|
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
|
|
|
|
|
|
| | | |
|
|
|
|
|
|
|
|
Forcing in Avengers Draft - November 14, 2005 |
|
|
|
|
Each set drafts somewhat differently, and while forcing might have been a risky idea with relatively low payoff in previous sets, it’s almost a necessity for Avengers.
|
|
|
|
|
|
|
The Light of Play: Framistat - September 13, 2005 |
|
|
|
|
Framistat actually overcomes one of the cardinal problems that inhibit the playability of equipment: it has a surprise factor built in.
|
|
|
|
|
|
|
The Light of Play: Null Time Zone - September 06, 2005 |
|
|
|
|
If one plot twist has been holding back your original and creative idea, Null Time Zone can eliminate that problem.
|
|
|
|
|
|
|
The Light of Play: Daily Bugle - August 30, 2005 |
|
|
|
|
With GLEE, Teen Titans, and Curve Sentinels now dominating in the manner that they are, it might finally be time for Spidey and Co. to step up and take what’s rightfully theirs.
|
|
|
|
|
|
|
|
|
|
|
|
|
The Avengers Preview: Helmut Zemo <> Citizen V - July 19, 2005 |
|
|
|
|
Uniting even the most ragtag of multi-affiliation decks, Zemo lets you draft aggressively and go after the best characters possible while still allowing you the ability to team attack and reinforce on later turns.
|
|
|
|
|
|
|
|
|
|
|
The Light of Play: Fast Getaway - June 21, 2005 |
|
|
|
|
Odds are good that unless you’re Jeremy Gray, your Fast Getaways are covered in a thick layer of dust. Get ready to brush them off.
|
|
|
|
|
|
|
The Light of Play: Lacuna - June 15, 2005 |
|
|
|
|
I’m a tech fiend, and for me there is nothing more exciting than unrealized potential in deliciously concentrated single-card form.
|
|
|
|
|
|
|
The Light of Play: Mojoverse - June 07, 2005 |
|
|
|
|
Will Mojoverse be adopted by local level players and competitors in future money events, or was PC NY its only hurrah?
|
|
|
|
|
|
|
The Light of Play: PC Predictions Follow-up - May 31, 2005 |
|
|
|
|
Tim and I had a blast putting together lists of things we thought we’d see, or just plain wanted to see, at PC New York. The event itself was incredible, but having a little checklist of stuff to look for made it that much cooler. Here’s how my predictions worked out.
|
|
|
|
|
|
|
The Light of Play: PC Predictions - May 24, 2005 |
|
|
|
|
As usual, Tim Willoughby beat me to the punch with his top 40 predictions for Pro Circuit New York. But I’ve got my own little list of play-oriented predictions mixed with even more wacky things I think might happen.
|
|
|
|
|
|
|
Juggernaut: Part Two of the Intense Thrillogy - May 17, 2005 |
|
|
|
|
I’m going to go ahead and break my own mold yet again to (hopefully) deliver something that will promote innovation in the metagame. And it all starts with last weekend’s $10K Detroit event.
|
|
|
|
|
|
|
|
|
The Light of Play: Gravesite - May 03, 2005 |
|
|
|
|
As good as Gravesite can be, you can’t just chuck it into anything and expect to come out smelling like a rose.
|
|
|
|
|
|
|
|
|
|
|
The Light of Play: Play Time - April 12, 2005 |
|
|
|
|
At a point in the industry where a lot of companies are spoon-feeding players deck ideas through incredibly obvious thematic and strategic structures, Vs. System continues to spin out cards that generate unpredictable interactions.
|
|
|
|
|
|
|
The Light of Play: Global Domination - April 05, 2005 |
|
|
|
|
Okay, you sat through last week’s surprisingly well received dissertation on the virtues of Juggernaut, so today we’ll take a look at something a bit less avant-garde that virtually any deck can use.
|
|
|
|
|
|
|
The Light of Play: Juggernaut - March 29, 2005 |
|
|
|
|
Despite the fact that he can’t ready in the recovery phase of the turn in which he attacks, this long maligned card is deceptively useful, and the current Golden Age environment is prime for his re-emergence from the back of your trade binder.
|
|
|
|
|
|
|
|
|
|
|
|
|
The Light of Play: Total Anarchy - March 01, 2005 |
|
|
|
|
Total Anarchy is a proverbial “big blunt object,” matched in its lack of subtlety only by its brutal efficiency and its splashability.
|
|
|
|
|
|
|
|
|
The Light of Play: Flame Trap - February 15, 2005 |
|
|
|
|
I won’t argue that it isn’t seeing much play—it is—but in my opinion, it’s not seeing as much as it should.
|
|
|
|
|
|
|
The Light of Play: Betrayal - February 08, 2005 |
|
|
|
|
From now on, I’ll be writing articles about those cards sitting at the back of your trade binder.
