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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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The key to any Mojo deck is to get as many non-aligned characters into play as possible. Random Punks served Mojo well, but perhaps it’s time for a new non-aligned Army character to take up the duty of showing up in large numbers. Enter Wildebeest.
Mojo 2.0 4 Mojo 4 Lady Vic 4 King Snake 20 Wildebeest 4 Airborne Assault 4 Combat Reflexes 4 No Fear 4 Blind Sided 4 Dual Sidearms 4 Medical Attention 4 Base of Operations
If the Random Punks version of the deck works to perfection, you will have played a total of six Punks by turn 3, and then you recruit Mojo on turn 4, making him a 23 ATK/7 DEF. However, the Wildebeest-fueled version can get seven other characters into play, making Mojo a 26 ATK/7 DEF on turn 4, if you’ve kept your Beests alive via Medical Attention. However, with a recruit cost of 2 each, you won’t be able to get one into play on turn 1.
Fortunately, DC Origins has two very annoying 1-drops that cry out to be left alone, as they both cause far more suffering then their small costs should allow. The endurance loss that King Snake and Lady Vic can cause may not seem like much, but chances are they will be around for a turn or three, nickel and diming your opponents’ endurance totals’ down before they know what hit ’em. Since the deck doesn’t do much in the way of attacking for the first few turns, the endurance loss these two cause will at least keep some parity in endurance levels between you and your opponent. Once your opponent sees the Wildebeest hordes coming, the little 1-drops will likely be left alone to perform Medical Attention on the Wildebeests.
Here are the optimal plays for the deck:
Turn 1: Recruit King Snake Turn 2: Recruit Wildebeest Turn 3: Recruit Wildebeest; Use activated power of both Wildebeests to recruit another Wildebeest; Use the activated power of the new Wildebeest and your last original resource points to recruit a third Wildebeest for the turn. Turn 4: Recruit Mojo; Use activated power of all four Wildebeests to recruit two more Wildebeests; Kick Butt.
If you manage such a feat, congrats. You’ll naturally want the even initiative so you can attack with your monstrously large Mojo on turn 4, when all your opponent has is a wimpy little 11 ATK /7 DEF Sabretooth. Since Mojo is likely the only character you’ll be attacking with on turn 4, it might be a good idea to hide Mojo behind a front row character for a bit of protection. It’s likely that your opponent will be making some attacks of his or her own, even though you have the initiative. Combat Reflexes will allow Mojo to attack out of the support row. That plot twist can serve double duty with its move function. If your opponent takes out Mojo’s protector, you can Reflexes him behind a non-stunned Beest to keep him out of harm’s way.
On turn 5, you don’t need to play a resource. Recruit two Wildebeests and use the activated powers to bring in any additional you happen to have in your hand. After the first game, your opponent will likely choose to take the even initiatives, but it’s still worth it to recruit Mojo on turn 4. Turn 5 will then become your big attack turn. Shove all the Wildebeests up front—Airborne Assault will give them some nice wings and +1 ATK, so their ability to team attack with each other should clear a nice path for Mojo to wreck someone big-time. Blind Sided will make sure Mojo’s hit counts for all it’s worth.
You might be concerned that it takes a lucky draw to get all this going, but with Base of Operations working for you, hopefully on turn 1, you can make sure you get to your Mojo in time to dominate your opponent. And don’t think that you always must draw only Wildebeests. It’s just as important to draw plot twists to use as resources. You really do not want to be using Beests as resources.
Since the deck relies on low cost characters, No Fear is useful from at least turn 3 and onward. Dual Sidearms is very worthwhile in the early turns when you won’t be attacking much, as it gives your characters some power to keep the opposition away. I especially like to equip Lady Vic, as her power can often cause an extra 6 endurance loss on turn 2 if she stuns a character on the attack and while defending. But chances are good that your opponent won’t even come back at her when it’s his or her turn to attack. The +2 ATK works very well, as her 1 ATK ain’t much good on its own.
While I’ve said that the deck won’t be doing much attacking early, you can certainly attack on turn 1 if your opponent doesn’t recruit anything. Hopefully on turn 2 you’ll have initiative and can attack with a Wildebeest. Just be very cautious about attacking with your 1-drop. You’re really going to need it to use Medical Attention.
Whenever we’re designing a new non-aligned army character, we always test it out in a new build of a Mojo deck to make sure the deck doesn’t get too broken. Whether the Wildebeests will replace the Random Punks in your Mojo deck is something you’re going to have to decide on your own.
Send questions or comments to mhyra@metagame.com.
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