Remember the days when vomit sentinels rules the
metagame? Well now that Overload I history, I
think we are going to see an emergence of these
decks again. Micro-Sentinels was a key component
of these decks. Why? Well Micro-Sentinels allows
you to put x micro counters onto a target
character with no counters, where x is the
number of Sentinel characters you control. Then
you get to KO characters that have more counters
then their cost and put an additional counter on
all other characters with a counter. Can we say
major KO action? If you can get a bunch of Wild
Sentinels on the field each turn then you can.
Granted this card only works in vomit Sentinel
decks, but it can work well, none the less. (Did
I mention the effect is cumulative?)
MMA - …
GA constructed – 3.0/5.0 …This card is a great
addition to any vomit Sentinel deck.
Limited – 1.0/5.0 ….It is doubtful you will get
enough Sentinel characters in the format for
this card to be effective.
Micro-Sentinels is an interesting card that
started finding room in Curve Sentinels as an
answer to combo oriented decks like Fantastic
Fun and Evil Medical School/New School, which
utilize a lot of small characters. The only
drawback is not being able to play it until turn
3, and your first KO's with it won't happen
until turn 4, but it wipes out a lot of your
opponent's smaller characters which could be
used to reinforce against the wave of pain that
comes down turns 5-7 from a CS deck. Definitely
not a 4-of card, as it sucks in the mirror
match, but with Titans and New Brotherhood
making post-Overload comebacks, you'll still
want to pack 2-3 copies depending on your local
meta. If nothing else, it'll fill the spots that
Nasty Surprise and Overload used to have in your
worms crawl in, the worms crawl out... o/~"
Card Type: Plot Twist
Put a micro counter on up to X target characters
that have no micro counters, where X equals the
number of Sentinel characters you control.
Ongoing: At the start of the draw phase, KO each
character with micro counters greater than or
equal to that character's cost. Then put a micro
counter on each character with a micro counter.
I guess it's fair, but using it earlier would be
The effect works slowly, but is worth the
effort. Multiple copies active greatly speeds
The effect can be confusing. You can infect 1 of
the opponent's characters for each Sentinel you
have in play. If you activate a second M-S
later, the new one will only infect those not
already infected. At the start of the draw phase
of each turn, this card kills any infected
character who has M-S counters equal (or more
tan) their cost. Any infected character not
killed gets another counter.
If you have a second one out, it takes effect as
soon as the first one finishes. If the first one
gives a character enough counters, the second
one will kill them. the same applies if 3 or 4
are active. That's the true power of this card:
being used in multiples.
Team Affiliation: Sentinel.
A great team, and one of the highest ranked
teams on the tournament competative level. This
card has seen more play lately, and it's easy to
see why. The sad part is it only works with
Sentinels out, making it a team-exclusive card.
A great card, and deadly when used in multiples.
The only thing that hinders it's wide range use
is it's limitation to Sentinel decks.
Not playable here, but for potential:
Fantastic in Sentinel decks here.
You're not likely to get enough Sentinels here
to justify using it.
time I read this card, I really didn't like it,
and I didn't really see the point to it. You
can't bring it out till turn three, but the
three drops on up are the ones you need to worry
about, so i guess its not that big a deal. To be
honest I have yet to see someone around here
play this card, so my judgement of this card may
be wrong. the biggest plus to this card to me
would be against weenie rush decks like teen
titans that abuse the heck out of Arsenal or
hounds of ahab or other small cards(maybe some
Its going to be hard for this card to kill the
bigger drops because coming out on turn three, a
three drop wont be killed until turn seven with
only one face up(most three drops dont last that
long anyway). Now if you pull multiples of this
card, you wont want to flip them all in the same
turn as all characters would still have only one
counter a piece and new characters will never
get counters on them. You'll want to save them
for later drops, but once multiple copies are up
you are adding two or three counters per turn
and could kill big drops in a few turns. Keep in
mind though that most games dont make it past
turn seven or eight.
When I think of how many games I play where I
dont even see a card when I am running four of
that card, I don't see this as being a very good
card, and it is an especially horrid topdeck
late in the game. I really dont see that this
card is needed. If you've got the room then
fine, but late in the game it seems unlikely it
would do you much good, unless you are playing
some sort of combo deck where you can flip it
down and back up again.
I can see the potential of this card, but i
think there are better cards out there for