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# » Mon Jan 14, 2019 10:33 am

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PerfectVision wrote:-magicians are Shockwave and Cosmo,who are spaceships also

-adjust your cards 1O/1B,rollout help after white,

-pierce fit them,also,Barrage has more HP than he should,Skrapnel must stay in full defense.How's that one hit?

-like Ramjet,Redalert will mostly have blue flip,his humanoid is usable with the reinforced plating,he and Jazz should be a bit more powerful anyway.Trucks need buff also


I see. Then I disagree completely with your previous statements about "magicians". Honestly, Cosmos is a victim of the meta and now he's victim of the rest of the game. Rare Prime, Living Weapon, Metroplex and now Combiners utterly dumpster the poor guy.

Shockwave also needs a lot of love, in my humble opinion. Players just don't scrap enough cards from their hand to justify taking Shockwave over someone -- or some people -- who are better. I realize that Security Checkpoint, Disruptive Entrance and a few other cards discard a couple of cards, but the amount you're discarding isn't going to be enough to justify his existence in a list.

I realize that playing Roll Out and Matrix of Leadership add to that, but they don't really add anything when you think about it. For instance, they add one of each, but that has no bearing on what you flip afterward which could serve to offset the rest of your flips. It's bound to happen more than it doesn't. That inconsistency makes it far better to play cards that give more damage presently, like Grenade Launcher, Energon Axe or Flamethrower.

I don't know what you mean by "Pierce fit them". But I can glean from the rest of your statement that you're wondering how they one-hit you. That answer is simple. Turn one, Optimus Prime flips a Leap Into Battle and swings at an Insect-Mode Skrapnel for 11. Turn one. No one has played a card yet. After that, they can play a Grenade Launcher and a Leap Into Battle from their hand and flip a The Bigger They Are off the top of their deck. That's 17 Damage. Bombshell dies to that in one hit, even with three blues off the top of your deck. If you're defending with Skrapnel, they will be content with two-hitting him after they play a Plasma Burst for free. Heavens, they can even play two Plasma Burst in one turn thanks to Brainstorm or Prime's effect. It's a bad matchup, and it's a third of the meta.

Okay, then, how about Insecticons? Grenade Launcher a Barrage after using Zap on Bombshell. Barrage has Bold 2, with a base of 9 damage after the Grenade Launcher. They flip an average flip, with two white pips. They flip one of their Improvised Shields and a Peace Through Tyranny as well. The rest are single Orange, as per the deck list. So, in total, 5 more damage. A total of 16. You might live with one HP or so, but you know that's a war you cannot win because you're not one-hitting them back. A bad matchup, another third of the metagame.

How about Dinobots, then? Grimlock swings at you with Bold 9 with a Flamethrower, Jaws of Steel and a Dino-Chomp! in his robot mode. He flips six of those Bold as orange cards, with two being double orange. It's fairly average. His other four cards were two oranges and two more white. Slightly less than optimal flips. Bad luck for Dinobots, but then again it happens to everyone every now and again. But either way, that's 6 damage base, with 10 added on. 16 in total. You're not doing enough damage to threaten them while they set up. Another bad matchup, another third of the metagame.

See what I'm getting at? Your health pools are way too small to be played in a defensive list. The damage numbers for the rest of the meta are just too high. Yes, Skrapnel's effect is very good at keeping him alive, but the metagame has plenty of workarounds for him, too, with a lot of lists playing indirect damage, like Insecticons, Dinobots and Double Prime.

Ramjet is actually a low-key favorite of mine. That instant 7 Damage is really neat, despite his zero defense. Speaking of zero defense, Red Alert rarely survives anything in his robot form. Again, my same arguments against the high defense Insecticons apply to him even more given his zero defense. Jazz is actually kinda niche in mostly white decks, but I definitely agree that he should be way better. Same with Trucks.

Trucks are kind of very hard to balance. Too much support and they get freaking insane. They already have a pipped healing card and Cargo Trailers, too much tweaking and they might take over the meta. :lol:
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby PerfectVision » Mon Jan 14, 2019 11:34 am

#Sideways# wrote:
PerfectVision wrote:-magicians are Shockwave and Cosmo,who are spaceships also

-adjust your cards 1O/1B,rollout help after white,

-pierce fit them,also,Barrage has more HP than he should,Skrapnel must stay in full defense.How's that one hit?

-like Ramjet,Redalert will mostly have blue flip,his humanoid is usable with the reinforced plating,he and Jazz should be a bit more powerful anyway.Trucks need buff also


I see. Then I disagree completely with your previous statements about "magicians". Honestly, Cosmos is a victim of the meta and now he's victim of the rest of the game. Rare Prime, Living Weapon, Metroplex and now Combiners utterly dumpster the poor guy.

Shockwave also needs a lot of love, in my humble opinion. Players just don't scrap enough cards from their hand to justify taking Shockwave over someone -- or some people -- who are better. I realize that Security Checkpoint, Disruptive Entrance and a few other cards discard a couple of cards, but the amount you're discarding isn't going to be enough to justify his existence in a list.

I realize that playing Roll Out and Matrix of Leadership add to that, but they don't really add anything when you think about it. For instance, they add one of each, but that has no bearing on what you flip afterward which could serve to offset the rest of your flips. It's bound to happen more than it doesn't. That inconsistency makes it far better to play cards that give more damage presently, like Grenade Launcher, Energon Axe or Flamethrower.

I don't know what you mean by "Pierce fit them". But I can glean from the rest of your statement that you're wondering how they one-hit you. That answer is simple. Turn one, Optimus Prime flips a Leap Into Battle and swings at an Insect-Mode Skrapnel for 11. Turn one. No one has played a card yet. After that, they can play a Grenade Launcher and a Leap Into Battle from their hand and flip a The Bigger They Are off the top of their deck. That's 17 Damage. Bombshell dies to that in one hit, even with three blues off the top of your deck. If you're defending with Skrapnel, they will be content with two-hitting him after they play a Plasma Burst for free. Heavens, they can even play two Plasma Burst in one turn thanks to Brainstorm or Prime's effect. It's a bad matchup, and it's a third of the meta.

