is Not Good: His Cosmic Annihilator flip deals radiant damage to the most-injured hero.
  • My Rules Are Not Your Rules: While his deck does have traditional ongoings, some of his most powerful and iconic cards, his Scion enhancements, are not, and while the number he can have in play at once is limited and many of his other cards do destroy them, short of End of Days there is little the heroes can do to remove them themselves.
  • The Juggernaut: Nearly unstoppable, he plows through heroes and levels Rook City before targeting Megalopolis. The Freedom Five have to go to the limit to stop him.
  • One-Winged Angel: Once a hero goes below ten hitpoints, he smells blood in the water and flips, losing his original, humanoid shape for something much less distinct, primal rays of cosmic annihilation beaming out from within him as he goes full-force on them.
  • The Quiet One: Unlike other villains, none of the quotes or flavor-text on his cards are of him saying anything (it's usually the heroes reacting to him). In the online version where villains have an opening line, Progeny notably doesn't.
  • Sculpted Physique: Despite its obvious inhumanity, its base form has lots of muscles.
  • Villain Exit Stage Left: After he's defeated by the Freedom Five, his head rockets off into space on its own power.


Debut: Rook City

A serial killer named Jack Donovan who was offered a stay of execution if participated in an experimental drug trial. He was the only one to not die from the drugs, and after murdering half the prison and escaping, he's back to hunting down victims. Spite is unique in that his deck includes "Victim" cards, which he can kill to regain health. The heroes can take damage or suffer other penalties to move the Victims into the Safehouse to protect them from Spite. In addition, Spite has "drug" cards which grant him permanent buffs as he uncovers them. Once he has all of them, he flips to a One-Winged Angel version.

His variant is Spite: Agent of Gloom, a resurrected Spite whose reanimated corpse serves Gloomweaver. Unlike his normal version, this variant of Spite does not regenerate health upon damaging heroes. Instead, he starts with all of his drugs in play, activating them one by one until enough victims have escaped to the safehouse. If he fails to kill enough victims, however, Gloomweaver himself takes over.

  • Arch-Enemy: Wraith.
  • Back from the Dead: The Wraith eventually killed him, but Gloomweaver offered him a deal to bring him back.
  • Barrier-Busting Blow: When he storms the Safehouse, threatening all of the Victims hiding within.
  • Body Horror: Almost all of his drugs do this to different extents. Once he consumes enough drugs, he turns into a twisted, mutated monster reminiscent of Alex Mercer or William Berkin. His Agent of Gloom variant starts in this state, and gets even worse if he flips and Gloomweaver himself takes over. However, the most obvious drug that induces this is PL626 Compound XI, which transforms his left arm and the left side of his torso into a disgusting mass of pulsing, exposed tissue and toxic cysts.
  • Evil Evolves: Once his drugs come into play, they're there to stay, and they all grant him dangerous new powers.
  • Expy: Powers wise, of Bane. The incapacitated side of one of Wraith's character cards even shows him holding her in Bane's signature posture.
  • Life Drain: His base mechanic. He heals for any damage he inflicts, and he heals whenever he kills a Victim.
  • Mystical White Hair: Once he starts taking "Mind-Phyre," he gains psychic powers and his hair turns white.
  • No Cure for Evil: Averted. Spite is constantly healing off of nearly all of his damage he deals and Victims he kills before he overdoses. Once he does, his corrupted body stops regenerating, though with all his drugs in play he's still going to give the heroes a run for their money.
  • Phlebotinum Overdose: Once all his drugs are in play, they cause a minor meltdown, manifesting as Spite flipping to his "Drug-Wracked Monstrosity" side, dealing toxic damage to himself for all the victims in play that he hasn't killed yet, then putting away his deck to spend the rest of the fight brawling with the heroes.
  • Psycho Serum: How Spite increases his power. Once he gets five, he flips. His Agent of Gloom variant instead gets one of his drugs every time he kills a victim.
  • Sadistic Choice: His victims typically force this on the heroes. Either they suffer hits to their cards, or they leave the victim in the open for Spite to kill and feed from. His Agent of Gloom variant makes it even worse, as the heroes now have to decide whether it's more important to take the painful hit now, or let Spite get more drugs in play and become even harder to take down later.
  • Serial Killer: Even before he started self-medicating with Psycho Serum, he was a prolific one. Afterward, he also needs to feed the terrible hunger his drugs induce in him. He heals damage every time he manages to kill a victim on his "Transhuman Serial Killer" side.
  • Super Strength: PL531 Compound Upsilon is the most obvious analogue to Venom, giving him huge bulging muscles that boost his damage and allowing him to send at least one Ongoing or Equipment card right back to a hero's hand each round.
  • Tainted Veins: PL602 Compound Omicron induces these, which also act as natural armor against the first hit he takes each turn.
  • Villain Override: If enough victims end up in the safehouse while fighting Agent of Gloom, Gloomweaver will decide that Donovan isn't living up to his end of the bargain and will take over personally.

