Sentinels of the Multiverse: Villains of the Multiverse
Sentinels of the Multiverse: Villains of the Multiverse Rulebook
Table of Contents
Table of Contents
Biomancer
Villain identity card: Biomancer 18 (Flesh Moulder)
- Setup: At the start of the game, Biomancer enters play "Flesh Moulder" side up. Cards are revealed from the top of Biomancer's deck until 2 targets are revealed and put into play. Other revealed cards are shuffled back into Biomancer's deck.
- Game play: The first damage dealt to Biomancer each turn is reduced by 2. At the end of Biomancer's turn, Biomancer and each Fleshchild regain 2 HP.
- Advanced: At the start of Biomancer's turn, if there are 1 or fewer villain targets in play, the top card of Biomancer's deck is played.
Biomancer deck
Friend or Foe? (One-shot) The hero target with the lowest HP deals the hero target with the highest HP 3 melee damage.
Duplexpatriette (Fleshchild, starburst 5) At the end of Biomancer's turn, this card deals the 2 hero character cards with the highest HP 2 projectile damage each.
Clone-Ranger (Fleshchild, starburst 5) At the end of Biomancer's turn, this card deals the 3 hero targets with the highest HP 1 projectile damage each.
Mass Rebirth (Ongoing) At the end of the environment turn, move each Fleshchild from Biomancer's trash into play. Then, destroy this card. When this card is destroyed, Biomancer regains 10 HP.
Homunculus (Fleshchild, starburst 7) Reduce damage dealt to this card by 1. At the end of Biomancer's turn, this card deals the hero target with the highest HP 2 melee damage.
The Carbon Adept (Fleshchild, starburst 5) At the start of Biomancer's turn, destroy 2 hero ongoing cards.
Repli-Blade (Fleshchild, starburst 5) At the start of Biomancer's turn, this card deals the hero target with the highest HP X energy damage, where X = the number of cards in Biomancer's trash.
Tempersonation (Fleshchild, starburst 5) At the end of Biomancer's turn, this card deals each hero target 2 lightning damage.
Twist of Flesh (One-shot) Biomancer deals each hero target 2 psychic damage. Biomancer and each Fleshchild regains 2 HP.
Mr. Facsimile (Fleshchild, starburst 5) If this card would be dealt exactly 1 damage, redirect that damage to the hero target with the highest HP. At the end of Biomancer's turn, this card deals the hero character card with the lowest HP 1 melee damage.
A New Creation (One-shot) Biomancer deals the hero target with the highest HP 3 psychic damage. Reveal cards from the top of Biomancer's deck until a Fleshchild is revealed, put it into play. Discard the other revealed cards.
Bugbear
Villain identity card: Bugbear 30 (Ravenous Hunter)
- Setup: At the start of the game, Bugbear enters play "Ravenous Hunter" side up. Put "Blood Scent" into play, and shuffle Bugbear's deck.
- Game play: Damage dealt by Bugbear is increased by X, where X = the number of incapacitated character cards. Whenever Bugbear deals damage, he regains HP equal to the amount of damage dealt.
- Advanced: At the end of Bugbear's turn, Bugbear deals the hero target with the highest HP 2 melee damage. Then, if "Blood Scent" is in Bugbear's play area, it is moved next to the hero target with the highest HP. "Blood Scent" is indestructible.
Bugbear deck
Stone's Sacrifice (One-shot) Bugbear deals the villain target other than himself with the lowest HP 2 infernal damage. If Bugbear destroys a target this way, play the top 2 cards of Bugbear's deck.
Unpredictable Powers (One-shot) Destroy one of Bugbear's ongoing cards. Bugbear regains 4 HP. Shuffle Bugbear's trash into his deck.
Wounding Slash (One-shot) Bugbear deals the non-villain target with the highest HP 4 melee damage. If that target is a hero character card, that hero's player discards 1 card.
Feral Brawn (Ongoing) Increase damage dealt by Bugbear by 1. Reduce damage dealt to Bugbear by 1.
Exhausting Pursuit (One-shot) Bugbear deals the non-villain target with the highest HP 3 melee damage. If that target has 10 or more HP, it deals itself 2 psychic damage.
Predator's Pattern (One-shot) Reveal cards from the top of Bugbear's deck until an ongoing card is revealed. Put it into play. Discard the other revealed cards. If no ongoing cards are revealed in this way, Bugbear deals the hero target with the highest HP 2 melee damage.
Blood Scent (Ongoing) At the start of Bugbear's turn, Bugbear deals the target next to this card 3 melee damage unless one player discards 2 cards. Then, move this card to Bugbear's play area.