|
|
|
|
|
|
|
Marvel Knights Preview: Brother Voodoo - February 01, 2005 |
|
|
|
|
His stats are about average for a 3-drop, and both of his effects can help you riffle through your cards until you hit what you need.
|
|
|
|
|
|
|
|
|
|
|
Totally Freakin' Broken: Deck Destruction - January 11, 2005 |
|
|
|
|
Sure, we’ve all looked at Emperor Joker, and though a deck destruction deck doesn’t yet seem viable, the theme of deck destruction does have some very interesting support cards.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Totally Freakin’ Broken: Gray Stall - November 23, 2004 |
|
|
|
|
I came out of England’s Minehead $10K with one thought on my mind—the deck that Jeremy Gray took third place with was nothing short of “maximum pwnage.”
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Totally Freakin' Broken: Bounce - October 19, 2004 |
|
|
|
|
The cards in this group can return one or more of your opponent’s characters to his or her hand or deck. All in all, there are seven- five characters and two plot twists.
|
|
|
|
|
|
|
|
|
|
|
Stun Effects: Part Two - September 21, 2004 |
|
|
|
|
Jason finishes his look at the power and restrictions of stun effects.
|
|
|
|
|
|
|
Stun Effects: Part One - September 14, 2004 |
|
|
|
|
In order to dominate the game, you need to KO characters, not just stun them, and in the grand scheme of things, that’s going to mean stunning multiple characters in a single turn more often than not.
|
|
|
|
|
|
|
Searching for Equipment, Plot Twists, and Locations - August 17, 2004 |
|
|
|
|
Last time we looked at the character-searching cards available in the current card pool of Marvel Origins, DC Origins, and the Spider-Man vs. Doc Ock Starter Set. Today’s column has a similar theme: looking at cards that search for specific plot twists, equipment, and locations.
|
|
|
|
|
|
|
Character-Search Options - August 03, 2004 |
|
|
|
|
Cards that search for characters are some of the most powerful cards in the game. Anything that removes the challenge and luck involved in getting the characters you need into your hand and into play is extremely helpful.
|
|
|
|
|
|
|
The Curve Dissected: DC Origins, Part 2 - July 27, 2004 |
|
|
|
|
Welcome to the second DC Origins–themed installment of “The Curve Dissected.” The previous article dealt with individual characters at individual points on the cost curve. In contrast, this article will wrap up the series by examining the curve as a whole and relating it to teams and gameplay.
|
|
|
|
|
|
|
The Curve Dissected: DC Origins, Part 1 - July 20, 2004 |
|
|
|
|
Welcome, everyone, to the first DC Origins installment of The Curve Dissected. Last time, I took apart Marvel Origins brick by brick and character by character to help readers understand and take advantage of the character curve.
|
|
|
|
|
|
|
Hand Destruction - July 13, 2004 |
|
|
|
|
We’ve all seen it, in a lot of games. "Control", it’s called. Decks that, regardless of game system, cut off your opponent’s options not necessarily through clever play and strategic positioning, but through the use of cards that deprive the opponent of things to do . . .
|
|
|
|
|
|
|
|
|
The Team-Up Cards - June 08, 2004 |
|
|
|
|
An apparent hallmark of the Vs. System is the usage of key mechanics as a common thread between different cards. This column is all about the similarities and differences within these groupings of cards: which ones are the best and which ones are the worst . . .
|
|
|
|
|
|
|
Card Preview: Madame Web - May 25, 2004 |
|
|
|
|
Madame Web, as we see her in the Spider-Man Vs. Doc Ock set, packs an interesting set of effects . . .
|
|
|
|
|
|
|
|
|
Adjusting to Vs.: Power of Teamwork - May 04, 2004 |
|
|
|
|
I'm going to break down exactly how team affiliations currently affect the game. Some things are obvious, and others are not . . .
|
|
|
|
|
|
|
Adjusting to Vs.: Breaking Down the Initiative - April 27, 2004 |
|
|
|
|
The player not holding the initiative can look at his or her situation in one of two ways: either being forced onto the defensive, or as being at a defensive advantage. Though both are true, I prefer to focus on the latter, as it's the one that players sometimes don't see.
|
|
|
|
|
|
|
|
|
Adjusting to Vs.: Resource Management - April 13, 2004 |
|
|
|
|
After looking at the double-draw mechanic in the first instalment, today is going to deal with one of the most game-defining factors of any TCG—resource management.
|
|
|
|
|
|
|
Adjusting to Vs.: The Double Draw - April 06, 2004 |
|
|
|
|
This is the first installment in a short series of articles that will try to help you find the answers you need to approach the Vs. System. I'm going to look at the mechanics that make it so different from other games, and deconstruct them to make them easier to digest.
|
|
|
|
|
|
|
| | | | | |
|
|
|
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
|