Reconstruction Program goes hand-in-hand with
the Sentinel 6 drop, Bastion. You can get up to
three Sentinel Army characters back from your
KO’d pile to your hand for free, which is
perfect for Bastion’s effect, as well as for
when you need characters to play. Or, you have
the additional option of getting one target
character card back to your hand instead, which
means it’s not limited to just the Sentinel
affiliation, so you can get back more than just
your Army guys.
Ratings
MMA - …
GA Constructed – 4.5/5.0...This card is great,
but mainly for the use of Bastion
Limited – 3/5…There won’t be as many characters
to get back but it’s still good
wierdofur(John.X.W)
"We can
rebuild him. He will be better... stronger...
faster."
Reconstruction Program
Number: MOR-152
Rarity: Common
Card Type: Plot Twist
Cost: 2
Ongoing: No
Return target character card or up to three
target army Sentinel character cards from your
KO'd pile to your hand.
Cost: 2
Not bad, but you won't really need this until
later.
Ongoing: No
Only fair, considering the effect.
Effect:
Get back any 1 KOed character, or 3 KOed army
Sentinels.
Deadly in a Sentinel deck with Bastion.
Team Affiliation: Sentinel.
As I already said, this card can be deadly by
giving you much more 'ammo' for Bastion's
effect.
Overall:
Essential in any tournament-quality Sentinel
deck. I'm rather suprised to not be seeing it in
other decks. The first part of the effect
applies to ALL characters, so you can get some
use from it. Sadly, it only sees play in
Sentinel decks.
4.0/5.0
Modern Age:
No longer playable here, but in it's hay-day it
would have gotten 4.5/5.0
Golden Age:
Perfect for Sentinel decks, and not a bad choice
in decks that loose characters in any way often.
4.5/5.0
Limited:
Good here as well.
4.0/5.0
HMK17
Hello again.
This week is Top 8 cards from PC NY.
Though really it's Curve Sentinels week, you'll
see later.
Today's card is Reconstruction Program. In the
comics, the later Sentinels were included with a
new line of programming. If not fully disabled,
the Sentinel would rebuild itself using anything
available. As shown on the card, the Wild
Sentinel is prime example of this.
The card reflects a similar nature in allowing
you to pull 3 Army Sentinel cards from your KO'd
pile and put them into you hand. This is really
applicable in Powering Up or Bastion's effect,
which is primarily why you would want cards in
hand.
While its non-Sentinel effect is decent, it
doesn't beat a 3:1 ratio. The only use I see in
that effect is with unaffliated characters.
Teams will always have more efficient cards, and
team ups are oh so easy now-a-days.
Sealed: 3/5
Golden (non-Sentinel: 3/5
Golden (Sentinel): 5/5
Until next time guys.
Jason Bunch
Reconstruction Program
This week, we'll be looking at some more staples
of Curve Sentinels, as the deck continues its
dominance of events, even in the post-Overload
metagame.
Reconstruction Program has been a staple for
Sentinel players since back in the days of Wild
Vomit decks.
Sentinel decks live and die on their Army
characters, and getting three of them back in
hand is huge card advantage. Wild Sentinels and
Sentinel Mark IV's for the Wild Vomit deck give
you more swarming capability or more powerups
for game-ending attacks. Sentinel Mark II and
Mark V are the Army cards of choice for Curve
Sentinels, and it brings back plenty of fodder
to discard for Bastion powerups as well. The
ability to bring back any character card is nice
too, letting you get back Bolivar Trask for more
search capability.
Every Sentinel deck should be packing 4 copies
of this card.
Rating: 4/5
Sith Dragon
reconstruction program
plot twist
cost: 2
return target character card or up to three
target army sentinel character cards from your
KO'd pile to your hand.
I've got one word for this card -
ick-ew-broken-yuck-bad-bleh-icky-icky-ew!
(hyphenated its one word!)
Anyway, anyone who has ever played a tourney has
seen this and knows what it does. For anyone new
to the game who hasnt, this is the card that
makes sentinel decks the bane of the Vs.
universe. So long as the player draws them you
generally are looking at very large hard to stun
characters late in the game that do some serious
butt whoopin'. About the only counter to this
card is some seroius boosing on your part or a
fizzle if you are running Gotham Knights. The
thing that really bites about this card is the 2
cost. Not So Fast would have been a nice card to
counter this.
Other than that there really isnt much to say.
In a sentinel deck this card is a must as the
success of the deck usually depends on having
multiples in your hand or rescource row. The
only other deck I could ever see this played in
with any flow might be a Brotherhood deck that
depends on Lost City for power boosts.