Okay, then, how about Insecticons? Grenade Launcher a Barrage after using Zap on Bombshell. Barrage has Bold 2, with a base of 9 damage after the Grenade Launcher. They flip an average flip, with two white pips. They flip one of their Improvised Shields and a Peace Through Tyranny as well. The rest are single Orange, as per the deck list. So, in total, 5 more damage. A total of 16. You might live with one HP or so, but you know that's a war you cannot win because you're not one-hitting them back. A bad matchup, another third of the metagame.

How about Dinobots, then? Grimlock swings at you with Bold 9 with a Flamethrower, Jaws of Steel and a Dino-Chomp! in his robot mode. He flips six of those Bold as orange cards, with two being double orange. It's fairly average. His other four cards were two oranges and two more white. Slightly less than optimal flips. Bad luck for Dinobots, but then again it happens to everyone every now and again. But either way, that's 6 damage base, with 10 added on. 16 in total. You're not doing enough damage to threaten them while they set up. Another bad matchup, another third of the metagame.

See what I'm getting at? Your health pools are way too small to be played in a defensive list. The damage numbers for the rest of the meta are just too high. Yes, Skrapnel's effect is very good at keeping him alive, but the metagame has plenty of workarounds for him, too, with a lot of lists playing indirect damage, like Insecticons, Dinobots and Double Prime.

Ramjet is actually a low-key favorite of mine. That instant 7 Damage is really neat, despite his zero defense. Speaking of zero defense, Red Alert rarely survives anything in his robot form. Again, my same arguments against the high defense Insecticons apply to him even more given his zero defense. Jazz is actually kinda niche in mostly white decks, but I definitely agree that he should be way better. Same with Trucks.

Trucks are kind of very hard to balance. Too much support and they get freaking insane. They already have a pipped healing card and Cargo Trailers, too much tweaking and they might take over the meta. :lol:


-Jazz+Prowl bold make the pierce granted,cliffjumper and Arcee,there's no place for Bluestreak

-stop forgetting armors

-OP13 is way too strong,potentially banissable,to remove his stupid defense and first turn action should be enough,he must begin as a truck flipping during other offense.If you can abuse blank and win,that mean your characters are too strong.

-MANY card scrap MANY card like the dino chomp itself,the backup,the system reboot and computer sabotage

-my ideas for trucks are good

-low attack require pierce,insect has quantity which can compensate one hit KO on them

-Offense is too good overall,feel more like MEGAMAN BATTLE NETWORK where only a handful of card is necessary,both in preparation and action(optimal deck variance is low),the presumed plurialism of FIRE EMBLEM and VALKYRIA CHRONICLE is also a scam.All of that in a POKEMON VIDEOGAME like.The rarity system is disturbing obviously.I feel like i have wasted my time.Have fun.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby #Sideways# » Mon Jan 14, 2019 12:13 pm

Motto: "Wake up. Wake up and smell the ashes."
Weapon: Dual Compression Cannons
PerfectVision wrote:-Jazz+Prowl bold make the pierce granted,cliffjumper and Arcee,there's no place for Bluestreak

-stop forgetting armors

-OP13 is way too strong,potentially banissable,to remove his stupid defense and first turn action should be enough,he must begin as a truck flipping during other offense.If you can abuse blank and win,that mean your characters are too strong.

-MANY card scrap MANY card like the dino chomp itself,the backup,the system reboot and computer sabotage

-my ideas for trucks are good

-low attack require pierce,insect has quantity which can compensate one hit KO on them

-Offense is too good overall,feel more like MEGAMAN BATTLE NETWORK where only a handful of card is necessary,both in preparation and action(optimal deck variance is low),the presumed plurialism of FIRE EMBLEM and VALKYRIA CHRONICLE is also a scam.All of that in a POKEMON VIDEOGAME like.The rarity system is disturbing obviously.I feel like i have wasted my time.Have fun.


I addressed your comparisons to the other cars already. Please reread them.

I did not forget your character's armor. I simply showed that the meta does enough damage to more or less ignore it.

Optimus is a very good card. But don't condemn someone for playing a good card -- that's the name of the game. But he's not unbeatable, either. Orange Insecticons have a very even matchup against Double Prime. I don't know whether or not he needs banning as we're only in wave one at the moment, and Brave/Stealth will definitely make things more interesting, but I don't think he's broken.

You speak about Dino-Chomp! as a card that benefits Shockwave. Okay, that's fine. Dinobots has a three or four card hand including Dino-Chomp! on average. Most decks have that small of a hand on average. They play down their Upgrade, down to a three card hand. Then, they play the Dino-Chomp! and discard the other two, leaving themselves with no hand. Remember, Shockwave lets your opponent decide where they put that damage -- not you, unfortunately. So, the Dinobot player takes one damage on Grimlock, then puts the other on Sludge. Sludge's robot mode heals your Dinobots by one damage when they attack. Grimlock then attacks and heals off that damage that Shockwave made him place. You have effectively done one damage.

Everything else that scraps on my turn can be countered by one point: I can play whatever cards in my hand that I like during my turn, so why would I choose to play a card that damages me when I could play other cards like Incoming Transmission or Equipment Enthusiast which do not scrap cards? As for Computer Sabotage, the average hand size is four cards. You have scrapped one card. Security Checkpoint can deal more, but again, the average hand size is four, and let's be generous and say that half that is made up of Upgrades. You've only dealt two damage that I, as your opponent, can spread around however I wish. System Reboot is the only consistent source of damage that you could use with Shockwave, and even then you have to draw into it to deal three to four damage that I can spread around however I want.

With Shockwave, your opponent gets to control your damage output. It's unfortunate, but it's the truth.

I'd love to hear your Truck ideas. Honestly, I think they need a more consistent way to get Cargo Trailers. Flipping them is terrible, and when you whiff a couple you're kinda hurting for the rest of the game. As the guys from WTF@TFW said, "Trucks get scary when you give them a gun." in other words, a Cargo Trailer.

As for Pierce offsetting your characters getting one hit, I can only say this: No. Pierce or not, you've just been one-hit. If you have four guys, and one of them just got one-hit, you have three left. You retaliate with a Piercing Blaster and by playing a The Bigger They Are. Then, you retaliate by swinging for Pierce 7 -- this is best case scenario. You deal 7 damage to someone, and then they one-hit you again. That's a hard sell, man, don't you think? Not even Tanks can deal with that kind of offensive power, and all of their characters have at least 4 Defense.

