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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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DC Origins Card Preview: T-Jet
Dave Humpherys
 

Quick! Name all the Teen Titans you can think of with flight. Well, all right I guess there are a decent number of them, but quite a few could still use a little lift. In fact, if you absolutely, positively want all your guys to fly, then you don’t even have to be running the Teen Titans to find some utility in this. Is The Blackbird a little too rich for your blood? Is it too rainy for a trip in the Fantasticar? Then have your team climb aboard the T-Jet. And it’s transferable! (We’ll get to what that means in a moment.) Consider the Gotham Knights for a moment. They aren’t exactly gifted in the aerial department, and they’d be well served by the T-Jet if they didn’t have better options with their own Batplane.


Do you hate it when you go to recovery phase and have to choose whether to keep your largest character or different one with a cool equipment on it? Well, transferable equipment helps you get around that dilemma. As defined in the DC Origins rulebook, “Transferable: Some equipment has the keyword “Transferable” in its text box. If an equipment is transferable, at the start of your formation step you may transfer it (equip it) to an unequipped character you control.”

Thus, each turn, during your formation step, you can put your transferable equipment safely onto your largest character. In this way, you can always keep your equipment “safe,” since that character is hopefully your least likely to be KO’d on any given turn. In the case of equipment that enhances the recipient, it also means that your largest character is likely to be better than your opponent’s largest character each turn, since your character will be gaining the benefits of that transferable equipment. For example, there is a 0-cost transferable equipment in the set that gives +1 ATK and range. Even a small bonus like that should make your combat decisions a lot easier when you can put it on your largest character each turn.

There will also be times when you won’t want your equipment on your largest character. Maybe your largest character is already perfectly poised to take down a foe, and you just need a little help for a smaller character to carry out an optimal string of attacks. You gain a lot of versatility from the transferable mechanic. Note that the transfer from transferability is a triggered, and also that you can only move the equipment once per turn in this way. Thus, if an equipment like Advanced Hardware had transferable, you couldn’t have all of your characters “zap” your opponent with it.

Notice that T-Jet triggers when a “character you control becomes powered-up” in contrast to some other cards that are replacement modifiers for a power-up, like Lost City, which reads, “character you control would become powered-up, that character gets . . . instead”. Cards with replacement effects don’t exactly combo with cards that trigger on the effect being replaced. Thus, while you get a better bonus with Lost City than with T-Jet, T-Jet still allows you to gain other additional benefits from powering-up via cards such as ESU Science Lab and, as you will see, Red Star.

And just to tease a little bit more, there might be a location that powers-up Teen Titans. And perhaps there’s a Titans character that can fetch any equipment right out of your deck and into play . . . Even though there aren’t too many Teen Titans with multiple versions yet, there are plenty of makings for a solid Teen Titans power-up deck.

 
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