Wizards of the Coast Transformers Trading Card Game Thread

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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Celineness » Wed Oct 03, 2018 7:39 am

These appeared in my local store this week, and I bought the starter set, a sealed box of boosters, plus about 8 more individual booster packs.

I didn't get any SRs but neither of those characters interest me anyway, so that's fine. I'm actually relieved the SRs weren't something important (from a character perspective), like maybe Shockwave or Jazz. That would have sucked.

After trading a few cards, the only one I'm now looking for is Grimlock. I think it would be a bit weird to have all the Dinobots but not their leader.

As general feedback, I was a bit surprised at what was and wasn't included in this first set. To fit with the G1 series, I think they should have put aside the Dinobots for a later set which focused on them versus the Constructicons.

I was staggered to discover that Soundwave and his minions aren't in the set. That's a huge omission, but hopefully there will either be a Soundwave starter set or a Soundwave versus Blaster expansion set later. There was also no Ratchet, Trailbreaker, Brawn, plus a few more key omissions from the G1 original cast like Sunstreaker and Sideswipe, or even Bluestreak. No Thrust or Dirge either, and instead there were just a few out of place randoms like Flamewar and Chromia, plus Kup and a renamed Lord Straxis (who both really stood out as an odd choice at this stage).

Also Arcee's card art is a bit disappointing, considering all previous art for her.

The game is really cool, but I think it remains to be seen whether this mixed bag first set will get enough people interested. I'll be happy if we just get one further set with Soundwave that rounds out the missing G1 core characters. Beyond that, seeing the Constructicons and later combiner teams would be a nice bonus, before moving on to the later characters like Ultra Magnus, Galvatron, etc.

Also hoping for Sparkplug, Spike, Carly, Chip and Daniel mini-cards to support the Autobots :)

Hmm. How are they going to deal with triple changers? XD

One serious point about the character cards - I think it was a bad idea to make them foiled on one side, because all that does is cause the card to start bending as soon as it's out of the booster pack. Especially for oversized cards, it's a huge problem.

Finally, I was wondering if there was a forum anywhere for trading these cards. So far I can't find one, and I am still on the hunt for Grimlock whilst holding about a dozen duplicate character cards that need a good home.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby #Sideways# » Wed Oct 03, 2018 12:24 pm

Motto: "Wake up. Wake up and smell the ashes."
Weapon: Dual Compression Cannons
Yeah, Wizards of the Coast has horrible foiling. I work in a card store and their Magic foils are just potato chips. Horrible, really. But yeah, you can definitely find top loaders and sleeves that are in the right size on Amazon. I definitely did for the more valuable ones, and put a weight on the others so that they won't bend.

Oh, by the way, I have a YouTube Channel that is doing content on this game now. Check them out if you want to take a look at my lists!



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Check out my YouTube for my Transformers Trading Card Game lists, gameplay and general thoughts on the game!
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Iron Prime » Wed Oct 03, 2018 1:00 pm

Weapon: Energo-Sword
Celineness wrote:I was staggered to discover that Soundwave and his minions aren't in the set.

My bet is they are waiting for the game to mature slightly and they need time to make sure to get the gimmick for his minions right. Mis-handle Soundwave and people will riot. But get the cassette deployment just right and it will be a blast with tons of good word of mouth.

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sto_vo_kor_2000 wrote:You are honorable enough to join the house of STO :grin:

Let us pick up arms and join the battle :twisted:
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby lakebot » Mon Oct 08, 2018 10:28 pm

chuckdawg1999 wrote:
WreckerJack wrote:
chuckdawg1999 wrote:
WreckerJack wrote:
chuckdawg1999 wrote:Does anybody know if there's a one player option, like solitaire?
I'm sure you can do that if you have 2 decks. I have done that with MTG and Yugioh back in the day. It's good to find holes in your strategy or weaknesses in your deck.


It's more about I don't have friends to play with and I kinda wanna justify buying this and the robotech game

That's fair. I have the same dilemma. I'm probably going to just collect the cards rather than play the game since I am not sure if anyone else plays. I'd consider asking around at your LGS or if you have a local TF convention make some friends there to play the game with.


Yeah I don't have either of those, besides I heard these CCG are winner takes the losers cards and with the prices being what they are, that's something I'd shank a fool over.