Wager Master

Debut: Mini expansion
Would you like to play a game?

At the beginning of everything there was nothing but the wager, which was that nothing would happen. However, something did happen, and one of those somethings was the creation of Wager Master. He plays with the heroes, changing the rules as he sees fit because he can.

  • Arch-Enemy: Guise.
  • Berserk Button: If most of his cards are put face-down, he flips into his "Increased Stakes" mode-in effect, he has a tantrum about the fact that the heroes are successfully overcoming his arbitrary contests and refusing to play ball with him, going full Killer Game Master and attacking the heroes directly while he resets the board.
  • Expy: of Mxyzptlk, though more overtly malevolent.
  • Deal with the Devil: Two of his cards see him trying to make these: one with Expatriette, to give her the superpowers her mother always wanted her to have, and one with Absolute Zero, to let him be normal and exist outside of his specialized cryo suit and chamber.
  • Instant Lose Condition/Instant-Win Condition: Wager Master's deck is filled to the brim with these. Appropriate as he is a Reality Warper
    • An Unwise Wager makes the heroes lose if there is ever a empty hero deck at any time.
    • Playing Dice with the Cosmos makes the heroes lose if even one hero is incapacitated at the end of Wager Master's turn.
    • Any hero incapacitated by the effect of The New Deal results in the heroes losing.
    • The Wagelings cause the Heroes to lose if there are more villain targets than hero targets
    • Who Are You Fighting? makes the heroes lose if Wager Master runs out of HP.
    • Losing to the Odds lets the heroes win if every hero has an even amount of HP (that is not their max HP) at the end of the villain turn.
    • Not All He Seems lets the heroes win if Wager Master's deck is empty.
  • Luck-Based Mission: More than any other villain. There is a non-trivial chance of the game ending in victory or defeat for the heroes before the villain's opening turn is over.
  • Reality Warper: He can bend reality with his control over cosmic improbability.
  • Sore Loser: As shown by both his Increased Stakes flipside (going into a rampage when he realizes the heroes are beating him) and in the web version victory screen (where he sulkily pouts over his loss).
  • We Cannot Go on Without You: Playing Dice with the Cosmos and The New Deal each result in hero losses should there be even one incapacitated hero.

    The Vengeful Five 

After one too many defeats by Legacy, Baron Blade puts together a team of villains who all want revenge against the Freedom Five.

Unlike the Ennead, the Vengeful Five are five separate Villains: They have their own villain decks, similar to how the heroes each have their own decks.

Tropes applying to the Vengeful Five: Vengeful Baron Blade, Ermine, Friction, Fright Train, and Proletariat

  • Five-Bad Band:
  • Evil Counterpart: The v5 play differently than most of the other villains, as they each have their own decks, cannot be played as individual villains, and they take turns alternating between villain and hero. In short they act like the hero team. Each V5 also mirrors a Freedom 5 member
    • Baron Blade is the leader of the team, like his nemesis Legacy
    • Ermine is a (former) member of high society like Wraith.
    • Friction has super speed and is a scientist like Tachyon.
    • Fright Train used to be in the military and is a heavy hitter like Bunker
    • Proletariat is a super powered person intended to serve as a military superhero, like Absolute Zero.

Vengeant Baron Blade

Debut: Vengeance

Fed up with being beaten by Legacy, Baron Blade scoured the world for other villains who have vendettas. Thus, the Vengeful Five were created to defeat the Freedom Five once and for all.

  • Arch-Enemy: Legacy.
  • Big Bad: Of the Vengeful Five.
  • Elite Mooks: Citizen Slash, Ruin, Omni-Blade, Zhu Long, and Empyreon, the Nemeses of Ex-Patriette, Argent Adept, Omnitron-X, Mr. Fixer, and Captain Cosmic.
  • Evil Genius: As usual, his deck is full of his inventions, and he supplies Friction with the Shock Dampners that keep her from frying herself.
  • Heroic Build: Super Serum has its perks!
  • No Sell: Negation Bands can negate one attack each turn and heal him at the same time.
  • Super Serum: How Baron Blade turned into a badass. However, it wasn't quite complete and tends to hurt him.


Debut: Vengeance

A member of Rook City's high society, Ermine was secretly a thief until she was caught by The Wraith. Ermine was unable to be arrested though, but her identity was revealed and her reputation was ruined. Now she seeks revenge against The Wraith.

