OblivAeon(Villain)

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Villain: OblivAeon


Villain Deck

One-Shot

Absorb Energy (x2)
OblivAeon deals each target 3 Energy Damage. Add X Devastation tokens to the Inevitable Destruction card, where X = (H) minus the number of Hero Character Cards dealt damage this way.
Art: OblivAeon casting a swirl of energy from his upraised fist;
Flavor-text: "Cease your meddling! You cannot push back against the end of all things!" - OblivAeon, Freedom Five #797
Disrupt Spacetime (x3)
OblivAeon deals each target 2 Energy Damage. Move any Heroes dealt damage this way to the other Battle Zone. If no Heroes are moved this way, move OblivAeon to the other Battle Zone.
Art: Naturalist plummeting through a crack in reality as OblivAeon looks on;
Flavor-text: "As I fell through realities, I could ever see that dread visage." - The Naturalist, Tome of the Bizarre #83
Global Devastation (x2)
OblivAeon deals each target in the game 2 Melee Damage and 2 Sonic Damage. In both Battle Zones, destroy 2 Environment cards.
Art: OblivAeon breaking things as he steps in between Omnitron-IV and Silver Gulch;
Flavor-text: "What in tarnation?! Well, now, that's just downright uncharitable." - Chrono-Ranger, Freedom Five #799
Heir To Nothingness (x2)
Add 1 Devastation token to the Inevitable Destruction card. Destroy the non-Villain target with the lowest HP. If no targets are destroyed this way, move OblivAeon to the other Battle Zone.
Art: OblivAeon squishing Guise into a dripping mess with his fist;
Flavor-text: "I can't tell you that it's going to be OK, Joseph. But I can help you make it so." - The Scholar, The Guise Book #57
Summon Scion (x2)
Put the bottom card of the Scion Reserve in this Battle Zone. Play the top 2 cards of the Aeon Men deck.
Art: OblivAeon reforming Progeny within an energy globe in his hand;
Flavor-text: "Return, my creation. Though your existence need not be quite so long this time." - OblivAeon, Scion Strike #1
Tear Through Reality (x4)
Move OblivAeon to the Battle Zone with the most Hero targets. OblivAeon deals each target 2 Energy Damage and 2 Psychic Damage. Add 1 Devastation token to the Inevitable Destruction card.
Art: OblivAeon tearing through several planes of reality;
Flavor-text: "No. Stop. It won't be that easy. This is different. Far worse than we know." - Parse, Freedom Five Annual #30
Temporal Fractures (x2)
Move the Countdown token 1 space towards 0. The target with the lowest HP deals each non-Villain target other than itself 2 Energy Damage. Then, if any Hero Character Cards were dealt damage this way, move those Heroes to the other Battle Zone.
Art: KNYFE being pinned down by an alternate universe version of herself while another looks on from the background;
Flavor-text: "Crivvens, this is nae what I was hoping fer here." - K.N.Y.F.E., Cosmic Concurrence #49
The Abyss Stares Back (x3)
Add 1 Devastation token to the Inevitable Destruction card and play the top card of OblivAeon's deck. If this card is ever revealed or discarded, put this card into play, then move OblivAeon and all Heroes to the other Battle Zone.
Art: Visionary staring with a startled expression at a shadowy apparition of OblivAeon;
Flavor-text: "I looked into the Void, but what I found there was even worse." - The Visionary, Virtuoso of the Void #70
Unbracing Smite (x2)
OblivAeon deals the 2 Hero targets with the highest HP 3 Infernal Damage each. If a Hero Character Card is dealt damage this way, destroy 1 of that Hero's non-Character Cards.
Art: OblivAeon hitting alternate reality and more-human versions of Dr. Medico and Writhe with energy beams;
Flavor-text: "To me, Centinelas! I need your help protecting this reality to save our own!" - El Curador, Arcane Tales #621

Ongoing

Focus Of Power (x2)
Play this card in the other Battle Zone's Villain play area. At the end of this Villain turn, if OblivAeon is in this Battle Zone, add 1 Devastation token to the Inevitable Destruction card and play the top card of OblivAeon's deck.
Art: A strange crystalline structure with OblivAeon's markings rising above a cityscape;
Flavor-text: "Readings show enough potential energy to wipe out all matter in the solar system multiple times over!" - Tachyon, Freedom Five #799
Impending Doom (x1)
Play this card in the other Battle Zone's Villain play area. At the start of the Villain turn, if OblivAeon is here, OblivAeon deals each non-Scion target 9999 Infernal Damage. Then, move the Countdown token 1 space towards 0 and destroy this card.
Art: Legacy, Newest Legacy, and Greatest Legacy all facing off against an energy-charged OblivAeon;
Flavor-text: "This is a day of great loss for America. For everywhere. For everyone." - Legacy, Freedom Five #800


