Sentinels. Known in the past for their expensive nature and general unplayability in Throne. I'm here to change that.
At the core of Creation Sentinels is
Vulk, the Autoforge, who acts as a recursive threat to bring the pain train to your opponents, as well as giving solid definition as to how all the Sentinels synergise with each other: Relics.
To actually build our Relic count for use with Vulk, as well as
Rocketblaster and
Promenade Patrol, we use a set of potent 2-drop units (
Steyer's Eyes and
League Explorer both generate relics whilst being great on their own), along with a pair of 2-drop relics (
Relay Point generates bodies, and
Amber Lock can give some card draw to keep things moving).
Topping things off are
Shoal Custodian to get rid of pesky blockers and slow down/burn out control decks, whilst
Naoki, Valiant Warrior is able to both attack AND block well, whilst always sticking around thanks to Exalted.
Our market uses
East Annex Smuggler, because speed is key here:
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Opum's Technique is useful to kill Rolants and some other spooky multifaction enemies, alongside the potential to give your biggest sentinel Overwhelm
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Phase Out is a stellar "removal spell" that prevents any unit from being able to block or attack you for three whole turns, which is usually enough to win the game
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Dissociate is a counterspell in Time that nobody expects. Also works as attachment hate occasionally
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Cykalis, the Burning Sand is perfect whenever you need more bodies to swing wide, in order to punch in the last points of damage
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Sword of Unity gives stats, Aegis, Lifesteal, and Overwhelm, all of which can be absolutely massive in some games. Slap this on a Vulk and you win the game against Aggro