Bastion is just so unbelievably good to be true
(but it is, it is!). Just discard a Sentinel
character card from your hand and a target
character (that doesn’t even have to be of the
Sentinel affiliation) gets a +1 attack and a +1
defense for the whole turn. This is where
Reconstruction Program comes into the picture:
for all the characters you discard for Bastion’s
effect, you can retrieve three Army characters
from your KO’d pile and just discard them again
if you so choose. He can give it to anyone, just
be ready to dump the Sentinel characters to
abuse his ability to the fullest-because you
know you want to, anyway.
MMA - ….
GA Constructed –5/5...He’s that essential to any
Limited - 3.5/5…Provided you can get enough
sentinel characters, this card can still own in
We end this week (or begin, who knows anymore)
with the heavy hitter for Curve Sentinels.
Bastion was overlooked in early Vomit builds, as
those decks liked to win on turn 5, and used
Master Mold as a backup on turn 6 to pump up
their other Sentinels. However, his amazing
ability was finally used to full advantage once
Curve Sentinels started gaining popularity, and
games were often decided by whether the CS
player had drawn Bastion by turn
6 or not. Back in the days when Overload was
legal, you could use Bastion's ability to pump
up and then Overload your opponent's
attackers/defenders, clearing the way for your
own army of robots. 12/12 with flight and range
is nothing to sneeze at either, and with
Reconstruction Program to bring more Sentinels
back from the KO'd pile, your characters can
reach gigantic proportions by the time Bastion
is done fueling them. Two other things make his
ability borderline broken; that it lasts for the
entire turn, and that it's +1/+1. Even if
someone is about to stun Bastion, you can chain
to the effect and discard your entire hand in
order to pump up your other characters before he
The extra +1 to DEF means that even on defense,
Bastion is a powerhouse.
Let your opponent waste their best combat
tricks, then dump a few Sentinels to keep your
guy from stunning, and leave him huge for the
Bastion is sick and wrong, and as long as you
find him by turn 6, you'll have the game well in
master of robotic hunters...
Bastion, Leader of Operation: Zero Tolerance
Card Type: Character
Discard a Sentinel character card from your hand
>>>Target character gets +1 ATK and +1 DEF
With his stats and effect, the cost is
Adverage for a 6-cost, however...
Full versatility on the field... as if he wasn't
already bad enough.
Toss a Sentinel from your hand to give any
character a +1/+1 boost.
Team Affiliation: Sentinel.
There's just too much good stuff about this team
to say (and most of it has already been said by
others), but the Sentinel-only cost makes him
A great card, and essencial in any Sentinel
deck. If the cost wasn't limited to Sentinels,
this card would be in every single deck that
Not playable here, but...
A must in Sentinel decks in GA.
Hard to use as you're not very likely to get
enough Sentinels to use his effect.
discard a sentinal card from your hand->target
character gets +1/+1 this turn
Here is the topper to the sentinel curve deck.
Normally you will have just had to mess with
Nimrod the turn before and now you get someone
who can power up any sentinel character for the
TURN! He can block your attack then sned the
beefed up chracter back at your life. THis is to
say nothing about the fact that by now most
curve players will be sitting on multiple
reconstruction programs. It happens all too
often that BAStion gets boosted into the 20's.
He's big. He's powerful. And he tops off the
reaason why sentinels are so very deadly.