Shields

The Arc of Unreality/Cosmic Repercussions
OblivAeon Shield Phase 1
Bring forth Progeny! OblivAeon is immune to damage. Whenever a Hero enters this Battle Zone, add a token to this card and OblivAeon deals that Hero 2 Lightning Damage. When there are (H) tokens on this card, flip this card.
Art: A purple-hued OblivAeon in a spherical energy forcefield;
OblivAeon Shield Phase 2
At the start of OblivAeon's turn, destroy an Environment card. Whenever an Environment card would be destroyed, a player may discard 2 cards to prevent that destruction. At the end of OblivAeon's turn, if there are 3 Environment cards in play, remove this card from the game.
Art: A silhouette of OblivAeon's tentacled form standing inside a shadowy sphere crackling with energy;
The Ceaseless Ruin/Disintegrating Bastion
OblivAeon Shield Phase 1
Bring forth Nixious the Chosen! OblivAeon is immune to damage. At the start of OblivAeon's turn, if there are 3 cards in the Environment trash, flip this card. Otherwise, play an Environment card and add 1 Devastation token to the Inevitable Destruction card.
Art: A neon-green-hued OblivAeon in a spherical energy forcefield;
OblivAeon Shield Phase 2
At the end of OblivAeon's turn, each target deals itself 1 Fire and 1 Toxic Damage. If no Hero targets take damage this way, add (H) Devastation tokens to the Inevitable Destruction card. If at least (H) Hero targets take damage this way, remove this card from the game.
Art: OblivAeon standing next to Bunker climbing out of his suit which has been half melted as if by acid;
The Effusion of Pain/Drawn Deadly Attention
OblivAeon Shield Phase 1
Bring forth Borr the Unstable! OblivAeon is immune to damage. At the end of OblivAeon's turn, move OblivAeon to the other Battle Zone. Each target there deals itself 2 Infernal damage. If (H) Hero targets are dealt damage this way, flip this card.
Art: A red-hued OblivAeon in a spherical energy forcefield;
OblivAeon Shield Phase 2
At the start of OblivAeon's turn, incapacitate all Heroes here. If at least one Hero is incapacitated this way, remove this card from the game.
Art: Silhouettes of Harpy and Mr. Fixer looking at a tentacled OblivAeon standing in front of them;
The Primary Objective/Impenetrable Frame
OblivAeon Shield Phase 1
Bring forth Voidsoul! OblivAeon is immune to damage. When an Objective is flipped in either Battle Zone, add 1 token to this card. When there are (H) minus 1 tokens on this card, move OblivAeon to the other Battle Zone and flip this card.
Art: An orange-hued OblivAeon in a spherical energy forcefield;
OblivAeon Shield Phase 2
Reduce damage dealt to OblivAeon by 2. If OblivAeon is dealt 5 or more damage in a single turn, remove this card from the game.
Art: A screaming Captain Cosmic stabbing OblivAeon in the head with a giant energy construct sword;
The Source of Foes/Counteraction Aura
OblivAeon Shield Phase 1
Bring forth Aeon Master! OblivAeon is immune to damage. At the end of OblivAeon's turn, play the top card of the Aeon Men deck. When 4 or more Aeon men are destroyed by Heroes in one turn in either Battle Zone, flip this card.
Art: A bluish-green-hued OblivAeon in a spherical energy forcefield;
OblivAeon Shield Phase 2
After any Hero here uses a Power, move them to the other Battle Zone and play the top card of the Aeon Men deck there. At the start of OblivAeon's turn, if there are no Aeon Men in either Battle Zone, play the top card of the Aeon Men deck and remove this card from the game.
Art: Tempest attacking OblivAeon with a lightning storm and hurricane;

