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Wizards of the Coast Transformers Trading Card Game Thread

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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby #Sideways# » Wed Jun 26, 2019 2:54 pm

Motto: "Wake up. Wake up and smell the ashes."
Weapon: Dual Compression Cannons
THE ULTIMATE DOOM


So the time has come! Well, almost.

With these reveals, the last cards of Siege 1 have come along with them! Oh god, why are there so many!? Now, this isn't going to be the last article I'll be doing -- not by a long shot! -- because I have a lot more to talk about including tournament reports from the larger events. Of course, you can find all of that content and more on my YouTube channel, Nanomachines!

Anyway, enough with this sordid affair! Let us get to the meat of the article!



TO ORIGINS AND BEYOND


Origins Game Fair was just last week, and there was a solid turnout of over 150 unique players over the course of the week, ending with an invitational where the top 32 players over the course of the week play in single elimination rounds to play for a prize pool of $10,000.

On the first day, we had roughly 30 players. I was in a frankly in an unknown metagame, with little idea outside of my own observations, my locals and a few articles to base any meta call on. To that end, I decided to play Insecticons because it is one of the most consistent decks out there with some of the best ability to beat random riffraff outside of the meta. When you play in an event, especially large ones, this is imperative. The first round or two when playing rogue can pit you against another rogue deck that just so happens to utterly dumpster your deck, potentially ruining your tournament.

With my deck chosen and my fate sealed, I ended up placing 3rd with a final record of 3-0-2 after tying against Planes and IDing against mirror into cut! I managed to face off against and meet several fellow content creators like Wreck 'N Rule and a couple of guys from VectorSigma.info, and it was really awesome to put some faces to the names and names to the faces!

With my Top 8 finish on the first day, I ended up more or less a spectator for the remainder of the tournament. To warm myself up to the idea of playing against a frankly absurd amount of hate for my chosen deck after literally half of the first day's Top 8 was made up of Insecticons, and to get a few more tickets for the prize wall, I played a bit on Saturday. This was mostly to test the meta after it evolved over the week, but I then dropped after deciding to stop grinching people like a huge jerk.

The next day, I played in the big finals. After I decided on playing Insecticons again, I was fully expecting to hit a horrible matchup on the first game and then dying instantly. Instead, I faced Cars which is even at its worst and great at its best thanks to their relatively low defense and average HP. I ended up winning and moving on to Top 16, securing my place in the Energon Invitational at Pax Unplugged!

The Top 16 matchup was definitely not as good of a matchup as Top 32, but Aerialbots was something that I expected to face. In fact, I knew that it was such a poor matchup in a vacuum that I decided to devote most of my sideboard to beating it with the most unlikely of cards: Repair Bay and Bad Attitude. Aerialbots deal chip damage to eventually KO multiple characters at once to win, and low chip damage over time gets stopped by Repair Bay and gets dumpstered by Bad Attitude. To make things even better, I ended up sideboarding Chop Shop for his reuse of Bashing Shield, Weapons, his unique draw ability and, yes, his potent healing.

Saying the words "Repair Bay" and "Bad Attitude" in a tournament setting brought tears to my eyes.

But, as I moved on to Top 8, I noticed something: Five out of the eight were all playing the same deck, and it was possibly my worst matchup. You see, Sentinels is a good matchup despite Sentinel's controlly, hand-destruction playstyle. However, their rather awful defensive capabilities and their orange list make them easy pickens for Insecticons to simply play their topdeck and attack.

Three Wide Prime, shorthand for Optimus Prime: Battlefield Legend, Flamewar and (usually) Hot Rod, is an awful matchup because they can both remove your hand as well as reduce your damage.

Reduce it by a lot.

But Insecticons, my list especially, have a habit of topdecking Weapons and Actions that increase your damage by quite a bit. The most important things about the matchup is target priority and saving your resources when you can and blowing them all at once when you need to.

Optimus Prime is a big guy, but so is Kickback with a Grenade Launcher and a Reckless Charge flipping the top ten cards of your deck.

The long and short about it is that Three Wide is your worst possible matchup, but it is by no means an autoloss. For Three Wide, it's an easy matchup to win. But, it's just as easy to lose as well. This is a lesson my Top 8 opponent, Kent Summerour, unfortunately learned the hard way, as I took the match after a hard-fought victory.

As I did, however, I looked to my right in bewilderment. Nearly all of my opponents were Three Wide, and it wss nearly impossible based on bracket position for me to face the winner of the game to my left. This, of course, came to fruition when my next round opponent, Steffon Pinckney, played me with his Hot Rod-based Three Wide. Kent had opted to use Motormaster, and with my Insecticon list not opting to play direct damage outside of Swarm, Motormaster struggled to find value. Hot Rod, however, is frankly disgusting when paired with Flamewar and was even worse to take out because he could ping Skrapnel with his KO Pile Ability to make math worse when it counted.

We ended up going 1-1 after I Swarmed him for the KO. Then, at the final turns of the final game, I misplayed. I ended up playing an Upgrade before using Backup Plan, where I would have drawn into an I Still Function and a Force Field to secure the game against his lone Prime. Without the Force Field, Chop Shop was KO'd and my Top Cut run came to a close.

But the story does not end there. You see, Steffon is a super cool guy (He also runs a YouTube channel, too! Check it out HERE!) and he ended up going into Top 2 with Dan from VectorSigma.info, where the two ended up splitting the prize pool and playing for the title. The mirror match was hard-fought, but Steffon eventually came out on top and claimed the title as the first ever Origins Open winner!

He made out with $1,250 after splitting the prize pool, an invitation to the Energon Invitational, a box of Siege, a fully paid Pax Unplugged badge and a signed crystal cube with Transformers etchings. He humbly accepted these gifts and our champion was crowned.

Me? Oh, I made off with a few things, myself. The Pax badge, the invite, $750 and a full box of Siege all came my way, with the latter being something I opened on my channel in a recent video. But honestly? The experience and the validation is really what matters the most to me; I started playing the TFTCG by myself in my room with proxies before the game even came out, and to come all this way in the first ever tournament? Well, I can't think of a better prize.

Well, that and the money.

If you're interested in the list I used, have no fear! I've included it below, including a deck profile that Steffon did himself on his channel, SDotAkuma:

Brower Bugs wrote:Barrage - Merciless Insecticon
Insecticon Skrapnel - Insecticon Leader
Kickback - Cunning Insecticon
Ransack - Insecticon Commando

2 Backup Plan
2 Bashing Shield
3 Erratic Lightning
2 Flame Thrower
3 Force Field
3 Grenade Launcher
3 I Still Function!
3 Improvised Shield
2 Mining Pick
3 Peace Through Tyranny
3 Power Punch
3 Reckless Charge
2 Static Laser of Iron Hide
3 Supercharge
3 Swarm!

Sideboard
Chop Shop - Sneaky Insecticon

3 Bad Attitude
2 Emergency Maintenance
1 Flamethrower
1 Mounted Missiles
2 Repair Bay
1 Static Laser of Ironhide


Speaking of Siege, I daresay that I haven't broken down the rest of the cards yet! Let's jump right in on that!


CHARACTERS


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"Top of the Shot to you!"


Top Shot is the little Micromaster that could. He has a surprising amount of value for a 4 Star character, and he has a solid amount of value to be seen out of his innate traits. He's a bit of a wonky type of Micromaster, where he gets more use out of his innate abilities than his tap effect. This is a good thing, given that -- by not using a tap effect to get value out of him -- you're essentially opening up more options in terms of other Micromasters on your team. In fact, one could even say that you could perhaps play Top Shot as the main support of a Micromaster/Small Guys team!

Allow me to explain. Top Shot is the leader of the Battle Patrol, and that carries over into his innate effects where he is a Leader. This, plus his Autobot nature, opens up the option to use him along with the Matrix of Leadership. The Matrix of Leadership gives all of your characters +1 and Pierce 1 so long as it's attached to an Autobot Leader; in other words, Top Shot. That way, you can give your team of smaller characters a way to deal more damage instead of, well, none at all. Being able to boost the damage of your team with a Matrix can be surprisingly potent given the fact that Top Shot is only 4 Stars, and a Tank no less!

