Villain: Wager Master
- Impossible Quandary (x3)
- Each hero target deals itself X psychic damage, where X = the number of condition cards in play. Flip one face-down villain card.
- Art: Wager Master watching the Wraith in a maze;
- Flavor text: "Where to go, where to go... Are you sure about the right turn you took a few turns back?" - Wager Master, Freedom Five #175
- Pick a Card, Pick a Fate (x3)
- Choose a keyword. Reveal the top card of the villain deck. If the revealed card has that keyword, discard it (even if it is an indestructible card). If not, put the card into play.
- Art: Wager Master with a poker hat on deciding which card to pick. Ra is the King of Clubs. Haka is the King of Spades. Tachyon is the Queen of Hearts. Nightmist is the Queen of Diamonds;
- Flavor text: "The only way to win is to not play his twisted games! If only we had the luxury." - Dr. Medico, Southwest Sentinels #23
- Unanswerable Question (x3)
- Each player must destroy one of their ongoing or equipment cards. If fewer than cards were destroyed this way, put this card face-down in the villain play area.
- Art: Setback on a gameshow by Wager Master called "Know or Die";
- Flavor text: "Ha ha ha, that was a lucky guess, my friend! Ready for the next question?" - Wager Master, Endgame #2
- A Burning Sense of Failure (x2)
- Whenever a condition card is flipped face-down, Wager Master deals the hero target with the highest hp 2 fire damage.
- Art: Wager Master shaped as an Iron about to land on Unity;
- Flavor text: "Really? An iron? You're just a terrible joke. And that's coming from me." - Unity, Freedom Five Annual #23
- Breaking the Rules (x2)
- The phases of hero turns now go in this order:
- * End of turn
- * Draw a card
- * Use a power
- * Play a card
- * Start of turn
- Art: The Sentinels stuck in a staircase maze;
- Flavor text: "This is wrong. It goes against the intent of things." - Writhe, Southwest Sentinels #23
- The phases of hero turns now go in this order:
- What Do You Really Know? (x2)
- At the end of the villain turn, shuffle the top card of each hero deck into the villain deck. If a hero card is on the top of the villain deck, move it to that hero's trash and Wager Master deals that hero 4 psychic damage. This card is indestructible.
- Art: Ryan Frost staring at the helmet for the Absolute Zero suit as the Wager Master chats with him;
- Flavor text: "Yeah, yeah, you can feel the air on your skin. Focus here. Your friends are liars, remember?" - Wager Master, Freedom Five #176
- An Unwise Wager (x1)
- At the end of the villain turn, each player may discard the top card of their deck. If cards are discarded this way, flip this card face-down. If not, flip a face-down villain card. If any hero deck ever has no cards in it, the heroes lose the game.
- Art: Wager Master showing Expatriette a version of herself with Citizen Dawn's powers;
- Flavor text: "But what if you did have power? And by power, I mean ALL of it... " - Wager Master, Endgame #6
- Losing to the Odds (x1) : At the end of the villain turn, if each hero target has an even amount of current HP but less than their maximum HP, the heroes win the game. If not, destroy 1 non-villain target with 4 HP or fewer.
- Art: Wager Master as Godzilla monster shooting beams from this eyes;
- Flavor text: "Ok, he's changed from 'all fun and games' to 'burn it all'. We need a plan." - Nightmist, Endgame #4
- Not All He Seems (x1)
- Whenever Wager Master would be dealt damage, prevent that damage and flip this card face-down instead. If there are no cards in the villain deck, the heroes win the game.
- Art: Wager Master's eyes coming out of his head as The Scholar offers him the Philosopher's Stone;
- Flavor text: "You won. Go ahead - It's all yours. That is, if you think you can understand it." - The Scholar, Freedom Five Annual #23
- Playing Dice with the Cosmos (x1)
- Hero turn order starts with the player nearest to the environment area, moving around the table counter-clockwise, ending with the player nearest to the villain area. At the end of the villain turn, if any heroes are incapacitated, the heroes lose the game.
- Art: Wager Master holding the sun in his fingers. The sun is surrounded by now dice shaped planets;
- Flavor text: "I get my way. I mean, I don't always get my way. But I always have fun!" - Wager Master, Freedom Five Annual #23
- The New Deal (x1)
- At the end of the villain turn, each hero target with an even amount of HP deals itself 3 psychic damage. If a hero is incapacitated this way, the heroes lose the game. Whenever a villain card is flipped face-down, Wager Master regains HP.
- Art: Wager Master holding out his hand for a handshake with Guise. Wager Master's hand has a buzzer attached to battery;
- Flavor text: "Look, friend. You and I are clearly cut from the same cloth. What do you say to a truce?" - Wager Master, The Best Book! #3
- Wagelings  (x4)
- At the end of the villain turn, this card deals each hero target 1 melee damage. When this card is reduced to 0 or fewer HP, flip it face-down. At the start of the villain turn, if there are more villain targets than hero targets, the heroes lose the game.