Easy Prey (Ongoing) At the end of Bugbear's turn, destroy each environment target with 3 or fewer HP. Then, Bugbear regains HP equal to the number of targets destroyed this way.
Cueball (Nemesis, starburst 8) At the end of Bugbear's turn, this card deals the hero target with the most cards in play 2 projectile damage. If Guise is active in this game, redirect damage dealt by environment targets to Guise.
Ammit (Nemesis, starburst 10) At the end of Bugbear's turn, this card deals the hero target with the highest HP 3 melee damage. If Ra is active in this game, reduce all fire damage by 2.
Quetzalcoatl (Nemesis, starburst 12) At the end of Bugbear's turn, this card deals the [H] hero targets with the highest HP 2 infernal damage each. If any of the Sentinels are active in this game, damage dealt to hero targets is irreducible.
Greazer
Villain identity card: Greazer 27 (Hepcat Bounty Hunter)
- Setup: At the start of the game, Greazer enters play "Hepcat Bounty Hunter" side up. "Living Paycheck" is put into the play area of the hero target with the highest HP. Then, "Impeccable Pompadour" is put into play and Greazer's deck is shuffled.
- Game play: Greazer's Nemesis is any hero character card in the same play area as the Contract card. At the end of Greazer's turn, he deals each hero character card in the play area with the Contract card 2 energy damage.
- Advanced: Whenever Greazer deals damage to a hero character card, that hero's player must either discard 1 card, destroy 1 of their ongoing or equipment cards, or deal themselves 1 psychic damage.
Greazer deck
Pink Lady (Sweet Spaceship, starburst 12) This card is immune to melee damage. At the end of Greazer's turn, this card deals each target in the play area with the Contract card 2 projectile damage and 2 energy damage.
Thermobaric Mine (Hunter Tech, starburst 4) When this card enters play, put it in the play area of the player with the most cards in play. Then, this card deals each hero target in this play area 1 fire damage. Whenever a card enters this play area, this card deals each hero target in this play area 1 fire damage.
Impact Neutralizer (Hunter Tech, starburst 4) At the start of Greazer's turn, this card deals the target with the highest HP in the play area with the Contract card 5 sonic damage. Then, destroy 1 ongoing card in that play area.
Rahazar (Nemesis, starburst 7) At the end of Greazer's turn, this card deals the non-villain target with the highest HP 4 energy damage. Then, if Parse is active in this game, destroy 1 environment card, 1 hero ongoing card, and 1 equipment card.
Impeccable Pompadour (Perfect Hair, starburst 4) This card is indestructible. Whenever this card is dealt damage, Greazer deals the source of that damage 2 melee damage. At the start of Greazer's turn, if this card has 0 or fewer HP, Greazer deals himself 3 psychic damage. Then, restore this card to 4 HP.
Living Paycheck (Contract) This card is indestructible and cannot leave this play area until Greazer is incapacitated. If there are ever no active hero character cards in this play area, incapacitate Greazer.
H.Y.P. Displacer (Hunter Tech, starburst 4) When this card enters play, put it in the play area of the hero with the highest HP. At the start of that hero's turn, this card deals each hero target in this play area 1 sonic damage and 1 energy damage.
Groovy Moves (One-shot) Greazer deals each hero target in the play area with the Contract card 3 melee damage. Shuffle Greazer's trash into his deck.
Galactra (Nemesis, starburst 9) At the end of Greazer's turn, this card deals the hero target with the lowest HP 2 energy damage. Then, if Captain Cosmic is active in this game, this card deals each non-character card hero target 2 energy damage.
Electroshackles (Hunter Tech, starburst 4) When this card enters play, put it in the play area of the player with the most cards in hand. Then, this card deals each hero target in this play area 1 lightning damage. Reduce damage dealt to Greazer by targets in this play area by 1.
All the Best Toys (One-shot) Reveal the top 5 cards of Greazer's deck. Put any Hunter Tech revealed this way into play. Discard all other revealed cards.
Ambuscade
Villain identity card: Ambuscade 25 (Slaughterhouse Leader)
- Setup: At the start of the game, Ambuscade enters play "Slaughterhouse Leader" side up. Cards are revealed from the top of Ambuscade's deck until a Nemesis is revealed and put into play. Other revealed cards are shuffled back into Ambuscade's deck.
- Game play: At the end of Ambuscade's turn, Ambuscade deals each target next to a Snare 3 melee damage. If no damage is dealt this way, the top card of Ambuscade's deck is played.
- Advanced: At the start of the game, cards are revealed from the top of Ambuscade's deck until 2 Snares are revealed and put into play. Other revealed cards are shuffled back into Ambuscade's deck.
Ambuscade deck
Enticing Target (Snare, starburst 3) Reduce damage dealt to this card by 1. Whenever a villain target with a Nemesis icon would be dealt damage, redirect that damage to this card.