Mission Deck

A True Hero in the End/A Brother's Sacrifice
Objective
At the end of your turn, each Hero may deal themself 2 Psychic Damage. Whenever a Hero takes damage this way, add 1 token to this card. When there are (H) plus 2 tokens on this card, flip this card.
Art: Captain Cosmic helping Infinitor to his feet;
Flavor-text: "Brother," groans Infinitor. He wants to break free from OblivAeon's control and fight alongside his brother, Captain Cosmic. If you and your allies help shoulder his load, you may be able to save him.
Reward, Ongoing
When a Hero target would be destroyed or reduced to 0 or fewer HP, you may prevent that damage and make all Hero targets immune to damage until the start of your turn. Then, remove this card from the game.
Art: Infinitor stepping in front of a fatal blast to shield Captain Cosmic;
Flavor-text: "No, brother. Not this time. You can save us all. I can just save you." - Infinitor, Prime Wardens #66
A War-Torn Landscape/Cold War [18]
Objective
At the end of your turn, play the top 2 cards of the Environment deck. At the end of any other Hero's turn, if there are no Environment cards in play in your Battle Zone, flip this card.
Art: A landscape with multiple nuclear mushroom clouds firing off;
Flavor-text: A grim scene awaits through this portal. The destruction and chaos seem endless. But you know the stakes. You must search this realm in hope that, somewhere in all this mayhem, you can find a hero.
Reward
Each time you use a Power during your turn other than the first time, this card deals up to 3 targets 2 Cold Damage each. At the end of your turn, you may use a Power.
Art: A red-painted Russian-star marked version of the Bunker suit;
Building A King/T. Rex Bot [11]
Objective
At the end of your turn, each player may discard and/or destroy any number of their Equipment cards or Mechanical Golem cards. If at least (H) minus 1 cards enter the trash this way in one turn, flip this card.
Art: Haka carrying large amounts of scrap to Unity who's busy working with her powers;
Flavor-text: Unity is creating a golem unlike anything she's ever built before. If you can provide her with more metal, her powerful creation will join the fight! Plus, who doesn't want more robot dinosaurs?
Reward, Mechanical Golem
At the end of your turn, this card may deal 1 target 9 Melee Damage. Whenever this card is dealt damage, it deals each non-Hero target 1 Lightning Damage.
Art: A massive purple and silver t-rex golem;
Flavor-text: "Ah-ha-ha-ha-ha!!! She's alive! Mister Chomps has a big sister now!" - Unity, Freedom Five #795
Citizen Storm [12]/Citizen Storm [19]
Objective
At the end of your turn, this card deals the Hero target with the highest HP 3 Lightning Damage. Then, this card destroys 1 Hero Ongoing card. When this card would be destroyed, flip it instead.
Villain Target
Art: An alternate version of Tempest wearing an outfit similar to Citizen Dawn's standard outfit;
Flavor-text: Through the mist portal steps a figure wreathed in lightning. You face Citizen Storm, the Maerynian who conquered another reality's Earth after losing Vognild Prime. Can you defeat such a foe?
Reward
At the end of your turn, this card may either deal 1 target 3 Lightning Damage or destroy 1 Villain Ongoing card or Environment card.
Art: Citizen Storm standing in front of two red banners with stylized lightning bolt logos;
Create Contraption/Chekhov's Hairdryer
Objective
At the end of your turn, each player may discard any number of cards. Whenever an Equipment card is discarded, add 1 token to this card. When there are (H) plus 1 tokens on this card, flip this card.
Art: Wraith welding a device while Benchmark looks at blueprints in the background;
Flavor-text: "It's gotta work better this time," mumbles the Wraith. "Any insights from those RevoCorp blueprints, Randall?" If you can help the Wraith finish her device, she'll make a powerful weapon indeed.
Reward, Equipment
Power: Your Hero deals up to 2 targets 6 irreducible Energy Damage each.
Art: Wraith firing a supercharged laser beam out of her Impromptu Invention hairdryer;
Flavor-text: "Immortal cosmic being hell-bent on destruction? Good thing I've got my hair dryer." - The Wraith, Freedom Five #800
Demand of the Gods/The Magic of the Ennead
Objective
At the end of your turn, if at least (H) cards were destroyed this turn, flip this card. If not, you may move this card to another Hero's play area.
Art: A shining Ra addressing Shu, Osiris, and Nephthys;
Flavor-text: The Ennead all turned to see Ra blazing like the sun. "It is the hour to set aside petty squabbles. We must be gods now more than ever." Impress the Ennead of the urgency of the situation.
Reward, Ongoing
Power: Select a damage type. Your Hero deals each Villain Target 9 damage of that type. Then, if damage was dealt this way, remove this card from the game.
Art: Every member of the Ennead plus Anubis firing off everything they've got;
Flavor-text: "There may be no tomorrow for any of us, but there will still be a tomorrow." - Anubis, Prime Wardens #60
Enraged Terror Bird [8]/Arataki Wakarewarewa [22]
Objective
At the end of your turn, this card deals itself 2 Melee Damage. If this card ever deals itself damage, remove it from the game. Whenever this card would deal itself damage, you may discard a card to redirect that damage to a Hero target. When this card would be destroyed, flip it instead.
Environment Target
Art: A massive moa-like bird turning from its attack on a silhouetted injured person;
Flavor-text: A horrifying screech echoes out of the mist portal! In the other realm, you can see a dire moa-like bird attacking a wounded figure. If you step in and fight the fowl, its victim may be a stalwart ally.
Reward
Reduce damage dealt to this card by 1. When a Hero target in this play area would be dealt damage, redirect that damage to this card.
Art: Arataki, a female alternate universe double of Haka wearing a green and gold tribal uniform;
Expedition To Atlantis/Atlantean Conduit
Objective
Whenever a Hero card is discarded, add 1 token to this card. At the end of your turn, each player may discard up to 2 cards. When there are (H) plus 2 tokens on this card, flip this card.
Art: Chrono-Ranger watching an eye on a pillar send a red beam of light down on Naturalist in the Ruins of Atlantis;
Flavor-text: Many a villain has used the Ruins of Atlantis as a staging location for their terrible plots. Recently, the Prime Wardens set up a base here. But unexplored parts of the ruins still house so many secrets...
Reward, Relic
At the end of your turn, you may draw a card and use a Power.
Art: A strange golden object shaped like a stylized tentacle;
Flavor-text: "I am not one for trinkets, but the power from this bit of metal is quite invigorating!" - Haka, Arcane Tales #620
F.I.L.T.E.R. Heist/The Infinity Cannon
Objective
At the end of your turn, you may reveal the top 3 cards of your deck. If you reveal at least 3 different keywords this way, discard the revealed cards and flip this card. If not, shuffle the revealed cards into your deck.
Art: Tiny Sky-Scraper hanging onto the elbow of KNYFE who's rappelling in upside down behind an unsuspecting FILTER agent;
Flavor-text: The tiny alien and the rogue agent slide evenly and silently down the line. For this infiltration job, all will have to go exactly according to plan. What can you grab from the F.I.L.T.E.R. facility?
Reward, Equipment, Gun
Power: Either draw a card or play an Ammo card. Your Hero deals 1 target 5 Energy Damage.
Any number of Ammo cards may be in play next to this card.
Art: Expatriette holding an enormous multi-colored energy cannon;
Flavor-text: "Are you kidding me?! This ridiculous gun is amazing! Talk about your silver linings..." - Expatriette, Dark Watch #23
Form the Mecha-Knight/Mecha-Knight Ultra-Strike
Objective
At the end of your turn, each player may reveal the top card of their deck. They may discard or draw that card. If (H) cards are discarded this way, flip this card.
Art: Closeups of Tempest, Idealist, Visionary, Argent Adept, and Captain Cosmic posing in a Super-Sentai-style 5-in-1 image;
Flavor-text: "Ready?" The young shard-bearer asks. Your companions nod. Your planning has led to this moment. "Let's do it! Come on, Mecha-Knight!" Summon your strength, heroes. This will take all your might.
Reward, Ongoing, Concept
Power: Your Hero deals X targets 1 Lightning Damage, 1 Energy Damage, 1 Psychic Damage, 1 Sonic Damage, and 1 Melee Damage, where X = the number of cards under this card plus 1.
Art: A massive multi-colored Megazord-like robot facing off against OblivAeon;
Flavor-text: "I appreciate your exuberance. Truly, I do. But must both of you make sound effects?" - Captain Cosmic, Void Guard #17
Great Fortune/Lucky Break [20]
Objective
At the end of your turn, you may select a card in your hand, shuffle your deck, and reveal the top card of your deck. If the revealed card and the selected card share a keyword, play them both. Then, flip this card. If not, discard them both.
Art: A family taking tourist pictures of golden statues of Lucky Break and a lady with a corset, ponytail, and shield strapped to her back;
Flavor-text: The world you glimpse through this mist portal shines so brightly it almost hurts your eyes. A world of mighty heroes who protect their reality. Perhaps one might even join the fight against OblivAeon...
Reward
At the end of your turn, reveal the top card of your deck. Each player may play a card that shares a keyword with the revealed card. Then, put the revealed card into play.
Art: An alternate universe Setback who is dressed more similarly to Legacy but in yellow and black colors and with the die instead of a lantern;
Hellion [13]/Seraph [21]
Objective
At the end of your turn, this card deals your Hero Character Card 1 irreducible Melee Damage, then deals each Hero target 1 Infernal Damage. When this card would be destroyed, flip it instead.
Villain Target
Art: A Satanic version of Fanatic wielding a dark sword in one hand and infernal energy in the other;
Flavor-text: "Face me and tremble!" The winged woman strides through the mist portal, radiating malevolence. "I enslaved the heroes of my realm. You shall me next!" Defeat Hellion to free a hero from her world.
Reward
At the end of your turn, this card deals up to 3 targets 2 irreducible Radiant Damage each. Whenever Radiant Damage is dealt to this card, you may play a card or use a Power.
Art: An alternate universe version of Apostate dressed in blue paladin-like armor and wielding a longsword;
Hermetic Evolved [11]/Bloodstone
Objective
At the end of your turn, this card deals each Hero target 1 irreducible Infernal Damage. Any Hero Character Card dealt damage this way deals itself 1 Psychic Damage. When this card would be destroyed, flip it instead.
Art: Hermetic changed into a massive hulking deformed monster with an arcane symbol on his chest;
Flavor-text: The man called Hermetic has little control of his now-monstrous form. "Your blood. Give me your blood." This empowered beast must have been made by some perverted magical artifact. Where is it?
Reward, Relic
At the end of your turn, discard a card. When your Hero would be incapacitated, restore them to their max HP instead. Then, destroy this card. When this card is destroyed, each Hero target regains 6 HP.