Speaking of which, you can also run him alongside Flak, Demolishor, Starter Megatron and have plenty of room for three star cards, like Full Loadout. You can do a ton of damage with Demolishor and Megatron, and Top Shot adds his layer of power to that to create a formidable combination. Since they're all Tanks, Demolishor can draw three cards for his transformation effect, and perhaps more importantly, Hunker Down allows you to play a frankly disgusting amount of Armor on the field.

You can even use a Force Field on Top Shot, thanks to the fact that he has 5 HP, not 4. Meaning, he can take a solid amount of punishment as a "meat shield" if that's what it comes down to. Why a sacrificial lamb and not an offensive character? Unfortunately, even with his good utility, his offensive stats are not the best and thus if you're going to do anything with him, tapping him is the better option.

Besides, his draw + plan effect is still not bad no matter how you look at it, and that utility still translates well to a solid damage boost to your next attacker when you have a double orange in your hand. That being said, there are better draw options, but not at that cost and not for that pip color -- pretty much, if you're looking for a "universal" orange Micromaster, look no further!


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"I'm here to kick gum and chew butt and I'm all outta butt!"


Triggerhappy is interesting. On one hand, I would say that he'd make a defensive plane list happy being a Pierce attacker. On the other, I would say that he would make an aggro deck happy given that he can recycle the used Grenade Launchers for later use. The question is, which one suits him best? To answer this question, we need to take a look into his stats.

With Triggerhappy's high Pierce, he seems to be quite formidable, yes? No, that's not quite the case, now is it? You see, when you have a high Pierce, you can assume that you're able to deal all of that damage. Usually, that assumption would be true. This is not a usual case. With Pierce 4 and only two attack, you need an offensive boost to make use of him offensively, and his defense is not high enough to warrant too much investment on that front, either. So in defense, it's a rather awkward thing to put him in there because he necessitates the weapon in order to be effective.

So, if not the defense, then perhaps the offense? Well, let's decipher that for a moment. On one hand, his weapon recycling effect is always welcome in any list. But, his offensive stats are abysmal, and whereas you'll be more or less confirmed to swing for your Pierce 4, there are just better offensive options to run on that end. At that point, you're just a weapon reanimator -- which is fine -- but you need to balance the rest of your team to support him just as much as he's supporting you. The question is, can you really afford to devote that many stars to occasionally getting a weapon back?

I don't think so.

Triggerhappy is just too expensive for what he offers, and I think that there are just better options to run. Even using Reclaim and a small character with draw like Dead End seems to be the same value with more flexibility. I mean, sure, using Bombing Run in a defensive list seems good to keep him and his friends alive, but I just don't see Triggerhappy being that solid in defensive or offensive comps. I just can't justify him compared to the other options.


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"Lemme axe you a question..."


Pteraxadon is kind of great, not gonna lie. His cheap points only add to this, and he really fits well in a sideboard to fight against highly defensive decks.

Now, being a Battle Master, his stats are going to -- I'm just gonna say it -- suck. It's just the way the cookie crumbles in terms of Battle Masters, of course, with his awful defense and just "meh" offensive capabilities, but the general shtick of Battle Masters is that they don't have their value in their robot modes anyway, so this should not be a deal breaker.

As for his alternate mode, it is honestly one of if not the most powerful Battle Master effects I have seen. Reducing your opponents Base Defense (the defense printed on the card, for those who needed clarification) to 0 is a very, very powerful effect that crushes a lot of characters. For instance, Demolishor, who has his 4 Defense that he normally uses to keep himself alive suddenly becomes an easy target. Headstrong, Darkmount, Inferno, the list goes on with who Pteraxadon can counter. Now, that being said, it does not reduce whatever blue pips your opponent flips -- but really, who cares? It's more damage!

He's splashable, his effect is solid, and on top of that he still gives you a +3 attack boost! To be frank, I can't think of many Battle Masters I would rather put in a list. He's got a lot of value in an aggro list -- especially with Quartermaster allowing you to reuse him -- and you don't really lose much for tossing him in.

They say "you have to save the best for last". With Pteraxadon, I can't think of a better phrase to describe him.


BATTLE CARDS


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A double-edged sword.


W5 Gyro Blaster, despite not having any pips whatsoever, is honestly one of the nuttiest cards I have ever seen. Remember, it doesn't just stop Bold -- it stops Tough, Kickback, Demolishor, white pips and everything in between.

Gyro Blaster allows you to play both offensively and defensively with it, dealing higher damage to characters with Tough and taking less damage against characters with Bold. Take Devastator for instance. You, for example, might play him in a blue list with a really slow, grindy playstyle and eventually you build up enough Tower to combine and have a really massive amount of HP. That's when you attach a Gyro Blaster to him and sit promptly on your 2 Defense and 10 Attack (or 11, rather, with the Gyro Blaster) not even counting any Armor you've attached prior.

Your opponent can't deal with that without using high base attack, and even then they have to deal with your defensive flips. Their Bold won't work, and when you swing at them, their Tough won't work either. The power of the W5 Gyro Blaster is just too massive to ignore, and when used in conjunction with Secret Actions like Infiltrate and Blue pips... Well, let's just say that any aggro deck in your area is going to have a bad time.

Like, a really bad time.


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Thicker than a bowl of oatmeal.


Point Defense System is a neat little Armor that deals with a very, very specific problem.

So let me give you a quick recap, yeah? Siege 1 introduces black pips, including blue/black cards that can create a surprising amount of damage potential in blue decks, all without sacrificing that defensive power. In fact, black pips actually make Bold not horrible. Remember, certain characters have Bold innately, like Superion, and it would initially mill your deck and your resources. Black pips make that Bold actually worthwhile.

That's where Point Defense System comes in.

In the mirror blue/black matchup, your opponent is going to have roughly two to four Pierce at any given point in time through their Upgrades and through their black pips. This means that, even with your powerful defensive capabilities, you won't be able to block them when they have their Pierce. With Point Defense System, you're able to reduce that potential damage by a surprising amount given the nature of Pierce Upgrades, potentially tipping matchups like Aerialbots in your favor.

That being said, it really does depend on whether or not your local meta is more defensive or aggro-focused to whether or not you mainboard this card. If you want my personal opinion, I would probably just sideboard it in most cases -- three cards from your sideboard aren't too likely to be drawn when you need them, and I can only assume that most decks won't be as reliant on Pierce as Blue Black is.

Be that as it may, you should definitely sideboard Point Defense System if you're afraid of Pierce-heavy matchups. You'll find no stronger counter than this!


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"Must have been my imagination." ~ Whiterun, Decepticon patrol. Last words.


Going invisible seems pretty fun, but it's all fun and games until a Specialist loses an optic.

There are three of these kinds of armors, and nearly all of them are honestly pretty fantastic. I can tell where they were going with all of these with each of the innate triangle (Specialist, Melee, and Ranged respectively) defending against a different member of the triangle. In this case, it's Melee against Specialists and unfortunately we have to start off with the weakest link.

Covert Armor is a Melee armor that defends against Specialists, which, so I can preface, is not that great because Specialists seldom have enough offensive power to threaten other characters and if you're playing armor in a list, you more than likely playing it with a primary and secondary Armor cards already. This means that Covert Armor is so niche that it will only really counter Motorcycles, the only real Specialist-focused deck, which might not even be that popular given their low stats.

The point I'm making is this: It's kinda useless to have an Armor that only protects against a very niche thing, and it probably won't be able to make it into your Sideboard given the plethora of other options and probably worse matchups to fix.

That being said, though, it is a very consistent card being a green pip, and it blends very well in a blue list given that it is, well, a blue pip. There are a lot of benefits to these cards, and getting +2 defense is frankly stupid good on many different levels, which is why the others have such good power in them.


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"Might as well jump! (Jump!) / Might as well jump!
Go on and jump! (Jump!) / Go ahead and jump!"


As I said, there are definitely good cards in this trio. Reflex Circuits are definitely one of these, having the ability to get a freakishly good +2 defense against the rather prolific Melee class. The fact of the matter is, this has every bit the power of Covert Armor but in a more meaningful way.

I mean, when you consider how powerful this could be attached to someone like Superion (or just the Aerialbots in general, to be fair), things get a little gross especially with how players afraid of the Aerialbots can sideboard in Warpath to stop you from using your Tough abilities. Reflex Circuits allow you to defend through Warpath, Stunticon Swagger or whatever else they throw at you, like Gyro Blaster. The simple fact that you can get +2 defense on an Upgrade should not be ignored, especially for the normally defensive Ranged character roster.