Too Many Guns (Ongoing) The first time Ambuscade deals damage to a hero target each turn, he also deals a second hero target 2 projectile damage, a third hero target 2 energy damage, and a fourth hero target 2 fire damage.
Rigged Net (Snare, Ongoing) Play this card next to the hero target with the highest HP. Whenever the target next to this card would deal damage, prevent that damage. When damage is prevented by this card, destroy this card.
Shrewd Ambush (One-shot) Reveal cards from the top of Ambuscade's deck until 1 Snare is revealed. Put it into play. Shuffle the other revealed cards into Ambuscade's deck. Move 1 Snare from Ambuscade's trash into play.
Ray Manta (Nemesis, starburst 6) At the end of Ambuscade's turn, this card deals the hero target with the highest HP 2 energy damage and destroys 1 equipment card. Then, if there are any component cards in play, destroy 1 and each Nemesis regains 2 HP.
Magman (Nemesis, starburst 6) At the end of Ambuscade's turn, this card deals the hero target with the second lowest HP 3 fire damage. If Unity is active in this game, whenever an equipment card is destroyed, this card deals each hero target 1 fire damage.
Re-Volt (Nemesis, starburst 6) At the end of Ambuscade's turn, this card deals each hero target 2 lightning damage. Then, if Setback is active in this game, add 2 tokens to his Unlucky pool.
Hunting Pack (One-shot) Reveal the top 6 cards of Ambuscade's deck. Put any Nemeses revealed into play. Discard the other revealed cards. Each villain target with a Nemesis icon regains 2 HP.
Glamour (Nemesis, starburst 6) The first time a Nemesis card would be dealt damage by a hero target each turn, redirect that damage to the hero target with the highest HP. If Tachyon is active in this game, hero cards cannot redirect damage.
Envenomed Bolts (Snare, Ongoing) Play this card next to the hero character card with the lowest HP. Whenever that hero's player plays a card, Ambuscade deals the hero character card next to this card 1 toxic damage.
Concealed Pitfall (Snare, Ongoing) Play this card in the hero play area with the fewest snare cards. Whenever that hero's player draws a card, each target in this play area deals itself 2 melee damage. Then, destroy this card.
Double-Team (One-shot) The 2 villain targets with the lowest HP each deal the hero target with the highest HP 2 melee damage. Each target which dealt damage this way regains 1 HP.
Desert Eagle (Nemesis, starburst 6) When this card enters play, it deals itself 3 damage. At the end of Ambuscade's turn, this card regains 1 HP and deals the hero target with the highest HP X projectile damage, where X = this card's HP. If Haka is active in this game, this card is immune to damage from villain targets.
Citizens Hammer & Anvil
This villain is two characters, Citizen Hammer and Citizen Anvil, sharing one deck.
Villain identity card: Citizen Anvil 16 (Guardian of the Dawn)
- Setup: At the start of the game, Citizen Anvil enters play "Guardian of the Dawn" side up. "Hammer & Shield" is put into play and Citizens Hammer & Anvil's deck is shuffled.
- Game play: Citizen Anvil is immune to damage dealt by Citizen Hammer. At the end of Citizens Hammer & Anvil's turn, if Citizen Hammer is incapacitated, Citizen Hammer's character card flips and is restored to 17 HP.
- Advanced: Reduce damage dealt to Citizen Anvil and Citizen Hammer by 1.
Villain identity card: Citizen Hammer 17 (Arsonist of the Dawn)
- Setup: At the start of the game, Citizen Hammer enters play "Arsonist of the Dawn" side up. Cards are revealed from the top of Citizens Hammer & Anvil's deck until 1 Position card is revealed and put into play. Other revealed cards are shuffled back into Citizens Hammer & Anvil's deck.
- Game play: Citizen Hammer is immune to damage dealt by Citizen Anvil. At the end of Citizens Hammer & Anvil's turn, Citizen Hammer deals the non-villain target with the second highest HP 2 fire damage.
- Advanced: Increase damage dealt by Citizen Hammer by 1.
Citizens Hammer & Anvil deck
Citizens' Imperative (One-shot) If both Citizen Hammer and Citizen Anvil are active, they regain 2 HP each. If not, the active character card in this play area deals the hero target with the lowest HP 3 melee damage.
Pyro-Hammer (One-shot) Citizen Anvil deals the hero target with the highest HP 2 melee damage. Citizen Hammer deals each non-villain target 1 fire damage.
Scorching Snap (One-shot) Citizen Hammer deals the hero target with the highest HP 2 fire damage. Prevent the next damage dealt by that target.
