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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 1: Tillman Bragg vs. Donald Noland
Anand Khare
 

These players are friends from Nashville, Tennessee. Both Tillman and Donald have had a great deal of success in Vs. System recently. Donald made Top 8 at $10K Atlanta, and Tillman Top 8’d the recent $10K at Wizard World Texas. Their luck did not carry over to the Pro Circuit, though—neither of them was able to accumulate the requisite six game wins needed to advance to Day 2, and that’s why they’re playing here today.

 

Donald won the die roll and chose the odd initiatives. “That’s the nut low, the absolute nut low,” said Tillman. Odd initiatives are thought to be extremely critical in this format. Both players kept their opening hands, and neither player had a recruit for the first turn. Tillman had the first play of the game on turn 2 in the form of an L-Ron. Donald could only muster Sue Dibny, a turn late, and used her to fetch Booster Gold. Tillman attacked and flipped Slaughter Swamp to add another point of endurance loss. Donald took his beating and led off turn 3 with a Membership Drive. He then brought out his Booster Gold—boosted, of course. A rather sizeable Bluejay joined his squad in the visible area in front of Booster, and Donald passed the recruit. Tillman played Rocket Red #4 behind L-Ron. Donald’s first attack sent Booster Gold into Rocket Red. Donald powered-up Booster, but Tillman simply activated Red to give himself +3 DEF. Donald was unfamiliar with what Rocket Red did and had to use Plasma Blast to force the stun. Bluejay traded with L-Ron, and Sue attacked in for an additional point to end a very good turn for Donald. As the players recovered—Tillman kept Rocket Red—Donald led 45–40.

 

On turn 4, Tillman recruited Crimson Fox, the JLI’s own Nimrod, in front of Rocket Red. Donald added to his formation by recruiting Kimiyo Hoshi ◊ Dr. Light in the empty space behind Sue. Tillman contemplated his attacks and finally opted to bring Rocket Red into Booster Gold. He had no effects to power-up his character’s DEF, and both Red and Booster stunned. Next, Tillman sent Crimson Fox into Bluejay. Donald attacked Crimson Fox with Dr. Light but was foiled by a devastating Counterstrike. Donald’s character stunned and Tillman’s Fox traded her twin counter for a +1 ATK / +1 DEF counter. At the end of the turn, Tillman led 37–31.

 

Donald eyed Crimson Fox’s counter with a turn 5 Scarecrow, Fearmonger. Sue was left in front of Dr. Light next to Scarecrow. Tillman could only muster Lex Luthor, Criminal Genius in front of a boosted Booster Gold. At the beginning of combat, Scarecrow stole Crimson Fox’s counter. Donald’s first attack once again sent Dr. Light into Crimson Fox. She exhausted to give Lex a bonus for the turn, and Tillman used UN Recognition to force the stunback. Donald’s next attack brought Scarecrow into Lex. This time, Tillman could offer no resistance and simply reinforced with Booster Gold. Scarecrow received another counter. Finally, Donald sent Sue into Booster Gold. Rallying Cry! took Booster down, and Tillman reinforced. At the end of the turn, Tillman still led, 30–26. Tillman KO’d Crimson Fox and Booster Gold, while Donald lost only Sue Dibny.

 

Tillman shook his head as he tried to figure out what to recruit for turn 6. “That guy’s got 12 ATK?” he asked, indicating Scarecrow. Donald confirmed. After a little bit more thinking, Tillman recruited Gorilla Grodd in the front row. He formed with Lex in front of Red in the row next to Grodd. Donald had a Grodd of his own, which he left in the back row. Donald left Scarecrow in front of Dr. Light in the next row. At this point, it seemed that Tillman might have made a critical error in formation—Donald could use his Gorilla to steal Rocket Red without resistance. Tillman thought about his attacks and eventually sent Grodd into Scarecrow. Plasma Blast was played in a bid to allow Grodd to live. Donald had a power-up, but Tillman had yet another Plasma Blast. “You have two of those?” exclaimed Donald. “What? I didn’t have a chance to use them before this turn,” replied Tillman. After thinking for quite a bit longer, Tillman finally declared his second attack. Both Rocket Red and Lex were sent into Dr. Light. Donald allowed the attack and chose not to steal Rocket Red. Dr. Light traded for Red. Donald attacked back into Lex, and that was the turn. At the end of the turn, Donald lost Dr. Light, and Tillman lost Lex. Tillman maintained his endurance lead, which now stood at a precarious 17–14.

 

Donald had the initiative on turn 7 and wasted no time in recruiting Prometheus in his support row. He formed with Grodd adjacent to both of his remaining characters, and passed the recruit. Tillman tried his best to figure out how to survive. He recruited Ultra-Humanite in the front row, and also left Grodd adjacent to both of his remaining characters. Tillman passed to Donald’s attack, and Donald went into the tank. “Gorilla Grodd makes things really complicated,” noted Tillman. Donald finally attacked Gorilla Grodd into Ultra-Humanite. “Oh . . . I thought you could discard any character to this,” he said, noting Prometheus’s ability. Donald attempted to rectify his mistake by using Prometheus to attempt to steal Tillman’s Grodd. Tillman thought for quite a while about whether or not he should KO Ultra-Humanite and swap Grodds in response. Eventually, he made the decision to do nothing, and Donald grabbed a Grodd. He had no pump for his attacking Gorilla, and his attacker simply stunned. “I can’t believe I just screwed that up!” Time was called as Donald went into the tank again on this exceptionally long turn. His new Gorilla went after Rocket Red, and Tillman exhausted it to give it +7 DEF. Donald responded by KO’ing his Scarecrow to grab Tillman’s Red. Tillman attacked with Ultra-Humanite, and that was the game.

 

Tillman Bragg wins!

 
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