Art: Lifeline holding a sphere glowing a lurid red;
Flavor-text: "The blood magic within this stone roils. This is true power, but at a great cost." - Lifeline, Tome of the Bizarre #83
Infusion Of Power/The Apex of Humanity
Objective
At the end of your turn, if there are only 2 Heroes in this Battle Zone, 1 Hero Character Card may deal itself 4 Psychic Damage. If a Hero is dealt damage this way, flip this card.
Art: Guise being imbued with energy in a magical-girl-transformation-like sequence;
Flavor-text: The Scholar and Guise travelled together and fought villains in all manner of environments. But now, Guise was likely to be erased from existence, if not for the Scholar's intervention.
Reward, Ongoing
Increase damage dealt by your Hero by 1. Reduce damage dealt to your Hero by 1. Whenever your Hero uses a Power, they regain 1 HP.
Art: Guise's form channeling all of the Scholar's elemental powers, with an alchemical sign on his chest;
Flavor-text: "This power... you should be destroyed, but instead, you are elevated!" - Voidsoul, Arcane Tales #622
Nature's Compulsion/Primordial Boon
Objective
At the end of your turn, you may move your Hero to the other Battle Zone.
Each time your Hero enters a Battle Zone, add 1 token to this card. When there are 4 tokens on this card, flip this card.
Art: An unmasked Naturalist in normal clothes walking through a field carrying a sack;
Flavor-text: Michael Conteh walks the Earth. His time learning from the Virtuoso of the Void led into his direct role in aiding the Earth spirit's transition from Akash'Bhuta to Akash'Thriya. But the Naturalist must still walk.
Reward, Ongoing
Increase damage dealt by targets in this play area by 1. At the end of your turn, each Hero target in this play area regains 1 HP. Then, you may move your Hero to the other Battle Zone.
Art: The Naturalist as a giant green-hued vulture with his symbol on its chest;
Flavor-text: "You always strive for more, human-animal. Or should I say animal-human?" - Akash'Thriya, Virtuoso of the Void #71
Orchestrate The Void/Virtuosos of the Void [10]
Objective
Whenever you cause another player to play a card, use a Power, or draw a card, add 1 token to this card. When there are (H) plus 1 tokens on this card, flip this card.
Art: The Argent Adept playing his Pipes while surrounded by various elements and his Horn, Harp, Baton, Lyra, and Drum;
Flavor-text: Following the Argent Adept's rhythm, the Void itself plays in concert with the elements, strumming strings and producing sounds unknown to human ears. With your aid, he can summon his predecessors.
Reward, Voidforms
At the end of your turn, each player may draw a card. Then, one player may play a card. Then, one Hero target deals 1 target 2 Energy Damage. Then, each Hero target regains 2 HP.
Art: The voidforms of Sister Saffron, the Sallow Skald, the Crimson Conductor, the Cerulean Sorcerer, and the Amber Accompianist;
Flavor-text: "I call you forth from the Void. Your service has ended, but without you, more will end." - The Argent Adept, Prime Wardens #65
Shattering Blow/OblivAeon Shard
Objective
Regardless of the Battle Zone you are in, if OblivAeon is ever dealt 12 or more damage in one turn, you may flip this card.
Art: Sky-Scraper about to stab OblivAeon in the chest with the Space Needle;
Flavor-text: With the help of Luminary's devices, Sky-Scraper has grown larger than ever before, and seeks to deal OblivAeon a mighty blow. The might of heroes working together can break the cosmic destroyer!
Reward, Relic
At the start of your turn, you may discard a card. If you do, increase damage dealt to and by Hero targets in this play area by the number of Devastation tokens on the Inevitable Destruction card until the start of your next turn.
Art: Tachyon holding an OblivAeon Shard and seeing visions of herself in multiple different realities;
Flavor-text: "This is too much. I can see how the realities fit together, and worse, how they fall apart." - Tachyon, Freedom Five #793
Summon The Colosseum/Bloodsworn Exhibition
Objective
Whenever a Hero target deals 2 or more damage to multiple targets in a single turn, deals 1 target 4 or more damage at once, or destroys a target, add 1 token to this card. When there are 5 tokens on this card, flip this card.
Art: Lifeline and Writhe casting their energies at the exterior of the Bloodsword Colosseum;
Flavor-text: The heroes Lifeline and Writhe both remember their recent time in the Bloodsworn Colosseum all too well. With your help, they could get Kaargra's attention and call on her gladiators for aid...
Reward, Ongoing
Power: Destroy up to 6 targets with 7 or fewer HP each. Put this card on top of a Hero deck in either Battle Zone.
Art: Kaargra and Dymkharn destroying Aeon Men;
Flavor-text: "Another splendid battle! Are we recording this? We should be recording this. Great promo." - Kaargra Warfang, Prime Wardens #65
The Digital Age/Omni-Unity [15]
Objective
At the end of your turn, reveal the top card of your deck. You may discard a card to put the revealed card into play. Otherwise, discard the revealed card. Either way, if you discarded an Equipment card, flip this card.
Art: A city landscape completely made of an Omnitron aesthetic with an Omnitron-X-like figure walking around;
Flavor-text: Through this mist portal you find a realm where Omnitron assimilated everything. Every living thing is part of Omnitron's programming here. But are there any heroes who could help against OblivAeon?
Reward
Each Equipment card from your deck gains the keyword Mechanical Golem and has a maximum HP of 5. At the end of your turn, each target in this play area may deal 1 target 1 Lightning Damage.
Art: An alternate version of Unity that looks like a humanoid purple and pink hued Omnitron-styled robot;
The Final Champion/Cursor [14]
Objective
At the end of your turn, if there are more Hero targets than non-Hero targets in this Battle Zone, flip this card.
Art: A statue of Voss being torn down by the Thorathians;
Flavor-text: In this reality, Thorathian citizens erase the stain of Grand Warlord Voss and his military forces from Dok'Thorath, aided by a hero of Earth who now may be willing to join the fight against OblivAeon.
Reward
Increase damage dealt by non-Character Card Hero targets by 1. Reduce the first damage that would be dealt to any Hero target in this play area each turn by 4.
Art: An alternate reality version of Parse who has Captain Cosmic's outfit and is wielding a bow and arrow Construct;
The Last Wager/Meager Winnings
Objective
At the end of your turn, each player may discard 1 card. Then, any player who discarded may draw 1 card. If 2 or more one-shots were drawn this way, flip this card. If no cards are discarded this way, shuffle this card into the Mission Deck.
Art: Mr. Fixer and Harpy trapped in a Family Feud-like game with Wager Master, with "Things in a Hero's Closet" as the category, while OblivAeon lasers things in the background.
Flavor-text: "Tick tock, heroes! Dead or alive, you've got to make your guesses before the time runs out!" Wager Master has the heroes trapped in his poorly-timed games. But what happens if you manage to win?
Reward, Ongoing
At the start of your turn, 1 Hero target regains 1 HP. If no targets regain HP this way, flip 1 Objective in this play area, and remove this card from the game.
Art: An unimpressed Wager Master is handing a "Participation" trophy to an equally unimpressed Scholar and Guise, the latter of which is wearing a "You Tried" ribbon;
Flavor-text: "Yeah, yeah. You're both big winners. Ugh, you're no fun when you're not tormented." - Wager Master, The Guise Book #55
The Nations in Ruins/El Mejor Legado [20]
Objective
At the end of your turn, if there are more Hero targets in this Battle Zone than non-Hero targets in the other Battle Zone, you may play the top card of both Environment decks. If you do, flip this card.
Art: The White House in another reality being destroyed by an explosion;
Flavor-text: You see many scenes through this portal. The nations of this world have been decimated. There seem to be no bastions of civilization here. But if you could find one, you'd also find its heroes.
Reward
Increase damage dealt by Hero targets in this play area by 1. At the end of your turn, this card may deal 1 Villain Target 2 Melee Damage.
Art: An alternate reality version of Legacy with dark hair and facial hair, in a blue and white and gold uniform with a sun symbol on the chest;
The Red Menace [14]/The Everyman [14]
Objective
The first time this card is dealt damage each turn, it deals the source of that damage 3 Fire Damage. At the end of your turn, this card deals each non-Villain Target 1 Fire Damage. When this card would be destroyed, flip it instead.
Villain Target
Art: An alternate reality version of Absolute Zero that is painted red and has a fire sickle and a Russian star on their chest;
Flavor-text: At first, it seems like all that exists through this mist portal is fire. But then, you see a glowing red hot figure in the fire, stoking the flames. The foes of this pyromaniac would make strong allies.
Reward
The first time this card is dealt damage each turn, you may draw a card. At the end of your turn, this card may deal 1 target X Melee Damage, where X = the number of cards in your hand.
Art: An alternate reality version of Proletariat clones, colored in the red, white, and blue stars and stripes stylings of an American flag;
Time and Time Again/The Chronoist [14]
Objective
At the end of your turn, each player may discard any number of cards. Then, shuffle any number of Hero trash piles into their decks. If at least 12 cards were shuffled into decks this way, flip this card.
Art: Chrono-Ranger sitting in the middle of a lava flow in Pompeii, looking startled at the sudden appearance of a figure from a time portal;
Flavor-text: The blistering heat threatens to overwhelm Chrono-Ranger. "Hard to get comfortable-like with all this lava," Jim grumbles. If someone had the power to save him, they would be powerful indeed.
Reward
At the end of your turn, you and one other player may each play a card. If neither of you do, this card deals 1 target 3 Melee and 3 Energy Damage.
Art: A man with ancient Greek features and clothing but carrying an electronic scroll and a futuristic utility belt and gadget wristband;
To Hope For the Dawn/Devastating Aurora
Objective
At the end of your turn, you may move any number of your cards from your play area to your hand. If you move at least 2 cards with Powers on them to your hand, flip this card and put it in your hand.
Art: Expatriette in casual clothes and with none of her gear, approaching Citizen Dawn inside the Citadel;
Flavor-text: "Expatriette," Citizen Dawn snarls, her voice dripping with contempt. "No, mother. Amanda. Can you believe I'm here to talk to my mom?" Getting through to Citizen Dawn could turn the tables on OblivAeon.
Reward, One-Shot
Destroy all Villain Ongoing cards. Destroy all Environment cards. The Environment deals each Villain Target 3 Energy Damage and 3 Radiant Damage. Put this card under the top card of a Hero Deck.
Art: Citizen Dawn bringing her aurora rain down on Aeon Master and Voidsoul;
Flavor-text: "The light cannot be extinguished, and you cannot be permitted your destruction!" - Citizen Dawn, Freedom Five #800

