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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 2 Feature Match: Richie Williams vs. Ray Moore |
Toby Wachter |
July 24, 2004 |
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Ray Moore is best known for his articles on VsUniverse.com. In fact, he’s somehow managed to split his time today between playing in the event and writing a live blog on his progress. In all my years reporting on TCG’s, I’ve never seen a player sprinting from the feature match table to the press area, but that’s exactly what he’s doing today. He’s playing Big Brotherhood, while Richie Williams has Doom.
Game 1
Both players took a mulligan. Williams had a turn 2 Kristoff Von Doom, followed up by Boris on turn 3. Moore had a 3-drop Quicksilver, which got through for some damage. Moore had a turn 4 Sabretooth, Feral Rage (discarding Toad), and Williams used Faces of Doom to get Dr. Doom, Diabolic Genius. Williams then exhausted Sabretooth with Mystical Paralysis and then flipped the plot twist back over with Doom. Blob added some size to Moore’s board, and Doom went after Sabretooth. Acrobatic Dodge and Flying Kick nullified each other, so Moore flipped over Lost City. After a power-up went on the chain, Williams flipped Doomstadt and Relocation, stealing Lost City before it could be activated. Thanks to Avalon Space Station and an extra Sabretooth in hand, Moore was able to stun Doom in combat and keep his Sabretooth around. The counterattack made Williams lose a significant amount of endurance, and Kristoff Von Doom got KO’ed during recovery (another one hit play a turn later).
Moore added even more pressure to the board with Mystique, Shape-Changing Assassin, but Mystical Paralysis slowed things down a little. Sabretooth attacked Doom and Williams had Acrobatic Dodge, but Moore used Avalon Space Station and power-ups to stay ahead. Williams wanted to make sure Doom didn’t get stunned and played another Dodge from his hand. Blob was next in line to attack Doom, and Williams had yet another Dodge from his hand. Even though he had an impressive Brotherhood board, Moore would have to settle for Quicksilver attacking Kristoff, and not much else on the turn. Faces of Doom searched out Dr. Doom, Victor Von Doom and played it, but it didn’t matter. Moore played Magneto, Master of Magnetism, and Williams conceded.
Moore1 – Williams 0
Game 2
Williams had a first turn Boris, flipped over Doomstadt, and searched out Reign of Terror. Kristoff came out on turn 2, and another Boris got Savage Beatdown. A third Boris followed, and Williams was quickly getting all the tools he needed. Moore played a 3-drop Quicksilver and had a fourth turn Blob. Boris got Faces of Doom, which got Dr. Doom, Diabolic Genius, turning the Faces face down. Doom charged into Blob and Savage Beatdown made him bigger, and Williams’s Doomstadt was stopped thanks to Relocation. The end result was both characters being stunned, and Reign of Terror then sent Quicksilver back to Moore’s hand. Finishing Move KO’ed Blob, leaving Moore with no characters in play and devastating his board position. This allowed Williams to get to work, using Boris and Doom to search up and recycle plot twists.
Avalon Space Station let Moore get Blob back, halting Williams’s attack. Mystique, Shape-Changing Assassin gave him another scary character to work with, but Williams had things under control. Boris searched out Mystical Paralysis, and Dr. Doom, Victor Von Doom came out. He attacked Blob, causing stun and breakthrough damage. Turn 7 saw power emerge on both sides, as Williams played Sub-Mariner and Moore had Magneto, Master of Magnetism. Doom and Sub-Mariner team attacked Magneto, and the end result was Sub-Mariner and Magneto being stunned. Acrobatic Dodge would have protected Doom from Mystique, but Moore flipped over Lost City and looked to power up his character. Williams tried to steal the City with Relocation, but Moore had one of his own to bring it right back, ensuring that his Mystique would be 15 ATK/15 DEF and able to stun Doom.
During recovery, Doom was KO’ed. Moore played Blob and Sabretooth, while Williams played a 4-drop Doom to flip over Paralysis, and used Boris to get Gamma Bomb. The Paralysis stopped Mystique, but Magneto still took down Doom. Sabretooth tried to attack Boris, which caused Williams to search out Faces of Doom. Instead, it attacked Sub-Mariner, along with Blob. A power-up meant that 20 points of ATK were headed for Sub-Mariner, but Acrobatic Dodge made him big enough to survive. Moore flipped over a second Avalon Space Station to get more power-ups, and Sub-Mariner was stunned while Moore’s characters were not affected. Both were KO’ed thanks to Magneto, but Williams still had the power of Gamma Bomb at his disposal. He played Faces of Doom to get Dr. Doom, Lord of Latveria, and put it into play. Doom attacked Blob, bringing back Faces of Doom. Blob became stunned, and Williams used Faces to get a Dr. Doom, Diabolic Genius. He now played Gamma Bomb, clearing the board. Relocation let him steal Avalon Space Station, giving him the tools necessary to Gamma Bomb at will. With no way to get out of the lock, Moore conceded.
Moore1 – Williams 1
Game 3
Williams had a first turn Boris, and used Doom’s Throne Room, which got Savage Beatdown and Faces of Doom. Moore had a third turn Mystique, and Williams played Doom-Bot. Mystique attacked the Bot to get through some damage, and soon a fourth turn Dr. Doom was staring down Sabretooth. Doom attacked the 11 ATK/7 DEF character, and Moore discarded another Sabretooth for a power-up. Faces of Doom provided one more power-up, so Moore discarded another Sabretooth. With a laugh, Williams played Faces of Doom to get another and get ahead in the power-up war. It seemed that Moore would come out on top thanks to Avalon Space Station, but Williams had Savage Beatdown to at least cause both creatures to be stunned. Finishing Move dealt with Sabretooth, and Reign of Terror bounced back Mystique to leave Moore with no characters in play. He came back with a 5-drop Magneto, and Williams had another Diabolic Genius, using Paralysis to keep Magneto back.
Moore now played Mystique, Shape Changing Assassin, and Williams played a 6-drop Doom, giving it a Flying Kick to attack and stun Magneto. Moore came back with Sabretooth, Feral Rage, and time was called. Williams used Boris to get Mystical Paralysis, which exhausted Mystique, and had the higher life total to win.
Final Result: Richie Williams defeats Ray Moore, 2–1
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