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The best defense is a good defense.


To be perfectly frank with you, this is another miss for me, but at least not as much as Covert Armor.

Let me explain. When you have a Specialist, you expect to put one of two things on it: Field Communicator and Multi-Mission Gear. Multi-Mission Gear is still as powerful as it was in Wave 1, and it's still just as dependent on Specialists to... Well, work. The best part about that card is that it still gives you +1 Armor, and when you put it on a character like Skydive or someone similarly as defensive like Flamewar, your opponent is going to have a tough time clearing them from the board.

Whereas Sturdy Armor seems like a great inclusion on these characters, I wouldn't put Sturdy Armor anywhere near my mainboard and instead hold it on the side as a big maybe. Why? Well, let's dig in to that.

You see, Ranged Characters normally have quite low attack, save some outliers like Optimus or Megatron. The simple fact is, the Tank or the Plane is the best "average" Ranged character baseline: Defensive, middling attack stats and relying on Pierce and direct damage to do their dirty work for them. When you have a card like Sturdy Armor, you're trying to defend against something that doesn't even do high base damage that instead deals its damage through Pierce -- it's not possible.

Pierce is getting another big buff in Siege 1 thanks to the introduction of black pips, and Ranged characters are the big winners of that thanks to their already high reliance on Pierce to do their damage. Again, there are outliers that don't, but the "base" Ranged character normally does, and adding defense just doesn't matter when, well, it doesn't matter.

That being said, it is a nice counter to Optimus Prime -- Battlefield Legend amongst other things, but I would only include this if you're really, really afraid of him.


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"Oh, that's a little Bobby Dazzler! A real top-pocket find!"


Metal Detector is a great little engine that will definitely benefit lists like Blurr, Cars, Motorcycles and pretty much anything else that really likes playing extra Upgrades and can attack multiple times. When you have a Metal Detector on a character that attacks, you get to look at and play any Upgrade on your topdeck, and when you build your list accordingly it effectively makes that a done deal.

Blurr especially gets a load of value out of Metal Detector, as he untaps and attacks twice in one turn, effectively turning Metal Detector into a Brainstorm or Leap of Faith but for Upgrades! Of course, this doesn't confirm just what you'll get on the top of your deck (though you can try rigging that with Plan effects), but I often find that playing pretty much any Upgrade is generally a positive with few exceptions, like playing an Improvised Shield instead of just scrapping it.

Either way, Metal Detector doesn't give any stat boost, just a utility boost, making playing it somewhat of a "feels bad moment" like playing a Data Bank or your first Cargo Trailer. But, I think it'll offer much more value than one might expect, much like Scrounge. Anything that extends your hand can powerful, but it necessitates a list to support it.

The question is, is it worth the effort?

I think so.


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"Michael Knight, a lone crusader in a dangerous world. The world... of the Knight Rider."


Similarly to Metal Detector, Anticipation Engine is like a Multi-Mission Gear but for everyone and I love it to bits. I truly and honestly think that it's one of the most powerful Upgrades out there for Cars, Motorcycles and honestly just about anything else that plays a billion Actions in their decks and wants to play more of them. You can imagine someone like Blurr being able to play a tremendous amount of Actions during your turn including cards like Marksmanship, Leap Into Battle, Leap of Faith and loads more.

The fact that Actions have and always will be more powerful than Upgrades makes Anticipation Engine thus more powerful than Metal Detector. I could go into just why Actions are better than Upgrades, but to be perfectly honest I think I go over that in every article to be perfectly frank with you, so I don't think I'll go over it again this time just to save my sanity.

Unfortunately, with that power there must also be something to rein it in and Anticipation Engine has its fair share. Whilst you have a powerful effect, it's still a Weapon that takes up any other spot for weapons. That means that whatever you're attacking with, you won't be able to deal too much -- or any -- damage at all when you use it on a lesser powered character. That, and it's a white pip, not a green pip like Metal Detector. Unfortunately, this makes Anticipation Engine far less consistent than its Upgrade sister card and thus less powerful.

It's an odd balance with Anticipation Engine. On one hand, the effect of playing multiple Actions in one turn while not needing a Specialist in order to do so seems extremely powerful. On the other, though, you'll effectively be crippling yourself in terms of damage output. In that case, I don't think it'll see much play given that it doesn't give any stat boosts. The Weapon slot is so imperative to winning the game, that I struggle to justify taking it up with something that doesn't really give you anything in terms of power. That being said, perhaps you could fill your deck with damaging Actions to make Anticipation Engine essentially do more damage than none at all.

I dunno. It's a bit tin-foil-cappy, to be sure, but I'm confident that the list made to support this card would be so niche and oddly built that I'm not quite sure that it could function normally.


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"Extra Padding"? Same, Red. Same.



Extra Padding is simply not that great at being an armor, but it is great at getting more of itself in play which can be quite the boon to certain cards. So, let me explain.

You see, since Extra Padding is a stacked Upgrade, Equipment Enthusiast can draw a net more cards than normal. Three upgrades in one slot can give you essentially more potential value for Equipment Enthusiast. But, that's not all. You see, Armor is a potent yet fragile slot thanks to Bashing Shield. Being that Extra Padding is a stacked Upgrade, Bashing Shield can only remove one layer of Armor.

This makes Extra Paddimg an effectively invincible Armor, since playing Bashing Shield to simply remove one layer of Extra Padding would be a frankly abysmal expendiature for extremely little value. That said, Extra Padding is also a lot of effort to play during your turn, and it also has little payoff for the required resources.

I mean, think about it. You're almost never going to get all three, and if you do, you'll find that it's simply just as potent as a Reinforced Plating or Body Armor with double or triple the effort to play. That said, having an invincible armor isn't a bad thing, even if your opponent can play a Security Checkpoint and prevent you from playing it to begin with.

Either way, I think there are just better cards to play during your turn, but it's a cool little card regardless.


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It's like half of a Flamethrower. So, like, a Smokethrower?


Basic Combat Protocols is a worse Flamethrower. I realize that, as a Utility, you're essentially adding on more Bold than you would normally, but you're losing that Utility value while also potentially losing weapon value.

Consider my Insecticon list. Did you see any Utilities? It's because aggro decks don't have the time to attach something that only gives them Bold 1. In fact, Tandem Targeting System is straight better because it attaches multiple Upgrades at once for effectively the same amount of damage.

Further, if you're playing Aggro, you'll find that when everyone untaps, they'll be unlikely to have any Upgrades whatsoever. Many aggressive decks use Upgrades like Grenade Launcher and Power Punch to deal damage, and this is no different. The simple fact is that Basic Combat Protocols is just a worse Flamethfower, making it a "feels bad" card that simply gives no value in the short run.

Problem is, Aggro is the only kind of deck that'd really benefit from this outside of Metroplex and Aggro decks live in the short run.


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"You are an idiot! Do you need a second opinion? You are also ugly!" ~ The Medic, Team Fortress 2


You know, I've learned to consider all the options. I learned that certain cards are way better than they might seem. I learned that certain things just take the right matchup. I mean, this even replaces itself!

Under normal circumstances, I would tell you to move on. I would tell you, "A single damage counter isn't worth it" and just go on to the next card.

These are normal circumstances. A single damage counter isn't worth it. Just go on to the next card.


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"YEET!"


Frag Toss is... Actually really solid. It reminds me of Swarm to many degrees since your opponent chooses where the damage goes, which is not necessarily a bad thing per se. Because of this consistent damage output, you can assume it will almost never go where you want it. That said, it is actually a very solid Decepticon card to play in Shockwave because that's kind of his whole playstyle.

Something else I'd like to point out is that this card is actually kind of amazing in Insecticons. Not only is it essentially "baby Swarm", but it is also a white pip instead of One Shall Stand's zero pips. It's honestly a very good card to look into when it comes to Insecticons and Shockwave, and I think this isn't the last time we've seen Frag Toss.


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"Go ahead. Make my day."


This card is very bad.

However, since it is a Decepticon card, you will be able to use it in Shockwave, especially since it has a black pip for the undoubtedly blue/black list.

That said, those are really the extent of the rewards you'll find with it. I think this one is niche at best. Move along!


