[an error occurred while processing this directive]
You are: Home -> Articles -> Feature Article | Email the author Editor: James Paraha. Monday 18th July 2005

Feature Article

Power Cards in Retrospect: Bastion, Leader of Operation: Zero Tolerance

Please note that Overload has been banned in the current meta-game, it has been effective since the first of July. The section here is merely to illustrate some ideas relevant to Bastion's use.

Bastion, Leader of Operation: Zero Tolerance definitely set a new standard in character offensive and defensive capabilities. Bastion has been the bane of many a player who’s been unfortunate enough to face the full strength of the Curve Sentinel deck.

The Curve Sentinel deck has been a highly successful deck-type on both the 10K and Pro Circuits due to its consistency and sheer power. Bastion, Leader of Operation: Tolerance definitely forms the crux of the deck’s offensive and defensive capabilities. Costing 6 resource points and weighing in at 12 ATK and 12 DEF already puts him in a formidable position.

“Discard a Sentinel character card from your hand >>> Target character gets +1 ATK and +1 DEF this turn.”

Bastion’s abilities have far-reaching strategic and tactical implications for both the controllers of the deck and their respective opponent. The card text states “target character”, meaning the characters on both sides of the board. This easily opens up the possibility of abusing Overload with Bastion to offensively or defensively stun the opponent, whether it be within combat or outside. This is a great example of the card’s versatility during in-game situations.

A key weapon within the Curve Sentinel archetype lies within Reconstruction Program, which allows you to return up to three Sentinel Army characters that are in your KO’d pile to your hand. This allows for not only hand advantage, but also for a possible +3 ATK and +3 DEF to distribute amongst your characters should the opponent make a move.

As if Reconstruction Program isn’t enough, what lies beyond Bastion is an even more formidable Magneto, Master of Magnetism. Costing seven resource points and standing at 16 ATK and 16 DEF, Magneto is no laughing matter.

The key combination with Magneto is Genosha. Activating Genosha while Magneto is on the field gives you a draw advantage of four cards, even better if you’re able to get a couple more Genoshas into your resource row.

If you had four Genoshas on the field, then the combination gives you a commanding position on the field. Sixteen possible Sentinel character cards will definitely make your opponent think twice before attacking. +16 ATK and +16 DEF is certainly more than enough deterrent, but at this stage that boost should be sufficient to finish off the opponent. The exception to this is Big Brotherhood, where the characters are bigger (hence Big Brotherhood).

Adding to the strength of Magneto and Genosha is Reconstruction Program. Not only do you get the drawing power of Magneto & Genosha, but you also get Reconstruction’s Recursion abilities. All of these combined will increase the size of your hand and intimidate your opponent.

It may even cause a premature resignation in more inexperienced players who may give up simply because of the sheer amount of options available to you. When using this combo, always keep in mind that along with the card advantage, it will also allow you to psych your opponent out.

The Curve Sentinel archetype takes advantage of the diverse amount of ways to abuse Overload. You firstly have Savage Beatdown and Overload, secondly Nasty Surprise and Overload, now this. Bastion’s ability allows you to Overload the opponent’s characters using the ability either on its own or in conjunction with the two previous examples provided.

Say for example, on the sixth turn (your opponent’s initiative), Sabretooth, Victor Creed (13 ATK, 11 DEF) attacks Sentinel Mark V (7 ATK, 7 DEF). This would definitely result in a stun. If that particular Mark V isn’t boosted (which I’ll assume not because Nimrod would be the ideal 5-drop), then that would result in certain stunning.

Since it is the sixth turn, Magneto would still be one turn away, not even Bastion’s initial effect followed by a Reconstruction Program & effect chain (theoretically +6 ATK + 6 DEF, best-case) would stop the attack from going through.

Sure, it would result in a stunback, but the best way is to save your character if you can. Savage Beatdown in this case wouldn’t do much, as Sabretooth is simply too beefy to fall to Savage Beatdown.

Go for the extra mile and use Bastion's ability, in conjunction with a double Savage Beatdown, to push Sabretooth over double his original attack and so, Overload him.

This is definitely a risky move, as the opposition could easily play a card like Acrobatic Dodge in order to lower their attack and so save Sabretooth from being stunned by Overload, you must weigh up the risks using past experience.

As with a lot of power-ups, Bastion’s ability could prove detrimental if you become overzealous and overpower everything on the field by more than double its capacity. Overload is definitely not an idle threat and if you allow the opponent to get a step up on you because you wanted to bring down their endurance points recklessly, you can lose your powered up character as well as the initiative.

You should be especially cautious when going up against Big Brotherhood. Sure, Bastion’s abilities are indeed powerful and versatile, you need to remember the fact that Lost City & Avalon Space Station far outweigh it with regards to sheer raw power.

If you also plan on using Bastion’s ability in conjunction with Savage Beatdown/Nasty Surprise/Overload, then be aware that a lot of opponents may be packing an Acrobatic Dodge. When they play this, not only does it raise defense considerably, but it also reduces their attack. Hence, no Overload.

Another related weakness is the fact that both Overload and Nasty Surprise can easily be negated by Not So Fast!, as well as Detective work, which has seen use in many Gotham Knights and My Beloved decks.

It's basically on your shoulders to determine when the proper time is to use Bastion's effect and like everything else, right timing is everything. Bastion is indeed a powerful card, use dominate your opponent and decimate them.

Marc Conrad
 

 

 

[ Email the Author | Discuss this Article ]

 

 
Sponsors
 
Marvel and DC cards Store
 
 
MTG Paradise
 
2005 Copyright VSParadise.com Read our Disclaimer