Sentinels of the Multi-Verse Haka Guide
Unbreakable and unstoppable. Haka is the quintessential bruiser-tank: he builds a big hand, turns those cards into huge burst damage, and protects the team with damage prevention, redirection, and self-heal. This guide focuses on tight sequencing so you smash threats without running out of gas.
What you’ll learn
Core game plan (3 pillars)
1.
Stock Up – Grow your hand size and table presence. The bigger your hand, the bigger your punches and shields.
2.
Stabilize – Use team protection / DR / self-heal to blunt villain spikes while you keep drawing.
3.
Cash In – Convert cards into massive burst (or full-board safety) at the turn that matters.
Priority cards & why (category-based, spoiler-light)
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Hand-Size Engines: Effects that draw extra or reward you for destroying/controlling environment cards. Haka scales directly with a fat hand.
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Self-Heal / DR: Reliable heals and temporary damage reduction let you soak hits so others don’t have to.
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Team-Wide Protection: One-turn damage shutdown / prevention tools that blank a villain alpha or a nasty environment round.
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Redirection / Guarding: “Hit me instead” effects that let glass-cannon teammates keep their engines in play.
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Weapons / Multi-Target Lines: Repeatable powers or attacks that hit multiple targets; perfect for minion waves.
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Burst Amplifiers: Cards that let you discard X to add big damage to a hit (or supercharge an AOE). These turn your hoarded hand into a finisher.
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Utility / Control: Spot removal for problem ongoings/environment, or ways to bank/recall power for a later spike.
Turn sequencing (first 4 rounds)
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T1: Play a draw/hand engine or a solid repeatable attack. Use power conservatively; prioritize ending the turn +1 or +2 cards.
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T2: Add self-heal/DR or a multi-target tool. Keep building hand; don’t discard for burst yet unless it removes a must-die target.
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T3: If the board is stable, keep drawing and set a protection piece. If unstable, use team protection to blank the spike and buy a full round.
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T4: Cash in: Convert cards → burst damage (single boss or AOE), or lock the table again with prevention if a second spike is coming.
Rule of thumb: Draw → Defend → Then Detonate. Don’t spend the hand until it wins a swing.
Matchup plans
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Wide swarms: Lean on multi-target attacks; save your big discard-burst for the highest-HP minion or the boss after the field is trimmed.
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Tall bosses: Build to one or two mega-hits (discard-powered) while maintaining DR/heal so you can stay in front.
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Environment-heavy fights: Make use of environment control that turns cleanup into draw/tempo. A clean board = more Haka turns.
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Ongoing/Equipment hate: Stagger your key plays and keep a protection card in hand; don’t dump your whole plan into a known wipe.
Team synergies (who loves Haka, and who Haka loves)
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Global damage buffs / enemy debuffs: Small +1s explode Haka’s multi-hit turns and make discard-bursts outrageous.
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Extra power use givers: Double dip—repeatable strike + heal/protect or strike + strike in one round.
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Card draw engines: Feeding Haka cards is feeding the team safety and finishers later.
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Fragile engines / glass cannons: Haka’s redirection/DR lets them keep combo pieces on the table.
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Turn-order control: Let Haka blank damage before fragile allies act, or finish after allies stack debuffs.
Common pitfalls (and fast fixes)
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Spending the hand too early: You nuke once and stall.
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Fix: Don’t discard big unless it kills a phase/boss or saves the game.
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Face-tanking without a follow-up heal/DR: You’ll drift to low HP and lose tempo.
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Fix: Pair every big commit with a heal/DR the same t...