LOL! I don't think it's quite that serious. I too share the dilemma of not having anyone to play with(I think I'll try to get my wife interested) as the LGS had several people buy boxes but from what I hear, nobody is playing it at the shop. I did get a sealed box and the starter deck upon initial release but I'm ashamed to say I haven't even opened them. :-$
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby PerfectVision » Wed Oct 24, 2018 7:23 am

Every best teams,they all worth 25 stars which is always stronger than an inferior value.
Grimlock-sludge-snarl
Bumblebee10-slug-swoop
Bumblebee6-wheeljack-jetfire
Chromia or hound-cosmos-red alert
Optimus7-bumblebee9-mirage
Optimus12-kup-ironhide
Optimus13-inferno
Megatron13-nemesis
Megatron10-darkmount-demolisher
Starscream11-splitstream-skywarp
Starscream10-ramjet-flamewar
Sunstorm-thundercracker-?I suspect deadlock to be more expansive than planned
Shockwave-bombshell-ransack
The 4 others insecticons
Jazz-cliffjumper-prowl-arcee
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby PerfectVision » Thu Nov 01, 2018 8:59 am

No answer but i can`t wait.
In quadrio attack with two characters at once,for exemple,begin with Cliffjumper and Prowl,then,with Jazz and Arcee because they need more support,this is the battle deck:
start your engines x 1
piercing blaster
force field
data bank
turbo booster x 2+matrix
the bigger they are...
team up tactics
new designs
battle ready
It work with the Optimus7 team,replace the boosters with personal upgrades.
Duo require only six differents upgrades including those that destroy others+action for that,compensate with the brainstorm and the back up plan,system reboot for Cosmos and Shockwave.The cargo trailer is only for Kup,the ranged upgrades are for planes.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Omegatron. » Mon Nov 05, 2018 7:24 am

Motto: "When the going gets tough, the tough call for close air support"
Weapon: Plasma Beam Rifle
The new cards for the Metroplex deck have been revealed on facebook.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby PerfectVision » Mon Nov 05, 2018 10:29 am

Omegatron. wrote:The new cards for the Metroplex deck have been revealed on facebook.

About his deck:it's less mysterious because there's cards only for him and his whole team by the way.

The whole duo deck,for both of them:
peace trough tyranny X 1
drill+scrapper+crushing size
brainstorm
back up plan
disruptive entrance
swap mission X 2

For Optimus and Inferno
disruption
ramming speed
ion blaster+matrix+blast shield
i still function X 1

For Megatron and Nemesis
fusion cannon+debiliting crystal+grenade launcher
disarm
security check point
emergency maintenance X 1

Now,i'm on the trucks and tanks.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby PerfectVision » Wed Nov 07, 2018 2:01 pm

Now the trucks/tanks,i have already thought about the energon axe,the heroism and the "one shall fall" but they are for the grimlock and Bee10 teams.
medic X 1
cybertronium bow
shock absorber
cargo trailer for Kup/crashing
optimus and ironhide weapons+matrix/fusion cannon+blast shield X 2
team up/hunker down+roll out+equipement enthousiast
leap
repair
treasure

i suppose the hunker down doesn't work without armor.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby PerfectVision » Sun Nov 11, 2018 8:56 am

(THE LAST ONE)The secret with the dinobots is that the chomp and the incoming transmission help you to get rid of the upgrades you don't want to use but flip:the handeld blaster and the improvised shield,that's also the secret for a deck with more upgrades than action,so,take the melee upgrades and the jaw,add "one shal fall",one energon axe,one heroism and one absorber,for Bee10 don't forget the agility,back up plan instead of chomp because you don't have the Snarl support,Bee6 is another variante,one "ready for action",data pad as utility,security checkpoint instead of back up.

I must consider the Scream10 team as a duo,take the Megatron13 deck,4 ranged upgrades,the destroying ones for Flamewar,one RFA instead of the peace,"the bigger they are" at the place of the disarm.

