YMMV: Sentinels Of The Multiverse

  • Game Breaker: No one character is capable of it on his own, but certain combinations can be incredibly potent, and certain cards can outright shut down villains in the right situation:
    • Haka's Savage Mana has the potential to take a lot of bite out of minion-heavy decks; by putting them under the card instead of in the trash, Voss's minions can't come back during Forced Deployment, Citizen Dawn may never flip, Baron Blade's Non-Standard Game Over is curtailed, The Chairman's Prison Break does nothing, and the Matriarch's Darken the Sky brings nothing back from her trash.
    • Wraith's Infrared Eyepiece can make any villain deck almost trivial — if used every round, you can tightly control what cards are played. This means the cards listed under That One Attack never have to come up.
    • Against The Chairman, Visionary's Brain Burn — which puts the villain's trash at the bottom of the villain's deck — turns him from a terrifying, tier-4 villain to almost a joke. So much of his strategy revolves around bringing Thug cards out of the trash that if they're not there — and won't be drawn from the deck for a while — he's screwed.
  • That One Attack: Several boss decks, particularly those rated 3 or 4 in difficulty, have these.
    • The Chairman has Prison Break, which brings every Underboss in the trash back into play, who in turn each bring a thug back from the trash.
    • Grand Warlord Voss has Forced Deployment, which resurrects every minion in the trash at the start of his turn — this could easily bring a dozen damaging cards, many with global damage, back to the field if it pops up late in the game.
    • Baron Blade and Omnitron each have a card that's this trope for set-up heavy heroes. Baron Blade's allows players to discard as many equipment and ongoing cards as they want, and afterward he does every hero target X damage, where X equals 3 plus however many equipment cards are still on the table. This means either wiping your equipment and ongoings out, or everyone taking massive damage — it can easily become a Total Party Kill. Omnitron's outright destroys the equipment, and does damage to each hero based on how many of their equipment cards were destroyed at a rate of 2 to 1, which can be devastating to heroes like Bunker, The Wraith or Absolute Zero.
    • Citizen Dawn has many.
      • Devastating Aurora, a card that destroys all hero equipment and ongoing cards as well as destroying environment cards. This one attack is able to completely turn an entire game around, especially if it fires while Dawn has several powerful minions out.
      • If Citizens Truth and Anvil are out, not only is all damage inflicted by the heroes reduced by two, but only Truth can be hurt. This effectively renders most damage dealing base powers impotent, and only high-powered cards can actually get through to even hurt Truth, who needs to get brought down before you can attack any other Citizen.
      • Rise With The Dawn doesn't do direct damage... it just brings out a Citizen from Dawn's trash. That minion you thought you were finally done with? They're back.
      • Citizens Blood, Sweat, and Tears, if they're out together. You'll be shedding ongoing cards like water, discarding multiple cards from hands, and taking heavy damage the entire time.
      • Look, let's be honest... when they least damaging cards Citizen Dawn can throw out are ones that let her draw more villain cards or damage the entire party and force them to discard cards, you know you've got a deck loaded with this trope.
    • The Matriarch has Darken the Sky, which brings out all of the Fowl cards in her trash. When considering the number of fowl she has and how fast you'll likely be burning through them, you could go form dealing with a few each turn to fight a dozen at a time.
  • That One Boss: The Chairman stands above several of the other villains — even others rated at the highest difficulty, like he is — and can easily overwhelm players who don't know exactly how to handle him. Of his 25 cards, 10 are "Thug" cards, who do damage, destroy hero ongoing or equipment cards, protect the higher level minions, or play a villain card every time a hero card is played. Five of the other cards are "Underbosses," who buff the villains' damage, heal them, and revive the Thug cards at the end of each Villain turn. Players must keep the minions in check, because they will overwhelm your team if you don't...but each minion you destroy has The Operative attack one of the heroes for heavy damage. Each turn guarantees at least one Underboss play, and when you do start making real headway, Jailbreak can revive all the minions you've put down, and Undivided Attention will do severe damage to someone on your team. Oh, and The Chairman is invincible for most of the fight, and when you do get to hit him, he retaliates against the damage dealer for heavy damage, and buffs his Thugs' damage by up to +3, doubling most of their damage. Other villain decks have similar mechanics — Citizen Dawn's minions are just as much trouble and boost one another, while The Matriarch does similar retaliatory damage — but The Chairman does it with a consistency and scale that is above and beyond the others.