Continuing my trend of picking heroes that, perhaps, aren’t as clear-cut on their effectiveness…I present to you a breakdown of Omnitron-X who, surprisingly, could be counted among one of my most-played heroes to date. I think only Fanatic is a certainty for more usage, as he has secretly become my go-to support character when forming a trio of heroes to face down a baddie. This comes after my first few games with him where I was completely underwhelmed by his deck, since my first Sentinels product I owned was Shattered Timelines (so I had two heroes to select from…) and I had little choice at the time. But he’s definitely grown on me – especially when paired with Unity but even without her he plays extremely well on most any team. So let’s dive right in!
The two versions of Omnitron-X
Standard version Omnitron-X – 25 HP, Power: Timeshift – Reveal the top card of a deck. Put it into play or into the trash.
I don’t own his variant yet, so this is almost exclusively the version of Omnitron-X I am bringing to the battle. And honestly, I’m okay with that as I would probably stick to this more often than naught. His health is obviously on the lower end of the spectrum for heroes, but as you’ll see he has plenty of mitigation options baked onto the deck to preserve him over the course of a battle. But the real positive here is that power, which lets him accelerate a hero’s deck through additional plays/discards. This is what makes him a natural partner with Unity, who can play bots faster through him. I almost always place his deck first in the lineup, so I can set up whatever hero is needing a boost on their board state for the upcoming turn (or, in some situations, to let Omnitron-X himself get a little more advancement)
Omnitron-U version Omnitron-X – 24 HP, Power: Volatile Wiring – Until the end of your next turn, whenever one of your cards is Destroyed, Omnitron-U deals 1 Target 2 Fire Damage. Either Play a card or move 1 Equipment card from your Trash into your Hand.
This version of Omnitron-X is less focused on providing support and more on dropping some damage and cycling cards. Much like the Villain version of Omnitron, there are cards which get destroyed upon taking enough damage in one round, so this version can at least strike back when that occurs. There are also cards where Omnitron-X destroys his own cards to do an effect, and this helps leverage more benefit out of those effects by adding in extra damage and giving more plays or pulling cards from the discard. While I personally prefer him in his normal version, this variant does provide some fun and interesting plays you can make that elevates him to a pretty strong level of power.
Obviously, with no way to mulligan a bad hand an the restriction of drawing 4 cards, there are limited ways to affect this. You’re at the mercy of the card draw. However, these are the cards that get me excited when I see them to open play and why they are great this early in the game.
Technological Advancement – Search your deck for a Plating or Component card. Put it into play. Shuffle your deck. You may Draw a card.
With four copies of this in the game, an ideal opening hand would almost be to have all four of these in your hand at the beginning. It lets you dig for the exact card you want from his deck, put it into play, and lets you draw another card afterwards. Getting 1-2 at the start means it’ll be a good opening of the game for Omnitron-X, as he is pretty lackluster (apart from providing the extra card play to a hero) without any Component or Plating cards to drop onto the board. If I have one of these in hand, it is almost guaranteed to be my opening card played (unless I have the Component or Plating I need in my hand).
The Plating Cards
There are three different plating cards, and each of them reduces different types of damage by 2. The better you know a Villain and/or Environment, the better you’ll know which of these you need. But usually you can have some inkling from the Villain card and their first turn regarding what type of damage might be predominant. And when in a battle that is predominantly one type of damage, such as taking on Iron Legacy, that constant reduction of damage helps Omnitron-X stick around. This becomes especially helpful once he becomes the highest HP hero, as many decks tend to target that hero and the reduction helps ensure he remains high. The only downside is that there can never be more than one plating in play – but at least you return any other Plating in play to your hand rather than discarding it.
Electro-Deployment Unit – At the start of your turn, either Draw or Play a card. If Omnitron-X is dealt 5 or more Damage in one turn, destroy this card.
Every deck is better when accelerated, and this one is no exception. Getting his Components out makes his deck more effective and capable of doing more. This provides either card draw to find the cards you need, or an extra play to get out the cards you have. Getting out a Plating will help this stick around a little longer, although playing it early enough should (in theory) allow you to get at least a turn or two of usage from the card before it runs the risk of being destroyed.