The magicians deck,brainstorm and system reboot for both:
Shockwave
plasma burst X 1
zap
computer sabotage
swarm
rapid conversion X 2+roll out
flamethrower
multi gear+scrapper+rapid ascent
Cosmos
salvage for part X 1
inspirational
leap into battle
rapid conversion
data bank
reinforced plating
thermal weaponery
Now the Scream11\Metroplex deck,yes they are variantes,you're intersted now?
X 1 photon bomb\strafing run
zap
bombing run\the bigger they are
supercharge\height advantage
ranged upgrades
combat training\protected
null ray+aerial reckon+colatteral damage\force field
swap part X 2(i suppose it reset the side effect of the upgrades)+equipement enthousiast\rally the city

EDIT
Treasure hunt instead of the zap that is only for Shockwave,Thundercracker instead of Splitstream,you can make another variante with her and Sunstorm+Skywarp obviously.

I STOP THERE,YES,IT'S OVER.
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Re: Official Transformers TCG Metroplex Theme Deck Card Reveals

Postby ZeroWolf » Tue Nov 13, 2018 3:29 pm

Motto: "My past no longer binds my future..."
Weapon: Battle Blades
With the new Metroplex Theme Deck hitting online vendors and hobby shops alike on November 21st,the Official Transformers Trading Card Game Facebook page has put up card scans of the exclusive cards contained within the set. We have mirrored them here along with the thoughts of fellow Seibertron user, #Sideways#.

Metroplex Alt Mode

Image

#Sideways# wrote:So here he is, the star of the show: Metroplex's city form. It shows us how everything works in terms of deploying his three small dudes, and it shows us the first 25 star character in the game. In this case, you have to transform him from his robot mode to vehicle form to deploy one of three characters: Slammer, Scamper and Six-Gun. You can go from one character, to four characters in a game -- tall, to wide.

You'll notice two things about Metroplex straight off in terms of his stats: He has abysmal attack, moderate defense and an unbelievably high HP of 35. This makes him the absolute thickest transformer in the game, having 14 more HP than the previous record holder of Cosmos, with 21. But just being hard to kill isn't the name of the game; if that was the case, Insecticons wouldn't be the best deck in format, now wouldn't it? More on that later.

In short, this is the most unique character we've ever seen, and it's not just because his card a nearly a foot tall. Metroplex is the first "deployer" character we've seen, and it makes him very good at doing one thing: Showing how Soundwave or Blaster might work in the future.

Now, you might think that Metroplex is really good, that you'll get out a ton of small dudes and rush down your opponent. The problem with that theory is that you can only transform once in a turn, meaning you have to have a Rapid Conversion or Roll Out in your hand every single turn of the game or you'll fall behind. Trust me when I say, this is not a feasible thing.

This mode is the bread and butter of Metroplex, contrary to what you might think given his robot form.


Metroplex Robot Mode

Image

#Sideways# wrote:Here's the big man himself in his robot form, and his stats only slightly improve. His defense drops, sadly, and his attack is boosted to an average six, but the biggest thing one might notice about him is his ability: Flip two of each pip and your opponent's characters are all force tapped, dealing one damage to each of them in the process.

That sounds powerful.

It sounds powerful.

When you have all three of your small characters out, it is, for sure, but that will seldom happen in a game. But here's the thing: Tapping all of your opponent's characters compared to tapping just one (ala Skrapnel) is bad. When you have all characters on a single side tapped, then the side with characters still untapped have to attack -- in this case, you. All of your characters will then attack at once, leaving your opponent to attack with a character of their choice next turn.

This helps your opponent more than it hurts them. In a deck that plays heavily damaging characters and support characters alongside them, for instance Optimus Prime -- Battlefield Legend with two support cars, you want to attack with the heavily damaging character the most. By tapping all of your opponent's characters, you're allowing them to untap all their characters at the beginning of their turn including their highly damaging characters.

If it simply tapped one or two characters, then you would be denying them an attack with that high damaging character while simultaneously leaving it open to attack -- tapping all characters means they still get to attack with their damaging character over and over again.

But that wouldn't be a problem if you had a higher attack stat. With such a low attack (and defense), you won't be able to take too much ground despite your high HP and ever-increasing numbers. Now, why is that? Let me explain by showing you the rest of what comes in the Metroplex set to support him.


Slammer

Image

#Sideways# wrote:Come on and SLAM! And welcome to the JAM!

Ahem.