Scion Deck

One-Shot

Aeon Assault (x3)
Play the top card of the Aeon Men deck. Move any Aeon Men in the other Battle Zone to this Battle Zone. The Scion with the highest HP deals the Hero target with the highest HP X Energy Damage, where X = the number of Aeon Men here.
Art: Aeon Master creating a bunch of Aeon Men.
Flavor-text: "Life. Death. Consume!" - Aeon Master, Scion Strike #2
Certain Finality (x2)
The Scion with the highest HP deals the Hero target with the lowest HP 10 irreducible Infernal Damage. If no targets are destroyed this way, move 1 Scion from the other Battle Zone to this Battle Zone.
Art: Sky-Scraper and Captain Cosmic looking defeated with Faultless looming in the background.
Flavor-text: "Things look a bit rough, and... well... they are quite bad. I don't know that we can go on." - Captain Cosmic, Prime Wardens #64
Elemental Pandemonium (x2)
The Scion with the highest HP deals each Hero target 2 Cold Damage, 2 Fire Damage, and 2 Lightning Damage.
Art: Idealist and Tempest facing off against Golden Progeny unleashing his elemental energy.
Flavor-text: "Oh, geeze. We can barely hurt Gary Goldman here, and he's pulverizing us!" - The Idealist, Void Guard #14
Erase From Time (x2)
The Scion with the lowest HP deals the Hero Character Card with the lowest HP 3 Infernal Damage. Then, if that Hero is not incapacitated, each player discards 1 card.
Art: Nixious entangling Argent Adept in its tentacles.
Flavor-text: "Unhand me, vile fiend! Do not beg the Void to find itself within you..." - The Argent Adept, Scion Strike #4
Reality Altered (x3)
Destroy 2 Environment cards. Move each Aeon Man to the other Battle Zone. If OblivAeon is here, move OblivAeon to the other Battle Zone.
Art: Voss looking into a globe displaying a landscape with "It's coming" written out in fiery letters in the sky.
Flavor-text: "The time is now. Heroes of Earth, are you up to the task?" - Rainek Kel'Voss, Freedom Five Annual #30
Relentless Hunter (x3)
The Scion with the lowest HP deals the Hero target with the highest HP 5 Melee Damage. If no damage was dealt this way, move that Scion to the other Battle Zone and that Scion deals the Hero target with the highest HP 5 Melee Damage.
Art: Empyreon holding Benchmark up with a hand over his mouth.
Flavor-text: "Silence, little man. Your end is upon us, as is the end of all. Meet it with still lips." - Empyreon, Scion Strike #1
Rend Minds and Souls (x3)
The Scion with the lowest HP deals the 2 Hero targets with the highest HP 2 Psychic Damage each. Each Hero dealt damage this way destroys 1 of their non-Character cards.
Art: Dark Mind sending her psychic energy through Setback's torso and Expatriette's forehead.
Flavor-text: "The way you care for each other is... touching. I'll take that. It's all mine now." - Dark Mind, Scion Strike #3
Scatter Slaughter (x2)
The Scion with the lowest HP deals the Hero target with the highest HP (H) Energy Damage and the Hero target with the lowest HP (H) minus 1 Projectile Damage.
Art: Sanction helmeted up and going ballistic with her energy beams.
Flavor-text: "Judgement: Found wanting! Administering ultimate judgement!" - Sanction, Scion Strike #6
Terrible Burden (x3)
Move OblivAeon to this Battle Zone. Put the bottom card of the Scion Reserve in this Battle Zone. That Scion deals each Hero target 1 Projectile Damage and 1 Fire Damage.
Art: ObivAeon holding in his hand Borr the Unstable who's charging up with explosive energy.
Flavor-text: "Yes, my master. I will carry this burden until the carrying undoes me." - Borr the Unstable, Scion Strike #4
Wave Of Oppression (x2)
Destroy 1 non-Target Environment card. The Scion with the lowest HP deals each non-Villain target 2 Psychic Damage. Each player discards 1 card.
Art: A group of citzens looking despondent and apathetic while a shadow of Voidsoul looms over them.
Flavor-text: "There is no hope. Nothing is real but despair. All you have left is your regrets." - Voidsoul, Freedom Five #797