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You know, I think I'm beginning to understand why Shockwave is "hand" control.


Shockwave kinda needs a hand.

Heh.

But truly, any Shockwave composition seems a little lackluster when compared to others, especially when you consider how hand destruction is usually a secondary effect rather than a full game plan. Shockwave usually deals a lot of damage at once through a burst of hand destruction, at least according to his Wave 1 iteration and the theme of LV Gamma Disruptor Launcher. With that in mind, we can pretty well assume that Major Shockwave and W1 Shockwave are going to be played in the same list because Gamma Disruptor is both a Decepticon card as well as a defensive hand destruction card.

But there's a problem.

When you consider the fact that hand control is a kind of "all or nothing" burst effect with often not a lot of payoff, this card gets a little worse. Consider Sentinels, for example. Sentinels really enjoy discarding your entire hand on the first turn of the game, and it works very well. However, when you consider that now that your opponent has no hand, you realize that you won't be able to discard any more cards to get any more value out of W1 Shockwave. That makes LV Gamma Disrupter Launcher just a tad bit worse, as well.

But is it bad?

Oh heavens no. Discarding a card from your opponent's hand while giving Shockwave a much-needed damage boost to the point that it reaches a permanent Grenade Launcher after two are attached? That's amazing. Especially when you consider the fact that, usually, after a Security Checkpoint your opponent is going to have only one card in their hand, an Action. When you use LV Gamma Disruptor, you can discard that last card and still boost your damage by quite a noticeable margin. Since it's also a Decepticon card, Major Shockwave can also effectively dig further into your deck to pull it out and use it against your opponent, making it a far more consistent card than most especially if you happen to use Reclaim to rig your topdeck to use any accidentally flipped ones.

Will this make Shockwave suddenly a nutty composition? I don't think it will, at least not particularly, but I do think that LV Gamma Disruptor is a necessary and welcome step in the right direction for Shockwave. I think it'll be a fantastic boost to Shockwave compositions, and I can't imagine a future without more to come.


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Even Soundwave must pet the kitty cat. All must pet the kitty cat.


Micro Capacitor is a kind of, well, very good.

You see, in a team with Micromasters (or in certain cases a team full of Micromasters) you will have a lot of options when it comes to tapping effects. Sadly, you'll find that your opponent will often target down the most useful of these effects. With that in mind, we either simply had to bite the bullet and let it happen, or use Stealthiness or Bravery to attempt to redirect that damage. Micro Capacitor effectively forces your opponent to attack where you want them to, while also giving you the added bonus of untapping your Micromaster for later use.

I think that any deck that values its Micromaster will love this card more than life itself. I mean, imagine getting to use Red Heat twice before he's KO'd, or even Detour or Flak! You can get a lot of value out of your Micromasters when you use them at the right time; you can get even more value out of them if you get to use them twice.


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Mark my words, Bolster will be of one of the best cards in the set.

Allow me to explain. In a defensive list, you have one big enemy that you will fear until the end of time, and that card is named Bashing Shield. Bashing Shield can remove your armor and make your characters take way more damage than they initially would (or should) and effectively deny your Armor upgrade for the turn. In fact, most defensive lists play cards like Espionage just to remove Bashing Shield when they see an opponent pick one up using its green pip.

That's where Bolster comes in.

You see, when Bolster activates, your opponent will not have the chance to remove any Force Field, Reinforced Plating or any other powerful Armors that you might have. But perhaps more than that, you can get ahead on the Upgrade arms race or use to disrupt your opponent, including using cards like Scrapper Gauntlets to remove potentially awful weapons before they have an effect.

In fact, I actually quite think that will be a very good use for Bolster. But just imagine all of the potential you can use with it! If your opponent overinvests into an attack, simply Force Field and deny them that play. If they underinvest, then you can use cards like Multi-Mission Gear to play more Actions or Scrapper Gauntlets to punish their board state.

Bolster is honestly one of the best cards I have seen in Siege, and I am ecstatic to see where it goes from here.


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Defensive Formation is a less hand-based version of Bolster, at least in the defensive respects. Think of this like playing an Armored Plating on one of your characters with a Bolster -- it's just not that strong as a defensive card when compared to Bolster. But, when you consider that it is markedly better against hand destruction-based lists like Sentinels... Well, I guess you could find a place for it in a sideboard.

But in a mainboard? I mean, sure, it makes all of your characters have +1 defense, but why? This isn't like Battle Ready where it makes all of your characters have +1 attack for each Upgrade on them -- this is just straight +1 defense on an orange pip no less.

I'm confused, disappointed and I'm ready for the next card!


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RIP Viewfinder


It's basically Vaporize that can't target Utilities. It's at least good for decks that want to play a lot of black pips, but more than that I can't say I'd see using it over Ramming Speed, Vaporize or any of the other anti-Upgrade cards -- even Device Virus is better.

Either way, it's a middling card that will likely see play in black lists. More than that I cannot say.

However, it is worth noting that Reflector is actually featured on this card artwork! Plus, with a coy response from game designer Ken Nagle when I asked him at Origins about possible character inclusions, I'd wager that we'll be seeing a card or two based on everyone's favorite camera-based trio coming out next set. After all, why make new artwork to feature a character that will never come to be?


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Skywarp quickly realized the easiest way to win in a Battle Royale game was to hide -- earning him the ire of his friends and the anger of his opponents.


Hiding Place is a very, very good card for Tall decks.

So, lemme explain. You see, when you have a Tall deck, you're only sitting there with two characters. It's easy -- especially for aggressive decks like Insecticons -- to focus down one of your characters with mass attack. So, with Hiding Place, you can effectively force your opponent not to do that by giving the character they wish to focus down Stealth. This is an incredibly good effect for a powerful composition like Double Primes or even Three Wide Prime, as redirecting your opponent's attacks in a defensive build is never not good.

Now, in most other lists, this won't help much. But, in lists like Sideswipe, Tall decks and various defensive compositions, you'll find that Hiding Place is invaluable.


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Drawing a blank.


Being a +3 attack weapon, one could say that EM24 IR Laser Launcher is a good weapon -- one could even say that it has no downside like Erratic Lightning!

One would also be super, super wrong.

You see, being a blank pip effectively cuts back on that value by quite a large margin. You're effectively losing consistency in your list in terms of pip strength, something I am not a fan of. In fact, I cut One Shall Stand, One Shall Fall from my Insecticon list simply because it had no pips to flip during Kickback and other, equally as Bold characters' attacks.

The same could be said here. Laser Launcher still has a bit of power in it, sure, but I would never put more than one in a list that already had cards without pips like I Still Function. Even if I were to put this in a list, I would be far more likely to play One Shall Stands simply because of the out of combat damage that it could provide instead of the in combat damage that Laser Launcher provides.

One thing that Laser Launcher has over One Shall Stand, of course, is the lack of recoil. But is that truly a reason to play a subpar weapon over your other options?


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I just keep "droning" on.


This card is a not great card, much like its two sister cards. Aside from Device Virus, Chop Shop and, well, dying, there really isn't many ways to scrap this card from one of your characters to scrap an already usually unimportant Utility from your opponent. Plus, you're not getting any healthier as the game goes by -- there just isn't time to play and scrap this card.

Of course, Personal Targeting Drone does have a green and white pip, so at least you can put a white pip into your hand if you desperately need one for Red Heat, Stakeout or other, similar effects. There's not too much reason to play this, otherwise, though.


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Well I guess I need another name to roast Basic Combat Protocol with.


Think about Flamethrower, and then put a black pip on it, and then you have Smokethrower.

In orange/black decks, you're effectively able to play six copies of Flamethrower while still not losing any of your orange or black cards. In fact, in white/black lists like Omega Supreme/Jazz, you're going to be needing something like Smokethrower in order to actually deal a relevant amount of damage. It's not exceptional, no, but it does it's job and I think that's pretty much as much as you could ask for.


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"I have mastered the ability of standing so completely still that I become invisible to the eye. Watch."


Urban Camo is actually much better than Basic Combat Protocol.

So, Tough 1 is super small, yes, but when you consider that you can use it in tandem with Flamewar, General Optimus and an Armor, that Tough 1 can stack very quickly. Keep in mind, Urban Camo is a Utility -- not an Armor -- so you can play it alongside other cards like Reinforced Plating or Body Armor. Plus, being a Blue pip, you can still flip it and not feel awful about yourself.

