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Sentinels of the Multi-Verse Haka Guide

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Manage episode 510600476 series 3693487
Content provided by Gman Gaming and Reviews and Gman Gaming. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Gman Gaming and Reviews and Gman Gaming or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://podcastplayer.com/legal.

Unbreakable and unstoppable. Haka is the quintessential bruiser-tank: he builds a big hand, turns those cards into huge burst damage, and protects the team with damage prevention, redirection, and self-heal. This guide focuses on tight sequencing so you smash threats without running out of gas.

What you’ll learn Core game plan (3 pillars)
  1. Stock Up – Grow your hand size and table presence. The bigger your hand, the bigger your punches and shields.

  2. Stabilize – Use team protection / DR / self-heal to blunt villain spikes while you keep drawing.

  3. Cash In – Convert cards into massive burst (or full-board safety) at the turn that matters.

Priority cards & why (category-based, spoiler-light)
  • Hand-Size Engines: Effects that draw extra or reward you for destroying/controlling environment cards. Haka scales directly with a fat hand.

  • Self-Heal / DR: Reliable heals and temporary damage reduction let you soak hits so others don’t have to.

  • Team-Wide Protection: One-turn damage shutdown / prevention tools that blank a villain alpha or a nasty environment round.

  • Redirection / Guarding: “Hit me instead” effects that let glass-cannon teammates keep their engines in play.

  • Weapons / Multi-Target Lines: Repeatable powers or attacks that hit multiple targets; perfect for minion waves.

  • Burst Amplifiers: Cards that let you discard X to add big damage to a hit (or supercharge an AOE). These turn your hoarded hand into a finisher.

  • Utility / Control: Spot removal for problem ongoings/environment, or ways to bank/recall power for a later spike.

Turn sequencing (first 4 rounds)
  • T1: Play a draw/hand engine or a solid repeatable attack. Use power conservatively; prioritize ending the turn +1 or +2 cards.

  • T2: Add self-heal/DR or a multi-target tool. Keep building hand; don’t discard for burst yet unless it removes a must-die target.

  • T3: If the board is stable, keep drawing and set a protection piece. If unstable, use team protection to blank the spike and buy a full round.

  • T4: Cash in: Convert cards → burst damage (single boss or AOE), or lock the table again with prevention if a second spike is coming.

Rule of thumb: Draw → Defend → Then Detonate. Don’t spend the hand until it wins a swing.

Matchup plans
  • Wide swarms: Lean on multi-target attacks; save your big discard-burst for the highest-HP minion or the boss after the field is trimmed.

  • Tall bosses: Build to one or two mega-hits (discard-powered) while maintaining DR/heal so you can stay in front.

  • Environment-heavy fights: Make use of environment control that turns cleanup into draw/tempo. A clean board = more Haka turns.

  • Ongoing/Equipment hate: Stagger your key plays and keep a protection card in hand; don’t dump your whole plan into a known wipe.

Team synergies (who loves Haka, and who Haka loves)
  • Global damage buffs / enemy debuffs: Small +1s explode Haka’s multi-hit turns and make discard-bursts outrageous.

  • Extra power use givers: Double dip—repeatable strike + heal/protect or strike + strike in one round.

  • Card draw engines: Feeding Haka cards is feeding the team safety and finishers later.

  • Fragile engines / glass cannons: Haka’s redirection/DR lets them keep combo pieces on the table.

  • Turn-order control: Let Haka blank damage before fragile allies act, or finish after allies stack debuffs.

Common pitfalls (and fast fixes)
  • Spending the hand too early: You nuke once and stall.

    • Fix: Don’t discard big unless it kills a phase/boss or saves the game.

  • Face-tanking without a follow-up heal/DR: You’ll drift to low HP and lose tempo.

    • Fix: Pair every big commit with a heal/DR the same turn or the next.

  • Forgetting table safety tools: Damage prevention often out-values raw damage.

    • Fix: Keep one team shutdown in hand for villain spikes.

  • Ignoring environment snowballs: Those tiles will tax your HP and hand.

    • Fix: Clear them early—especially ones that ping each turn.

Advanced tips
  • Two-turn lethal: Turn N: play a hand engine and pre-buff; Turn N+1: discard-burst for boss flip/finish.

  • Overkill math: If a boosted base hit already kills, save the discard for the next target.

  • Protect the stash: If a wipe is coming, delay your equipment/ongoing; your hand is your real battery.

  • AOE timing: Use team prevention first, then AOE on your next turn when enemies couldn’t act—maximizes safety and conversion.

TL;DR play pattern
  1. Grow your hand every turn

  2. Layer DR/heal to tank safely

  3. Blank spikes with team protection

  4. Convert cards → burst only when it flips phases or closes

  5. Stagger plays vs. wipes; keep one answer ready

  continue reading

18 episodes

Artwork
iconShare
 
Manage episode 510600476 series 3693487
Content provided by Gman Gaming and Reviews and Gman Gaming. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Gman Gaming and Reviews and Gman Gaming or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://podcastplayer.com/legal.

