Saturday, February 3, 2018

Match 48: Sentinels VS Anti-Matter Rush

Sentinels 2.0
JS

-VS-

Anti-Matter Rush
Josh



JS wins the flip and chooses to take odd initiatives

JS mulligans.

Josh keeps.



        TURN 1 (JS Initiative)

    DRAW PHASE

(Both Players draw 2 cards)

    BUILD PHASE

JS sets a resource and passes.

Josh sets a resource and recruits Chomin in hs hidden support row.

    COMBAT PHASE

Josh swings direct with Chomin.

    RECOVERY PHASE

    Sentinels 2.0 -> 48    Anti-Matter Rush -> 50




        TURN 2 (Josh Initiative)

    DRAW PHASE

(Both Players draw 2 cards)

    BUILD PHASE

Josh sets a resource and recruits Anti-Green Lantern protecting Chomin hidden and passes.

JS sets a resource and recruits Hounds of Ahab in his hidden front row.

    COMBAT PHASE

AGL and Chomin swing direct then passes.

JS sends hounds direct for 2.

Josh then uses Chomin's effect to stun his AGL dealing 1 damage to JS.

    RECOVERY PHASE


Josh recovers AGL.

    Sentinels 2.0 -> 41    Anti-Matter Rush -> 47




        TURN 3 (JS Initiative)

    DRAW PHASE

(Both Players draw 2 cards)

    BUILD PHASE


JS sets a resource and recruits a sentinel Mk II before passing.

Josh sets and flips Emerald Dawn (KOing his AGL) to fetch Xallarap. He then recruits Xallarap protecting Chomin in his hidden area.

    COMBAT PHASE

JS sends MkII and his hounds direct for 6.

Josh sends Xallarap over MkII for a fast stun and then goes direct with Chomin before using Chomin's effect to stun Xallarap to deal 3 to JS.

    RECOVERY PHASE

JS recovers MkII.

Josh recovers Xallarap.

    Sentinels 2.0 -> 27    Anti-Matter Rush -> 38





        TURN 4 (Josh Initiative)

    DRAW PHASE
(Both Players draw 2 cards)

    BUILD PHASE


Josh sets a resource and recruits an AGL hidden. Then he plays a rowed The Ring has Chosen to search out Slipstream and recruits it protecting the AGL in his hidden area. (discarding Fiero)

JS sets a resource and recruits Sentinel Mk V forming it behind sentinel Mk II, and passing.

    COMBAT PHASE

Josh declares Xallarap into Mk V. for a reinfirced stun on the sentinel.
He then declares slipstream into Sentinel Mk II. Once legal, he plays Thunderous Onslaught from his row. But JS chains a rowed Search and Destroy, stunning MK II to stun Slipstream before Josh's Plot Twist resolves.

Josh then continues with Chomin and the AGL swinging direct. he then passes.

JS sends Hounds direct and elects to deal no damage to KO slipstream. Josh uses Chomin's effect to stun Xallarap to deal 3 to JS and then plays Emerald Dawn from his hand (KOing his AGL) to fetch Element Man.

Js then flips up Micro-Sentinels, placing a counter on Chomin and Xallarap.

    RECOVERY PHASE

Josh recovers Xallarap.

JS recovers sentinel Mk V, KOing his Mk II.

    Sentinels 2.0 -> 11    Anti-Matter Rush -> 32




        TURN 5 (JS Initiative)

    DRAW PHASE

At the start of the draw phase, Micro sentinels trigger, KOing Chomin and then adding a second counter to Xallarap.
(Both Players draw 2 cards)

    BUILD PHASE

JS sets a resource and recruits Nimrod protecting his Mk V and passes.

Josh sets a resource and recruits Element Man in his hidden area. then passes.

    COMBAT PHASE

JS sends Nimrod direct. once legal, playing a Savage Beatdown from his hand. he then sends Hounds direct for 2 and passes.

Josh sends Xallarap into Nimrod, once legal he uses Element Man's effect to move them both visible to replace his face up thunderous onslaught and his face up emerald dawn. he then plays a rowed Crackshot taking Xallarap to 12/9 followed up with a rowed matter Convergence to push Xallarap to the hidden area again this time in the support row, he then plays a crackshot from his hand, totalling 18 ATK. JS reinforces nimrod with his Mk V. And instead of stunning nimrod removes his repair counter. stunning back Xallarap.
Josh then declares element Man into Sentinel Mk V. once legal, playing a flying kick from his hand and a rowed megablast. to take the 5 drop to 15 atk.
JS takes a brief inventory. Josh has no cards in hand and a single face-down resource. he plays mobilize from his hand (discarding Sentinel Mk V) to search out Bastion and then plays a Cover Fire from his hand for +2 DEF. Josh has no response and passes.
Mk V stuns with 6 breakthrough and the sentinels score themselves a trip to turn 6 on a single point of endurance.

    RECOVERY PHASE

JS recovers Mk V.

Josh recovers Xallarap.

    Sentinels 2.0 -> 1    Anti-Matter Rush -> 13





        TURN 6 (Josh Initiative)

    DRAW PHASE

at the start of the draw phase Micro sentinels fails to KO anything and then place a third counter on Xallarap.
(Both Players draw 2 cards)

    BUILD PHASE

Josh decides not to play any resources and recruits two AGL's in his hidden front row. Then Josh activates element Man's effect, moving his 3 hidden characters visible to replace his face up megablast, matter convergence and crackshot, before passing.

JS sets a resource and recruits Bastion in his unprotected support row adjacent to  Mk V.

    COMBAT PHASE


Josh declares Xallarap, and both AGL's in a team swing into Bastion and passes.

JS thinks for a while and uses bastion's effect to grant +1/+1 to Nimrod discarding a MK V from his hand. he then plays a rowed Reconstruction Program, netting Mk II, and both Mk V's to his hand and gives Mk V another +3/+3 discarding them all. he then flips a second Recon program to get them back again and place them all onto Nimrod taking him to 13/13 before passing into a mutual stun (stunning back Xallarap)

Josh then sends Element Man into Mk V, playing a rowed Flying Kick once legal and passing into a mutual stun.

JS then declares Nimrod into Anti-Green lantern and plays a beatdown from his row. Not liking what he sees, Josh plays a rowed Emerald Dawn, KOing the defender to search out another AGL and place it into his hand. the attack resets and Nimrod then swings into the remaining AGL. Josh powers up and passes. Taking 9 damage. JS sends hounds direct for 2 and then plays meltdown from his row to gain 2 endurance.

but alas... not QUITE enough for the Sentinels as they taste their first loss in this event.

    RECOVERY PHASE

    Sentinels 2.0 -> -7    Anti-Matter Rush -> -6

Anti-Matter wins!


Thoughts:


JS - Not being able to see a political pressure OR a second Micro-sents pretty much killed it for me. I'd have laughed crazy hard if that meltdown play had bought me a turn 7!

Josh - Easy to play deck thats pretty consistent. I wasn't expecting 2 recon programs so I am glad I overcommitted into Bastion, otherwise he could easily have bricked and won off of the back of that.

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