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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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Deck Profile: Alexander Sacal |
Jason Grabher-Meyer |
November 02, 2004 |
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The Teen Titans rule, ripping up metagames left, right, and center. They’re hard as heck to play sometimes, riddled with more timing issues and little tricks than any other team available at the moment—but the rewards can be huge.
The dominant force in the current Vs. System environment is Common Enemy. There are lots of other very good, very playable decks that one could build, but Common Enemy is currently the deck to beat. Common Enemy is relatively strong in the mid-game, but its true power comes in the late game. Unlike most decks, it has the disruption (Mystical Paralysis and Flame Trap) to get to the late game, and from there it can win in any number of ways.
For a while now, Teen Titans decks have worked to outpace Common Enemy (and just about everything else, actually), making multiple waves of attacks and super-powered shots from Arsenal into reliably sweet games as early as turns 5 and 6. However, several players have attempted to instead lock Common Enemy in the early game where they’re relatively weak. One such player is Alexander Sacal, and this is his deck.
Characters 2 Red Star 4 Terra 2 Dawn Granger ◊ Dove 4 Beast Boy 4 Pantha 4 Roy Harper ◊ Arsenal 2 Hank Hall ◊ Hawk 2 Donna Troy ◊ Wonder Girl 4 Garth ◊ Tempest 4 Tim Drake ◊ Robin, Young Detective
Plot Twists 4 Heroic Sacrifice 3 Ka-Boom! 4 Teen Titans Go! 2 Foiled 3 Burn Rubber 3 Twin Firearms
Locations 3 Tamaran 3 USS Argus 3 Optitron
The deck can use Ka-Boom! and Foiled to prevent Common Enemy from reaching seven resources. Turn 7 is where it really takes off when it recruits Thing, The Ever-Lovin’ Blue-Eyed Thing. The deck needs to—Thing can send most of the Titans characters running for the hills if he hits the table. Three Burn Rubber keep the deck resilient in the late game and allow for repositioning when needed, while three Twin Firearms give a lot more firepower in those situations when you’ve successfully slowed the game and don’t have much to recruit. Optitron plays very well in the same situation. In a standard Titans deck, Optitron is often quite the sacrifice to play, since it effectively requires you to miss a drop in order to hit one, but it fits perfectly in this deck.
Some sacrifices have been made from the standard Arsenal Abuse deck. Press the Attack isn’t present, so Roy Harper ◊ Arsenal won’t be taking as many shots each turn as he does in other builds. Though Heroic Sacrifice is still in the deck, Home Surgery is not present, and thus that combo is not a possibility. Red Star is not run in his usual quadruple. This deck only runs a pair instead, though it maxes out on Terra. There’s no Raven or Cassie Sandsmark ◊ Wonder Girl, nor Koriand’r ◊ Starfire either. However, the deck doesn’t really need anything higher than a 4-drop outside of Garth ◊ Tempest. If it starts slowing the game down, there’s often a very good chance that Cassie and Raven could have never seen play anyways.
This type of Titans build could be exactly what people are looking for in anticipation of a Common Enemy-heavy metagame at Gen Con So Cal. It has an excellent matchup against Common Enemy and it’s pretty great against everything else too. If it doesn’t slow down the game and gets controlled in the mid-game it could t |
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