It's kind of a feel bad card to play on your turn, but if you're playing defensively you're able to have enough time to take full advantage of Urban Camo, unlike Basic Combat Protocol in aggro lists. Either way, I think it's a great card for defensive lists in the highly underutilized Utility slot -- and I couldn't be happier.


CLOSING


Origins was a dream for me. I drove down with a friend of mine and ended up staying in an Air BNB with a great group of friends, having one of the first vacations I've had in a matter of years. Escape Rooms, literal knights in shining armor, film festivals and interesting eats all made the tournament at Origins not just any tournament, but an experience. I can't tell you how much I enjoyed my time at Origins -- and I think the best way to explain it is simply to tell you to go to the next tournament at GenCon, yourself, and see. If you'd like to hear more things about my thoughts on my placement and my run, you can check out an interview with me that Cameron Ehteshami did on his channel, Arbitrary Hero!

I had an utterly awesome time at Origins, and it was even better to meet all the people that I have spoken to online about this card game we all love to play, and meeting new friends was even better. Plus, winning third was a nice bonus -- it was far greater than I had even hoped to place! I had hoped to get this article out beforehand, which is why it's so long, but I ended up running out of time and had to put it out after I got back from Columbus a week after. Sorry about that!

Speaking of those reveals, what do you think? I think that Bolster is one of my favorite cards in the set, and I think that the abilities that Bolster is bringing will be far and away one of the most impactful cards to be added to the game.

Or maybe I'm wrong. Who knows? Lemme know in the comments below what you think!
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby ZeldaTheSwordsman » Wed Jun 26, 2019 3:07 pm

Motto: "Earthrise restock or riot"
I think that Pteraxodon needs to be recalled or have a correctional sticker issued. :-x :evil: :BANG_HEAD: :BOOM: :HEADHURTS: That is an axe, not a scythe! How the smeg did they screw that up WHEN HE HAS "AX" IN HIS FREAKING NAME?!
WANT:
* Cybertron Galvatron key, missiles
* Omega Lock
* Primus Cyber Key, coattail panel
* Powerlinx Comettor
* Cyb Jetfire R gun and missile
* RiD Galvy dragon head, beast arms
* DotM Ironhide windshield, R hood assy.
* ROTF Jetfire R JTFR panel

Di Bonaventura is not a credible or trustworthy source. And most fans do like the diversity push, thanks.

Trading MOSC MMPR fliphead Pink Ranger for ER Fasttrack or SIEGE Refraktor
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby #Sideways# » Wed Jun 26, 2019 4:03 pm

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Weapon: Dual Compression Cannons
ZeldaTheSwordsman wrote:I think that Pteraxodon needs to be recalled or have a correctional sticker issued. :-x :evil: :BANG_HEAD: :BOOM: :HEADHURTS: That is an axe, not a scythe! How the smeg did they screw that up WHEN HE HAS "AX" IN HIS FREAKING NAME?!


You know, that's... That's actually a really good point. What were they thinking? :lol:
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Transformers Trading Card Game Turbo Mode Revealed

Postby Stargrave » Fri Jun 28, 2019 9:43 am

Motto: "It’s all the in the reflexes"
Weapon: Glass Gas Gun
Thanks to our news staff we have word that the Transformers Trading Card Game is about to step things up a bit with Turbo Mode! Thanks to an article on the TCG Facebook site by Scott Van Essen we get a succinct break down of how this mode will work. Take your standard Transformers TCG format to a more simple more intense version as stated in the article "Turbo Mode is a limited format created specifically for Transformers. Each player opens two booster packs. The characters are your team and the battle cards are your deck. That’s it, you’re off to the races."
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The article goes in depth to the limitations and benefits of this version of the game.
"Once you’re playing, Turbo mode captures the core of what the game is about. You have fast action, robots bashing each other to bits, and the abstracted tactical feel of our tapping-based combat system. This is one of the game’s core strengths, even though it’s so simple. The back and forth maneuver of attacking, tapping, and then being vulnerable to counter attack is at the heart of Transformers TCG. A large part of why we settled on two packs to start is because it’s the minimum number you need to experience this jockeying for position."
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It further goes on to touch on some things expected on the horizon.
"As I mentioned, we’ve been watching the world play Turbo Mode. Often this is on people’s streams, but we also got to see a ton of Turbo play at Origins 2019 before and during the Transformers TCG Open. We’ve had several cool ideas that we’re investigating for future sets, and we’re excited to talk about them when we get closer to those sets’ release dates.
For now though, we’re tweaking the rules for turbo for Wave 3 – War for Cybertron: Siege I. Starting in this wave, you get two characters per booster pack (one large and one small), so for Wave 3, before starting a game of Turbo Mode (and without seeing your opponent’s cards) you’ll select a team of one large and one small character from among your four character cards."
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Time to rev up your decks ands bend some fenders Seibertronians! Let us know if you're going to be giving Turbo Mode a go in the forums or if you're more of a fan of the standard play format.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby PerfectVision » Fri Jun 28, 2019 11:45 am

The enigma should be GOB,Scream12 has too much HP,Ionstorm is a bit too strong with an ability.

This wave gave me headache,i won't come back.

Shock11-bomb8-ransack
Plasma X 1
Swarm-multi-Repair-system-Grenade-Scrapper-ComputerS-Debiliting-Bbeam-Underhanded-Unconventionnal-brainstorm-Escape
What i mean is that he is not buffed bythe LV but by the UFO,if you begin in the blue section,flip him very fast and end withe a system.What do you want to do with a single discard?

Ptera-Sideswipe-Chromia7-Stakeout
A better version of the Jazz quadrio
Repurpose-Calculated-FieldC-TBTA-heroism-SecretD-EEG-hiding-workO-sturdy-Start-Laser-ForceF

Soundwave
Bolt X1
EEG-scavenge-SecretD-energised-Bolster-ForceF-RR-Squish-fragg-Underhanded-Energy-Reclaim-WorkO

Hound9-Arcee8-Redheat
Stealth-BattleR-AttackD-Eslingshot-Unleashed-Intelligence-Ancient-PowerP-heroicT-ForceF-covert-Heroism-WorkO

Ultra-Ratchet
The special flip is doable with a focus level 2

Alpha-Firedrive-Topshot+universal,1O/1B
Mega3-Triggerhappy-Detour,mining+Master obviously,3B/1W and a minority of O,don't forget the Eenthusiast
They can draw very fast and convert it into damage

Old optimus13-Wheel3 +fullL
I don't care

Runabout and muck-Visper
Schock14-Nightstick-Roadhugger
Discard and heal,the takeC is mostly anti EEG or the flip of mega3,unless you have the Cdagger+Device

Trail-Lio-Flak/firecon
They combine bold and pierce
EDF X 1
ForceF-Tackle-BattleR-Treasure/swindled-Bbag/piercingB-Mounted/Fflame-superC-Erratic/bashing-quarter/heat-rock-Cdagger-repurpose-EEG/smokeT

Scream12-skrapnel-Stormcloud/skywarp8-Aimless-Flamewar7,i don't see what level card they want with them
Camping
Handheld-smelt-Infiltrate-Inverted/spare-Scheckpoint-Covert/sturdy-pep/laser-Callous/pop-smokeC-Steady-metal/hiding-EEG-Dampening

Elita-Prowl10
Optimus11-Iron9-Mudslinger
Anti camping
Repurpose-PDS-Anticipation-EMP-Turbo-Diagnosis-Energy-Grenade-BattleFS-ForceF-Heavyhand-Eaxe-Surprise
Calculated-Heavyhand-Metal-Battering-RR-workO-battleFS-TBTA-repurpose-Pep-PDS-teamup-Diagnosis
The battering turn Skrapnel into a wimp.
Last edited by PerfectVision on Fri Jun 28, 2019 12:11 pm, edited 1 time in total.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby PerfectVision » Fri Jun 28, 2019 12:07 pm

The truck/tank from the first wave?
Novastar-Redalert7-Iron6/mega10-Darkmount-Demolisher
Medic X1
Press/twoP-Collateral-confidence/swindled-cargo/fusion-bumper/shock-Eenthusiast-statik/crushingT-teamup/hunker-repair-powerS/reflex-Shock/cybertronium-Rollout-WorkO

The duos?
Optimus12-Springer/Scream13-Blitzwing/Dreadwing is bad
Bolt X1
Ramming-Reflex-Ancient-Unleahed-Noble/nullray-PTD or CrushingS/Sconsole-Disrupt-drill-Scrapper-disruptive-Scheckpoint-Rollout-Espionnage/Dcrown
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby #Sideways# » Fri Jun 28, 2019 12:09 pm

Motto: "Wake up. Wake up and smell the ashes."
Weapon: Dual Compression Cannons
PerfectVision wrote:This wave gave me headache,i won't come back.


