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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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Best of 2005: Design Vs Inefficiency: A Day in The Life of My Coworkers -
  While working on the new games has been a blast, unfortunately it’s cut into my article-writing time, so it’s been a while since I’ve had a chance to make fun of Dave Humpherys in a public setting.

 
 
 
How to Make a Vs. System Expansion in Nine Easy Steps- Part 7: Sealed Play Development -
  In this part, R&D plays Sealed Pack and Draft in order to organize and balance the set for Sealed play.

 
 
 
How to Make a Vs. System Expansion in Nine Easy Steps: Step 6: Full Design -
  I like to think that if Dave Humpherys was a Pokémon, he’d go around all day saying things like “Humpherys! Humpherys Dave Humpherys! Daaaaave Dave Humpherys! Hum-PHREYS!”

 
 
 
How to Make a Vs. System Expansion in Nine Easy Steps, Step 5 -
  In this part, R&D builds an initial set of cards as quickly as possible in order to test mechanics and team dynamics.

 
 
 
Design Vs Live Chat: Unanswered Questions -
  Today, I'm going to answer all the questions that didn't get answered during the chat.

 
 
 
How To Make a Vs. System Expansion in Nine Easy Steps, Part 4 -
  This week’s entry into the design bible involves determining the core mechanics of our expansion as well as deciding what each team will be like.

 
 
 
How To Make a Vs. System Expansion in Nine Easy Steps, Part 3 -
  This week’s entry into the Vs. System Design Bible is pretty short. The good news is, I’ve got more room to answer questions. Hurray!

 
 
 
How to Make a Vs. System Expansion in Nine Easy Steps, Part 2 -
  Last week, I started off this whole Vs. Design Bible/Green Lantern Design Diary thing. Don’t worry. This week’s entry is much shorter. Well, not that much . . .

 
 
 
How to Make a Vs. System Expansion in Nine Easy Steps -
  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 -
  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. Design: “How To Make A Vs. Expansion in Nine Easy Steps” Intro -
  Welcome to Green Lantern season!

 
 
 
Design vs. Team-Ups: They’re Not Just for Teams Anymore! (Mosaic World Preview) -
  Grab the biggest characters at every drop or the characters with the coolest powers and build your own dream team.

 
 
 
Design Vs Constructs: Kyle Rayner, Last Green Lantern Preview -
  Versions: They’re not just for characters anymore

 
 
 
Design Vs. Willpower: Light Brigade Preview -
  The more willpower a character has, the more powerful certain plot twists and powers become.

 
 
 
Design vs. Modern Age: The Big Exhale -
  Whew. I can breathe again.

 
 
 
Design Vs. A Christmas Danny -
  It’s a year now that we’ve been playing this game, more or less.

 
 
 
Design Vs. Aesthetics -
  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. The Headiness of Multiplayer -
  One of our design goals when creating the Vs. engine was to make the two-player game transition smoothly to multi-player games.

 
 
 
Design Vs. Mailbag 3: Mailbag Forever -
  Okay, you guys know the drill. I post some of the emails I’ve received, and then I answer them. Hilarity and/or insight ensue.

 
 
 
Design Vs Inefficiency: A Day in The Life of My Coworkers -
  I’m sure many of you think it’s all gaming all the time. Well, I’m here to tell you it is.

 
 
 
Design Vs. Errata -
  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 -
  This seems like a good time to explain how the concealed mechanic and hidden area came to be.

 
 
 
Marvel Knights Preview: Witching Hour -
  Witching Hour is one of my favorite types of card designs—unapparent in power and modular in deck design.

 
 
 
Marvel Knights Preview: Yelena Belova ◊ Black Widow -
  It’s preview time again! And boy do we have a doozy today. Take a look . . .

 
 
 
Design vs. Superman Stories -
  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 -
  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. Sequels: Pro Circuit 2, the Son of Pro Circuit -
  These days, there are lots of reasons to be excited about Vs. System.

 
 
 
Design Vs Grandmas: Granny Loves You Preview -
  Granny Loves You incorporates two of the themes we gave the Darkseid’s Elite team—torture and mutual punishment.

 
 
 
Design Vs Sucking: Parasite Preview -
  A preview that sucks.

 
 
 
Design Vs The Dog of Steel: Krypto Preview -
  It’s preview time again!

 
 
 
Design Vs Spider-Man Design Stories (Now With 20% More Jeff Donais Biography) -
  Today, Jeff Donais put me on his back and carried me across the office. It wasn’t like a fireman’s carry, or like anything else that might have been remotely dignified.

 
 
 
Design Vs. Breaking and Entering -
  How does one break into the gaming industry?

 
 
 
Design Vs. Evasion -
  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 -
  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 -
  Danny lets us look at more of his responses to reader emails, including some info on the upcoming Superman set.

 
 
 
Design Vs. Gen Con -
  I have a confession to make. I’d never been to Gen Con before.

 
 
 
Web of Spider-Man Preview: Decoy Program -
  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 -
  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? -
  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 -
  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: (Insert Pun About Babeling Here) -
  There comes a time in every man’s life when he just needs to talk about a League of Assassins power rare. For me, that time is now.

 
 
 
Design Vs. Development: Introducing R&D -
  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 -
  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 -
  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: What's in a Name? -
  Check out this week's article, which includes a preview of Cassandra Cain ◊ Batgirl.

 
 
 
Design Vs. Development: Smells Like Team Spirit -
  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 -
  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! -
  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 -
  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: Top-Down Design -
  There are many different ways to approach designing a new card . . .

 
 
 
Design Vs. Development: Working with the Metagame -
  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: I Never Metagame I Didn't Like -
  Today's article is mainly an introduction to the metagame (which may or may not have a little contest at the end) . . .

 
 
 
Design Vs. Development: Missed Opportunities -
  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 -
  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 -
  Welcome to the first edition of "Design vs. Development," Metagame.com’s weekly look the design and development of the Vs. System.

 
 
 
Arcade -
  Arcade is all about board control . . .

 
 
 
The Power Cosmic -
  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 -
  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 -
  That’s right—when the members of Magneto’s gang power-up, they really power-up.

 
 
 
Heroes United -
  Cross-overs abound!

 
 
 
The Man in the Iron Mask. -
  No, not that one. Different man, different mask.

 
 
 
Finishing Move -
  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.

 
 
 
   
 
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