Wildfire (Position) When this card enters play, destroy all other position cards. At the end of Citizens Hammer & Anvil's turn, Citizen Hammer deals each non-villain target 1 fire damage and Citizen Hammer and Citizen Anvil regain 1 HP each.
Cover Fire (Position) When this card enters play, destroy all other position cards. Reduce damage dealt to Citizen Hammer by 1. The first time Citizen Anvil is dealt damage each turn, Citizen Hammer deals the source of that damage 2 fire damage.
Hammer & Shield (Relic, starburst 10) Reduce damage dealt to Citizen Anvil by 1. At the end of Citizens Hammer & Anvil's turn, Citizen Anvil deals the hero target with the highest HP 2 melee damage.
Living Firebomb (One-shot) Destroy the environment target with the lowest HP. Citizen Hammer deals each non-villain target 2 fire damage.
Burn the Divide (One-shot) Destroy 2 equipment cards. Citizen Hammer deals each hero character card 2 fire damage for each equipment card belonging to that hero destroyed this way.
Cleansing Flames (One-shot) Citizen Hammer deals each non-villain target 1 fire damage. Each villain target regains 1 HP.
Bastion (Position) When this card enters play, destroy all other position cards. Reduce damage dealt to villain character cards other than Citizen Anvil by 2. If Citizen Anvil is ever incapacitated, flip his character card, restore him to 5 HP, and destroy this card.
Sergeant Steel
Villain identity card: Sergeant Steel 22 (F.I.L.T.E.R. Leader)
- Setup: At the start of the game, Sergeant Steel enters play "F.I.L.T.E.R. Leader" side up. Cards are revealed from the top of Sergeant Steel's deck until 2 Agents are revealed and put into play. Other revealed cards are shuffled back into Sergeant Steel's deck.
- Game play: [ability] Abilities are activated by this card and cards from Sergeant Steel's deck. At the end of Sergeant Steel's turn, the [ability] ability of the villain Agent with the highest HP is activated. Then, Sergeant Steel deals the hero target with the highest HP 2 projectile damage.
- Advanced: Increase damage dealt by Sergeant Steel and Agents by 1.
Card-face notes: the alien-head glyph printed before an ability is shown here as [ability]. The circled glyph in "Individual Tactics" is shown as [circled glyph]; its exact value is not confirmed by this source.
Sergeant Steel deck
Individual Tactics (One-shot) If there are fewer than [circled glyph] Agents in play, play the top card of Sergeant Steel's deck. Activate all [ability] icons that have not been activated this turn.
F.I.L.T.E.R. Strike Force (One-shot) Reveal cards from the top of Sergeant Steel's deck until 1 Agent is revealed. Put it into play and activate its [ability] ability. Discard the other revealed cards.
Mega-Gunner (Agent, starburst 8) The first time Sergeant Steel or an Agent is dealt damage by a non-villain target each turn, this card deals that target 1 projectile damage. [ability] Increase damage dealt by this card by 2 until the start of Sergeant Steel's turn.
Infiltrationist (Agent, starburst 4) At the end of Sergeant Steel's turn, play the top card of Sergeant Steel's deck. [ability] Destroy 1 equipment card.
Sharpshooter (Agent, starburst 6) Damage dealt by Sergeant Steel is irreducible. [ability] This card deals the hero target with the highest HP 3 projectile damage.
Battle Medic (Agent, starburst 6) At the end of Sergeant Steel's turn, Sergeant Steel and each Agent regain 2 HP. [ability] Shuffle Sergeant Steel's trash and reveal cards until an Agent is revealed. Put it into play. If an Agent is put into play this way, destroy this card.
Bomb Specialist (Agent, starburst 6) Whenever Sergeant Steel deals projectile damage, he also deals the same target 2 fire damage. [ability] This card deals the 2 hero targets with the highest HP 2 projectile damage and 2 fire damage each.
Arsonator (Agent, starburst 8) Sergeant Steel and Agents are immune to fire damage. [ability] This card deals each target 2 fire damage.
Espionagent (Agent, starburst 4) Sergeant Steel and Agents are immune to damage dealt by non-hero targets. [ability] Discard the top card of a hero deck. If the discarded card was a one-shot, this card deals that deck's hero character card 2 projectile damage.
Field Inventor (Agent, starburst 4) Increase damage dealt by Sergeant Steel and Agents by 1. [ability] Discard the top 2 cards of each villain deck. Increase the next damage dealt by Sergeant Steel by X, where X = the number of One-shots discarded this way.
Mission Objective (Ongoing) Play this card in a hero play area that does not already have a Mission Objective card in it. Increase damage dealt to targets in this play area by Agents by 1.
Hold the Line (Ongoing) Reduce damage dealt to Sergeant Steel and Agents by 1. At the start of Sergeant Steel's turn, destroy this card.