First up we have another super unique card, and that's Slammer. Slammer isn't a Transformer, especially since he doesn't have a robot form, but he is useful. Slammer spreads one damage when you deploy him from beneath Metroplex, but more importantly, gives Metroplex Bold 1 passively.

But that's not all about him that makes him interesting: With Slammer, you might notice four things: One, he has the lowest HP in the game, but he also has some of the upper echelon of defense in the game as well -- but neither of those are the most important. The most important things about Slammer is that he is a Tank, and that he is four stars. This means that you can play him, Demolisher and Megatron -- Living Weapon all in the same deck and capitalize on Tank synergy.

Slammer's most use might just come from Megatron, instead of the city from which he came.


Scamper Alt Mode

Image

#Sideways# wrote:There isn't too much to write home about with Scamper's vehicle mode, but there are two things that I really like about this. One, he gives Metroplex Bold 1 -- which is almost never a bad thing -- and two, he is a four star Car. This makes him an easy fill-in for wide Car lists, allowing you to play four Cars and to take advantage of Turbo Boosters as well as Start Your Engines. Of course, in a Metroplex deck I wouldn't advise over-emphasizing Scamper's Car status, but in a Car list, he's an easy fit despite his abilities only activating if you have Metroplex.


Scamper Robot Mode

Image

#Sideways# wrote:His robot form is also something that only activates with Metroplex, but the effects he has are very, very good. Scrapping a weapon or armor is an excellent ability to have in your pocket, especially with how important Force Field is to swinging entire games. Scrapping weapons isn't as important (especially seeing as Grenade Launcher scraps itself after use), but I'd rather have it and not need it than need it and not have it.

His stats are, again, nothing to write home about, but you wouldn't expect him to carry games, anyway.


Six Gun Alt Mode

Image

#Sideways# wrote:"No one dared to make a slip..."

So Six-Gun is probably my favorite character out of this whole thing, simply because he has the most useful abilities out of all three of his comrades. Moreover, he has the best stats out of all his comrades.

His gun mode has the ever-useful ability of indirect damage, he has four stars, and the highest HP out of all his friends. But this really isn't the business end of this guy. Even though his indirect damage is useful, his robot mode is actually slightly better.


Six Gun Robot Mode

Image

#Sideways# wrote:"... The ranger there among them had a big iron on his hip."

With four damage as his base attack, he's the highest damaging character of Metroplex's three small deployers. Sure, he has zero defense, but if there's one thing I've figured out, nine times out of ten, all three of them are going to get fragged in one hit anyway. One of the best parts about him, though, is that he can be the exception to that rule through the use of Force Field. He is the only one that has five HP, meaning that Force Field will be able to activate and save him from certain demise.

Of course, don't expect his four attack to save the game for you -- it's just useful to have a guy who won't instantly detonate as soon as your opponent gets a good look at him.

But one of the more interesting abilities on this card is his Bold ability, giving Metroplex Bold 2 when you transform Six Gun. Of course, you might notice some themes here -- stacking Bold to improve on Metroplex's damage potential and to pop his ability. This is even more more apparent with Height Advantage, the next card we're going to look at.


Height Advantage

Image

#Sideways# wrote:It's over Anakin -- I have the high ground!

Height Advantage is essentially Supercharge but for Titans, with a blue pip instead of the more useful Orange pip. This card is essentially a middle ground between Dino Chomp and Supercharge, and it definitely belongs in your list if you're playing a Titan


Protected by Metroplex

Image

#Sideways# wrote:"I've got a lot of plans to do tonight, and dying isn't one of them!"

This card is strictly okay. It's essentially a Heroism with more moving parts, which makes me dislike it, but if you're playing a list with plenty of orange, you can't really go wrong. Plus, redundant cards in lists isn't actually a bad thing, especially with low draw power. I prefer playing Heroism on Metroplex instead of multiple of Protected By Metroplex on my smaller characters, but the end result is similar enough that it doesn't really matter.


Rally the City

Image

#Sideways# wrote:"Alla till mig!"

Rally The City is one of my favorite cards to come out of this set. When you have this card in your hand at any time, you can use it to replace itself at worst. At best, you can use it to draw four(!) cards. This is a powerful, powerful card when you have enough time to set it up, and the premiere draw support with Metroplex.


