Friday, February 9, 2018

Match 52: Sentinels 2.0 VS Fantastic Fun 2.0

Sentinels 2.0
JS

-VS-

Fantastic Fun 2.0
Mark



Mark wins the flip and elects to take evens.

Both players keep, and from the sounds of them both immediately regret this decision.



        TURN 1 (JS Initiative)

    DRAW PHASE
(Both Players draw 2 cards)

    BUILD PHASE


JS sets a resource and passes.

Mark sets a resource and passes.

    COMBAT PHASE

    RECOVERY PHASE


    Sentinels 2.0 -> 50    Fantastic Fun 2.0 -> 50




        TURN 2 (Mark Initiative)

    DRAW PHASE
(Both Players draw 2 cards)

    BUILD PHASE


Mark sets a resource and recruits Namorita before passing.

JS sets a resource and passes.

    COMBAT PHASE

Mark swings direct with Namorita for 1.

    RECOVERY PHASE

    Sentinels 2.0 -> 49    Fantastic Fun 2.0 -> 50




        TURN 3 (JS Initiative)

    DRAW PHASE
(Both Players draw 2 cards)

    BUILD PHASE


JS sets a resource and recruits  Sentinel Mk II in his support row.

Mark sets a resource and recruits Invisible woman equipping a Flamethrower onto her. he then flips up New Baxter Building to draw a card. and then equips a second flamethrower onto namorita. before passing.

    COMBAT PHASE

Sentinel Mk II swings into Invisible Woman. Mark removed her invisibility counter to remove the Sentinel from the attack.

mark then uses Flamethrower's effect exhausting Invisible woman to deal 5 damage to JS, immediately followed by Namorita exhausting for 5 more. JS then flips up Micro sentinels and places a micro counter on Invisible woman.

    RECOVERY PHASE

    Sentinels 2.0 -> 39    Fantastic Fun 2.0 -> 50




        TURN 4 (Mark Initiative)

    DRAW PHASE

At thte start of the Draw Phase, Micro Sentinels trigger. Mark chains Invisible Woman's Flamethrower effect to this dealing 5 damage to JS. Micro sentinels resolve and Invisible Woman is KO'd.
(Both Players draw 2 cards)

    BUILD PHASE

Mark sets a resource and plays a rowed Mobilize (discarding Invisible Woman 1 drop) to fetch Invisible woman, first lady of the fantastic four and recruits her in his hidden area. he then equips her with Future tech and activates New Baxter to draw a card before passing.

JS sets a resource and recruits Sentinel Mk V forming it protected behind MK II and passes.

    COMBAT PHASE

Mark passes combat.

JS declares Mark V into Namorita, Mark responds exhausting Namorita to Flamethrower's effect to deal 5 damage and then removes Namorita from the game to put a Flamethrower from his KO pile to his hand. JS then sends the two sentinels direct. once legal playing a rowed Savage Beatdown and another beatdown from his hand  for 21 direct. Invisible woman activates for Future tecj to deal 3 damage to JS and both players pass.

    RECOVERY PHASE

    Sentinels 2.0 -> 26    Fantastic Fun 2.0 -> 29




        TURN 5 (JS Initiative)

    DRAW PHASE
(Both Players draw 2 cards)

    BUILD PHASE


JS sets a resource and recruits Sentinel Squad ONE in his support row adjacent to Mk V and passes.

Mark sets and flips a Mobilize (discarding A Clash of worlds) to search out Mr. Fantastic, reed richards recruiting him into his front row. Followed by Human TOrch, sparky recruited behind him. Mark then activates Mr. Fantastic, JS allows it and his effect resolves (revealing Thing, eye of agamotto, invisible woman and thinking outside the box) scoring him eye of agamotto while the rest go on the bottom of his deck. Then both pass to combat.

    COMBAT PHASE

JS declares sentinel Mk V into Human Torch, once legal Mark flips up a rowed Pier 4 and activates HUman Torch's effect. JS responds activating MK II's effect (discarding Boliver Trask) to negate human Torch's activated effect.
Mark responds with A Child Named Valeria from his hand. Mk V fails to stun or deal breakthrough. JS mutters something that we are sure can only be words of encouragement for Mark and passes his combat phase.

Mark activates Invisible Woman to deal 3 and passes.

    RECOVERY PHASE

    Sentinels 2.0 -> 23    Fantastic Fun 2.0 -> 29




        TURN 6 (Mark Initiative)

    DRAW PHASE
(Both Players draw 2 cards)

    BUILD PHASE


Mark sets a resource and plays a rowed The 100 ideas putting a card into his hand from the bottom 4 cards of the deck. he then recruits Thing, Idol, o millions into his front row and equips it with a flamethrower. Mark follows up equipping a Future tech onto Mr. fantastic and draws a card from New baxter before equipping an ultimate nullifier onto the hidden Invisible Woman thanks to pier 4. he discards an Invisible woman to ready new baxter and activates it to draw again before passing.

JS sets a resource and plays a rowed Mobilize (discarding Hounds of Ahab) to search out Bastion and recruits it into play protecting Sentinel Squad ONE before passing.

    COMBAT PHASE

MArk flips up a rowed Four Freedoms Plaza and activates it searching his deck for any card he wants. He then declares Thing into Sentinel Mk II and activates mr. fantastic's Future tech and Activates human Torch as well as activating Invisible Woman's Future tech.
JS respondsd activating Sentinel MK II (discarding a MK II from his hand) to negate Human Torch. Mark responds with Cosmic Radiation and a Child Named Valeria.

Child resolves, Radiation resolves readying all four characters.
mark then activates ultimate Nullifier to negate Sentinel MK II's activated effect. and exhausts Thing to deal 5 damage to JS thanks to flame thrower. before noth players pass out of the chain.
Sentinel MK II stuns from the attack.

Mark then activates Mr. Fan and Human torch for 9 more burn and passes.

mith no viable offensive moves JS passes.

    RECOVERY PHASE

    Sentinels 2.0 -> -6    Fantastic Fun 2.0 -> 29


Fantastic Fun 2.0 wins!


Thoughts:


JS - I didnt see a pogo plane and was not expecting Four freedoms to put it away. He must have opened it and kept his hand to make it work. Smart move.

Mark - Human torch makes this deck GO.


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