I agree that the game speed is a bit too fast. Offensive power is kinda nutty, but then again, Double Prime is shaping up to be the BDIF, the Best Deck In Format -- and it's an all-blue deck. I dunno. Aggro is very, very strong. I think that Acid Storm will curb that to a large degree, but we haven't seen the rest of the set yet so I can't make any judgement one way or the other. I mean, who knows what else the combiners will bring?

As for the relations to those video games, I have very little idea what you're talking about again. Judging from a quick Google search, are you talking about gacha? The Fire Emblem and Valkyria Chronicles mobile games are naturally very gacha-centric, as is with most free mobile games. If you're comparing their rarity system to the rarity system of the Transformers TCG, then I would only marginally agree. Whereas I don't personally own a Super Rare (the fact that they aren't just reskins of a simple Rare card is a little upsetting), I've never thought they were out of reach. I can just buy a single from online vendors instead of opening packs -- it's usually way cheaper than opening a box for $120 and hoping you pull something out of it.

Sorry you feel like you wasted your time. I thought this debate was very fruitful for both parties. I personally quite enjoy debates as they help to evolve or reinforce my opinions. Unless you feel that way about the game, which is again, unfortunate. I think the game is very fun, personally, and I think that is one of the most important parts to a game. Yes, it has gotten a bit stale given the meta seemed to consolidate around three decks, but... Honestly? That's what a new set is for, and we're getting that now.
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Deluxe Insecticon Venin Revealed For Transformers Trading Card Game And More.

Postby ZeroWolf » Tue Jan 15, 2019 3:40 pm

Motto: "My past no longer binds my future..."
Weapon: Battle Blades
Well with the recent reveal of Wave 2: Rise of the Combiners for Wizards of the Coast's Official Transformers Trading Card Game, we have a few more new cards to share with you all! The reveals today come from a mix of YouTubers Wossy Plays and Wreck N' Rule, as well as websites tabletopgaming and VectorSigma.Info!

So as usual, we'll hand things over to fellow Seibertron user, #Sideways#.

#Sideways# wrote:
__________CHARACTERS__________


Image

"Like... A turd! In the wind."


Veno-- I mean, Venin was revealed by VectorSigma.info, a Transformers Trading Card Game competitive article website. Wizards of the Coast has really been fostering the community with these reveals, going to Kotaku, Wossy Plays, now even Wreck N' Rule and others. Hey, Wizards! I have a YouTube channel, too! Let me reveal some, too!! :lol: :lol:

Anyway, Venin is an odd bird when it comes to Insecticons. Insecticons deal a lot of damage very quickly, but can't take any punishment whatsoever -- at least, that's how things used to work. Venin looks to change that. He has a very disruptive playstyle with his bug mode -- something that is quite unlike other Insecticons. In fact, I would argue that he belongs in a defensive list with Bombshell (despite his vanilla nature) and Ransack with some spare room for Star Cards, but I haven't done any playtesting in that regard so I wouldn't be able to tell you one way or another.

His bug mode has a very interesting ability that adds to his defensive control playstyle that combos really well with Bug Bomb, a Utility that has most of the same effects as Venin. You would be able to play an I STILL FUNCTION!, return Ransack from being, well, sacked and attach a Bug Bomb to him. He would then attack for seven, then die again, discarding three cards from your opponent's hand. That's kind of really nutty. Keeping them there is going to be more difficult, but it pays off when you see Venin's robot mode.

His robot form allows you to give all of your characters Pierce 4 as long as your opponent has no cards in hand, which allows you to deal a considerable amount of damage to Tall decks like Combiners and Titans. He's a very interesting deck concept that really makes this whole "Defensive Insecticons" thing that seems to be just on the horizon.

He's a niche character -- and I don't think he'll find a place in the mainstream Insecticon Swarm decks -- but I don't think he's all that bad for control decks.

__________BATTLE CARDS__________


Image

"Where was the kaboom? There was supposed to be an Earth-shattering kaboom!"


Mounted Missiles is another so-called "Star Card" that we're getting in this next wave, revealed by Wossy Plays on YouTube! I gotta say, love this card. Being a third card that could be a double orange pip makes me very happy, and the fact that it can be attached to keep that +2 Damage is very exciting. The fact that you can attach it in your Utility slot makes it even better.

You won't ever be able to play three of these in decks like Insecticons or Dinobots, but having a seventh double orange card in the deck is never a bad thing.

Image

"A'ight, time's up, let's do this! LEEEEEROOYY! JENKIIINNNNS!"


This card is revealed by the Wreck N' Rule YouTube channel, and might I say that Reckless Charge is freaking insane. It's like a better version of One Shall Stand, One Shall Fall. I mean, I get it, OSSOSF does direct damage to your target, but Reckless Charge is an orange pip that deals technically more damage not counting defense. Of course, with defense things get a little math-y, but I'm not going to bore either of us with the details.

Reckless Charge is a very good card for a few decks. Insecticons love this card, Dinobots love this card -- pretty much any aggro deck love this card. But something that I find very interesting is that Optimus Prime -- Battlefield Legend loves this card more than anyone else. Before, OSSOSF wouldn't boost his damage if you flipped it off the top of your deck with his attack and played it. Now, not only do you do +4 damage, you also are getting an orange pip on the top of your deck so you're essentially doing +5 damage.

That damage is astronomical for Battlefield Legend. You deal an absurd 13 damage before counting any weapons. Sure, you deal 3 in recoil, but there are very few things that can survive Optimus' attack when you swing like that. Makes me sweat a little, I'm not going to lie.

Image

What makes you S.P.E.C.I.A.L.?


Wossy Plays gives us another card reveal, and this time, it's finally time to give your Specialists a Pip Boy! I mean, just look at it. I want to listen to Big Iron on it all day, although let's be fair here, I would just end up getting nothing but Johnny Guitar instead.

Jokes aside, this Pip Boy has a white pip, boy, making it the third card for Specialists that allow them to play free cards, the others being Multi-Tool and Multi-Mission Gear. This one, however, is definitely very strong, unlike Multi-Tool. Multi-Tool is redundant -- I mean, why play an extra upgrade by playing an upgrade when you could just... Play that Upgrade? -- but this allows you to essentially draw a card and play it while still giving you +1 damage in your Utility slot.