La Capitan
Villain identity card: La Capitan 24 (Out of Time)
- Setup: At the start of the game, La Capitan enters play "Out of Time" side up. "Chiquito" is put into play and La Capitan's deck is shuffled.
- Game play: At the end of La Capitan's turn, if Chiquito is in play, La Capitan deals the hero target with the highest HP 3 energy damage. If not, Chiquito is moved from La Capitan's trash into play and the hero with the most cards in hand discards 1 card.
- Advanced: At the end of La Capitan's turn, 1 hero ongoing card is destroyed.
La Capitan deck
A Good Time Span (Ongoing) If La Capitan would be dealt 3 or more damage, prevent that damage and La Capitan deals the source of that damage 2 energy damage. Then, destroy this card.
Stitch in Time (Ongoing) When this card is destroyed, La Capitan takes a full turn, out of turn order sequence. At the end of the environment turn, destroy this card.
Throwback (One-shot) The environment takes a full turn now, out of turn order sequence. During that turn, villain targets are immune to damage from environment cards.
¿Donde? ¡Aqui! (One-shot) La Capitan deals the hero target with the highest HP 3 melee damage. La Capitan deals the hero target with the lowest HP 2 energy damage.
¿Quando? ¡Ahora! (One-shot) Destroy 1 villain ongoing card. Play the top card of the deck of that ongoing card. Destroy 1 hero ongoing card. Play the top card of the deck of that ongoing card. Destroy 1 environment card. Play the top card of the environment deck.
Off Tiempo (One-shot) Reveal the top card of the hero deck belonging to the player with the most cards in hand. That player discards any cards which share a keyword with the revealed card. Then, discard the revealed card.
Chronological Hotspot (Ongoing) At the start of each hero turn, reveal the top card of that hero's deck. If the revealed card is a one-shot, discard it. Otherwise, put that card into play and that hero deals themself 3 psychic damage.
Chiquito (Anthropoid, starburst 4) The first time a player discards a card each turn, place it under this card. When La Capitan or this card would be dealt damage, move 1 card from under this card to the appropriate trash. If a card is moved this way, prevent that damage.
Anomalous Shift (One-shot) Shuffle each hero trash into the associated hero deck. Reveal the top card of each hero deck. Discard any one-shots revealed this way, then put the other revealed cards back on the top of their decks.
Temporal Keelhaul (One-shot) (two identical copies in the source) Destroy 1 hero ongoing card. If a card is destroyed this way, reveal cards from the top of the destroyed card's deck until 1 ongoing card is revealed. Put it into play. Discard the other revealed cards. La Capitan deals each target in that play area 2 energy damage.
Miss Information
Villain identity card: Miss Information 23 (Reality Rewriter)
- Setup: At the start of the game, Miss Information enters play "Reality Rewriter" side up. Cards are revealed from the top of Miss Information's deck until 2 ongoing cards are revealed and put into play. Other revealed cards are shuffled back into Miss Information's deck.
- Game play: At the end of Miss Information's turn, the top card of each hero deck is moved to the bottom of that deck.
- Advanced: Reduce damage dealt by hero targets by 1.
Miss Information deck
Focused Insanity (One-shot) The hero target with the highest HP deals itself 3 psychic damage. If that target is a character card, that hero's player discards their hand, shuffles their trash into their deck, and draws 4 cards.
Twisted Reality (Ongoing) Heroes cannot use powers. At the end of each player's turn, that player may play a card. At the start of Miss Information's turn, destroy 1 hero ongoing or equipment card and then destroy this card.
Memory Loss (One-shot) Miss Information deals each hero character card 2 psychic damage. Each player either discards 1 card or destroys 1 of their ongoing cards.
A World Improved (Ongoing) Villain targets are immune to damage. At the end of a hero's turn, if no cards were played and no powers were used that turn, destroy this card.
Altered Fates (Ongoing) The first time a hero card enters play each turn, Miss Information deals the hero with the highest HP 2 psychic damage. If damage dealt that way reduces a target to under 10 HP, destroy this card.
Heartbreaker (Nemesis, starburst 10) At the end of Miss Information's turn, this card deals the hero target with the highest HP 2 melee damage. Then, increase damage dealt by this card by 1. If Expatriette, Setback, Nightmist, or Mr. Fixer is active in this game, damage dealt by this card is irreducible.
Green Grosser (Nemesis, starburst 6) At the end of Miss Information's turn, this card deals the hero character card with the most ongoing cards in play 1 energy damage and 1 fire damage. Then, if Guise is in play, this card deals 1 fire damage to each hero target.
