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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.
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Deck Profile: Pierre Eduard Munoz Navarro
Jason Grabher-Meyer
 
Midnight Sons is a totally crazy card. You probably didn’t need to be told that. If you didn’t, you’re in the same club as Pierre Eduard Munoz Navarro, who was running one of the more interesting decks built around Midnight Sons that I’ve seen.

Characters
3 GCPD Officer
4 Dagger, Child of Light
3 Caretaker, Nomadic Warrior
4 Spider-Man, Friendly Neighborhood Spider-Man
2 Moon Knight
2 Will O’ the Wisp
4 Spider-Man, Alien Symbiote
3 Spider-Man, The Spectacular Spider-Man
4 Scarlet Spider, Ben Reilly
1 Spider-Man, The Amazing Spider-Man
1 Invisible Woman, Sue Richards
1 Spider-Man, Cosmic Spider-Man
1 Silver Surfer

Plot Twists
3 Nice Try
2 The Slingers
3 Fizzle
2 Twist of Fate
2 Signal Flare
3 Costume Change
1 Mutant Supremacy
4 Midnight Sons

Locations
3 Avalon Space Station
3 Lost City
1 Savage Land

While Fizzle and Lost City have been two of the more popular tricks for Midnight Sons decks, Navarro used some more innovative ideas as well. While teaming up with the Fantastic Four in order to use Signal Flare seems to be an obvious idea, using the same team-up to make full use of Invisible Woman, Sue Richards is most certainly not. Her effect could be incredibly valuable in such a late-game-oriented environment as this one. The GCPD Officers also allow for Fizzle to be used without a team-up, and they make an interesting addition to the deck.

A huge chunk of the deck is devoted to Spider-Friends, and the combination of Midnight Sons and The Slingers means that any version of Spider-Man becomes a Bastion-like pump applicable to most or sometimes even all of your characters. It’s a neat trick that works incredibly well with Lost City once all three cards hit the table, and provided all three pieces of the puzzle can be found and kept on the board, this deck can quickly dominate anything that seeks to win by combat. The cool thing is that even if all three cards in the combo don’t hit the table, any two can still do a great deal of good. Utility is always positive when you’re looking for a three-card combination.

The deck curves oddly, running a bit light in the early turns, hitting turn 6 very naturally (the deck packs seven 6-drops), and then frequently relying on character-search for its last two turns. To even that out, the deck has five individual character-search cards, and two copies of Twist of Fate help balance the early and mid-game as needed.

While the deck’s slightly weak early game makes it a sitting duck for Fantastic Fun, it seems capable of dishing out good matchups in virtually any other case. The Fizzles that can be game-saving draws against Fantastic Fun are far more of a sure thing against Curve Sentinels, permitting the negation of key late game plays like Reconstruction Program with Bastion and Savage Beatdown and Overload. It can pummel Evil Medical School by stealing the initiative on turn 8 with Silver Surfer, possibly locking the game while at the same time protecting itself against the Dr. Doom, Lord of Latveria and Press the Attack infinite combo. It can quickly out-maneuver Teen Titans in combat and it can stymie The Brave and the Bold’s mid-game rush by simply making targets of team attacks too large to take down.

While an accepted standard for Midnight Sons decks has not yet been found, Navarro’s deck seems to be headed in the right direction. It presents some relatively new ideas while making smart use of older proven ones, and it should give some ideas to fans of the deck type in time for PC: New York.
 
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