Sentinels of the Multiverse - Scream Machine vs. Gyrosaur & The Ministry at Cybersphere

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The unique villains of the set continue, this time with four villains coordinating that are each roughly as strong as a hero. They are kind of like the Ennead, except all of them are always out, and they pack a bit more bite on their normal mode. Unfortunately for them, they are going up against my favorite Cauldron hero team, the Ministry of Strategic Science.

The way the Scream Machine works is that once a certain number of instrument cards hits the field, the performer will flip into their really active mode. You have the option to focus them down or aim for the guys who may be more dangerous normally. The drawback to this is that once one of them has been removed, their instruments can no longer be played, basically forcing the remaining members to flip. Some of the normal heroes can really do a number of them with focused damage (Ra for instance), and the closest thing to him in this expansion may very well be Terminus with how hard she can hit a single person.

Gyrosaur lives and dies by the crash cards you pull. There are ongoings that help you manage them, and either limit the number that go into play, or embracing the insanity and forcing them out. Both ways have advantages, even more so if you use something like Visionary's Ether card to amplify damage to enemies and limit the friendly damage.

This variant of Terminus is the one that I consider to be her most broken. If you don't want to hide behind the Badge and become immortal, this one gives her a lot of healing potential at the expense of not having the tokens for your other plays. You can still do Badge shenanigans though, so this is probably her most flexible version.

I get a very generous draw with Titan that ignores this variant. With Payback and Chaplin, I can start hammering whichever member of the Machine plays an insturment. It would have been nice to get Titanform out right away, but there just isn't any arguing with the DPS here.

Malichae is here in his form that allows him to function as a Djinn. I still need to get them out, but I can have him use the higher functions while the Djinn can go into their intermediate forms and help contain the Machine.

This version of the Lady is here to found out the Ministry team. This version allows her to heavily focus on the advantages of her seasons. By building tokens, she can change her damage type to give her one of her other effects. It makes her extremely flexible, and once you've generated enough tokens, you can probably stay offensive for the remainder of the game. I think this can allow you to contain the blowback from Summer that you will see in the Vector game, but I couldn't test it here to verify.

As for the environment, I am trying to go back to the ones that I didn't really remember that well, which brings us here. It is a very hostile environment, but it doesn't really distinguish villain from hero. Plus with the number of targets on the field, it will not be able to aim quite as accurately as some of the others do.







Tags:
Sentinels of the Multiverse
PC
Card Game
Cauldron



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