Celineness wrote:I was staggered to discover that Soundwave and his minions aren't in the set.
sto_vo_kor_2000 wrote:You are honorable enough to join the house of STO
Let us pick up arms and join the battle
chuckdawg1999 wrote:WreckerJack wrote:chuckdawg1999 wrote:WreckerJack wrote: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.chuckdawg1999 wrote:Does anybody know if there's a one player option, like solitaire?
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.
Omegatron. wrote:The new cards for the Metroplex deck have been revealed on facebook.
#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.
#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.
#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.
#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.
#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.
#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.
#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.
#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
#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.
#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.
#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!
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.
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.
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