This is a very powerful effect. Nevermind what random card you might end up playing off the top of your deck -- you can rig that card with Planning effects. Cards that draw one and Plan 1 can look at the top and make sure you really want to play it before you get to play it for free. This is something I absolutely adore, and Field Communicator is definitely worth a spot in any deck that has a Specialist.

Image

Now look upon the face of terror as another poor victim pulls his fifth copy of Sergeant Kup from his booster packs.


Courtesy of TableTopGaming.co.uk, we have a couple of reveals for the next wave, and first up is Enemy Combat Analysis. ECA is kind of an odd card, if you want my opinion. It is at least a very niche card in Combiner lists as it makes the mirror match far better. Having a card like this that gives you incredible advantages against the mirror match is cool, and in Pokemon I often find that people tech in one or two cards to make the mirror less of a coin-flip and more of an autowin.

It's interesting in Combiner lists because they're some of the only ones that can consistently pull off this effect, given that nearly everyone on the enemy Combiner team will have the same point cost as you. I mean, put it this way. You attach this to Headstrong, right? He has Brave and three defense. Now, with ECA, he defends against his counterparts with five defense. That's more damage than most all cards in the mirror can put out in the early game, and that's a very good thing.

Now, outside of Combiner lists, I can't see it getting played all that much unless you're afraid of the mirror, but in Combiners, I would definitely consider putting it in your list.

Image

Focus Fire? Yeah, I play Overwatch Competitive -- it doesn't exist.


Focus Fire is another card coming out of TableTopGaming.co.uk, and this one is sort of an Action card version of Cargo Trailer. I have mixed feelings about it, but I do think that certain decks can make massive use of it. Naturally, decks that can make use of it the most are decks that have high bold, as its Green pipped nature allows you to dig through your deck and amass them.

Part of what I like the most about this is the fact that you're eventually going to build up the three of them in your hand, pretty much no matter what, and that makes me very excited because you will eventually build up to a fantastic Bold 9 turn. See, this card has the same stacking effect that Cargo Trailer has, where the more you play the more exponential your growth. It makes me very excited to see where this will go, as Insecticons, Metroplex and even Dinobots despite their constantly tiny hand.

The best part about this is that it's a green and orange pip. Most green pips are solo green, meaning you don't get any offensive or defensive boost when you flip them. But in this case, you get an offensive boost when you flip it and you still get to put it into your hand afterward. I very much enjoy this card, and in Bold-based decks, you might find that you want to play this card, too.

Of course, after the reveal of Acid Storm, I worry for the success of Bold-based decks like Dinobots and Metroplex. Simply killing him without your bold is harder than you might think, even with his zero defense, and when you have a lot of double orange in your discard pile, he might just be able to heal himself completely with some fancy footwork.

__________CONCLUSION__________


The TFTCG is shaping up to have a wonderful second expansion, with a good emphasis on helping past archetypes and giving tools to help make certain matchups better. Rise of the Combiners is going to be a very good expansion for the game, and if the support for Combiners and previous archetypes continue, I think it can only get better.

I just hope that power creep doesn't take yet another game from me, like it did Dragon Ball. I'm not worried, though -- Wizards seems to be doing a fine job with balance. In a recent interview, one of the chief designers of the game opened a document (that only he could see) filled with cards three sets in the future. If that doesn't tell you that they have a plan, then I don't know what else would.

Another thing I can definitely commend Wizards of the Coast for doing is that they are constantly trying to foster a community through letting certain content creators reveal certain cards, even article writing websites like Vector Sigma. Wizards is doing an excellent job so far -- and I can't wait to see what they do next.


What do you think of these reveals? Will you be adding any of these cards to your deck? 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 #Sideways# » Tue Jan 15, 2019 5:01 pm

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Thanks for reading my articles, guys! As always, check out my YouTube Channel to hear my other thoughts on the game. I'm going to be uploading more content very soon! :)
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Emerje » Wed Jan 16, 2019 6:50 am

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Why is Venin's head upside down? That's just his bot mode head, the real head is supposed to look like this with the pointy part on the bottom:

Image

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Acid Storm Art and Thrust, Nova Star Revealed For Transformers Trading Card Game and More

Postby ZeroWolf » Wed Jan 16, 2019 5:08 pm

Motto: "My past no longer binds my future..."
Weapon: Battle Blades
We've got more card reveals to share today, including the art for Acid Storm which reveals that he's a rare card in the set! Along with Acid Storm we also have Thrust coming to attack with his fellow cons and Nova Star appearing to aid the Autobots. Again, these reveals and thoughts come couresty of fellow Seibertron user, #Sideways#, while the card reveals themselves come from the WTF@TFW podcast and the official Facebook page for Wizards of the Coast's Official Transformers Trading Card Game.

Without further ado:

#Sideways# wrote:
Image

Rarer than a console that doesn't play Skyrim.


We're back again with some new scans! These scans are almost all thanks to the TFW2005 podcast, WTF@TFW, and the official Facebook page! Wizards, of course, having reached out to several content creators to help reveal several cards.

If you noticed above, you might have noticed that we finally have the scans for Acid Storm, revealing his rarity as a Rare! These are roughly as rare as a Mythic from Magic or an EX from Pokemon, with somewhere around two to five being in each box. Acid Storm is a surprising addition to the roster, with a very useful ability to dominate several bits of the meta. If you'd like to hear my full thoughts on him, check out his reveal article here!

__________CHARACTERS__________


Image

Squidhead.


Squi--Er, Thrust is another plane coming out of the WTF@TFW podcast, and dear me, I actually love this guy. Now, his stats aren't too much to write home about. His attack is middling in vehicle mode, his robot mode is just as average, his HP is just about as average as you can be, but the thing about him that I love the most is his vehicle mode's ability.

You see, adding your damage to your other character's attack actually helps you deal more damage than just attacking with each character alone. Why? Well, say you're attacking a character with 3 Defense with -- for this example alone -- Kup or someone else who has 3 Attack on your list. He has 3 Attack, so does Thrust. Assume the flips cancel each other out, so their three damage goes into their three defense -- in other words, no damage comes out of either attack. But, when you add the damage from Thrust onto Kup's attack damage, your damage would then penetrate their armor and deal damage.

This is fantastic for more than that reason, too. Take Grenade Launcher, for example. Grenade Launcher increases Thrust's damage by 4, making his damage 7 -- but now, his tapping ability doesn't trip the Grenade Launcher's self-scrapping effect, meaning he gets to keep it for when he attacks, or taps again. But now you're adding 7 damage to something -- and what could you possibly add that damage to?