Reactive Plating Subroutine – Whenever Omnitron-X is dealt Damage of a type currently reduced by a Plating card, Omniton-X deals 1 Target 2 Damage of that type.
Eventually something will probably come along that deals 3+ damage of a specific type, and if Omnitron-X is prepared for it he can make sure that damage to him gets dealt back to something on the board. While I’m not saying I dislike getting hit for 0, but it can be disappointing to have this card out and not get to use it often. However, there are few cards I’d rather have out before this because it gives him some natural, out-of-turn ways to deal damage that could, theoretically, destroy something bad before it gets the chance to attack during a Villain turn.
Most of what I focus on in the beginning with Omnitron-X is getting his defenses up and helping accelerate decks. While he has some fun Components that I’ll be covering in the next section, I find myself now focusing more on defense first and attack power later for his early game. I’ll never object to dropping out an early Focused Plasma Cannon or Rocket Punch, but these are the cards I’d prioritize first. I also tend to, at this point, use the Omnitron-X base power on other Hero decks to help them get set up quickly because they typically have a higher potential for consistent damage in their decks. Not that Omnitron-X is incapable of some good, solid damage dealing…
This is where Omnitron-X usually shifts focus to getting his own toys out, now that the other heroes I’m running have a slightly better board state. Hopefully the Plating is doing its job and keeping his incoming damage down to a minimum, making it safer to play some of these cards that go away if he gets hit too hard and too often. This is the point where he’s either ramping up in usefulness, or else trying to reestablish his board. The latter is frustrating, as he needs a healthy set of cards in play to really hold his own beyond a support role.
Rocket Punch – Power: Omnitron-X deals 1 Target 2 Projectile Damage. Omnitron-X may deal 1 Target 1 Projectile Damage.
This is a fine card to have out at any time, and I’d rarely complain about getting this one in play early. Dropping damage is always useful, and it is nice having a second Power to choose from, especially when getting extra Power activatons from other cards.
Focused Plasma Cannon – At the start of your turn, Omnitron-X may deal 1 Target 2 Irreducible Fire Damage. If Omnitron-X is dealt 5 or more Damage in one turn, destroy this card.
Better and worse than the above card, this one doesn’t require the use of a Power each turn and deals irreducible damage. That can be super-helpful in battles against foes such as The Chairman. However, the caveat is that you can’t take huge spikes of damage. Even with the proper plating, it is possible for the wrong combination of cards to come out from an Environment and/or Villain deck to make this card disappear, sometimes before it even gets to trigger. That makes this card more of a gamble than something like Rocket Punch, even if it is an arguably better card overall.
Slip Through Time – At the end of your Turn you may Play a card and use a Power. At the start of your turn, Destroy this card.
I hate having this card too early, and it almost always seems like I get one in my starting hand and the second as one of my first draws. The problem is that it isn’t always going to help if you don’t have two different Powers to use because you cannot reuse the same Power on the same turn. Honestly, that’s the one and only drawback of this card. Well, besides it only sticking around for one use unless you get lucky enough to play against Wager Master, and see him reverse the play order after you’ve played this card. Getting the extra play isn’t helpful, because you have to play this card to gain that. And with only three cards in his deck bestowing a Power, you may need to hang onto this card for a few turns just to make use of it.
Bio-Engineering Beam – Power: Destroy an Environment card. Omniton-X deals 1 non-Hero Target 2 Energy Damage.
This may be one of my other big reasons to bring Omnitron-X as my support character of choice. It is unfortunately situational, as there needs to be an Environment card in play to use the power – but it is a fantastic way to help control that deck. This is the card I love to have out and use with my Slip Through Time extra Power because it lets me deal damage, destroy a card, and I can still use the base Omnitron-X Power to give a Hero deck a card Play/Discard from the top of their deck. Some Environments you won’t want or need to use this one. Other times this is essential enough to warrant an earlier play of the card.
Disruptive Flechettes – Destroy up to 2 Ongoing Cards. Omnitron-X deals each non-Hero Target 2 Projectile Damage.