That's disappointing to hear! What about it gave you a headache?
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Stargrave » Fri Jun 28, 2019 12:59 pm

Motto: "It’s all the in the reflexes"
Weapon: Glass Gas Gun
The amount of work you put into these articles is freaking ridiculous Sideways. I don't even play the game but you put up the best pics of the cards too whether you play or not it's awesome art work to check out.

Thanks so much for all the hard work!
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Transformers Trading Card Game SDCC Exclusive Blaster and Soundwave Sets

Postby Stargrave » Fri Jun 28, 2019 1:20 pm

Motto: "It’s all the in the reflexes"
Weapon: Glass Gas Gun
Look out and shout! Oww! It's hard not to quote one of the all time fan favorites when you catch a look at the classic G1 packaging art used for these two new Transformers Trading Card Game sets exclusive to the San Diego Comic Con 2019. That's right, each of these one-bot-armies is impressive alone but each is coming equipped with an entourage of mighty minions! Even better than that, they come together as one set. Thanks to the always hard working Seibertronian the Card Captain the Wizard of the Most #Sideways# for the heads up on this news!

From the press release:
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"Blaster VS Soundwave 35th Anniversary Edition
Limit of 2 per customer.
To help celebrate the 35th Anniversary of Transformers, the Transformers TCG presents the fan-favorite match-up of Blaster VS Soundwave with throwback art and packaging.
Contains 2 Large and 6 Small foil TRANSFORMERS TCG character cards, and two 40-card decks of battle cards.
BLASTER // Communications
SOUNDWAVE // Communications
STEELJAW // Tracker
RAMHORN // Warrior
EJECT // Electronic Surveillance
RAVAGE // Saboteur
BUZZSAW // Spy
FRENZY // Warrior

Price: $50"

Don't be late or you all are going to be looking like burnt out toaster ovens as these are bound to move fast! Are these the sets that are going to finally going to convince you to pick up the new game? Are you players ready for tournaments looking forward to these sets to amp up your decks?
Share your favorite load outs in the forums and let us know!
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby #Sideways# » Fri Jun 28, 2019 3:53 pm

Motto: "Wake up. Wake up and smell the ashes."
Weapon: Dual Compression Cannons
Stargrave wrote:The amount of work you put into these articles is freaking ridiculous Sideways. I don't even play the game but you put up the best pics of the cards too whether you play or not it's awesome art work to check out.

Thanks so much for all the hard work!


Hey, no problem, man. I love the game, Transformers and writing so I guess it just kinda falls into place together sometimes! :lol:

(Plus, I have a nasty habit of having an opinion about everything. ;) )
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby leokearon » Sat Jun 29, 2019 10:28 am

Motto: "Every little bit helps"
Weapon: Dark Saber Sword
Wonder what the altmodes will look like, will they have toy photos
Looking for:
G2 Sideswipe's spoiler
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby chuckdawg1999 » Sun Jun 30, 2019 10:26 pm

Motto: "The man, the myth, the legend... yeah right."
Weapon: Saber Blade
On the Soundwave and blaster set, can you play a game just with that set only or would you need a starter pack?
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Transformers Trading Card Game Omega Supreme Set on Sale at Lootcrate for only Ten Bucks

Postby Stargrave » Mon Jul 01, 2019 12:31 am

Motto: "It’s all the in the reflexes"
Weapon: Glass Gas Gun
Well, $9.99, but forgive me that one penny as we let you in on a steal of a deal going on right now at Lootcrate's Lootvault! At 75% off the normal $39.99 you can own the Transformers Trading Card Game Omega Supreme set for just $9.99!
From Lootcrate:
"This official, extra large playable card for the Transformers Trading Card Game features OG Autobot Omega Supreme, who transforms into a rocket, tank, and base. Play this exclusive, double sided card next time want to transform the outcome of your next game.
Pre-Order Today! Estimated Shipping: Late June. Will ship separate from other items in your order. US Only."

Image

Image

Those looking to bolster their decks with the king of the Sentinels for a fraction of the price the time to act is now because there's no word on how long this amazing sale is going to last. Click the images for the jump to Lootvault and let us know your thoughts in the forums. As always stay tuned to the Seibertron news feeds for the latest in Transformer news!
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Transformers Trading Card Game Blaster vs Soundwave Pack Retail Version and Omnibots Revealed

Postby Stargrave » Tue Jul 02, 2019 9:27 pm

Motto: "It’s all the in the reflexes"
Weapon: Glass Gas Gun
Thanks to a new article from IGN we have a great breakdown of the new Blaster vs. Soundwave 35th Anniversary Edition Pack from the Transformers Trading Card Game. We also get a awesome images of the retail version cards which are in a more updated art style. And to cap it off, Omnibots! The classic G1 Mail Aways are now joining into the TCG fray.

Check them out below and as always share your thoughts with the Seibertron crew in the forums and stay tuned for the latest in Transformer news!
From the article:
"NOTE: The 35th Anniversary Blaster vs. Soundwave set will be available at SDCC, Gen Con, PAX Unplugged, and then online at Hasbro Pulse after SDCC concludes. The Convention Pack 2019 will be available for in-person purchases at SDCC only, followed online at Hasbro Pulse. The post has been updated for clarification.
A special Transformers: TCG boxed set and 2019 convention pack are coming to San Diego Comic Con this year, and you can get a first look at the cards stats, as well as the (always) excellent Transformers art, right here.

The boxed set celebrates 35 years of transforming tape-decks waging Cybertronian warfare, featuring Autobot communicator Blaster and Decepticon communicator Soundwave, as well as their cassette robot underlings. Check out each card in both their alt and bot modes, as well as their stats, in the slideshow below"


Here's the images from the slideshow:
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"The boxed set will be available for purchase at "San Diego Comic Con, Gen Con, and PAX Unplugged," while the Convention Pack is only available at SDCC and Pulse following the show.

However, the good news is if you miss your chance at one of the cons or online, Hasbro is releasing a retail version of the boxed set with the exact same stats, but different art. Have a look at the retail version of the Blaster vs. Soundwave 35th Anniversary boxed set below:
Transformers: TCG Blaster vs. Soundwave Retail Edition"

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"In addition to the boxed set, there's also a Convention Pack 2019 featuring the Omnibots: Sergeant Overdrive, Private Downshift, and Private Camshaft. The packs are "non-randomized" and can be picked up for $15 at the convention or on Hasbro Pulse."

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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Wireless_Phantom » Tue Jul 02, 2019 9:50 pm

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Interesting to see they went with RIRFIB. Not that I mind.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Seibertron » Tue Jul 02, 2019 10:57 pm

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Where are our Generations OMNIBOTS! I love those guys! I spent so many years dreaming of owning them and Reflector after getting all of those promotional booklets. I don't think I ever even thought about sending in the robot points to get them. I have no idea why. But I thought a lot about having those guys. It was great to find them at a local toy show complete and in mint condition with instructions and stickers unapplied at a very reasonable price.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Emerje » Wed Jul 03, 2019 5:31 am

Motto: "Spellcheck's antithesis."
Weapon: Saw-Edged Pincer
Image

Damn! Someone's been working out.

And yeah, I would love to see some updated Omnibot figures. Maybe later in the WFC trilogy if we're lucky. (Along with some Refraktor repaints.)

