First Appearance: Sentinels of the Multiverse: Base Game
Where it is: It’s the lost ruins of Atlantis, so it’s the Multiverse’s underwater themed environment.
Primary Damage Type: Melee
Secondary Damage Type: Energy and Toxic
Deck Concept: Ruins of Atlantis is a very alien environment, so neither the heroes nor the villains are left unscathed. This leads to global effects. Lots of them. Expect a lot of increases of power, damage to the field, and extra abilities (both beneficial and detrimental).
Biggest Global Effect: Atlantean Font of Power: At the end of the environment turn, play the top card of the villain deck. Play the top card of each of the hero decks in turn order. If the played card is a limited card already in play, discard that card and play the next card. At the start of the environment turn, destroy this card.
Worst Card (for the Heroes): Toxic Seaweed: Whenever a hero uses a power, this card deals that hero 3 toxic damage. At the end of the environment turn, 1 player may discard their hand to destroy this card.
Oddest Way to Win (Achievement Time): Mystical Defenses (15 HP): At the end of the environment turn, this card deals each non-environment target 2 energy damage.
Bonus Odd Way to Win: The Kraken (15 HP): At the end of the environment turn, deal the non-environment target with the lowest HP 5 melee damage.
Bonus, Bonus Odd Way to Win: Hallway Collapse: At the end of the environment turn, this card deals each target 3 melee damage. At the start of the environment turn, destroy this card.
How to Escape: Healing. No, not sexual healing, Marvin Gaye, healing of hit points, and damage mitigation doesn’t hurt either.