This is another situational card, as some Villain decks rely on Ongoing cards more than others. This is an opening move against someone like Iron Legacy, or even against Omnitron the villain. Slowing their board down is what is needed to gain the upper hand, and the middle of the game is usually where it becomes essential for victory. This is a beautiful card because it not only destroys some Ongoings, which is worth its weight in gold, but it also drops damage on everything. This could, with a single +1 Damage boost, wipe Grand Warlord Voss’s swarm of minions. Following this up with a Power like Bio-Engineering Beam means you can really swing the board in one single turn. And it is for turns like that where Omnitron-X can make a case for MVP on a team of heroes.
Reset – Shuffle your Trash into your Deck. You may Draw a card. You may Play a card.
This is better than a free card, as it replaces itself in your hand with a new card AND lets you play another card after that. Add in the benefit of shuffling those Flechettes back into your deck, or something similar, and you have a card that is rarely what you want to draw but is never one you are sad to have in your hand. As long as there is a single card in my discard, I’ll probably play this one the turn it enters my hand. I’ll even consider it with an empty discard, knowing there are several copies of this I could draw into later and play to shuffle that back into my deck. This goes here rather than in the next section simply because by the end game, you want to be set up for something big. But this is equally good at any point in time during a fight.
The mid-game Omnitron-X is either going to be a rock star for your team, or he’s going to be throwing out a little support as he can and scrambling to try and get something set up for the end game. I’ve had it go both ways, and even when he gets his board wiped he is still useful in his base form because of that extra card movement through a deck. At this point he’s probably not dropping a lot of damage, but can be dropping some consistent damage with the irreducible fire damage or the Gaussian Coil Blaster (which deals 1 damage to up to 3 targets at the start of his turn). He can also provide consistent healing with the Innervation Ray (heal 1 HP on up to 3 Hero Targets). A lot of Omnitron-X depends on what you draw, what you need, and how the Villain or Environment is affecting your plans. Because his best cards are arguably easiest to destroy, that makes him suffer sometimes as a consistent contributor.
Here is where, if your board has remained mostly in tact, Omnitron-X can help bring down something in large chunks. It isn’t something you’ll want to do too early or too late, and probably only happens in a major way once per game. But if he can get that setup going and keep it protected, he can really speed up the end of a battle. Especially on the Omnitron-U variant.
Singularity – Destroy any number of Equipment cards. Omnitron-X deals each non-Hero Target X Lightning Damage, where X is the number of Equipment cards Destroyed by this card.
Self Sabotage – Destroy any number of Component cards. Omnitron-X deals 1 Target X Energy Damage, where X is the number of Component cards destroyed by this card times 2.
This is, quite literally, the one-two punch of Omnitron-X. Yes, it sets your board state backwards – thus the reason it is more of an End Game play for the battle. Depending on the flow of things and the cards in hand, it is possible to use one or both of these twice in a battle. Especially if you know there is a ticking timebomb, such as Fanatic playing End of Days. Knowing that you have a few Reset cards in the deck makes this something you can repeat several times in a longer fight, and it can really drop the board and one big enemy quickly. Especially using the Omnitron-U version to add an extra 2 Damage per card being destroyed. Just don’t pull the trigger too early without a plan in place, as it can really slow your own state down to a crawl once it happens. This is best when playing with other Heroes who can give extra draws or plays to Omnitron-X afterwards so he can quickly reset any essential cards.
Overall, I have grown to like Omnitron-X far more than I ever anticipated from my first plays of him. He is flexible enough to fit with almost any team of heroes, and works fine against many of the Villains in the game. Ones that hit really hard make it a challenge to really be effective, as 5 damage in one round can happen from just a single unlucky card flip from some decks. However, most Villains stick among a particular type of damage, making it easy enough to reduce at least some of the damage coming in. And while I’ll probably never think of him as a control deck or as a damage dealer, he can definitely fit into both roles with the cards inside of his deck.
There are definitely certain heroes, such as Unity, whom benefit more from his presence on the team. But there are very few Heroes who would object to playing an extra card off the top of their deck and only a few Environments that you wouldn’t really benefit from a way to consistently destroy Environment cards. He can feel overpowered in one fight, and then when setting up the same setup he can feel underpowered in the next. His board state is what really drives his usefulness beyond the supporting card play. Which I suppose is fitting for this hero, because fights against the villain Omnitron can feel the same way at times.