How about Ramjet, with his own base 7 attack? Now, you're swinging for 14 with very little effort. The amount of effort that other decks to do that much damage compared to your own is well worth tapping Thrust. But here's the thing about that -- since you're attacking with two characters at once, you're essentially playing Tall since you only have at most one attack left in you. You would need to play multiple untapping effects for Thrust, just to make it a little more difficult for your opponents to punish your playstyle.

All in all, I think Thrust is a very, very good addition to the game, and I can't wait to see what power that Thrust will be able to put in Ramjet's hands. I'm also sitting on the idea that Dirge -- even though we have no confirmation that he will be in this wave -- will likely add another area to this archetype that I can't even begin to speculate.

Image

Part car, part truck, all waifu.


First off, if you thought that Rodimus Prime was going to be the first Truck/Car combo that we were going to get, Novastar would need a word with you. Okay, a little context here:

Back in the earliest days of the game's release, there was a meme around Team-Up Tactics that was even reflected in the FAQ. The meme pondered what would happen if a Car/Truck combo would be targeted by Team Up Tactics, which had a different effect for either of the two. The answer? You would do both effects. Everyone was somewhat excited -- getting to Pot of Greed and heal 2 in the same turn was kind of an interesting prospect.

Everyone assumed it would be Rodimus, but how wrong we were. Novastar comes in like a lion, and with her, come a few interesting thoughts. One: She's the next meme character, taking the reigns from Sergeant Kup from the previous set. I mean, I think they even share an alternate mode. It's uncanny. Two: She's vanilla.

It brings up the vanilla character debate again, with wondering if using Team Up Tactics alone is a reason enough to use her in a deck. Honestly? I'm not quite sure what to think about her. My first reaction is "she's terrible", but my second reaction reminds me of the untapped potential of the Truck archetype, and that she can take advantage of the Car support.

She can pull Cargo Trailers, attack for a sizable amount given her high attack, not take a lot of damage and heal it off thanks to a high defense and the ability to use Team-Up Tactics, and then get to use Start Your Engines to untap again. It's very, very interesting -- I'm not quite sure if it's enough to get her into the meta, but she shouldn't be written off simply because she lacks abilities.

__________BATTLE CARDS__________


Image

"Bad boys, bad boys / Whatcha gonna do? / Whatcha gonna do when I come for you?"


Bad Attitude is another card coming out of WTF@TFW and I personally think that this card does belong in several lists, but my favorite part about the card is the implications that it carries.

First, to the card's effects. It's essentially a combination of Strafing Run and Repair Bay, which could be used in Planes or Tanks to positive effects. I would prefer that it have a pip, a blue one to be more specific, but the effects that it brings are very niche for the decks that might use it. For instance, if Planes were to use it, it would be sort of redundant because of their reliance on Bombing Run.

It's kind of a goofy card that might find its uses in certain places, but I'm not convinced that many lists will be able to find room for it. The fact that it doesn't have a pip makes me concerned that adding it into a deck will make it less consistent in terms of attacking or defending. But, that remains to be seen.

Something that might very much enjoy this card are Decepticon Combiners. Healing one from each of your characters is a very good effect when cards like Armed Hovercraft and Photon Bomb can make your Combiner take 15-18 damage indirectly. Bad Attitude gives them a piece of their own medicine while healing your combiner by 5-6 damage before you Combine.

Combiners might actually be the best users of this Action, and I actually really like the options that it brings to their lists.

But the thing I like the most about this card? Wizards of the Coast know that people can mix-and-match factions, and that some more lore-focused players really dislike that. And, instead of forcing players down a pipe, they are simply making it more fruitful to keep factions together instead of mixing the proverbial mashed potatoes and peas on your plate.

It might not be for every list, but the lists that can make full use of it make use of it to its fullest.

Image

"Evasive maneuvers, Mr. Sulu."


Evasive Maneuvers might just be a better Blast Shield. I'm not quite sure, but it might be. Let's look at the math for a little bit.

Blast Shield is an Armor that has a blue pip -- same as Evasive Actions -- and it gives +2 Armor. Evasive Actions gives 3 Tough, which is a random outcome. You could get 7 Armor off the top of your deck, or you cold get only 1. With Tough 3 you're probably going to end up erring to the former, but the randomness puts me off a bit when you consider Blast Shield's confirmed +2.

The most interesting thought is you could use this in Nemesis Prime as a very good way to mill your deck. Reinforced Plating still might end up being better due to its consistent defensive output, but let me know this: What about playing both? It'd be like playing Flamethrower and Grenade Launcher -- if we can play two Weapons, why can't we play two Armors?

Just a thought.

__________CONCLUSION__________


Thrust makes plenty of new, potential strategies, Novastar makes things more interesting for Trucks and the Battle Cards seek to supplement several archetypes that are forming up in the metagame.

These cards are evident of a paradigm shift in the Transformers Trading Card Game. A shift from crossing streams, a shift from mixing your potatoes with your peas. A shift from playing Autobots and Decepticons to making a homogeneous list. Wizards is aiming to pull off something that most early card game creators cannot not do: An easy transition. Most of the time, a fledgling creative director would simply make a rule change, or simply make "fake synergy" that forces certain playstyles.

Dragon Ball is one of the biggest abusers of this idea. Their power creep made more and more broken combos to where people couldn't play anything else than what they, the developers, intended. It's something that has a stranglehold on the game's health.

Wizards seeks to curb that by putting forward these new ideas, by making it fruitful to play tribal instead of mixing chocolate and vanilla. I only hope that they make it fruitful enough that the lore-minded players are satisfied.


What do you think of these reveals? See any cards you want to add to your decks? 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 primalxconvoy » Wed Jan 16, 2019 6:21 pm

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"Rarer than a console that doesn't play Skyrim."


The Nvidia Shield TV doesn't play Skyrim, and it's strange as the main processor for that console is the same one in the Nintendo Switch. I'm also surprised that regular Android and iOS devices haven't received a port yet. I suppose it'll come out in a few year's time though.