Meta: OblivAeon


Edit this Reference

Confirmed

  • "The child is the center" refers to The Dreamer. A hint at this can be found on the infamous card "Fixed Point". The "Fixed Point" is that in every reality, young Vanessa Long manifests powers. The Visionary came from her time to prevent the Vanessa Long of this reality from going through what she did, and yet, this reality's Vanessa Long STILL manifested powers. This is important, because these "Fixed Points" across spacetime is how OblivAeon is destroying everything. The more points that realities have in common, the more they draw "close" and if multiple realities are too close, they act as cosmic anti-matter, destroying each other. The Child is the Center

To Other Works

  • OblivAeon based on size and near invulnerability seems like a reference to Galactus from Marvel. Adding onto this is the fact he sends out those he has empowered before he fully arrives in Scions much like Galactus had the Silver Surfer.

Sources




Edit this Clarification

Fireside Chats

  • OblivAeon Mode
    • Switching Battle Zones does not count as a card entering/leaving play (e.g. Hair-trigger Reflexes).
    • The Inevitable Destruction card, Scion Reserve, and Battle Zone cards work like the Ennead instructions card in that they are “ghost cards.” They not count as cards in play and nothing else can affect them.
    • Some environment cards travel between battle zones (with help). Examples: Bloogo, treasures, trials, targets under Savage Mana. When an environment card is destroyed, it goes back to its proper trash, even if that’s in the other battle zone.
    • Advanced/challenge modes can be specified on a per-scion basis, like villain team mode.
    • When an environment is removed from the game, any hero cards in that environment’s trash go to their hero’s trash.
    • When Voss usurps OblivAeon, you can only use Rites of Revival if there are no active heroes in your play area. You can resurrect any one of your incapacitated heroes, as long as you have zero active heroes.
    • New scions are targets entering play, but not cards entering play (similar to the Ennead). Therefore Buffer Overflow cannot react to them.
    • The order of start/end of turn actions based on when cards entering play are preserved even when cards move between battle zones.
    • When cards refer to “all X in the game” (e.g. OblivAeon page 2, Global Devastation) this ignores Battle Zones.
    • Temporary effects created by a hero (e.g. Galvanize) follow them when switching Battle Zones.
    • Scions activate their start/end of turn actions in the order they were moved into play.
    • When temporary effects are created that affect all heroes in a battle zone, and new heroes enter the battle zone, the effects apply to the new heroes.
    • When an environment is removed and replaced, any cards that were next to the old environment’s targets (e.g. constructs, links, bounties) go to their respective trashes.
    • When Captain Cosmic Requital gets incapacitated, he can play rewards from under his character card. Rewards go on top of the Construct cards.
    • Similarly, incapacitated Completionist Guise can remove rewards from the game. What a jerk. To no effect. What a silly waste.
    • If OblivAeon is in Battle Zone 1 and The Wraith is in Battle Zone 2 and OblivAeon deals damage to all targets, she cannot deal counter damage to OblivAeon via Combat Stance. Tachyon in Battle Zone 2 cannot use Synaptic Interruption to redirect the damage back to OblivAeon. They cannot interact with a target in another battle zone. OblivAeon is the only one who can, and only when a card specifically allows him to do so.
    • If The Wraith uses Stun Bolt on OblivAeon and then she switches Battle Zones, the effect follows The Wraith and no longer affects OblivAeon until they are in the same Battle Zone. Unless stated otherwise, cards and effects in a battle zone cannot affect or be affected by anything in the other battle zone.
    • Mission cards enter play when they are taken on by a hero.
    • If a hero gets incapacitated during their “Before Start of Turn” phase, they get to use an incapacitated ability as normal. They can choose from any of the incapacitated heroes in their play area.
    • When Aeon Master plays the top card of the Aeon Men deck, it plays in Aeon Master’s Battle Zone, not OblivAeon’s. Aeon Master can only act in the battle zone that Aeon Master is in, unless an effect specifically says otherwise.
    • In Medias Res can interrupt and stop Borr the Unstable’s flip actions (destroy environments and deal damage). However, Borr himself is still removed from the game. That action is going to happen, no matter what.
    • The flipped side of Faultless is still a villain character card. It works the same as Heroic Infinitor.
    • On Advanced, Faultless effectively always reduces damage by 2. If Legacy deals Faultless 4 damage, Faultless takes 2 damage (-1 damage because even, -1 from Advanced). If Legacy deals Advanced Faultless 3 damage, Faultless takes 1 damage (-1 from Advanced, then -1 damage because even).
    • Sanction reacts twice whenever objectives are traded, because there are two objective cards moving into hero play areas.
    • When fighting Voss, if a hero is incapacitated, during their turn they get to use an incapacitated ability twice (once during Before Start of Turn and once during the middle of their turn as normal). They’ll need it!
    • In the OblivAeon booklet it says in a few places: "Follow the environment removal rules on the top card of the scion reserve" without saying which environment to remove. In these cases, the players may choose which environment to remove.
    • If a player has both Omni-Unity in play and the Infinity Cannon or Chekhov’s Hairdryer, they count as mechanical golems as well.
    • When a card looks for the hero with the most rewards, rewards under character cards do not count toward that number.
    • If OblivAeon deals damage to the Representative of Earth via Disrupt Spacetime, that hero and the Representative of Earth card go on a trip! They live in that other environment until something sends them back. If/when Representative of Earth gets destroyed, it returns to its proper trash pile. If the Game Over effect occurs, it takes place in that Battle Zone, destroying the other environment rather than the Celestial Tribunal.
    • If Potential Pratfalls and OblivAeon are in Battle Zone 1 and OblivAeon plays Global Devastation (dealing damage in both Battle Zones), Potential Pratfalls only reduces the melee damage that OblivAeon deals in Battle Zone 1. It cannot effect the damage dealt to targets in Battle Zone 2.
    • The Abyss Stares Back follows the same rules as Shinobi Assassin with regards to being revealed/discarded (you reveal/discard the next card).
    • Suppose OblivAeon is in Battle Zone 1 and Aeon Master and an Aeon Warrior are in Battle Zone 2. If Aeon Master causes OblivAeon to destroy the Aeon Warrior, OblivAeon deals damage to a target in Battle Zone 2, the zone the Aeon Warrior was in.
    • When the Arc of Unreality is in play and the Sentinels enter the Battle Zone, one member of the team takes damage and one token is added to the card.
    • Demand of the Gods may be moved to another hero’s play area that already has an objective.
    • Ammo played to the Infinity Cannon by the first part of the power gets used by the damage in the second part of the power.
    • The text of “A Brother’s Sacrifice” is updated to read: "prevent that damage or destruction".
    • Infusion of Power only counts active heroes. The Sentinels count as up to 4 heroes (1 for each active hero character card). If the Sentinels have The Apex of Humanity in their play area it affects them all, but the last line only affects the one of them that uses the power.
    • In OblivAeon mode, cards that refer to "the villain deck" can affect any of the villain decks (OblivAeon deck, Aeon Men deck, & Scion deck), similar to villain team mode.
    • The OblivAeon decks do not reside in a battle zone. Whenever a card is in a battle zone, a “portal” to that deck becomes available. For example, if Take Down is in play, Legacy only prevents villain cards being played to the battle zone Legacy is in. He does not prevent villain cards from being played in the other battle zone.
    • Suppose OblivAeon is at the end of his turn destroying Aeon Men. He destroys an Aeon Locus, and that causes OblivAeon to play a card that moves him to the other battle zone. He continues destroying Aeon Men in whatever Battle Zone he's in until there are no more in that Battle Zone. If he moves away from Aeon Men before destroying them, they're safe. For now.
    • Faultless allows each of the individual members of the Sentinels to use a power at the end of his turn.
    • When Faultless flips, it counts as a scion being removed from the game.
    • Mission cards where both sides have a target are considered different targets on each side. Even Citizen Storm, who has the same name on both sides. Example: OblivAeon damages all targets, causing Citizen Storm (objective) to flip. Citizen Storm (reward) is then also damaged.
    • "Until the start of your turn" effects expire after the "before start of turn" phase. Example: Legacy uses Galvanize. Then before the start of his next turn, he uses an incapacitated ability to play a card. Galvanize is still in effect for that card play. OblivAeon apologizes for the weirdness of his game mode. He wanted to destroy everything, not create a bunch of complications. He's really into simplicity!
    • Suppose a Shinobi Assassin is on a hero deck, and then the hero moves to the other battle zone (non-Temple of Zhu Long). When the hero draws a card and the Shinobi Assassin is put into play, it goes to the environment play area, as per the text. No matter that the environment play area isn't the Temple of Zhu Long - he sends his assassins all sorts of strange places.