- Art: Wager Master sending out an army of clockwork Wager Master toys;
- Flavor text: "Uh, so, normally I'm all about lots of things to fight... But these things are freakin' me out." - Mainstay, Southwest Sentinels #23
- Who Are You Fighting (x1)
- When this card enters play, each player draws a card and each Target regains 2 HP. If Wager Master is reduced to 0 or fewer HP, the heroes lose the game.
- Art: Wager Master sending off an entity that is an amalgamation of the various heroes;
- Flavor text: "Isn't he precious? I named him after you guys! Go get them, Misguided Fool!" - Wager Master, Freedom Five #177
Meta: Wager Master
Main Episode: Episode 41
- Podcasts/Episode 4
- Podcasts/Episode I-3
- Podcasts/Episode 15
- Podcasts/Episode 16
- Podcasts/Episode I-7
- Podcasts/Episode 34
- Podcasts/Episode 35
- Podcasts/Episode 38
- Podcasts/Episode 39
- Podcasts/Episode I-11
- Podcasts/Episode 40
- Podcasts/Episode 41
- Podcasts/Episode 42
- Podcasts/Episode 43
- Podcasts/Episode I-12
- Podcasts/Episode 46
- Podcasts/Episode 48
- Podcasts/Episode 50
- Podcasts/Episode 51
- Podcasts/Episode 55
- Podcasts/Episode 57
- Podcasts/Episode 58
- Podcasts/Episode I-16
- Podcasts/Episode 63
- Podcasts/Episode 64
- Podcasts/Episode X-1
- Podcasts/Episode I-17
- Podcasts/Episode 66
- Podcasts/Episode 69
- Podcasts/Episode I-18
- Podcasts/Episode 71
- Podcasts/Episode I-19
- Podcasts/Episode 76
- Podcasts/Episode 79
- Podcasts/Episode 80
- Podcasts/Episode I-21
- Podcasts/Episode X-7
- Podcasts/Episode 81
- Podcasts/Episode 83
- Podcasts/Episode I-22
- Podcasts/Episode 84
- Podcasts/Episode 88
- Podcasts/Episode I-23
- Podcasts/Episode 98
- Podcasts/Episode 99
- Podcasts/Episode 100
- Podcasts/Episode I-27
- Podcasts/Episode 102
- Podcasts/Episode 109
- Podcasts/Episode 112
- Podcasts/Episode I-31
- Podcasts/Episode I-32
- Podcasts/Episode L-3
- Podcasts/Episode 120
- Podcasts/Episode I-34
- Podcasts/Episode 121
- Podcasts/Episode I-35
- Podcasts/Episode 125
- Podcasts/Episode 127
- Podcasts/Episode I-36
- Podcasts/Episode I-37
- Podcasts/Episode I-38
- Podcasts/Episode I-40
- Podcasts/Episode 139
- Podcasts/Episode I-42
- Podcasts/Episode 146
- Podcasts/Episode I-43
- Podcasts/Episode 150
- Podcasts/Episode I-44
- Podcasts/Episode 152
- Podcasts/Episode L-4
- Podcasts/Episode 153
- Podcasts/Episode P-3
- Podcasts/Episode P-5
- Podcasts/Episode 158
- Podcasts/Episode 161
- Podcasts/Episode P-9
- Podcasts/Episode 162
- Podcasts/Episode 164
- Podcasts/Episode B-3
- Podcasts/Episode 169
- Podcasts/Episode 170
- Podcasts/Episode 171
- Podcasts/Episode 172
- Podcasts/Episode 174
- Podcasts/Episode 175
- Podcasts/Episode 176
- Podcasts/Episode I-46
- Podcasts/Episode 177
- Podcasts/Episode 179
- Podcasts/Episode I-47
- Podcasts/Episode 180
- Podcasts/Episode 182
- Podcasts/Episode B-4
- Podcasts/Episode 184
- On "An Unwise Wager", Expatriette is being shown what she could have been like if she had manifested powers like her parents expected - called "Citizen Dusk" (Letters Page Episode 4).
Nothing Here Yet
To Other Works
- As a small, conniving, mischievous, and often sinister being of bizarre and titanic power, the Wager Master draws comparisons to DC’s Mister/Master Mxysptlk, a classic adversary of Superman. He is also similar to Marvel’s Impossible Man.
- Wager Master’s electrified hand-buzzer is a reference to the DC villain The Joker, who is famous for using such a “prank” to deadly effect.
- The art of “Not All He Seems” depicts Wager Master’s eyes stretching forth in excitement, his tongue hanging like a dog’s. This is classic visual trope from the cartoons of the forties and fifties, first made famous in the 1943 Tex Avery cartoon Red Hot Riding Hood.
- Wager Master’s giant monster form on “Losing to the Odds” is a parody of the Japanese kaiju monster Godzilla. The card also shows Wager Master shooting lasers from his eyes. While the mainstream versions of Godzilla have never had this power, the 1978 Hanna-Barbera cartoon version did.
- The super-powered version of Expatriette pictured on “An Unwise Wager” bears a strong resemblance to the Marvel heroine Psyloche.
- “Playing Dice with the Cosmos” portrays a cluster of planets shaped like dice. Aside from an obvious visual pun, this may also be a reference to the Bizarro World from DC comics, which was cube-shaped.