Anyway, interesting to see that the CHUG version of AS was used, instead of his other, more recent iterations.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby What's Crackin'? » Thu Jan 17, 2019 9:30 am

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I'm so glad that Acid Storm is getting a card of his own.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Rainmaker » Fri Jan 18, 2019 6:48 pm

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Why does Sideways say 3 Cargo Trailer's give +9 attack when each Cargo Trailer gives +1?

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Blur and More revealed for Wizards of the Coast's Official Transformers Trading Card Game

Postby ZeroWolf » Fri Jan 18, 2019 6:59 pm

Motto: "My past no longer binds my future..."
Weapon: Battle Blades
It's that time again folks, thanks to the hard work of fellow Seibertron user, #Sideways#, we have more reveals for Wave 2: Rise of the Combiners to share with you all!

Wave 2: Rise of the Combiners is the newest set for Wizards of the Coast's Official Transformers Trading Card Game.

Todays reveals come from:
Wossy Plays YouTube channel, Wreck'n'Rules YouTube Channel
Now let's give the floor to #Sideways#!

#Sideways# wrote:Ah yes, the proverbial "cats and dogs" as it were, the Autobots and Decepticons follow a very gray, very thin line between friend and foe in the Transformers Trading Card Game. In fact, one of the most prolific decks at the moment is Optimus Prime fighting alongside Nemesis Prime, which is ironic in every sense of the imagination.

There aren't many mechanical problems with this, game-wise -- after all, your opponent is the enemy, not a faction of "bad guys". But flavor-wise? It's like mixing Pepsi and Coke (or as I like to put it, making Pepsi slightly less awful), shrimp on pizza, orange juice in milk.

So, Wizards had three options. One: Make a rule change to force mono-faction builds. Two: Make "fake synergy" where you have no other choice but to play mono-faction builds. Three: Make mono-builds enticing with special cards but not to the point that they nerf the multi-faction builds.

Thank god they chose the third option.

_________BATTLE CARDS__________


Image

"Who's scruffy lookin'?"


Scoundrel's Blaster is a card that certainly has a name that plays the part. I mean, when you play a card and you get to say the word "scoundrel" in an unironic sense, you're going to have a good time. But is the card as good as its name?

Well, it's kind of... Meh. The green pip makes it at least viable, but at the end of the day, it's a Primary Blaster that can give a very situational Pierce 2. As you may have heard me say before, I don't like low Pierce damage. There isn't too much point to it in most instances of the game -- if you're hitting for low enough damage to need that low of a Pierce number, you probably shouldn't be playing the characters you are.

The only thing I can think of that would definitely make use of this is a Combiner list. Combiners -- as per my playtesting -- have very, very low damage in the early game and even well into the mid-game. Without proper support, they will sit there doing very little for you.

With this, their low damage output becomes at least tolerable until you can combine them all and potentially have multiple instances of this card on them. But again, that's just pure conjecture at this point.

All in all, it's an okay card. I don't think it's bad; I just think that most lists won't be making too much use of it.

Image

"The question you have to ask yourself is, 'do I feel lucky?' Well, do ya? Punk?"


As with the Scoundrel's Blaster, this card has a baller name -- that isn't very well backed up by its stats.

I'm not going to go into much detail on this one as it's not that relevant given it's roughly the same card as the Scoundrel's Blaster. But, that being said, it should also be noted that Decepticons have a heavily armored deck in Tanks, where smaller damaging lists like Combiners would have a rough time dealing any damage whatsoever to them. You could potentially play Noble's Blaster in an Autobot Combiner list to try making that matchup better, or other similar lists.

But the thing is, that's just one example. I don't think it will be prolific enough of a deck to be overly meaningful in the long run to play these cards, but they're very cool cards to have at the back of your mind just in case you think it might come up.

Image

"This is bad comedy."

Decepticons, oft looking longingly at the Matrix of Leadership to light their darkest hour, simply couldn't compete with the utility it provided for Autobot decks. In general, the community couldn't really think of many things to remedy this idea -- the Dark Spark, perhaps, with a defensive boost instead of the Matrix' offensive one?

Well, look no further than the Decepticon Crown to answer those wishes. This card might not seem like much at first, but being a White/Green pip makes this a very interesting card combo that will definitely make its way into almost every Decepticon Combiner deck and several Decepticon mono-faction builds like Insecticons.

What's that I hear? "What is this over-glorified Data Pad doing on my screen?" Well, get out of here. How dare you denounce this great card to my face? Let me explain why I like this so much. Not only does it give the bearer Plan 1 (essentially a topdeck rigging effect, where you can flip what you want when you attack), but it gives your entire Decepticon team Plan 1. That makes me swoon. Too easy it is to sit on a huge hand and have nothing to play, with everything you need in your deck. This way, you pad out your attacks to hopefully increase the odds of you drawing what you need, and you also add a lot of potential damage to your attacks.

I mean, how often have you drawn Peace Through Tyranny or Improvised Shield and not played them? This seeks to curb that effect. Definitely a card to watch.

Image

There's confidence, and then there's foolishness. Knowing the difference makes all the difference.


So this card is really, really good. Not gonna lie, when I read this card, I thought it was even better than I think it is now. I had the same reaction to Brainstorm that I had with this, and the big difference? I think I'm right about this one.

See, Brainstorm is simply "play two more Action cards", which you need to have in your hand if you want to make the most of it, whereas Confidence is "draw and discard two cards and play another Action". Sure, you're taking a net loss in cards in hand, but you're using this card to dig for the card you need right then instead of having to wait until the next turn.

Ever had a moment where you say, "God, where are my I STILL FUNCTION! or Dino-Chomp! right now?" With Confidence, you get to dig for it, and then when you draw into it, instantly play it. It's so, so good. Heck, you can draw into another Confidence and chain Confidence if you really want to dig for something specific.

Seriously, I can't say enough good things about this card. It has such good synergy with Optimus Prime -- Battlefield Legend, Dinobots and Cars just off the top of my head. I can't wait to see what you can do with this card with a Combiner, or even a Titan.

Image

Rumor has it that Swindle once sold someone to themselves.
Oddly enough, he ended up overvaluing that trade.



Swindled is the second of faction exclusive Actions, and is arguably the veeeery slightly worse of the two. Like above, I love this card's draw effect, but the big difference here is the New Designs effect where you get to attach an extra Upgrade.