In Closing

#Sideways# wrote:So, all in all, I would say that Metroplex is niche. It seems super powerful, but the problem is the set up time. It doesn't send everyone out at once when you transform Metroplex, it just sends one at a time. This makes it very easy for your opponent to punish your slow play by dominating each one of your small characters as soon as you put them on the battlefield.

Another problem Metroplex has is that 35 HP isn't actually all that much when your opponent can attack you several times more than you can, especially early game when Metroplex is alone.

What it has going for it is the Dinobot levels of damage that you can potentially pull off when you have all of that stacking Bold. But then, wouldn't playing Dinobots just be easier? Stacking Bold, dealing a lot of damage, tanking a lot of damage, that all sounds familiar, doesn't it?

There are such things as redundant cards in the game, but when it comes to redundant decks, I often find that the most consistent one takes the cake -- or the one that can do more damage more consistently, and that would be Dinobots.

I mean, you even play a card that is essentially Dino Chomp in Height Advantage. Maybe it's just me, but it just seems like Dinobots with more moving parts and less consistent draw.

Playing an all blue deck doesn't make it any better, either, since all of that Bold is doing absolutely nothing. You'd live forever, but you're trying to kill your opponent with the firepower of a low-battery flashlight. But all of that is my opinion, anyway, what's yours? Let me know in the comments below!


What do you think of these new cards? What characters would you like to see make the jump to the card game? Let us know in the Energon Pub and stay tuned to Seibertron for all the latest news and reviews.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby PerfectVision » Tue Nov 13, 2018 4:35 pm

I did an extra edit on his optimal deck,he is a variante of the seekers,they use magic damage and equipement research with moderate flip but not minimal,they are very bad against Trucks\Tanks,good against melee(maximal flip),getting the Metroplex special flip early make you win time

For melee:Grimlock-sludge-snarl

Bee10-slug-swoop

Bee6-wheeljack-jetfire is another variante.

EDIT
i suppose the special tap is longer than usual,that's the only explanation.
Also we can argue if heal expand HP or if the repair bay doesn't work if not every characters are damage which would be exarggerately weak.The swap part is stronger if you can give upgrade to someone that isn't equipped at all,i consider some cards can't be used if you don't have a hand to scrap...ect.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby PerfectVision » Tue Nov 13, 2018 6:44 pm

More like good against quadrio and Optimus7,magicians seem stronger against melee but i'll stop assumptions there.

It already look like a NOOB VERSUS NOOB competition anyway.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Blackstreak » Tue Nov 13, 2018 8:23 pm

Motto: ""I'm stronger than I look, but not as strong as I think I am.""
Weapon: Laser Rifle
I'm really surprised Metroplex's attack and defense is so low for a city-sized bot. They should be doubled.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby PerfectVision » Wed Nov 14, 2018 8:31 am

More importantly,Thundercracker has enormous killability with the supercharge and possible at first turn.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby PerfectVision » Fri Nov 16, 2018 10:50 am

Sorry,i continue:Metroplex is even more dangerous,maybe the special tap that negate the next attack should be limited at one per game.
Some suggestion:first turn bold forbidden,stat that can't go over 9,heal that expand hp.

You can't call every minions but choose:Slammer with the protection,Sixgun with the armed hovercraft(attack from the city form),Scamper with the rapid ascent or force field for Metroplex,"the bigger they are"work with each of them.

For Scream10:2 reinforced plating and 2 thermal weaponery is a better idea than 4 ranged upgrades.

The whole scheme is:"Melee against Duo against Truck\Tanks against Seekers against Quadrio against Magicians against Melee".

But as i said,it's a NvsN competition,all the stupid habits and créativity players already take,it's beyond repair isn't it?Obsessed with bold and force field?Puzzled by Metroplex?Creative team building with illogical deck?25 stars has the priority over any kind of magic,Shockwave can't rely on his own for exemple(i wrote it).The triple Bee is nonsensical.The list goes on.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby ZeroWolf » Fri Nov 16, 2018 11:01 am

Motto: "My past no longer binds my future..."
Weapon: Battle Blades
The 25 stars is there for balance, plus I agree with #Sideways# assement. Metroplex is very slow to get moving, which a lot of deck types can take advantage of.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby PerfectVision » Fri Nov 16, 2018 12:55 pm

ZeroWolf wrote:The 25 stars is there for balance, plus I agree with #Sideways# assement. Metroplex is very slow to get moving, which a lot of deck types can take advantage of.


