A former Green Beret, leader of the "Growling Recondos"
in Vietnam, and a CIA Agent for a decade. He was chosen as one of the original recipients
of the PRIMACY Procedure, an ultra-classified
"super agent serum" type process developed by the U.S. government. The treatment
was successful (not all recipients survive the process); it arrested Wrath's aging
and granted him superhuman athletic capabilities including greater than Olympian
levels of strength and agility, bullet proof skin, rapid healing capabilities, and
uncanny accuracy.
Afterwards Wrath became one of the original "Agents of
PRIMACY" and soon was the most famous member of the organization due
to his unique personality and uncompromising style. He was soon promoted to become
a Federal Vindicator, with broad discretionary
powers normally reserved for the most senior members of Federal law enforcement
and the judiciary branch, allowing him to make in-the-field decisions of life and
death in pursuit of the national interests both domestically and abroad. Just shy
of 20 years later John Wrath was the last of the original Agents of PRIMACY still
serving and the most senior of the select Federal Vindicators. However, seen by
the younger softer generation as a irascible holdover of the Cold War era, he was
finally pushed into early "retirement" by politicos and "candy-ass pencil pushers".
At the time Wrath happened to be in pursuit of a high profile gang of supervillain
thieves which several other solo heroes were on the trail of from disparate threads.
They various heroes eventually teamed up to defeat the villains and soon formed
the original Millennial Men roster together, with Wrath included as a founding member
despite his claims of non-interest. He's been an on again off again member ever
since.
John Wrath's aging was arrested by the PRIMACY Procedure and even though he's pushing
80, he looks like an extremely fit man in his late 40's or early 50's.
Playing John Wrath
John Wrath is a durable tank for the team, and dishes solid damage. He is able to
take a lot of actions, including out of sequence actions.
The core play experience for John Wrath is centered on his Omni-Shield and his Firearms
(you need at least 1 and preferably 2 Firearms in play for optimal performance).
John Wrath has several powerful abilities, primarily driven by discards, so hand
management is crucial to being successful.
The deck is very "tool-boxy" and relies on a lot of equipment, single copy cards,
card draw, and discard to work. It is very "busy", and should be played by players
who are reasonably quick at resolving their actions as Wrath has a lot of tutor
effects and extra actions. It is difficult to play correctly, but provides a lot
of tactical flexibility to players willing to invest the time into learning the
decks ins and outs.
John Wrath
(Defeated)
Defeated abilities
John Wrath
(Cardback)
Art for the back of the hero deck cards.
John Wrath,
Elite Operative (Promo)
Alternate / promo version of John Wrath
John Wrath,
Special Ops (Promo)
Alternate / promo version of John Wrath
John Wrath
(Cardback, Promo)
Art for the back of the hero deck cards.
Standard Issue
# of copies: 2
Once you have a couple of Firearms in play, this is Wrath's most sustainable damage dealer as it does not require discarding. Note that the R & D Special and the This One Is Mine cards are both 'Firearms' and qualify to activate this card's extended ability if the second copy of Standard Issue is not in play.
The Cyber Eye
# of copies: 1
The Cyber Eye doesn't literally get 'destroyed' conceptually, it just needs to re-analyze weak points. A couple of other cards have synergy with this card, so you want to keep it in play as much as possible. Use Unending Wrath to recycle this card as needed.
OmniShield
# of copies: 1
This is a critical card for Wrath in the mid to late game; you should get it into play by the 4th or 5th round. Not only is it his most reliable form of damage mitigation, but two other key cards require it to be in play to function
This One Is Mine
# of copies: 1
This card is Wrath's main tool vs villains like Warlord Voss and the Chairman who rely on lots of weaker minions.
R&D Special
# of copies: 1
This is Wrath's finisher card, though it is obviously risky. A pro move is to use Got It Covered to play Time For A New Plan out of turn sequence, and then unload with R & D Special.
Always Prepared
# of copies: 4
A strong tutor effect, allowing deep access to the many one-of's in the deck.
Rapid Recovery
# of copies: 4
Another useful card in allowing Wrath to tank for the team.
Got It Covered
# of copies: 6
This card gives Wrath a tremendous amount of tactical flexibility, allowing him to bank part of his turn and take it out of sequence later. There are many different unique tricks he can pull off using this as the enabler.
Gimme Your Best Shot
# of copies: 6
This is the main enabler to allow Wrath to fill his role as tank for the team. Pull damage to Wrath, and use the card draw to pull more Omni-shield fodder. If Shield & Spur are in play, you even get to return some damage downrange.
Acrobatic Avoidance
# of copies: 2
This card can be used tactically to supplement Wrath's survivability. Clever use of this, Gimme Your Best Shot, and the Omni Shield can render Wrath very durable.
Inestimable Wrath Fu
# of copies: 3
This is primarily a thematic card, but it does act as a force multiplier for Wrath. It combos well with Got It Covered to basically play 2 cards and use a Firearm power, and it also combos well with Bushwhacker.
Chump Drop
# of copies: 1
In addition to being thematic to the character, this is a useful toolbox card. Often it will be dead in hand if drawn, in which case use it as discard fodder. But whenever there are multiple targets sitting at 1 hp...fetch this card and cash in on some free drawing power.
Bulletstorm
# of copies: 1
The damage is nice, but the real main use of this card is card draw. You really cannot draw too many cards when playing Wrath.
Bushwhacker
# of copies: 1
A fun little card; more thematic than anything, but if used carefully can seriously augment Wrath's overall damage output.
Load Bearing Harness
# of copies: 1
In most games this should be the first fetch from Always Prepared. It's Wrath's main tool to setup his board position.
Ready For Anything
# of copies: 1
This card grants Wrath a tremendous amount of tactical flexibility when it is in play.
Shield and Spur
# of copies: 1
Sets up some ambient damage. This card contributes to his overall damage output, particularly if Wrath is using Gimme Your Best Shot frequently.
The Bigger They Are
# of copies: 1
This is a thematic card, but also a very useful one.
Widowmaker
# of copies: 1
Wrath has several effects powered by discards; this card can help offset the impact. It can also be used to prevent targets from getting recycled from the trash, like Citizen Dawn's minions.
Time For A New Plan
# of copies: 1
This card is a dual edged sword; Wrath likes having a trash pile to recycle from, but on the other hand resetting and drawing 10 cards can be a game changer; especially with R&D Special in play or if you draw into Rapid Recovery and need the HP.
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