Honestly, the only thing that makes this slightly worse than Confidence is that there are just so many good Action cards in the game that Upgrades need to have a lot of punch in order to be worth the investment of your Action card for the turn. I mean, would you rather draw an extra card during your next turn with a Data Bank or resurrect the dead?

Yeah, I thought so.

But that being said, this is a very good way to attach an early Data Bank. Early Data Bank is never to be trifled with, and I honestly love the card very dearly in many of my lists. So, with that thought in mind, Swindled is a very good card to skip the "feels bad" turn of playing a Data Bank to no effect, since the turn you play it you don't get any rewards.

You can't chain it like you can if you get lucky with Confidence, but then again, you probably won't need to. If you play this card during your turn, you probably have a target for your Upgrade in mind, and in-hand.

All in all, this card is pretty much just as good as its sister card -- but perhaps "good" isn't the word to be using when comparing them. They're both good; it's just that they're different.

Image

Thunderbolt and lightn-- Wait, I already did this joke!
... I guess I stole my own THUNDER! HA!



Erratic Lightning is a very good card, especially for a common. This is the first we've seen of a negative effect that reduces your armor instead of perhaps damaging you in recoil -- looking at you, Static Laser of Ironhide. But this effect? This effect is waaaay better than Static Laser, and for very good reason.

See, a lot of aptly nicknamed "Orange Crush" decks rely very little on defense to win the game. Insecticons come to mind at this thought, with one to zero Armor being the average. To say that Skrapnel -- who has zero Armor -- doesn't care if his Armor drops at all is an understatement.

Most instances of decks that would want to use this card won't really care about the defensive drop, but here's the thing: This card is more unflattering for defensive decks than Static Laser. A defense drop can be more lethal than predamaged characters in certain lists, and it further polarizes the playstyles and card pools which is, in my opinion, a good thing. It makes people have to be more inventive, and defensive decks can't just be defined as "Orange, but slow this time."

Keep an eye on this one. It's going to be one to watch.

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"Ah, yes, I see the design flaw. It's especially weak to repeated, blunt physical trauma."


Hooooooooooly crap. This card is so, so good. Most games have a natural flow, a natural progression of events. Generally, characters get slowly upgraded with slowly give their players a growing advantage in the game. This card, revealed by Wossy Plays on YouTube just dumpsters all that hard work your opponents put in to their field.

Now, it should be noted that it doesn't say Armor, Weapons and Utilities -- it says "or". But generally speaking, discarding all of a certain Upgrade is almost just as good as discarding all of them depending on the board state. In fact, early board state is generally homogeneous in terms of Weapons or Armors, so that puts even more power into this card.

I love this thing, probably more than I should given I haven't playtested with it yet, but in theory, this card is absolutely nutty in the right circumstances.

_________CHARACTERS__________


Image

"OHMYGODOHMYGODIFINALLYGETACARDINTHISGAMEITSABOUTTIMEIWASWAITINGAGES
TOFINALLYGETACARDANDWHYISMYROBOTMODEVANILLANOTHATSNOTGOODWHYDOYOU
HAVETODOTHISTOMEATLEASTMYCARISCOOLIGUESS"



Well, Blurr said it himself -- and I couldn't agree more. But in case you can't read or don't want to read Blurr's speech pattern, let me spell it out for you: His robot mode is awful, but his vehicle mode is really, really interesting.

Blurr, coming out of the Wreck N' Rule YouTube channel , shows us something we haven't seen before: Dual Attacks. That's right -- when you attack with Blurr in his vehicle mode, he generally gets to attack again. Now, he has three attack in this mode, but that doesn't necessarily mean he can't deal moderate damage, especially to undefended targets that your opponent would likely be saving, like Arcee.

He does "meh" damage in his vehicle mode, but thanks to the fact that he's a car, you can kinda go ham with him with all of their support. Turbo Boosters and Start Your Engines make him far more consistent than you might think upon first glance, and that makes his vehicle mode effect frankly fascinating to try and pull off.

But if I could ever put my finger on what might push him out of the run for viability, it would be his frankly dreadful point cost. It's 12! It's so high! This limits your team to very, very few options. Even if you wanted to run Thrust with him to give him that extra edge in his vehicle mode, you would end up running Scamper to play that third character and believe me when I say that it never feels good to play a Metroplex character without Metroplex.

But that being said, he isn't without friends, and there are plenty of six to seven star Cars to go around. Perhaps I haven't found the right companions for our speedy friend yet, or perhaps they haven't been revealed, but I can forgive everything about him because of one simple fact: He's a Common, and you can't expect the meta to form around one of them.

This guy probably won't see too much play, but there are definitely going to be people to try him out because of his popularity alone.


_________CONCLUSION__________


Nearly everything here reinforces my statement about Wizards knowing what they're doing when it comes to faction balance. They really seem to have their wherewithal about them, a plan, a direction they want it to go. Everything is very well thought out, and I can't help but to smile when I think about how well balanced it really is. Though there were some rough patches throughout Wave 1, Rise of the Combiners really livens up the metagame and I can't be happier for it.

Thanks again for reading my article, and as always, check out my YouTube channel to hear my thoughts on varying deck archetypes! I'd love to have you!

Now that we've seen quite a few cards, what has been your favorite thus far? What do you hope to see in the future? Are you happy with the game balance or do you want to see it go in another direction? Let me know in the comments below!


What do you think about these reveals? 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 Rainmaker » Fri Jan 18, 2019 7:09 pm

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Is that a red pip on Vandalize?

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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby #Sideways# » Fri Jan 18, 2019 9:04 pm

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It's orange. It's an artifact of the picture.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Rainmaker » Fri Jan 18, 2019 9:07 pm

Motto: "Nobody can escape the rain"
Weapon: Acid Rainmaker Rifles
Rainmaker wrote:Why does Sideways say 3 Cargo Trailer's give +9 attack when each Cargo Trailer gives +1?

:MAXIMAL:


Since my post seemed to have been buried behind the news post

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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby #Sideways# » Fri Jan 18, 2019 11:49 pm

Motto: "Wake up. Wake up and smell the ashes."
Weapon: Dual Compression Cannons
Rainmaker wrote:
Rainmaker wrote:Why does Sideways say 3 Cargo Trailer's give +9 attack when each Cargo Trailer gives +1?

