|
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
|
|
|
|
|
|
  |  |  |  |
 |
|
 |
|
|
|
 |
 |
Team KG Archives: Of Hands and Robots - September 05, 2005 |
 |
 |
 |
|
There is a deck in this format that has a favorable matchup against GLEE. No, it’s not Anti-Matter, despite some players’ wishes. It’s Superman Robots!
|
|
 |
|
|
|
|
 |
 |
Team KG Archives: Midnight Sons - April 29, 2005 |
 |
 |
 |
|
This week I’m going to discuss what I feel are the two other best decks you can build around the Wild Ride/Midnight Sons engine.
|
|
 |
|
|
 |
 |
Team KG Archives: MK Hounds - April 16, 2005 |
 |
 |
 |
|
The deck takes advantage of arguably the most powerful engine in the format—Dagger/Midnight Sons/Wild Ride—which gives the deck curve consistency that is far above average
|
|
 |
|
|
|
 |
|
 |
| | | | |
|