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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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Round 9: Heath Baker vs. John Hall
Michael Barnes
 

Going into round 9, both TDC’s Heath Baker and TAWC’s John Hall are sitting pretty at 7-1. Both are guaranteed a Day 2 appearance here in Indy, but they are fighting to improve their position for a shot at a coveted place in the Top 8 on Day 3. In addition, bragging rights for the victorious team would probably resound.

 

The match started out slow for both players, as neither had a recruit until turn 3. John started off the festivities with Shayera Thal ◊ Hawkwoman. He placed the ally mainstay Nth Metal on his winged lady and passed over to Heath. Heath had a response in the form of Christopher Smith ◊ Peacemaker in the hidden area. In combat, John attacked with Hawkwoman directly, powering-up and searching out Katar Hol ◊ Hawkman, Thanagarian Enforcer. Heath took 6 and passed on any attacks back. John finished the turn up 50-44.

 

Heath missed in spectacular fashion on turn 4, recruiting nothing but an Amulet of Nabu onto his Peacemaker. John’s recruit was slightly better: Hawkman brandishing another Nth Metal. Heath, spurred by the need to do some damage, sent Peacemaker into Hawkman. During the attack, he flipped up four locations, then used Target Acquired to boost his attack by 6 points. John powered-up, fetching another copy of Hawkman. Both characters stunned, and John once again attacked directly with Hawkwoman. At the end of turn 4, John sat on a 43-35 lead.

 

Turn 5 saw Fire hit the board for John, once again accompanied by an Nth Metal. He flipped two copies of World’s Greatest Heroes and passed over to Heath. Heath finally had the Brother I Satellite to find Maxwell Lord, Black King. He placed Maxwell in the back row and passed back to John. John wasted little time sending Hawkman into Maxwell. Prior to the attack becoming legal, Heath cleverly discarded a copy of The Science Spire to Maxwell Lord’s effect to prevent Fire’s effect from triggering every time John powered-up Hawkman . Still, this didn’t stop John from powering-up his Hawkman five times! To add insult to injury, John used Kooey Kooey Kooey to search out a copy of Trial by Fire, which he then played on his Hawkman, boosting him to an unbelievable 27 ATK.

 

Heath played out a valiant response with two copies of Knightmare Scenario and an activation of Checkmate Safe House to boost Maxwell’s DEF to 14. Still, he was fighting a losing battle. Faced with the massive amount of damage he would take from Hawkman and the following attacks from Fire and Hawkwoman, Heath conceded the match.

 

John Hall wins!

 
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