Full Card Set: (zip)

Powered by a Spirit of Vengeance, Scything is possessed of supernatural resilience and mystical abilities. First emerging as a dark vigilante hunting the seamy underbelly of Harbor City pursuing a personal vendetta, Scything eventually put paid to the Inverted Triangle Crime Syndicate and it's various shadowy endeavors, and moved on to bigger venues.

For many years Scything's Modus Operandi was to simply appear on the scene someplace where he would proceed to wage a violent and deadly assault upon the wicked, and then promptly fade away again once his work was done. He was also known to mysteriously appear to take part in various super-battles against dark forces and powerful evils. In those earlier years, Scything put in several appearances fighting alongside Justice Incorporated and the team's later successor NewGen to fight against dark supernatural threats such as Incantrix, the Vereux Vaudau, and Revelations Awakening.

Years later, someone claiming to be Scything but with a somewhat different appearance and exhibiting inconsistencies with previous Scything encounters, showed up and eventually joined the Millennial Men. The mystical expert Legend forwarded the opinion that this version of Scything is an entirely different man possessed by the same Spirit of Vengeance, and conjectured that the previous host may have been killed or simply stopped being a willing host. Whatever the case, the "new" version of Scything wanders less than the old, is less violent, and is more social...but is still big on being dark and mysterious and comes and goes as he pleases.

Playing Scything

Scything is primarily a melee damage dealer, with self-buffs. All of Scything's abilities are Ongoing...but many of them are on clocks; they enter play with some number of counters on them, one counter is removed each turn, and when no more counters remain the card is destroyed. For optimal effect, Scthing needs to keep his various buffs going, which means he gets into a self-buff cycle to replace buffs that are expiring. Scything has no abilities that allow him to either draw extra cards or make extra plays. The net effect of this is a tight, very tactical on-a-clock play experience where you need to make the best possible choice from turn to turn for your single card play.

Scything does reliable damage, but has no "spike" ability or big-finisher. His main edge is his ability to literaly mow down lots of low HP targets once he has Swathe of Doom in play. This makes him ideal against villains that rely on lots of weaker minions. Scything is moderately difficult to play correctly.

Scything (Defeated)
Scything (Defeated)
Defeated abilities
Scything (Cardback)
Scything (Cardback)
Art for the back of the hero deck cards.
Scything, Harvester of Vengeance (Promo)
Scything, Harvester of Vengeance (Promo)
An alternate promo version of Scything, representing the original darker and more violent Scything incarnation.
Hero Deck
Grim Resolve
# of copies: 2
Grim Resolve
Harsh Judgment
# of copies: 6
Harsh Judgment
Smart use of this card can really help a superhero team out. This is also Scything's only card that isn't Limited.
Swathe Of Doom
# of copies: 4
Swathe Of Doom
This is Scything's signature ability; with this card in play he can mow down hordes of weak targets.
Deadly Focus
# of copies: 6
Deadly Focus
Fearless Deflection
# of copies: 6
Fearless Deflection
Implacable Grit
# of copies: 4
Implacable Grit
This is Scything's primary damage mitigation card; use it wisely.
Inevitible End
# of copies: 4
Inevitible End
This card allows Scything to push damage through on a hard target.
Reaper
# of copies: 2
Reaper
This is a strong play vs. villains with a lot of weaker targets as it can, under the right circumstances, erase a lot of damage.
Relentless Will
# of copies: 2
Relentless Will
This card is a facilitator, smoothing Scything's constrained card plays. For best results, play strategically.
Fearsome Strikes
# of copies: 4
Fearsome Strikes

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