  • Arch-Enemy: The Wraith.
  • Classy Cat-Burglar: Naturally, given who she's obviously channeling.
  • Expy: of Catwoman.
  • Googles Do Nothing: Nothing but keep her catburglar theme together.
  • Heel–Face Turn: Implied, as she is among the "friends" Captain Cosmic is producing constructs of on his Unflagging Animation card.
  • Irony: She and Maia each despised one another's cover identities as frivolous, decadent fops, each unaware of the others' secret activities.
  • Spy Catsuit: Has a number of unusual divergences, including a high collar, no sleeves, and fluffy ruffles around the gloves. Still has the cleavage though.


Debut: Vengeance

A former researcher for Tachyon, Friction was fired for unsafe scientific practices and general rudeness. Angered at the speedster, she stole experimental gear, giving her the same super speed as Tachyon, and convinced Baron Blade to allow her the chance for vengeance.

  • Arch-Enemy: Tachyon
  • Elite Mooks: Highbrow, Revenant, and Argentium.
  • Evil Counterpart: To Tachyon. Both play very similarly, focusing on getting as many Bursts/Surges into the trash to unleash one big attack, as well as having a few cards similar to each other (Synaptic Interruption/Speedy Sidestep)
  • Expy: Of Professor Zoom.
  • Fatal Flaw: Ironically for a speedster, sloth. She got fired in the first place for being too lazy to do good work or maintain a clean workplace, and many of her cards stress that she's ignoring basic safety precautions and manuals because she can't be bothered to read them.
  • Fragile Speedster: She can hit hard if she gets going and play lots of cards at once, but her hitpoints and defenses aren't great and her own cards do damage to her if he loses her Shock Dampeners.
  • No Body Left Behind: In the end, there's not much left of her but smoking shoes.
  • Revenge Before Reason: Friction is the only member of the Five that wasn't invited at all. And the suit she wears could easily shatter every bone in her body. But her desire for petty revenge is just as bright as the others', and Blade could see that.
  • Shock and Awe: Friction's speedsuit generates a good amount of electrical currents. In game, most of her cards deal herself lightning damage from moving so fast. Fortunately for her, she has the Shock Dampeners to make her immune to Lightning damage. At least, until the Heroes destroy it.
  • Super Speed: Unlike her Nemesis, Friction's super speed is from a speed suit, explaining why practically every one of her cards deals herself lightning damage: Unlike Tachyon, Friction is going faster than her body can take.

Fright Train

Debut: Vengeance

A former marine who served with Lt. Vance, he was honorably discharged due to injuries while serving, while Vance received the Bunker Suit. Unable to find legitimate work, Graves ended up providing security for unsavory people, and was chemically enhanced due to contract. Now larger and stronger than before, he swears vengeance against Bunker.

  • Arch-Enemy: Bunker, his one-time rival.
  • The Brute: He works as hired muscle now.
  • Heel–Face Turn: In the Alternate Timeline, Fright Train joins up as the Bunker, Engine of War to put a stop to Iron Legacy.
  • Psycho Serum: Didn't read the fine print in his contract carefully enough, and ended up turned into a gigantic unstoppable brute of a man.
  • The Pungeon Master: Loves his train puns. This even carries over into the playable version of him in the digital game.
  • The Rival: In training, Vance and Graves were fierce and unfriendly rivals, though Graves reluctantly followed his officer's lead in the field. The two came to a kind of peace with one another... before the chemical enhancements wracked his mind and body.
  • Scary Black Man: So big the Bunker suit had to be hollowed out to accommodate his alternate universe double.


Debut: Vengeance

In the years before the Cold War, Russian Soldier Aleksandr Tsarev was experimented on using a lump of cosmic rock. Soon he discovered the rock could split himself into two if hit with a strong enough impact. After learning how to control said power, he was put into Cryo suspension in case he was needed during the Cold War. When the Cold War never happened, the higher ups forgot about him, and he was kept in suspension until Baron Blade found him. Now, he swears vengeance against Absolute Zero, a fellow government lapdog.

  • Damage Reflector: Proletariat reflects any damage that isn't Psychic to the Clone with the least HP.
  • Arch-Enemy: Absolute Zero
  • Drop the Hammer: He often carries one.
  • Expy: Of Captain America.
  • Human Popsicle
  • Human Shield: Defensive Formation, which reduces damage the least healthy Proletariat takes by the number of Proletariats in play.
    • A more traditional version is the Proletariat's Character card: If there are any clones running around, the least healthy one takes any damage he would take, unless it is Psychic damage.
  • Me's a Crowd: His power. He can duplicate himself, but the more of him there are, the more psychic damage the original deals himself each turn.
  • Zerg Rush: His general strategy is to swarm the field with as many clones of himself as he can. However, each Clone causes the real Proletraitat to hurt himself, so while one Clone is manageable several Clones are hazardous to both the heroes and himself.