Another nonsense,As an exemple,Optimus13 is stronger with Inferno than Shockwave,a 25 stars team is ALWAYS stronger,that's basic math.

He's not particulary slow,considering he must not call every minions and has 2 card for draw and 1 for flip+abilities of minions.The slowest deck is the one for Duo,this is why they must slow you down,Melee is not as slow if reshuffling allow double draw,they hate fast draw induced by magicians,double icons upgrades are for flip.

One other suggestion:reshuffling should allow you to choose a card,probably one that doesn't have icon,beffore to shuffle and draw 2 card.Also,i suppose the end of your deck finish your flip invariably.

EDIT
"stata that can't go over 9"more like damage or flip stat bonus.Overall,more ruling seem necessary.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Ig89ninja » Fri Nov 16, 2018 5:43 pm

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Weapon: Energo-Sword

hasbro just posted a tutorial video on youtube
Want: ROTF Lockdown/Axor Engine
New missile pods for Nitro Zeus found a shapeways replacement
Studio Series 18 Volkswagen Bumblebee for “parts”

Bumblebee was the best Transformers film yet, change my mind.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby PerfectVision » Fri Nov 16, 2018 7:21 pm

(it's late for me)Maybe we need one about Nemesis,the idea is not to speed up reshuffling but to survive with blue icon and 5 white from the back up plan,1 debiliting crystal and 1 crushing size,1 emergency maintenance also,his magic damage and the weapon research of Megatron13 compensate the lack of orange flip,1 grenade launcher worth 4 of them,that remind me Otimus13-Inferno should take 1 absorber instead of 1 blast shield,the secret is to adjust the deck before the shuffle.
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Transformers TCG Metroplex Deck Released + Press Release

Postby william-james88 » Sat Nov 17, 2018 8:51 am

Hot off the heels of the TRANSFORMERS Trading Card Game’s successful September launch is the latest and greatest addition to the card game - the METROPLEX Deck, a ready-to-play team and deck starring the famed Autobot Titan Metroplex, and it is now available for purchase in the United States at major retailers for $19.99!

The METROPLEX Deck is a pre-built deck for one player and contains cards not found in the AUTOBOTS Starter Set or in the TRANSFORMERS Trading Card Game Booster Packs, including:

· The all-new Titan-sized Character Card Metroplex that stands at 200mm tall – nearly 8 inches!

· 40 battle cards three unique Battle Cards not found in Wave 1 Booster Packs– Rally the City, Height Advantage and Protected by Metroplex

· Three all-new character cards – Scamper, Six-Gun and Slammer

To see images of the cards themselves, you can click here. This deck is now officially released across the US and below you will also see an image of the deck found at Target in Cary, NC.

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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby steve2275 » Sat Nov 17, 2018 9:06 am

Motto: "it may not get better
but it wont get any worse"
hmm only 20 bucks
i come and go more than a hmw programmer
or a karma chameleon
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im content
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Railbomb » Sat Nov 17, 2018 12:23 pm

Motto: "A leader who stays dead is the best kind."
Weapon: Sword
If anyone is looking to play the game with a friend I'd advise getting both this set and the "2 player" set. The Metroplex set actually comes with a full set of rules unlike the 2 player set. The 2 player set is a really watered down version of the game and honestly turned me off initially.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby PerfectVision » Sun Nov 18, 2018 2:59 pm

Railbomb wrote:If anyone is looking to play the game with a friend I'd advise getting both this set and the "2 player" set. The Metroplex set actually comes with a full set of rules unlike the 2 player set. The 2 player set is a really watered down version of the game and honestly turned me off initially.


Does this idea is in?

I may have found a way to define the first turn before "rock,paper,scissor"(more unpredictable than a coin):each characters in their alternate forms give you a speed point,the biggest begin.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby ScottyP » Tue Nov 20, 2018 8:55 am

Weapon: Battle Blades
Metroplex set has a pretty decent deck ready to rumble right out of the box. As a noob, it was very noob friendly.

Love the huge format for the Titan card. Bring on Trypticon!
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