|
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.
Click here for more
|
|
|
|
|
|
| | | |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
How to Make a Vs. System Expansion in Nine Easy Steps - May 16, 2005 |
|
|
|
|
If you don’t particularly feel like reading through all the technical stuff in the design bible, I recommend skipping down to the section on Green Lantern Corps, which is filled with funny stories and candy.
|
|
|
|
|
|
|
Design vs. New Fear: Trial by Sword Preview - May 11, 2005 |
|
|
|
|
Because the new Batman and Fantastic Four starters were intended to help new players get into the game, we tried to keep the cards pretty simple. But simple doesn’t have to mean weak.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Design Vs. Aesthetics - March 27, 2005 |
|
|
|
|
The problem is that, while I can recognize a card or mechanic as being aesthetically pleasing (or displeasing), I have a hard time defining the criteria by which I come to that conclusion.
|
|
|
|
|
|
|
|
|
|
|
|
|
Design Vs. Errata - February 13, 2005 |
|
|
|
|
Today I’d like to talk about our philosophy on errata as well as go over in detail the reasoning behind the batch of errata that accompanied the Marvel Knights release.
|
|
|
|
|
|
|
Design Vs. The Hidden Area - February 06, 2005 |
|
|
|
|
This seems like a good time to explain how the concealed mechanic and hidden area came to be.
|
|
|
|
|
|
|
|
|
|
|
Design vs. Superman Stories - January 16, 2005 |
|
|
|
|
One of our development goals was (and is) to make the tactical decisions facing a player as interesting as possible. Cosmic accomplishes just that.
|
|
|
|
|
|
|
Design Vs. Absence - January 09, 2005 |
|
|
|
|
Well, it’s sure been a long time since we’ve spoken, and I don’t know about you, but I’ve got a lot to talk about.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Design Vs. Evasion - October 08, 2004 |
|
|
|
|
I decided I wanted to shake things up a bit. I thought it would be cool to come up with a power that allowed a player to trade endurance for board presence.
|
|
|
|
|
|
|
Design Vs Rarity - October 01, 2004 |
|
|
|
|
You see, it might jump out at you more when a rare ends up being bad then when a common is just as bad, but the axis of good cards and bad cards exists at all rarities.
|
|
|
|
|
|
|
Mailbag Mayhem, Volume 2 - September 20, 2004 |
|
|
|
|
Danny lets us look at more of his responses to reader emails, including some info on the upcoming Superman set.
|
|
|
|
|
|
|
Design Vs. Gen Con - September 09, 2004 |
|
|
|
|
I have a confession to make. I’d never been to Gen Con before.
|
|
|
|
|
|
|
Web of Spider-Man Preview: Decoy Program - August 27, 2004 |
|
|
|
|
There’s actually this theory on the Internet that says whenever Dr. Doom is written as a powerful, smart, and completely awesome character, it’s actually him. At any other time, it’s just a Doom-Bot, regardless of whether or not the comic actually says it was.
|
|
|
|
|
|
|
Design Vs. Development: For Real - August 13, 2004 |
|
|
|
|
Those of you who read Dave Humpherys' article last week know that from now on, he and I will be splitting Design Vs. Development in half. I’ll be doing the design half, and he’ll have the development half. This makes a lot of sense . . .
|
|
|
|
|
|
|
Design Vs. Development: Who's Running the Asylum? - August 06, 2004 |
|
|
|
|
To me, the Arkham Inmates are all about fun. That’s not to say I don’t think they’re a good team for high-end playability, just that when we were making them, we really wanted them to come off as a blast to play.
|
|
|
|
|
|
|
Drawing Up the Dark Knight - July 23, 2004 |
|
|
|
|
All egomaniacal jokes aside, I’m reasonably sure I came up with the initial idea for Batman (if not, Mike or Matt will probably beat me up). It looked something like this . . .
|
|
|
|
|
|
|
|
|
Design Vs. Development: Introducing R&D - July 11, 2004 |
|
|
|
|
I’ve been writing these design/development articles for a few months now, and I realize that I’ve never officially introduced the members of the R&D team.
