The Final Wasteland

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Environment: The Final Wasteland

Set: Mini Expansion

In one of the timelines in the Multiverse, the monsters and bizarre creatures we think of as myths and urban legends grew stronger and stronger while hiding from the human race, which hated and feared them. Given enough time to flourish and multiply, they finally broke out of their hiding in darkness and obscurity, hellbent on revenge! They slaughtered their way through the human population of the world, destroying all they touched. The human race rallied, but ultimately, the monsters from their greatest nightmares were too strong and too numerous.

Decades turned into centuries, and centuries became millenia - the world, now overrun entirely by monsters of all sorts is a terrible wasteland. The few points of light in the darkness have long been extinguished. This could be the most terrible era for heroes, lost in time, to end up.

Hope that you never do


Ancient Library (x1)
At the start of a Hero's turn, that Hero's Player may draw 2 cards. If they do, play the top card of the Environment deck.
Art: A tall windowed building shown in the sunset with a wall around it;
Flavor text: The monolithic complex loomed over the ruined landscape. The monsters learned to leave the library alone. Its walls are strong, but its inhabitant is stronger.
Con's Bunker (x1)
At the end of the Environment turn, each Hero Target regains 1 HP. At the start of the Environment turn, either destroy this card or play the top card of the Environment deck.
Art: A bunker in the middle of the wasteland;
Flavor text: "Hey!" a robotic voice cried out, "Over here! The big metal structure? That's me! Come visit me! I'm nice! I'll protect you from monsters! Hello? Anyone there?"
Unforgiving Wasteland (x1)
Whenever a Target would be destroyed by Damage dealt by an Environment card, remove that Target from the game instead.
Art: The silhouette of a figure surrounded by the shadows of the various monsters in the Final Wasteland;
Flavor text: Dying alone in the desolate wasteland is a terrible fate. Being torn apart by ravenous monsters in no way makes it better. Consider yourself forewarned.

Cryptid

Abominable Snowman [9] (x2)
This card is immune to Cold Damage. At the start of the Environment turn, this card deals the non-Environment Target with the second lowest HP 2 Cold Damage and 2 Melee Damage.
Art: The Abominable Snowman climbing up a mountain;
Flavor text: "Steer clear of the yetis that roam the nearby mountain range," the Chrono-Ranger drawled. "That said, if you run into one, be ready for a helluva fight."
Amphibious Chupacabra [6] (x2)
At the end of the Environment turn, this card deals the non-Environment Target with the lowest HP H-icon.png minus 1 Melee Damage. Then, if that Target has 5 or more HP, this card deals that Target 1 Toxic damage.
Art: The Amphibious Chupacabra walking across the wasteland;
Flavor text: "When the sea serpents dragged the vile chupacabra into the sea, I was thankful to be rid of them," Haka mused."I was truly surprised when they returned."
Horrid Skunk Ape [5] (x2)
At the end of the Environment turn, this card deals each Target other than itself 1 Melee Damage.
Art: The Horrid Skunk Ape in a tree;
Flavor text: A nerve-rending screech rang out as the ape-like beast flung itself into the fray. "Ahh! Get this thing off of me!" the Matriarch squawked, holding her nose.
Mongolian Death Worm [8] (x1)
At the start of the Environment turn, this card deals the 2 Targets other than itself with the highest HP 3 Melee Damage and 3 Toxic Damage. Then, shuffle this card into the Environment deck.
Art: A Mongolian Death Worm coming out of the rubble;
Flavor text: The ground rumbled violently and then fell still. Suddenly, rocks and dirt flew everywhere as the colossal worm burst into view, twisting towards the heroes.
New Jersey Devil [4] (x2)
At the end of the Environment turn, this card deals the 2 non-Environment Targets with the lowest HP H-icon.png minus 1 Fire Damage each.
Art: The New Jersey Devil in the middle of a forest;
Flavor text: "So, why do you call them 'New' Jersey Devils?" Unity asked the ancient warrior. "Because they breathe fire now!" Haka responded. "That's certainly new."
Rat Beast [7] (x3)
At the end of the Environment turn, this card deals the non-Environment Target with the second highest HP H-icon.png minus 1 Melee Damage.
Art: The Rat Beast which looks like a hairless Plague Rat;
Flavor text: "They have your scent now," Con advised as the robotic arms stitched up Chrono-Ranger's side. "I don't want to tell you what to do, but you should shoot them."

Meta: The Final Wasteland


Edit this Reference

Artwork

  • The figure cowering in the midst of the monsters on "Unforgiving Wasteland" may be Writhe.

Confirmed

Unconfirmed

  • Judging by the fact that Chrono-Ranger is Plague Rat's nemesis, it can be assumed that the rat monsters of this timeline are descendants of Plague Rat.

To Other Works

  • A future overrun by horrible monsters is nothing new to comic books. Such futures are used as set-ups for heroes to seek out a moment in time and then alter it, rewriting history.

Sources




Edit this Clarification

Fireside Chats

  • Ancient Library: if some situation causes the hero to only draw 1 card, the environment still plays a card.
  • When there are multiple "when X would be destroyed, do Y instead" effects in play, the players decide which effect occurs. Only one effect can occur. This means that when Unforgiving Wasteland applies to a hero character card, or a villain that would flip instead of being destroyed, the players can choose whether the card flips or is removed from the game.
  • Unforgiving Wasteland: When a hero is destroyed by an environment target and removed from the game, their cards are still removed from the game as well.
  • On Apostate's flip side, the "reduced to 0 HP" check occurs before Apostate would be destroyed. This means that Unforgiving Wasteland cannot trigger in this case.
  • If a hero is removed from the game by Unforgiving Wasteland, the value of "H" does not change.
  • Heroes removed from the game via Unforgiving Wasteland still get an "empty turn" that consists of Start of Turn and End of Turn. This prevents problems like Galvanize or Throat Jab never expiring.
  • If Heroic Infinitor gets removed from the game by the Unforgiving Wasteland, this is considered a win. Infinitor getting removed from the game can’t be a loss due to a lack of “lose the game” text.
  • If a hero card is removed from the game by Unforgiving Wasteland, and Kinetic Looter is in play, the card is ignored because it’s no longer in the game.
  • If Unforgiving Wasteland is in play and an environment target causes a Sentinel member to become incapacitated, they are removed from the game. However, the game goes on as normal for the rest of the Sentinels, minus that member. If they are all incapacitated the regular way, they just flip (along with the setup card) and they still have incapacitated abilities. However, if the Unforgiving Wasteland ends up removing ALL Sentinels members from the game, then the setup card is also removed from the game and they have no incapacitated abilities anymore.

Spiff's Clarifications

Unforgiving Wasteland

  • Because “unforgiving wasteland” removes cards from play instead of destroying them, effects which trigger from the destruction of a card won’t trigger when “Unforgiving Wasteland” is in play. for example, if one of Akash’Bhuta’s limbs are destroyed while “Unforgiving Wasteland” is in play, it won’t deal Akash’Bhuta any damage since that damage is triggered by the destruction of the limb. Fixed Point VS the Dreamer

Sources