- “What Do You Really Know?” is the first time Ryan Frost’s head has ever been fully seen on SOTM card art.
- The impossible staircase depicted on “Breaking the Rules” is a reference to the MC Escher lithograph Relativity.
- “Unanswerable Question” portrays Wager Master as a sarcastic game-show host and Setback as an unwilling contestant with his life on the line. This is a classic superhero peril, made famous by villainous characters like the Joker (DC), the Riddler (DC), Arcade (Marvel), and Mojo (Marvel).
- If Breaking the Rules is in play, players may draw an additional card in their draw card phase (if they neither play a card nor use a power in their end of turn phase).
- Suppose there are 4 heroes. If Playing Dice with the Cosmos comes into play on the 4th hero’s turn, the other 3 heroes get another turn before the environment turn.
- Suppose Breaking the Rules comes into play at the end of a hero turn. That hero now gets another draw, power, play, and start phase.
- Wager Master’s “Put X hero cards from play back into their player’s hands” text excludes their character card.
- “Pick a Card, Pick a Fate” says “Choose a keyword.” This means any keyword that could possibly be in Wager Master’s deck.
- The hero cards put in the villain deck from "What do you really know?" follow similar rules to Ambuscade's trap cards (i.e., the thing goes off even if it's part of revealing cards, etc).
- Wager Master’s flipped side says “Flip one (a face-down card) and treat it as if it had just been played”. When other cards of Wager Master flip a face-down card face-up, they do not act as if the card had just been played. However, they are in play and their game text is now in effect.
- “Treat it as if it had just been played” causes the order of start/end of turn effects to be changed.
- If “Breaking the Rules” is out, and a hero plays a card that has “immediately end your turn” in it, they go back to the “End” phase and they get to do the next 4 phases again.
- With “The New Deal”, if a hero incapacitates themself, the game ends immediately.
- If hero target A deals itself damage from “The New Deal”, and that damage is redirected to hero B, and hero B becomes incapacitated, that still counts as “is incapacitated this way.” Counter damage that a hero target deals itself because of something like “Combat Stance” does not count.
- Wager Master does not gain HP from “The New Deal” when Wager Master himself flips to his back side, because villain character cards cannot be flipped “face-down”. He does not gain HP if “The New Deal” card itself gets flipped, as the card loses the game text before the effect occurs.
- With “What do you really know?”, players can see which cards are being removed from their decks.
- When Wager Master's deck has a hero card in it, and that hero is incapacitated, the cards are removed from the deck as part of being removed from the game.
- When “An Unwise Wager” is in play and a hero is incapacitated, when the cards of their deck are removed from the game, it does not count for “if any hero deck ever has no cards in it.” There’s not an empty deck - the deck no longer exists.
- If Unwise Wager flips Unanswerable Question face-up, it immediately goes to the trash.
- If two copies of What Do You Really Know? are in play, Wager Master only deals damage once for each hero card on top of his deck.
- If Jack Handle activates from a dynamic amount of damage, the amount is fixed upon first attempting to deal damage. This can occur in situations with Impossible Quandary.
- Wager Master says, “At the start of the villain turn, all face-down villain cards are shuffled, then the first card is flipped face up and treated as if it had just been put into play.” Buffer Overflow does not trigger on this, because it’s not in a “would enter play” state. It did enter play and that cannot be interrupted.
Comic Books: Wager Master
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.
Before time was time, before space was space, there was the wager. The wager that nothing would happen.
That wager was lost. And from that loss came the Wager Master.
As reality formed and matter came into being, all of the losing wagers - all of the impossible possibilities - also formed into being. Into a specific being: the Wager Master.
The Wager Master appears however it wants. It commonly goes for centuries without showing up anywhere in the Multiverse. But when it does show up, it’s a safe bet that things will go wrong. The Wager Master thrives on playing with the rules of reality. It appears to a race of sentient beings, plays games with whatever champions they might have, and ultimately destroys everything it encounters as they inevitably lose the Wager Master’s games. Those who lose to the Wager Master become mere playing pieces for more twisted games.
Now, unfortunately, the capricious Wager Master has appeared on earth. Too many things have gone wrong. Too many coincidences and too many confluences point to the truth: we are all pawns in the cruel game of an entity as old as the Multiverse. What chance do the Sentinels of that Multiverse have?
From the Blister Pack card
Wager Master is a Cosmic Energy who plays Games with the lives of the heroes.
Wager Master commonly goes centuries without showing up anywhere in the Multiverse. But, when it does, it's a safe bet that things will go wrong. Wager Master thrives on playing with the rules of reality. It appears to a race of sentient beings, plays games with whatever champions they might have, and then destroys everything as the inevitably loose its games. Those who loose to Wager Master become mere playing pieces for more twisted games.
Now, Unfortunately the capricious Wager Master has appeared on Earth. Too many events have transpired. too many Coincidences and too many confluences point to a truth: We are all pawns in the cruel game of an entity as old as the Multiverse itself. What chance do the Sentinels of such a Multiverse Have?