Judge Mental (Nemesis, starburst 8) Increase psychic damage by 2. If any of the Sentinels are active in this game, hero damage cannot be increased.
Internal Collapse (Ongoing) At the end of Miss Information's turn, each player destroys 1 of their equipment cards. If no equipment cards are destroyed this way, destroy this card. Then, each player may move 1 card from their trash into their hand.
Heroes Unallied (Ongoing) Whenever a hero target deals damage, redirect that damage to the hero target with the highest HP. Then, destroy this card and play the top card of Miss Information's deck.
Balarian (Nemesis, starburst 12) At the end of Miss Information's turn, destroy 1 hero ongoing card. If the Argent Adept, Captain Cosmic, Fanatic, Haka, or Tempest is active in this game, heroes cannot use powers during turns other than their own.
Endless Possibilities (One-shot) Reveal the top card of Miss Information's deck. If it is a one-shot, discard it, and Miss Information deals each hero target 2 psychic damage. Otherwise, put it into play.
Deja Vu (One-shot) Each hero target deals itself 1 psychic damage. Move 1 ongoing card from Miss Information's trash into play. Move 1 ongoing card from 1 hero trash into play.
Unshackled Destiny (Ongoing) If damage would reduce a target to zero or fewer HP, prevent that damage. Then destroy this card.
The Operative
Villain identity card: The Operative 27 (Mystical Combatant)
- Setup: At the start of the game, The Operative enters play "Mystical Combatant" side up. "Iaido Practitioner" is put into play. The Operative's deck is shuffled.
- Game play: At the end of The Operative's turn, The Operative deals the hero target with the second lowest HP 2 melee damage.
- Advanced: When The Operative would be reduced to 0 or fewer HP, she is restored to 10 HP instead. This effect may occur only once per game.
The Operative deck
Iaido Practitioner (Ongoing) The first time damage dealt by The Operative reduces a target to 0 or fewer HP each turn, The Operative deals the hero target with the highest HP 5 melee damage.
Laced Shuriken (One-shot) The Operative deals the 2 hero targets with the lowest HP 1 toxic damage each. Reduce the next damage dealt to a target dealt damage this way by 2.
Mayor Overbrook (Nemesis, starburst 6) At the end of The Operative's turn, discard the top card of each hero deck. Then, if The Wraith is active in this game, play the top card of the deck belonging to the villain character card with the highest HP.
Professor Pollution (Nemesis, starburst 9) If The Naturalist is active in this game, increase damage dealt by this card by 2. At the end of The Operative's turn, this card deals the 3 hero targets with the highest HP 1 toxic damage each.
Poisoned Blade (One-shot) The Operative deals the hero target with the highest HP 2 melee damage and 2 toxic damage.
Shinken Strike (One-shot) The Operative deals the hero target with the lowest HP 3 melee damage.
Student of Many Masters (One-shot) If Iaido Practitioner is in play, The Operative deals the 3 hero targets with the highest HP 1 melee damage each. If not, search The Operative's trash and deck for Iaido Practitioner and put it into play. Shuffle The Operative's trash into her deck.
The Idolater (Nemesis, starburst 3) Reduce damage dealt to this card by 3. Hero targets cannot regain HP. If Fanatic is active in this game, redirect all damage dealt by Fanatic to this card.
Sweeping Assault (One-shot) The Operative deals the 3 hero targets with the highest HP 2 melee damage each.
Toxin Dart (One-shot) The Operative deals the hero target with the lowest HP 1 toxic damage. Destroy 2 hero ongoing cards in the same play area as a target dealt damage this way.
Viperous Cloud (One-shot) The Operative deals each hero target 1 toxic damage. Any player whose hero character card was dealt damage this way discards 1 card.
Plague Rat
Villain identity card: Plague Rat 29 (Chemically Leashed Pursuer)
- Setup: At the start of the game, Plague Rat enters play "Chemically Leashed Pursuer" side up. Plague Rat's deck is shuffled and cards are revealed from the top until 2 Handlers are revealed and put into play. The other revealed cards are shuffled back into Plague Rat's deck.
- Game play: Plague Rat is immune to toxic damage. If there are no Handlers in play, increase damage dealt by Plague Rat by 2. At the end of Plague Rat's turn, Plague Rat deals each target 1 toxic damage. Then, Plague Rat deals the 2 Handlers with the lowest HP 2 melee damage each.
- Advanced: Damage dealt by Plague Rat to non-villain targets is irreducible.
Plague Rat deck
Let Loose (One-shot) Destroy the Handler with the highest HP. Plague Rat deals the hero target with the highest HP X melee damage, where X = 5 minus the number of Handlers in play.
Revocorp Tanker (Handler, starburst 7) Reduce damage dealt to Plague Rat by 1. At the start of Plague Rat's turn, this card deals each hero target 1 toxic damage.