Unbreakable and unstoppable. Haka is the quintessential bruiser-tank: he builds a big hand, turns those cards into huge burst damage, and protects the team with damage prevention, redirection, and self-heal. This guide focuses on tight sequencing so you smash threats without running out of gas.

What you’ll learn Core game plan (3 pillars)
  1. Stock Up – Grow your hand size and table presence. The bigger your hand, the bigger your punches and shields.

  2. Stabilize – Use team protection / DR / self-heal to blunt villain spikes while you keep drawing.

  3. Cash In – Convert cards into massive burst (or full-board safety) at the turn that matters.

Priority cards & why (category-based, spoiler-light)
  • Hand-Size Engines: Effects that draw extra or reward you for destroying/controlling environment cards. Haka scales directly with a fat hand.

  • Self-Heal / DR: Reliable heals and temporary damage reduction let you soak hits so others don’t have to.

  • Team-Wide Protection: One-turn damage shutdown / prevention tools that blank a villain alpha or a nasty environment round.

  • Redirection / Guarding: “Hit me instead” effects that let glass-cannon teammates keep their engines in play.

  • Weapons / Multi-Target Lines: Repeatable powers or attacks that hit multiple targets; perfect for minion waves.

  • Burst Amplifiers: Cards that let you discard X to add big damage to a hit (or supercharge an AOE). These turn your hoarded hand into a finisher.

  • Utility / Control: Spot removal for problem ongoings/environment, or ways to bank/recall power for a later spike.

Turn sequencing (first 4 rounds)
  • T1: Play a draw/hand engine or a solid repeatable attack. Use power conservatively; prioritize ending the turn +1 or +2 cards.

  • T2: Add self-heal/DR or a multi-target tool. Keep building hand; don’t discard for burst yet unless it removes a must-die target.

  • T3: If the board is stable, keep drawing and set a protection piece. If unstable, use team protection to blank the spike and buy a full round.

  • T4: Cash in: Convert cards → burst damage (single boss or AOE), or lock the table again with prevention if a second spike is coming.

Rule of thumb: Draw → Defend → Then Detonate. Don’t spend the hand until it wins a swing.

Matchup plans
  • Wide swarms: Lean on multi-target attacks; save your big discard-burst for the highest-HP minion or the boss after the field is trimmed.

  • Tall bosses: Build to one or two mega-hits (discard-powered) while maintaining DR/heal so you can stay in front.

  • Environment-heavy fights: Make use of environment control that turns cleanup into draw/tempo. A clean board = more Haka turns.

  • Ongoing/Equipment hate: Stagger your key plays and keep a protection card in hand; don’t dump your whole plan into a known wipe.

Team synergies (who loves Haka, and who Haka loves)
  • Global damage buffs / enemy debuffs: Small +1s explode Haka’s multi-hit turns and make discard-bursts outrageous.

  • Extra power use givers: Double dip—repeatable strike + heal/protect or strike + strike in one round.

  • Card draw engines: Feeding Haka cards is feeding the team safety and finishers later.

  • Fragile engines / glass cannons: Haka’s redirection/DR lets them keep combo pieces on the table.

  • Turn-order control: Let Haka blank damage before fragile allies act, or finish after allies stack debuffs.

Common pitfalls (and fast fixes)
  • Spending the hand too early: You nuke once and stall.

    • Fix: Don’t discard big unless it kills a phase/boss or saves the game.

  • Face-tanking without a follow-up heal/DR: You’ll drift to low HP and lose tempo.

    • Fix: Pair every big commit with a heal/DR the same turn or the next.

  • Forgetting table safety tools: Damage prevention often out-values raw damage.

    • Fix: Keep one team shutdown in hand for villain spikes.

  • Ignoring environment snowballs: Those tiles will tax your HP and hand.

    • Fix: Clear them early—especially ones that ping each turn.

Advanced tips
  • Two-turn lethal: Turn N: play a hand engine and pre-buff; Turn N+1: discard-burst for boss flip/finish.

  • Overkill math: If a boosted base hit already kills, save the discard for the next target.

  • Protect the stash: If a wipe is coming, delay your equipment/ongoing; your hand is your real battery.

  • AOE timing: Use team prevention first, then AOE on your next turn when enemies couldn’t act—maximizes safety and conversion.

TL;DR play pattern
  1. Grow your hand every turn

  2. Layer DR/heal to tank safely

  3. Blank spikes with team protection

  4. Convert cards → burst only when it flips phases or closes

  5. Stagger plays vs. wipes; keep one answer ready

  continue reading

18 episodes

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