|
|
|
|
|
|
|
Design Vs. Development: Decisions, Boost, and Public Humiliation - July 02, 2004 |
|
|
|
|
So yeah, this article’s pretty much split into three parts. Part 1 goes into some of the differences between strategy and tactics as well as decision points. Part 2 takes a look at the DC Comics Origins set’s only new mono-syllabic keyword mechanic. Part 3 makes me look bad.
|
|
|
|
|
|
|
DC Origins Card Preview: Batcave - June 24, 2004 |
|
|
|
|
In addition to giving you a heads up on your opponent’s formation, the Batcave has a situational but very cool secondary function . . .
|
|
|
|
|
|
|
|
|
Design Vs. Development: Smells Like Team Spirit - June 14, 2004 |
|
|
|
|
Since the recently released Spider-Man Vs. Doc Ock starters have given players a taste of two of the new teams on the block, and in a few weeks the DC Comics Origins set will introduce several more, it seemed like a good time to talk about what goes into the design of a Vs. System team.
|
|
|
|
|
|
|
Design Vs. Development - June 04, 2004 |
|
|
|
|
The Spider-Man vs Doc Ock Starters are just now hitting stores, so I thought it would be appropriate to tell a few design/development stories about how the latest addition to the Vs. System came to be.
|
|
|
|
|
|
|
Extra! Extra! Read All About It! - May 28, 2004 |
|
|
|
|
With the Spider-Man Vs. Doc Ock two-player Starter Set due out any day now, it’s time for another preview. The Daily Bugle is one of two Spider-Friends locations featured in the set.
|
|
|
|
|
|
|
I, Robot - May 21, 2004 |
|
|
|
|
Up till now, most of my articles have had some sort of point. You know, here’s how the metagame affects development, here’s how top-down design works, and so on . . . but today I just want to talk about robots . . .
|
|
|
|
|
|
|
|
|
Design Vs. Development: Working with the Metagame - April 30, 2004 |
|
|
|
|
Last week, I talked about different kinds of metagames. Today I'm going to take a look at how design and development help shape the metagame as well as how the metagame affects design and development.
|
|
|
|
|
|
|
|
|
Design Vs. Development: Missed Opportunities - April 16, 2004 |
|
|
|
|
In the past few weeks I’ve taken a look at the basics of design and development as well as some mistakes of the past. Today I thought I’d go over an often-overlooked aspect of development: the wonderful world of templating.
|
|
|
|
|
|
|
Design Vs. Development: A Trip down Memory Lane - April 09, 2004 |
|
|
|
|
We’ll visit a simpler time, a time when resources flowed like water and Gamma Bombs ruled the day. A time when the scariest character in the game was a blind sculptress and the most powerful card was a little plot twist named Build Up . . .
|
|
|
|
|
|
|
Design Vs. Development - April 02, 2004 |
|
|
|
|
Welcome to the first edition of "Design vs. Development," Metagame.com’s weekly look the design and development of the Vs. System.
|
|
|
|
|
|
|
Arcade - March 30, 2004 |
|
|
|
|
Arcade is all about board control . . .
|
|
|
|
|
|
|
The Power Cosmic - March 26, 2004 |
|
|
|
|
First, I’ll talk about sticking to your game plan, then I’ll go over enforcing your will on the game, then I’ll take a look at how the initiative can influence your deck, and I’ll finish up with Dr. Doom riding a surf board.
|
|
|
|
|
|
|
Sentinel Mark II - March 24, 2004 |
|
|
|
|
If the Sentinel Mk II were porridge, it wouldn’t be too hot or too cold—it would be just right. And it wouldn’t be just any porridge. It’d be mutant-hunting, power-negating, flying, ranged-attacking porridge. Mmmm . . .
|
|
|
|
|
|
|
Lost City - March 23, 2004 |
|
|
|
|
That’s right—when the members of Magneto’s gang power-up, they really power-up.
|
|
|
|
|
|
|
|
|
|
|
Finishing Move - March 03, 2004 |
|
|
|
|
This card's application is pretty straightforward: your opponent has a stunned character, and you want it to go away before it can recover. However, there are really two situations you should consider.
|
|
|
|
|
|
|
| | | | | |
|
|
|
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
|