:MAXIMAL:


Since my post seemed to have been buried behind the news post

:MAXIMAL:


Okay, so here's how Trailers work. Math incoming. :lol:

So, you play a Trailer on a Character, right? If you read the card, you see that it gives it +1 for each Trailer attached to that character. As the card states, you can play multiple instances of Cargo Trailer in the same Utility Slot, stacking until you've played them all.

Now, Cargo Trailer says +1 for each Cargo Trailer, meaning if you had only one, it would be +1. But if you played two on a character, it would be +2 because there are two Cargo Trailers. But here's the thing, right? That's +2 on each Cargo Trailer, as well, so in total you would have +4. When you have all three attached to a character, Cargo Trailer would be +3 on each instance of Cargo Trailer, totaling in a whopping +9.

Cargo Trailer is actually really, really good -- but the problem it has always faced is getting all of them in your hand at once. Back then, we didn't have green pips! I can only shudder to think how good that would be if they did have green parts to their kits, though.

That being said, I was wrong about Focus Fire before because you get the Bold bonus on play, not throughout the card's existence like Cargo Trailer, meaning it would only equal out to Bold 6 in total if you played all three Focus Fire in one turn.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Rainmaker » Sat Jan 19, 2019 12:07 am

Motto: "Nobody can escape the rain"
Weapon: Acid Rainmaker Rifles
I still don't understand, it only says +1 for each Cargo Trailer. How is the +1 becoming a +2 because a second Cargo Trailer was attached? Shouldn't both of the trailer's only be +1 each, equaling +2?

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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby ZeroWolf » Sat Jan 19, 2019 4:02 am

Motto: "My past no longer binds my future..."
Weapon: Battle Blades
As #Sideways# says, it's +1 for each trailer, and it stacks.

So you have one trailer you only get +1 cause you have the one.
You play a second on the same character and the first one changes due to the effect now giving +2. The second trailer also changes to give a +2 because of the pair of them. Basically you're copying the effects with each trailer you play, with the bonus getting higher.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Rainmaker » Sat Jan 19, 2019 5:17 am

Motto: "Nobody can escape the rain"
Weapon: Acid Rainmaker Rifles
ZeroWolf wrote:As #Sideways# says, it's +1 for each trailer, and it stacks.

So you have one trailer you only get +1 cause you have the one.
You play a second on the same character and the first one changes due to the effect now giving +2. The second trailer also changes to give a +2 because of the pair of them. Basically you're copying the effects with each trailer you play, with the bonus getting higher.


Where does it say that it stacks? The card doesn't mention it.

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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Omegatron. » Sat Jan 19, 2019 5:17 am

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Look at it this way:

You put Cargo Trailer A on a character. Cargo Trailer A checks how many Cargo Trailers are on the character and finds 1 (Cargo Trailer A), so the character gets +1 attack.

You then put Cargo Trailer B on the same character. Cargo Trailer A checks how many Cargo Trailers are on the character and finds 2 (Cargo Trailer A and Cargo Trailer B), so the character gets +2 attack.
Cargo Trailer B also checks how many Cargo Trailers are on the character and finds 2 (Cargo Trailer A and Cargo Trailer B), so Cargo Trailer B also gives the character +2 attack.
In total this is +4 attack.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Rainmaker » Sat Jan 19, 2019 5:24 am

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Omegatron. wrote:Look at it this way:

You put Cargo Trailer A on a character. Cargo Trailer A checks how many Cargo Trailers are on the character and finds 1 (Cargo Trailer A), so the character gets +1 attack.

You then put Cargo Trailer B on the same character. Cargo Trailer A checks how many Cargo Trailers are on the character and finds 2 (Cargo Trailer A and Cargo Trailer B), so the character gets +2 attack.
Cargo Trailer B also checks how many Cargo Trailers are on the character and finds 2 (Cargo Trailer A and Cargo Trailer B), so Cargo Trailer B also gives the character +2 attack.
In total this is +4 attack.


Why does it do that though? The card only mentions that it gets +1 attack for each cargo trailer and that 3 cargo trailers can fit, no stacking or anything.

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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Omegatron. » Sat Jan 19, 2019 5:27 am

Motto: "When the going gets tough, the tough call for close air support"
Weapon: Plasma Beam Rifle
Attack bonuses always stack. If you put a weapon on the character that gives them +1 attack and a utility upgrade on the character that gives them +1 attack then the character gets +2 attack in total.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Rainmaker » Sat Jan 19, 2019 5:30 am

Motto: "Nobody can escape the rain"
Weapon: Acid Rainmaker Rifles
Omegatron. wrote:Attack bonuses always stack. If you put a weapon on the character that gives them +1 attack and a utility upgrade on the character that gives them +1 attack then the character gets +2 attack in total.



That makes sense, this doesn't.

The card specifically states "The upgraded character has +1 attack for each Cargo Trailer on it. Up to 3 Cargo Trailers can fit in its Utility slot."

The Cargo Trailers give +1 each, so naturally if you had 3 equipped then they'd be giving +1 attack each, no?

I don't understand why they +attack each is increasing.

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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Omegatron. » Sat Jan 19, 2019 6:17 am

Motto: "When the going gets tough, the tough call for close air support"
Weapon: Plasma Beam Rifle
Are you missing the "+1 attack for each Cargo Trailer on it" part? Each Cargo Trailer counts the number of Cargo Trailers on the character and gives an attack bonus equal to that number.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Rainmaker » Sat Jan 19, 2019 4:43 pm

Motto: "Nobody can escape the rain"
Weapon: Acid Rainmaker Rifles
Omegatron. wrote:Are you missing the "+1 attack for each Cargo Trailer on it" part? Each Cargo Trailer counts the number of Cargo Trailers on the character and gives an attack bonus equal to that number.


I'm not missing it, it only gets +1 attack for each cargo trailer on it. That means it only gets +1 each, why are the cargo trailers counting each other? Why is that happening? Why don't I understand?

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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby ZeroWolf » Sat Jan 19, 2019 4:50 pm

Motto: "My past no longer binds my future..."
Weapon: Battle Blades
You're right it gets +1 for each cargo trailer but that effect is then done again for each cargo trailer. So you play one cargo trailer so it resolves at +1 Attack as its the only one. Then you playa second on the same ability slot,when it resolves, the first cargo trailer now gives you +2 as there are two cargo trailers now in play. The second cargo trailer also gives the character +2 as there are two cargo trailers in play... See how this is working?
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