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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Hydrargyrus » Wed Jul 03, 2019 12:22 pm

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You can really tell that Blaster’s (and everybody else’s) alt mode art was drawn much more recently. They should’ve thrown in an extra vanishing point or two to make it blend in better :P
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Stargrave » Tue Jul 16, 2019 1:10 pm

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Hey gang check out what I found on Twitter it's the full deck list for the Blaster vs. Soundwave set:
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Figured my card gaming Seibertronians might want to know ;)^
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby #Sideways# » Tue Jul 23, 2019 1:46 pm

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Weapon: Dual Compression Cannons
CON JOB

GenCon Meta Predictions & Rogue Ideas


GenCon is coming up next week, and with it comes a whole new meta with not just the Siege cards but also the slew of promos we got over the San Diego Comic Con weekend! Sure, not everyone was able to get them, but many people were, and that means you're likely to see a whole bunch of people trying on Soundwave or the Omnibots on for size. Not only that, but with the advent of black pips making Pierce not just an easily reachable damage cap, but a powerful damage effect for defensive decks with low attack totals. With these new additions to the meta, how will the meta shift before GenCon begins and what should you play at the game fair? Let's dive in!

--

META PREDICTIONS


I think, as a whole, the entire format is going to slow down thanks to the black pip, Battle Masters and an increased reliance on Bold for more offensive decks to be countered easily by Acid Storm. But does that mean that the format has a bad case of the "blues"? Well, not exactly. Let me explain by going into the first deck that I'd like to cover, which is Aerialbots.

Aerialbots wrote:Silverbolt -- Aerialbot Leader (5*)
Skydive -- Air Warfare Specialist (5*)
Fireflight -- Sky High Recon (5*)
Air Raid -- Reckless Flyer (5*)
Alpha Bravo -- Airborne Special Ops (5*)

25/25

2 Aerialbot Enigma (G)
3 Steady Shot (B)(Blk)
3 Security Checkpoint (B)(B)
3 Inferno Breath (B)
3 Marksmanship (B)
3 The Bigger They Are... (B)
3 Battlefield Report (B)
3 Handheld Blaster (B)(B)
3 Smoke Cloak (B)(Blk)
3 Noble's Blaster (B)(G)
3 Armed Hovercraft (B)
2 Piercing Blaster (W)
3 Field Communicator (W)
3 Reinforced Plating (B)
37

Sideboard
Optimus Prime -- Battlefield Legend (13*) / Omega Supreme -- Autobot Defense Base (19*)
3 Infiltrate (B)
3 Dampening Field (W)
2 Hiding Spot (Blk)
2 Enemy Combat Analysis (G)


This is what, I think, an average Aerialbot list is going to look like. At least, this is what I would play if I were going to make the trip to GenCon. You might want to put a few more black pips in there to start with, such as Hiding Spot to effectively force your opponent to attack Skydive as much as possible, but generally speaking this is what an average list will look like in many cases with the only exception being a few cards in the sideboard.

Before we get into that, let's dive into the main list. Basically, you already play quite a few cards that give you Pierce in the first place. Playing a few black pips will help maximize the amount of Pierce you can do without bogging down your flips with potentially bad defensive flips. This is why Smoke Cloak and Steady Shot are both so powerful. Not only do they allow you to play fairly solid cards during your turn with Steady Shot being the major player in that regard, but you will never be sad to see them flip given the fact that they have both a black pip for offense and a blue for defense. They are both very solid cards, and if you're playing Blue/Black you should definitely be playing them.

So, all that aside, the rest of the list is fairly average. The exception is that I put a few interesting cards in the sideboard for your consideration, including Infiltrate for the aggro matchups as well as Omega Supreme for everything else.

Optimus will likely be the general side-in for most cases, having incredible utility and power and will often just out-value your opponent especially with cards like Marksmanship, Steady Shot, Inferno Breath and more in your deck to help increase his damage even further than you already will be with a Noble's Blaster. Plus, in a defensive list, he'll be incredibly hard to take down, especially with Fireflight using Brave to keep the major heat off him. Fireflight is so good, in fact, that I included a character in the sideboard for you to consider just because of his versatility.

You see, Omega Supreme really likes it when his partner is attacked instead of him. Omega's HP isn't as large as Metroplex, but if you only take two at a time and your partner defends the rest of it, well, you'll be lasting a long time to make the most of your powerful offensive potential. Since Fireflight has Brave, you can put Reinforced Plating on him (as well as Enemy Combat Analysis if you're facing the mirror) and you can force your opponent to attack him, dealing minimal damage thanks to Fireflight's defensive upgrades, which you can then move off to Omega to make the both of them last.

Omega is a lot like starting the game with Superion in play. Sure, sometimes that's not for the best and you'd be missing out on the time and value that your other parts give you, but sometimes the matchup just requires it, especially against Mirror. I think that Omega is super underrated in this metagame, and I think that the slower the format gets, the more viable he becomes. In fact, you can even use UFO to get even more value out of him, but even I think that might be a bit much, investment-wise.

--

Image
Forgotten, but not lost.


Speaking of underrated cards, I'd like to point out possibly the most underrated card out of Wave 1: Aerial Recon. Aerial Recon has been an absolute boon in my playtesting thanks to not only its scry effect, but its defensive boost on a Utility. Sure, it's an orange pip and that makes me only a little sad, but when you consider the fact that you're going to be defending that much more damage on cards like Fireflight on a practically immovable Upgrade thanks to its Utility nature, Aerial Recon finds its value extremely quickly.

Plus, if you happen to swing for more Pierce than attack, it is always nice to flip one offensively to give yourself that extra oomph to get the job done. But that said, it is an orange pip which means that there's a pretty good chance that you'll flip it at the wrong time, potentially messing up your defense of a powerful attack. Think of it like playing a blank card in your deck, of which this plays none. You can use Aerial Recon to powerfully boost your defensive stats, and when you get to keep it, you get to put it on Superion to boost his stats even more than your Armor already is.

If you're playing Aerialbots, try this card out. You won't regret it.

--

The meta has certainly slowed thanks to the introduction of the black pip with Siege, but I'd like to point out that it hasn't slowed down to a crawl, at least not yet. With the introduction of Siege, the "old guard" of Insecticons and Cars can certainly look different in their updated forms. Will that updated form lead to wins against decks like Three Wide Primes and the new Shockwave deck that seems to be on the rise? Well, let's take a look at a list for each of them and see for ourselves:

Insecticons wrote:Barrage - Merciless Insecticon (7*)
Insecticon Skrapnel - Insecticon Leader (7*)
Kickback - Cunning Insecticon (6*)
Ransack - Insecticon Commando (6*)

2 Backup Plan (W)
2 Bashing Shield (O)(G)
3 Erratic Lightning (O)
2 Flamethrower (O)
3 Force Field (W)
3 Grenade Launcher (O)
3 I Still Function!
3 Improvised Shield (O)(O)
2 Mining Pick (O)
3 Peace Through Tyranny (O)
3 Power Punch (O)
3 Reckless Charge (O)
2 Static Laser of Ironhide (O)
3 Supercharge (O)
3 Swarm! (O)

Sideboard
Chop Shop - Sneaky Insecticon (6*)

3 Bad Attitude
3 Repair Bay (O)
2 Frag Toss (W)
2 Enforcement Batons (O)(G)


The Insecticon list hasn't changed much over the eons, but that's kind of the beauty of it. You see, when you have the massive amount of power that the Insecticons have, you don't really need to consider too much in terms of what to play outside of things that increase your damage. In fact, the mainboard for the Insecticons hasn't changed at all from my Origins list. That said, however, with the advent of Acid Storm and Dampening Field being popular sideboards to counter the Insecticon playstyle, you need to play a few things to ease the burden.

For example, if you happen to face off against an Acid Storm or a W-5 deck, you would end up dropping the Flamethrower and either Supercharge or Bashing Shield for Frag Toss as well as adding the spicy Enforcement Batons. You see, Frag Toss gets you a nice bit of Action damage that can not only function as extra Swarms in your deck, but also functioning as another way to activate Barrage's robot mode effect. You play this especially over One Shall Stands because it isn't a blank card. I've spoken at length about how I dislike blank cards and how they can mostly hurt you in the long run, but thanks to the fact that Frag Toss has a white pip, you can play it without worrying too much about your deck's pip consistency.

Enforcement Batons, however, are certainly an interesting add-in even by my standards. Let's dive into why I love this highly underutilized card:

--

Image
"STOP RESISTING!"


