Home Events Archives Search Links Contact



Cards
The Sentry™
Card# MTU-017


While his stats aren’t much bigger than those of the average 7-drop, Sentry’s “Pay ATK” power can drastically hinder an opponent’s attacking options in the late game.
Click here for more
Deck Tech: The GLEE Club
Tim Willoughby
 

In a field that has a whole range of platinum hits from past Golden Age events being represented, it’s nice to see something that’s entirely fresh and new. If you were looking for odds that Hans Joachim Höh would play a deck other than Sentinels this weekend, you might have had trouble. However, he has chosen to lay aside the purple robots for the first time in Golden Age since Vienna, which was the first European $10K he made money at way back in November of last year. The reason? He was talking online with friends about what he should play this weekend, and one of them wished him “gl with winning this one.” For those of you not up with the cool kids’ lingo from the interweb, that means “good luck with winning that one.”

 

Clearly Hans was getting mixed messages, because he decided to take the acronym a little differently, looking to the Green Lanterns to bring the pain in Munich. Both Hans and Andre Müller are playing the following build.

 

Characters

4 G’Nort

3 Arisia

1 Henry King Jr. ◊ Brainwave

3 Olapet

4 Kyle Rayner, Last Green Lantern

1 Hector Hammond

4 Dr. Light, Master of Holograms

1 Tomar Re

4 Ch’p

2 Remoni-Notra ◊ Star Sapphire

1 Guy Gardner, Strong Arm of the Corps

1 Sinestro, Green Lantern of Korugar

1 Hal Jordan, Reborn

 

Plot Twists

1 Sweeping Up

3 Breaking Ground

4 Nasty Surprise

4 The Ring Has Chosen

4 Emerald Twilight

 

Locations

4 Oa

4 Willworld

 

Equipment

4 Light Armor

2 Chopping Block

 

 

The power of this deck lies in its aggressive drops and its ability to swarm in the early game, followed up by its ability to mix it up in the late game with defensive drops that swing back pretty big. With all the KO effects in the deck, these bigger characters shouldn’t have too much work to do to dominate the board. In matches like the Teen Titans match, it is possible to engineer situations where the little beaters are out-swarmed and then cleared away in the early game, making the recruiting of higher drops a little tricky because of the loyalty on both Terra and Garth. Kyle Rayner’s ability to fetch one amongst a toolbox of constructs offers resilience against a variety of threats, or indeed the ability to create some its own threats if opponents are off to a bad start.

 

Much like Sentinels, The GLEE Club punishes bad draws and can be either a beatdown or a control deck depending on the matchup. The scary thing is that, of the whole deck, there are only four cards that aren’t legal for Indianapolis’s DC Modern Age. With Heat Vision a potential substitute for Nasty Surprise, the future may very well be green.

 

Until now, Hans Joachim Höh was known for playing Sentinels wherever possible. Depending on how he does today, we might need to amend that to playing the best deck wherever possible.

 
Top of Page
www.marvel.com www.dccomics.com Metagame.com link