I believe that this card is so powerfull, because combed with other schemes you lose in the next turn.................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................
Encounter
Side Scheme
Starting Threat: 3.
Sentinels were constructed solely for hunting mutants. They do not tire. They do not stop until they capture their target.
Each player engaged with a Sentinel minion cannot thwart this scheme.
Boost:
Mutant Genesis #108. Sentinels #7.
Reviews