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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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Team Tactics
Mike Hummel
 
In yesterday’s Cyclops preview, we looked at how teammates have the ability to work together and team attack an opposing character. However, we also know from the rulebook that team attacks cause no breakthrough endurance loss. This one exception to the breakthrough rule ruins the hopes and dreams of players everywhere wanting to team attack a 1 DEF Dazzler with their 12 ATK Blastaar and 16 ATK Annihilus. (For more details on how those two characters from different teams could team attack, check out tomorrow's article.) Ever wish your team attacks would cause breakthrough like normal attacks? Today’s preview card lets you do it.

When a player has initiative, he or she has a great chance to serve up some beats because all of his or her attacks are made first. When both you and your opponent are low on endurance, it is very important to finish your opponent off while you have initiative. Team Tactics provides the extra punch you need to drop your opponent below 0 before he or she can do it to you on the next turn.

Let’s take a closer look at Team Tactics. Basically, this plot twist lets you exhaust a character you control to give an ATK bonus to an attacker you control with the same team affiliation.

The key to using this card is first to deconstruct your opponent’s formation. If your opponent reinforces his or her defending character, all you’ve done is waste a plot twist and a potential attacker. You’ll want to attack a small DEF character that can’t be reinforced to maximize breakthrough.

There is more flexibility to this card than just cramming through a boat-load of extra endurance loss. Normally, when you team attack a character, your opponent chooses to stun the largest attacker to maximize stun loss. You can use Team Tactics to attack with a small character, and pump its attack with a larger character that is safely out of combat. This lets you make an attack that is as powerful as a team attack, but causes breakthrough and doesn’t cost you your better character. What a deal!

Remember to use the timing rules of priority correctly when playing this card. After successfully declaring an attack, you have priority. If you pass priority and your opponent does the same, you won’t have time to use Team Tactics, and the attack will simply resolve. The correct play is to immediately use this plot twist after successfully declaring an attack.

Team Tactics is also a great reactive card. Let’s say you send in your Thing to take down an opponent’s Rogue. But your crafty opponent plays Acrobatic Dodge to boost Rogue’s DEF. This would be a great time to play Team Tactics. Not only will you have effectively countered the Acrobatic Dodge, but you may even cram in more breakthrough.

Be sure to look for effects that provide ATK bonuses to multiple characters you control to further increase the strength of this plot twist. A final combat trick involves this card and any effect that readies a character but prevents it from attacking again the same turn, such as Xavier’s School for Gifted Youngsters or Cosmic Radiation. This combo will effectively allow you to attack twice with the same character.

So take 28 ATK, Dazzler, and like it . . .

Check back tomorrow . . .

 
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