The sticks of fury strike true! Yes, Enforcement Batons are actually a very, very good addition into sideboards going into GenCon. You see, as a whole, the metagame has slowed down thanks to better defensive cards. But in many cases, W-5 Blaster is honestly extremely powerful at not just stopping Bold effects, but also stopping Kickback from, well, existing. You see, when you have Kickback who flips cards to get his value, only flipping a certain amount of cards makes him ultimately worse.

That's why Enforcement Batons are so strong. You see, by using them as effectively a Bashing Shield for W-5s and Battle Masters like Nightstick, you're going to get an immense amount of value out of it. Plus, when it has outlived its usefulness, you aren't exactly losing anything offensively with the orange pip and +1 Attack. Of course, it isn't like you're gaining anything offensively, either, but you're still getting rid of those pesky W-5 Blasters, Nightstick and even Ion Blaster of Optimus Prime.

Did I mention that it's a green pip so you can do this pretty much whenever you need to? Because it's a green pip that you can use pretty much whenever you need to.

--

Cars wrote:Private Downshift -- Special Ops, Security Agent (8*)
Wheeljack -- Weapon Inventor (9*)
Prowl -- Military Strategist (6*)
23/25

2 Mounted Missiles (O)(O) (2*)
3 Confidence (O)
3 Supercharge (O)
3 Reckless Charge (O)
2 Press the Advantage (O)(G)
2 Start Your Engines (B)
2 Backup Plan (W)
3 Peace Through Tyranny (O)(O)
3 Grenade Launcher (O)
3 Erratic Lightning (O)
3 Power Punch (O)
3 Turbo Boosters (O)
3 Field Communicator (W)
2 Bashing Shield (O)(G)

Sideboard
Cliffjumper -- Renegade Warrior (8)

2 Heroic Team-Up (2*)
2 Enforcement Batons (O)(G)
1 Press the Advantage (O)(G)
3 Force Field (W)
2 Heat of Battle (W)


Cars is still a strong mid-range deck that features consistent damage output, though not quite as powerful as Insecticons in the raw damage department, that makes up for it with moderate defensive capabilities that translate into more attacks during the untap phase.

Sadly, the major cause for your defeats usually revolve around someone out DPS-ing you. In other words, you get one-hit on the first turn of the game by an Insecticon and you end up losing the aggression battle. It's why Cars has always had an awful matchup against Insecticons and other, similarly aggressive decks.

That's where Downshift comes in. The Omnibot may be part of the Comic Con booster pack, and without his two compatriots he may seem under-powered, but the simple fact that he can attach a free Weapon to himself on the first turn of the game, then give himself Bold 1 is frankly ridiculous value, especially on the first turn of the game.

Let's dive into that for a little bit:

--

Image
Upshift, amiright?


Before the game starts, you can attach a Grenade Launcher to Downshift, giving him 8 Attack with Bold 1 on the first turn of the game. Something is going to die, especially against things like Lionizer, Insecticons and Aerialbots where the average HP is usually low.

The thing you need to consider, though, is that with your newfound power, you also have a lower Star Count which you can increase your deck power with. Mounted Missiles not only help you increase your pip strength, but they also increase your Weapon count to make the turn one play that much easier. Even better, you increase your potential damage by attaching it to Downshift's Utility slot, opening up your weapon slot for an even more powerful weapon.

But that's not all! You see, Downshift also happens to be a Car that Upgrades itself, making Wheeljack incredibly happy in that you can use Downshift to Upgrade himself, draw a card and then potentially discard a Weapon to not only buff Downshift but also activate Wheeljack's Robot Mode ability at the same time.

If you managed to get a Comic Con pack, you need to try this combo. Sure, he doesn't do as much damage as Bumblebee in the mid-game, and he lacks the draw power of Bumblebee, but his early game potential has the ability to completely annihilate a character before your opponent even gets to use them.

I absolutely adore Downshift in Cars for that reason, and you should too. Sure, yes, it is part of the Comic Con Pack and that makes it exclusive, but the point is, there are way more uses for the Omnibots than just their own composition.

--

CONCLUSION


GenCon starts on the 1st of August, and with it comes a new metagame. With the powerful additions of black pips, Omnibots and even the Cassettes, the meta is growing steadily, but that's not all. The meta is also steadily refining itself. This is where rogue decks can finally make purchase.

With a large card pool and more refined field, rogue decks or rogue derivatives of meta decks can shift the matchups that their derivatives normally had. That combined with the sideboard can create a vastly more creative metagame, and one that I can barely contain my excitement for.

I cannot wait to see what comes out of GenCon. With the meta slowing down slightly, you can play different, less conventional lists. In fact, I'd be interested to see if Dreadwing or even Black Constructicons make a showing, but that's probably just wishful thinking.

Sadly, I decided not to attend GenCon this year. I already have my invite to the Energon Invitational, and aside from clout and maybe a bit of money if I do well enough, there isn't too much reason to "grinch" people out of their invite. You'll just have to manage without my ugly mug this time around!

What do you think will be at GenCon this year? What kind of decks will make the best showing? Are you considering other decks with single Omnibots or do you think that they can only be viable as the full squad? Let me know in the comments below, and I will see you next time!
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby zatara1701 » Tue Jul 23, 2019 4:00 pm

Motto: ""It's all part of the plan...more or less.""
Weapon: Star Saber Sword
Ok,so this article inspired this question...

With all the random and obscure characters getting toys, when are we going to get a proper homage to the Omnibots??

I always wanted them when I was younger, and ended up getting a complete set with instructions and everything... albeit is VERY played with condition... via Ebay a few years ago. I remember friends having them and me never having the money or robot points to send away from them.

While not TRUE triple changers, what they did do was kinda cool and they have a definite presence in the G1 lexicon. Hell, I would rather see a three pack of re-imagined, modern Omnibots than the 3 pack of "Meh" Seekers... I admit I have Classics Acid Storm and Animated Sun Storm, but come on... The new ones are just Blah.

Come on Hasbro... You can bring back obscure characters few of us remember or even knew, but you can't bring back the Mail Away Bots that we all toy lusted and envied over??
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby ZeldaTheSwordsman » Tue Jul 23, 2019 6:16 pm

Motto: "Earthrise restock or riot"
Hmm.. I don't know if everyone lusted after them as you did. The Omnibots are only slightly less nobodies than the Powerdashers, and the last time Downshift was on a poll he sadly got a mere 1% of the votes.
Mind you, some of the assorted one-note Seekers aren't much better, they just have the advantage of being easy to do because they're palette swaps.

Alternators "Windcharger" is really Overdrive, for what it's worth.
WANT:
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* Omega Lock
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* DotM Ironhide windshield, R hood assy.
* ROTF Jetfire R JTFR panel

Di Bonaventura is not a credible or trustworthy source. And most fans do like the diversity push, thanks.

Trading MOSC MMPR fliphead Pink Ranger for ER Fasttrack or SIEGE Refraktor
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Ultra Markus » Tue Jul 23, 2019 6:29 pm

Motto: "“You either die a hero or you live long enough to see yourself become the villain.” - Harvey Dent in The Dark Knight"
Weapon: 16 Cannons
i think before we get into the omni bot toys the seige line needs to produce the remaining car bot characters in their G1/cybertronian forms like trailbreaker, sunstreaker, wheeljack, and jazz ;)^
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby steals_your_goats » Tue Jul 23, 2019 7:22 pm

Weapon: Twin Swords
Downshift could pretty easily be a Tracks remold/repaint.
Delta Magnus wrote:This is because you are a hamhanded idiot.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby zatara1701 » Thu Jul 25, 2019 9:48 am

Motto: ""It's all part of the plan...more or less.""
Weapon: Star Saber Sword
Powerdashers were awful lol...

Of all the mail aways the Omninots were the coolest right next to Reflector... At least what I remember. While I can somewhat agree with some of the other originals getting some Seige updates, the reality is all those characters have gotten love in the last few years... Not to mention, with Seige we have gotten some obscure characters (at least in my opinion) so why not show some love for the Omnibots, especially since the other major mail away just got some love?

Just funny how that one little picture gets the thought process going...it's even my least favorite one (the toy was kinda lame). Maybe I am a little jaded, I know we will keep getting more Optimus' and Megatrons, but it would be nice to see some new old faces. The Omnibots never got the full on character treatment, so there is so much that could be done with them... A blank slate if you will.

It's just cool this card game is going deep into the old lore and characters.
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