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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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Metagame Breakdown
Anand Khare
 

Here it is:

 

22 Squadron with Fate Artifacts, including Hardware Store variants

19 Deep Green

14 G’Lock

12 Squadron without Fate Artifacts, including Hardware Store variants

12 Good Guys

7 AGL

5 X-Men beatdown

5 Mental

5 Avengers

5 Villains United / X-Statix

4 Injustice Gang

4 Avengers / Brotherhood reservist

4 Faces with Detective Chimp

3 Hellfire Club

3 Unidentifiable

3 Checkmate / Hellfire

3 Brotherhood Beatdown

2 JLA

2 Secret Society / Underworld

2 Shadowpact

2 Villains United

2 Secret Society

2 X-Statix

2 Faces of Evil

2 Checkmate

1 Spider-Friends

1 Revenge Squad / Villains United

1 Marvel Knights / Squadron

1 Morlocks

1 Injustice Gang / Secret Society

1 Checkmate / Mental

1 Checkmate / Anti-Matter

1 Honor Among Thieves

1 Villains United / Underworld

1 Acolytes

1 Marvel Knights

1 Physical

1 Brotherhood reservist

1 JSA / JLI

1 Carbone’s Assassins

 

 

As you can see, the big decks are Squadron, Deep Green, G’Lock, and Good Guys. The metagame goes somewhat nuts after that, with players packing any team or combination of teams imaginable. Perhaps this provides a glimpse of what the metagame will be at Indy—if Deep Green, Good Guys, and the Fate Artifacts are this good in Silver Age, they should certainly be contenders in DC Modern Age.

 
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