Revocorp Restrainer (Handler, starburst 5) Reduce damage dealt by Plague Rat to villain targets by 1. At the start of Plague Rat's turn, Plague Rat regains 5 HP.
Seek and Destroy (One-shot) Plague Rat deals the hero target with the most cards in play 3 melee damage. That hero's player either discards 2 cards or destroys 1 of their equipment cards.
Revocorp Backup (One-shot) Reveal cards from the top of Plague Rat's deck until 2 Handlers are revealed. Put them into play. Discard the other revealed cards.
Revocorp Neutralizer (Handler, starburst 6) Increase damage dealt by Plague Rat to hero targets by 1. At the start of Plague Rat's turn, this card deals the hero target with the highest HP 2 lightning damage.
Revocorp Analyst (Handler, starburst 4) The first time Plague Rat is dealt damage each turn, play the top card of Plague Rat's deck. At the start of Plague Rat's turn, shuffle Plague Rat's trash into his deck.
Chemical Frenzy (One-shot) Plague Rat deals each target 1 toxic damage. Any target dealt damage that way deals itself 1 melee damage.
Environments
Villains of the Multiverse adds four environments. Each is a separate environment deck, and the card faces for each are transcribed below. Card names and starburst numbers are as printed on the card faces.
The Court of Blood
Angry Mob (starburst 10) At the start of the environment turn, this card deals each target other than itself 1 melee and 1 fire damage. Then, if there are no Vampires in play, destroy 1 environment card.
Blood Countess Bathory (Vampire, starburst 15) Increase radiant damage dealt to this card by 1. At the end of the environment turn, this card deals the hero target with the highest HP 2 melee damage and 2 infernal damage.
Dame Katarina (Vampire, starburst 11) Increase radiant damage dealt to this card by 1. At the end of the environment turn, this card deals the non-Vampire target with the lowest HP 3 infernal damage.
Dowager Ilona (Vampire, starburst 7) Increase radiant damage dealt to this card by 1. Whenever a Vampire deals damage to a character card, that Vampire regains 2 HP.
Drudge Ficko (Vampire, starburst 5) Increase radiant damage dealt to this card by 1. Whenever a Vampire other than this card would be destroyed, restore that Vampire to full HP instead and then destroy this card.
Feast of Flesh At the end of the environment turn, play the top card of the environment deck. Then, if there are at least 3 Vampires in play, destroy this card. At the start of the environment turn, each Vampire deals the hero target with the highest HP 2 melee damage.
Hunter Fulepet (starburst 12) At the end of the environment turn, this card deals the Vampire with the highest HP 2 melee damage and 1 radiant damage. Whenever damage dealt by this card destroys a Vampire, this card regains 3 HP.
Infecting an Heir At the end of the environment turn, the Vampire with the highest HP deals the non-Vampire target with the lowest HP 2 melee damage. If a Vampire damages a character card this way, that target deals each non-Vampire target 2 infernal damage and destroys this card.
Matron Erzsi (Vampire, starburst 13) Increase radiant damage dealt to this card by 1. Reduce damage dealt to Vampires by 1. At the end of the environment turn, each Vampire regains 1 HP.
Pelict Dorotya (Vampire, starburst 9) Increase radiant damage dealt to this card by 1. At the end of the environment turn, this card deals each non-Vampire target 1 infernal damage.
Unhallowed Halls Non-Vampire targets cannot regain HP. Targets cannot deal radiant damage. Increase all infernal damage by 1.
Magmaria
Crystal Collector (Magmarian, starburst 6) This card is immune to fire damage. At the end of the environment turn, each player may discard a Magma Crystal. Any player that does may draw 3 cards.
Crystalloid Behemoth (Magma Crystal, starburst 11) When this card enters play, it deals each target 4 melee damage. Whenever a hero uses a power, this card deals that hero 2 fire damage. When this card is destroyed, 1 player may move this card to their hand. This card cannot be played from a player's hand.
Ember Shaman (Magmarian, starburst 4) This card is immune to fire damage. At the end of the environment turn, each player may discard a Magma Crystal. Any player that does may use a power now.
Fiery Crystallization Equipment cards gain the keyword "Magma Crystal". At the start of the environment turn, the Magmarian with the highest HP deals each target X fire damage and destroys X equipment cards, where X = the number of Magmarians in play.
Inner Core Tunneler (Magmarian, starburst 12) This card is immune to fire damage. Whenever a hero character card would be dealt damage, one player may discard a Magma Crystal. If they do, redirect that damage to this card.
Magmarian Throng At the end of the environment turn, reveal cards from the top of the environment deck until a Magmarian is revealed. Put it into play. Discard the other cards revealed this way. If no Magmarians are put into play this way, destroy this card.
