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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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Community Profile: Robert Gallagher
John Stephens
 

Robert Gallagher is the easy choice for the player with the most unique deck early in this event. After two rounds at Los Angeles he hasn’t won a game, but the deck he’s brought with him has the potential to kill on turn 2, and the ability to put your endurance total seriously negative on turn 3.

First, let’s take a look at his deck.

Characters
4 Mr. Mxyzptlk
28 Intergang

Plot Twists
4 Not So Fast
4 Mega-Blast
4 Nasty Surprise
4 Overload

Locations
4 Punisher’s Armory
4 Base of Operations
4 Suicide Slums

Robert sat down for a quick chat about the deck, and he shared his thoughts on the deck and the game. “A while ago,” the story started, “I was talking to Matt ‘IW’ Tabak in Las Vegas.”

The story that came out of Vegas was that Jinx was broken, if you could just find a way to cheaply ready a location. Marvel Knights finally gave Robert a location that he could play with, and it also gave him an even better way to break that location with
Intergang.

“Eric Cabanero and I sat down and did the math,” Robert explained, “and found that Intergang could be used, and despite the payment of endurance to Punisher’s Armory, you would come out ahead.”

Let’s take a look at the way the combo works. First off, it requires that you have three copies of Intergang, at least, on the table.

The first exhaustion of the Armory is free, it costs you no endurance, and it’s the reason that the combo can win on turn 2. If you have three Intergang on the table they all become 1 ATK/1 DEF characters.

That’s important, because from here on out you’re going to pay 3 endurance to pump them up. After paying 48 endurance, you have three big, beefy Intergang members who swing in the for the win.

“We wanted to become something beyond broken, to show them that things need to be fixed,” Robert told us. The deck is very conditional—if your opponent has any disruption, such as Overload or Tower of Babel, you’re in trouble.

The rest of the deck choices were made with the metagame in mind. “Not So Fast is important to stop you from losing to Overload. Mega-Blast is important because you need to be able to remove their 2-drop from the table so you can attack them directly. You’re not worried about them attacking you, because if you have the Armory and three Intergang you just win on turn 3.”

“It’s just ridiculous,” Robert laughed. It’s not at all consistent from the way he explained it, but he enjoys the fact that the deck either wins quickly or loses horribly. “If people are playing a lot of hidden characters they’re just giving me the game,” Robert pointed out. “With that character in the Concealed zone I don’t have to worry about attacking it, so I just win.”

Robert showed up not really planning to play the deck, but after a rough drive to Los Angeles, he chose it because the decklist was easy to write up. “It’s still in the test phase,” he stated plainly, “but I would rather play this than anything else.”

Many of Robert’s friends set up a pool on his win total for the day. “I chose 5-5,” he told us. “I always go 5-5 at these things.” Robert is going to play all ten rounds today, regardless of his performance, so we’ll let you know how he does throughout the day!

 
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