The Nemeses

Debut: Vengeance

Throughout their years of super heroing, the Sentinels of the Multiverse have racked up several enemies who want revenge against the heroes. Not only do they have nemesis symbols to do more damage to their nemesis of choice, but they gain bonus effects if their nemesis is active in the battle.

     The Endlings 

The Endlings

Deep in the far reaches of space lies the Enclave of the Endlings. It is the eternal home of the Endlings, beings that were granted eternal life by the Terminarch to preserve the racial memory of functionally extinct species.

The Endlings are part of the environment deck of the same name, so they may attack heroes and villains alike in the defense of their home.

  • The Ace: Each one is an ideal, peak specimen of their kind, a paragon of their dead race.
  • Art Shift: The art style for the Enclave of the Endlings resembles that of early 50's science fiction and comic legend Jack Kirby, complete with Kirby Dots.
  • Blood Knight: Possibly Urdid, who hungers for a challenge.
  • Conflict Killer: Immutus, the Last Fortrian, a metal giant with buckets of hitpoints who redirects all damage to itself. Fortunately, given the way turns play out, it usually blunts the villain's turn first.
  • Fish People: Frazzat, the last Pirinian.
  • Last of Their Kind: Each of the Endlings are last of their kind, kept alive so that their species would not die out.
  • Multi-Armed and Dangerous: Jansa Vi Dero the Terminarch and Frazzat.
  • Obviously Evil: Orbo, the last Satellan, a giant, hungry planet. He is the only Endling that will attack the others.
    "Orbo hungers...he cannot be trusted," The Terminarch warned. "I preserve him as I do all Endlings, but a time will come in which he will surely betray us."
  • Poisonous Person: Venox, the last Mubbloxian, like his gene-twisted brethren who have been pressed into service under Voss.
  • Really 700 Years Old: All of them are very old, though their exact ages are unknown. The only one who has a rough estimate of age is Deadline, who is around 700. But the Enclave freezes them in time, making them functionally immortal.


Debut: OblivAeon

A malevolent presence referenced in various aspects of the backstory, who sent Progeny and has been a looming threat for the whole series. In January 2016, an Alternate Reality Game hinting at his presence began with the words "It's Coming." It ended January 29 with the reveal of OblivAeon. The game's creators have confirmed that it will be the final boss of the series.

  • Big Bad: Of the entire game.
  • Curb-Stomp Battle: He faces off Ra, The Ennead and Annubis all at once and destroys them all.
  • Curb Stomp Cushion: Though it kills them all them, its battle with Ra and the rest of his estranged pantheon leaves shards of OblivAeon behind on the battlefield. While they mourn their dead friend, this gives the heroes hope — whatever OblivAeon is, it can be harmed.
  • Early-Bird Cameo: For those interested in the game's back story, this mysterious being pops up obliquely. The promo card Cosmic Omnitron states "A mysterious cosmic entity had observed as a simple factory transformed itself into a being of great intellect and order, and this entity was disappointed to see it brought to so swift an end" before reviving the defeated villain (later confirmed by a game creator). Later, Deadline sees a cosmic event forming around Earth threatening to eliminate all life, again implied to be this same being. He shows up physically in some cards, in part or in whole — Captain Cosmic's incapacitated art has him in OblivAeon's palm, K.N.Y.F.E.'s Primed Punch has her about to attack him in space, and Nightmist's Mists of Time shows him gripping Earth in the palm of his hand. The writers revealed his name appears in leetspeak, reflected in Parse's eyes on her incapacitated art. Finally, in the digital game, Infinitor's Heroic variant loss screen has him starting to manifest on earth.
  • Enemy Mine: Ra rallies his nemeses, the Ennead, to fight him, and going by the art, it looks like he'll inspire other villains to team up with the heroes, such as Baron Blade.
  • Expy: Of Galactus (world-destroyer with heralds) and the Anti-Monitor (malevolent universe-destroyer who ends up causing the end of the multiverse as we know it), with obvious visual aspects of Darkseid and Thanos as well.
  • Greater Scope Villain: He was behind such menaces as Cosmic Omnitron and Progeny, the Ego half of one of his Oblivion shards caused poor Infinitor's madness, and, considering the vast scope of his plans, he's probably the greatest scope villain in the 'verse.
  • Hero Killer: During the ARG, comics are revealed that show Ra, the Ennead and Anubis teaming up to strike at him — by the time the battle's over, Ra is mortally wounded, the Ennead are reduced to their relics and Anubis is nowhere to be seen.
  • Omnicidal Maniac: According to one of his Scions, he wants to destroy everything. The expansion's blurb mentions that he wants to collapse all reality into a single multiversal singularity, which he will dominate.
  • Vagueness Is Coming: The ARG that introduces him begins with "It's Coming," burned into the leveled Rook City.