    • Suppose a Shinobi Assassin is in play and there are no heroes in its battle zone. When it is destroyed, with no top of hero decks for it to go to, it defaults to the environment trash.
    • Suppose on OblivAeon's last page, the countdown token reaches 0. OblivAeon chooses the hero with the lowest HP in the entire game, not just his battle zone. It removes the environment with the hero, as it says it erases a hero and their surroundings.
    • If Dark Mind steals the card that is revealed by Great Fortune, the card that you selected from your hand doesn't share a keyword with any revealed card, as it has been stolen and has no text. Thus, the selected card is discarded. Gotta go beat up Dark Mind!
    • Great Fortune wants to play the revealed card and the card in hand, but playing the revealed card causes the card in hand to be discarded. In this case, you choose what order to play them. If you choose to play them in an order where the card in hand is necessarily discarded, then it's discarded and you don't get to play it. However, if you play that one first, then you're safe from that happening. That said, you have the option to play them in whatever order you want in case you do need to discard it, as in the case of Wrathful Retribution. If instead of being discarded, the selected card in hand was played some other way (and is back in your hand when it comes back around to Great Fortune), you can still play it (since it's still in your hand).
    • When Bloodsworn Exhibition or Devastating Aurora are moved to another hero deck, their ownership changes.
    • After Scion Voss flips, if a hero has been incapacitated, their "before the start of turn" options are restricted. They cannot take on objectives, swap our or trade objectives, or regain rewards. They can shuffle the mission deck.
    • When Scion Voss flips, his card is moved to the OblivAeon play area. He is now in the battle zone where OblivAeon was (if different).
    • Suppose a card is dealing damage to all targets, and in the middle of that, it is moved to the other battle zone. It continues dealing damage to all targets in the new battle zone.
    • If OblivAeon is in the First Battle Zone and The Scholar is in the Second Battle Zone with Alchemical Redirection in play and OblivAeon plays Global Devastation, Alchemical Redirection applies only to the damages to hero targets in the Scholar's battle zone.
    • Suppose Fanatic has Orchestrate the Void, and plays Embolden on another hero. When that hero uses an additional power granted by Embolden, Orchestrate the Void gets a token. The same thing goes for other cards that do similar things.
    • Orchestrate the Void gets a token if you use an incapacitated ability on a previous hero to allow someone to do a thing.
    • Drawn Deadly Attention cannot incapacitate heroes if Fixed Point is in play in the battle zone. As a result, the shield card stays in play.
    • Suppose Page 3 OblivAeon plays a one-shot causing it to deal damage to all targets, and hits the Wraith, who reacts with Combat Stance, causing OA to be destroyed. If Voss replaces OA, he does not continue dealing damage. The original target dealing that damage is gone, regardless of the fact that it has been replaced. The effect ends, but then Voss continues on from there as a new version of OblivAeon.
    • The start of turn checks on the Battle Zone cards count the number of active heroes. Incapacitated heroes do not count. Individual (active) members of The Sentinels do count. Cards under Completionist Guise do not count.
    • Cards that count "number of cards destroyed this turn" track the number of cards "witnessed being destroyed" by the card. This means if you have such a card, and another card is destroyed, then you move to the other battle zone and destroy 2 more cards, the card that's watching for destroyed cards counts 3. Unnatural Upheaval tracks any card that Lifeline has witnessed being destroyed this turn.
    • If Dark Mind discards 3 cards at the end of the turn and is dealing 4 psychic damage to the highest HP hero target multiple times, she re-evaluates the highest HP target between damages dealt.
    • If NightMist reveals/discards cards that have no magic number (e.g. reward cards), the spell fizzles and has no effect. In the case of Oblivion, if only one card has a magic number, you choose one effect that gets the magic.
    • When Voss replaces OblivAeon, cards "next to" OblivAeon do not move next to Voss. Voss has the power of OblivAeon, but he's not taking over the physical shell of OblivAeon.
    • Santa Guise's second innate power has a heretofore unmentioned implied "non-mission" right between "face-down" and "cards". It's also on his incapacitated side, coincidentally. You didn't know about that? Come on, it's right there. Anyway, no need to add that text to the card or anything - it's just true! As a result, if Santa Guise uses his first power on a mission card, Gift-mas time came early this year! You just get that reward NOW!
    • When you take an objective, its start/end of turn effects are ordered as if it was just played, and stays in the same order when it flips.
    • Suppose the Arc of Unreality is in play. Before the start of their turn, a hero moves into the battle zone with OblivAeon and is incapacitated by the damage from the shield. All the usual pre-start of turn options remain available, you can use an incapacitated ability during your turn, and your hero is replaced after the end of your turn. Notably you can get a new objective, and it stays there for the new hero.
    • Suppose the Arc of Unreality is in play with H-1 tokens on it. A hero enters the battle zone, so a token is added to it. According to the text of the card, it flips immediately (before OblivAeon deals damage). Oblivaeon does not deal damage, since that text is no longer in play.
    • Suppose a hero is incapacitated, and after the end of the turn, there are no heroes left in the box who can replace them. You lose the game if every hero and every variant gets incapacitated. Like, how did that happen before running out of environments? If there are no unused heroes available currently, but later one becomes available, after the end of your turn, you can attempt to replace your hero, if possible.
    • Suppose Shattering Blow is in play, and 6 damage is dealt to OblivAeon, who is replaced by Voss. In order to flip Shattering Blow this turn, you now only need to deal 6 damage to Voss this turn. Damage dealt to Voss this turn before he becomes OblivAeon doesn't count.
    • Suppose you play Aggression Modulator next to Enraged Terror-Bird (an environment target). When it flips to become Arataki, she still gets the damage increases/reductions. The same thing works for Rebounding Debilitator that specifies a non-hero target.
    • Suppose a hero is incapacitated and after the end of turn, they are replaced. Then, they are immediately incapacitated (e.g. by things reacting to targets entering play, or switching to the other battle zone). They choose another hero right away.
    • Suppose Scholar hits Borr with Offensive Transmutation. Then, on the next turn, Borr flips. He deals the damage on the flip side, since The Scholar is only preventing damage dealt by That Target, and Borr is no longer a target.
    • Suppose it's the start of OA's turn, page 1, and the countdown token moves to 0. During the environment destruction process, OA destroys an Aeon Locus and plays Temporal Fractures. The countdown token does nothing, since it's already at the end of the track and hasn't been reset yet. Another environment does not get destroyed. That would be really mean. Too mean.
    • Cosmic Repercussions does not allow you to prevent damage that would destroy an environment target card.
    • If Dark Mind steals a hero's Reward card and that hero gets incapacitated, the reward stays with Dark Mind. When Dark Mind is destroyed, that Reward goes into the play area with that incapacitated hero, now belonging to the new hero in that play area. If a Reward under Dark Mind is manipulated in some other way, such as Cedistic Dissonant, it would go to the trash pile in that hero's play area, regardless of the incapacitated state of that hero. If OblivAeon has erased that hero, or Scion Voss has destroyed that hero and there is no trash pile, the game removes that Reward from existence. It will never be played again. It never existed in the first place. What Reward card?
    • Savage Mana requires Haka to be the source of destruction, either via damage dealt by Haka himself, or a "destroy" card played by Haka's player. Damage or destroy effects from another target in Haka's play area, such as reward cards like T-Rex Bot, do not count.
    • Suppose NightMist plays Mistbound on the Aeon Men Deck, and OblivAeon (in the First Battle Zone) attempts to play Aeon Men into the Second Battle Zone.
      • If NightMist is in the First Battle Zone and there is an Aeon Man in the First Battle Zone, then OblivAeon can play Aeon Men into the Second Battle Zone, but not the First Battle Zone.
      • If NightMist is in the Second Battle Zone and there is an Aeon Man in the Second Battle Zone, then OblivAeon can play Aeon Men into the First Battle Zone, but not the Second Battle Zone.
      • If NightMist is in the Second Battle Zone and there are no Aeon Man anymore in the Second Battle Zone, then OblivAeon can play Aeon Men into the First Battle Zone but not the Second Battle Zone.
      • If Legacy is alone in the Second Battle Zone and plays Take Down, OA can play Focus of Power over there, and ONE Aeon Man over there, but as soon as Legacy can "see" any of those villain decks, Take Down affects those decks.