Seismic Defender (Magmarian, starburst 10) This card is immune to fire damage. At the end of the environment turn, each player may discard a Magma Crystal. Then, this card deals X non-Magmarian targets 3 melee damage and 3 fire damage, where X = the number of Magma Crystals discarded.
Smoldering Crystal (Magma Crystal) At the end of the environment turn, the players may choose for 1 hero character card to be dealt 3 fire damage. A player whose hero character card takes damage this way may put this card in their hand. This card cannot be played from a player's hand.
Stone Shaper (Magmarian, starburst 8) This card is immune to fire damage. At the end of the environment turn, each player may discard a Magma Crystal and select a target. Reduce damage dealt to selected targets by 1 until the start of the environment turn.
The Temple of Zhu Long
Apprentice Poisoner (Dragon's Student, starburst 3) At the end of the environment turn, this card deals the 3 non-environment targets with the lowest HP 1 toxic damage each. When this card is destroyed, it first deals each non-environment target 1 toxic damage.
Master of the Temple At the end of the environment turn, search the environment deck and trash for The True Form. Put it into play. Shuffle the environment trash into its deck. The True Form deals each non-environment target 1 toxic damage and 1 radiant damage. Then, destroy this card.
Mysterious Ceremonies At the start of the environment turn, reveal the top card of the environment deck. If it is a target, discard it. Otherwise, put it into play. At the end of the environment turn, 1 player may either draw 3 cards or play 1 card. If no cards are drawn or played this way, destroy this card.
Resurrection Ritual Whenever a non-character card villain target is destroyed, put it under this card. At the end of the environment turn, if The True Form or Zhu Long is in play, put the bottom card under this card into play. When this card is destroyed, put all cards under this card in the villain trash.
Rites of Revival At the end of the environment turn, each player may discard any number of cards. If [circled glyph] plus 2 cards are discarded this way, flip an incapacitated hero character card, restore it to 8 HP, and that hero's player shuffles their cards into their deck and draws 2 cards. Heroes returned from incapacitation this way cannot damage environment targets this game.
Shinobi Assassin (Dragon's Student, starburst 3) When this card enters play, it deals the non-environment target with the lowest HP 3 melee damage. When this card would be destroyed, move it to the top of a hero deck instead. When this card would be drawn, discarded, revealed, or played, put it into play in the environment play area.
The True Form (Master Dragon, starburst 13) At the end of the environment turn, this card deals the non-environment target with the second highest HP 3 radiant damage and 3 toxic damage. Whenever a target is destroyed by damage dealt by this card, play the top card of the environment deck.
Madame Mittermeier's Fantastical Festival of Conundrums and Curiosities
Abandoned Big Top (Attraction) At the start of the environment turn, if there are fewer attractions than active character cards, play the top card of the environment deck.
All-Seeing Alzrabar (Attraction) At the end of each turn, 1 player may discard 1 card. If they do, they may reveal the top card of a deck. If the revealed card is a one-shot, put it into play now. Otherwise, put it back on top of that deck.
Carousel of Horror (Attraction) At the end of the environment turn, discard the top card of each deck. Whenever a target is discarded this way, each hero target deals itself 1 psychic damage.
Freak Show (Attraction) The hero target with the lowest HP cannot deal damage. When that target would attempt to deal damage, that target's player may discard 2 cards to destroy this card.
Gone Without a Trace (Attraction) At the end of the environment turn, if there are more attractions than character cards with 5 or more HP, the target with the lowest HP deals itself 5 infernal damage. If a target is destroyed this way, remove that target and this card from the game.
Maze of Mirrors (Attraction) Redirect the first damage dealt by a target each turn to the source of that damage. Treat every instance of the word "villain" on hero cards as if it were the word "hero" instead.
Shooting Gallery (Attraction) At the end of the environment turn, the hero character card with the lowest HP deals each hero target 1 projectile damage.
Unstable Midway At the start of the environment turn, deal each target 2 psychic and 1 melee damage, shuffle the environment trash into the environment deck, and play the top card of the environment deck. If that card is an attraction, destroy this card.
Wheel of Misfortune (Attraction) At the end of the environment turn, reveal the top card of the environment deck. If an attraction is revealed, put it into play. Otherwise, discard the revealed card and each target deals itself 1 psychic damage.
World's Biggest Pool Table (Attraction) At the end of the environment turn, deal the hero target with the highest HP and the villain target with the highest HP 2 projectile damage each.
You Won't Believe Your Eyes! At the start of the environment turn, each character card deals itself X psychic damage, where X = the number of attractions in play. If fewer than 5 targets took damage this way, destroy this card.