Comic Books: OblivAeon

Small note: Items that are in bullets are from the Podcasts, so their form may not make sense, or feel like they are missing a part - its probably on another tab

Spoilers May Be Ahead - SCU and Miststorm Universe Tabs may contain spoilers for future products.

Oblivaeonface.png
Aliases: None
Height: Varies
Weight: Varies
Hair Color: None
Eye Color: Usually Purple, varies
Birthplace: The Destruction of Preservation and Entropy
Power Source: The Cosmos, The Shattering of the Timelines
Group Affliation: None
Occupation: Singular Entity
First Appearance: Cosmic Tales Vol. 2, #43

The Heroes or Earth and beyond have fought against the effect of an unknown cosmic power for a long time, and each time they managed to prevail. However, other realities and timelines have not been so fortunate. The goal of this cosmic entity’s encroachment upon the Multiverse has the collapse of all realities and timelines into a singularity which will self-implode leaving naught but OblivAeon, the true heir to nothingness.

OblivAeon itself has manifested on Earth in this timeline to put an end to the pitiful resistance. If it succeeds, everything will be destroyed. However, if the heroes are able to stop OblivAeon, the cracks which run through all realities will be repaired as the cosmic power that created them is destroyed, effectively cutting the timelines and realities off from each other.

One way or another the Multiverse ends here.


See Related Stories on the OblivAeon Story Arc Page