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Wizards of the Coast Transformers Trading Card Game Thread

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Transformers Trading Card Game Wave 4 to Include Trypticon, Brunt, Full Tilt, and Wipe Out

Postby Stargrave » Wed Jul 31, 2019 4:49 pm

Motto: "It’s all the in the reflexes"
Weapon: Glass Gas Gun
Just in from IGN is the latest reveal for the Transformers The Card Game, and it's a big one! That's right, ready to give Metroplex and his Metro-minions a run for their money is Trypticon and his henchmen Brunt, Full-Tilt, and even Wipe-Out! From IGN:
"Every sealed, 30-pack booster display box of War for Cybertron: Seige II includes one Trypticon pack, inside of which you'll find the enormous Trypticon card and the "three large Character Cards" for Brunt, Full-Tilt and Wipe-Out. The booster packs come with one large and one small character card, as well as 6 battle cards.

In the Transformers Universe, Trypticon is the Decepticon answer to Metroplex, the gigantic Autobot city with his own, stand-alone oversized character card and set.

Transformers: TCG wave 4, featuring the Trypticon packs, will be available November 9 "in the US and certain other regions."


And this is from the official announcement from Hasbro:
"Today, Transformers TCG announced Wave 4 – which brings the mighty titan, TRYPTICON, to the fight!

For wave 4, each War for Cybertron: Siege II sealed Booster box includes 30 booster packs and a TRYPTICON pack. The TRYPTICON pack contains one Titan-sized TRYPTICON character card and 3 large character cards as his minions: BRUNT, FULL-TILT and WIPE-OUT!

Wave 4 will be available beginning November 8, 2019 in the US."

Are you ready to give your Autobot opponents a blow to their Metroplexis? Let us know what you think in the forums and as always stay tuned to Seibertron for the ultimate in Transformers news!

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And this just in from our own #Sideways# is the new Trypticon Battle Card revealed on the TFTCG Facebook Page:
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby #Sideways# » Wed Jul 31, 2019 5:58 pm

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There's also a Battle Card that was revealed on the TFTCG Facebook page:

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This guy is busted and I'm definitely going to write an article about all of this. Including the little blurb on the pack that says "half of a Weaponizer Character"!
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Acolyte » Wed Jul 31, 2019 9:13 pm

Is it just me, or does the artwork seem a bit lackluster compared to the Metroplex deck? Perhaps it will look better with the foil. :HEADHURTS:
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Bumblevivisector » Wed Jul 31, 2019 11:30 pm

Not liking what they've done to ol' Trypsie's mouth, but love the rest!

My first decent custom of a toyless character from G1 fiction was Wipe Out: my old, yellowed Tailgate, dyed black, given a new mouthplate and gun, and slightly repainted with a chest reprolabel.

Thing is, the black had a slightly reddish tinge (like Vegeta's hair), when he should've been slightly purple or blue. Well, this card blues him up SO much that I may just have to dye one of my PotP Tailgates to match it. I tried to do a black one 3 months ago (same day I bought the Metroplex and Devastator decks), but just warped it along with a perfectly good PotP Starscream and Battleslash; mayhaps that was a sign from Primus...that it's just dumb luck when I stumble upon the right dye/acetone/water ratio.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby The_Cryptid_Person » Thu Aug 01, 2019 12:44 am

I really love that the card game exists and is so extensive, but sadly, my friends probably wouldn't want to play it. Still it's nice to watch the thing develop and read the breakdowns from #Sideways#.

Seeing Wipe-Out get some merchandise love, and be elevated to a default part of Trypticon's team, fills me with joy. I only recently finished my PotP custom of him.
Bumblevivisector, I'm sure you can get a cleaner job with dyes, but maybe my take on Wipe-Out can help your efforts? I went for something closer to the United figure rather than the all-blue look Wizards is going with.
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Rushing in where Hasbro fears to tread (for now)...
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Bumblevivisector » Thu Aug 01, 2019 10:14 pm

Thanks Latebrus-K, yours might just influence my decision to modify the head...and looking back at the card, I'm considering overhauling his chest now. As soon as my new digital camera's in order, I'll post some pics of my vintage Wipe Out, probably in another thread.

Also, is "Revenge" a new mechanic to this wave, or am I already forgetting everything #Sideways# wrote?
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby #Sideways# » Tue Aug 06, 2019 5:57 pm

Motto: "Wake up. Wake up and smell the ashes."
Weapon: Dual Compression Cannons
INSTRUMENTS OF DESTRUCTION

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Warped Expectations


GenCon came and went, and with it, a ton new decks to make a massive splash in the metagame! My predictions were completely perpendicular to what actually happened, it seems, with a ton new aggressive decks to dominate the tournament standings instead of what I had figured, which was an amplified defensive presence. From Lionizer/Optimus Prime: Battlefield Legend, to General Optimus/Barrage to even Quad Cars, the entire format seemed to be catered to the offensive push.

With GenCon behind us, and a new aggressive meta unfolding before us, what are the causes of this paradigm shift? What changed from Origins to GenCon and what made people suddenly stop playing defense, and start playing offense? How will the format change in the future, deeper into the Siege meta? Let's dive in and find out!


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"Lions, and tigers, and bears! Oh my!"


Lionizer is far and away the most obvious addition to the pantheon of aggro support in the Transformers TCG, with an astonishing Bold 4 and a weapon that not only gives Bold 4 as well but also trims the fat in your hand with Plan 1. It's a frankly disgustingly powerful card that is cheap enough to play in effectively anything you want, and powerful enough to never make you think twice about it.

The turn one play is incredibly powerful as well given that you, as Lionizer starts in robot mode, have an effectively free transformation on one of your other characters to set up for combos. You see, since he starts in his most powerful mode, you simply attack with him on the first turn of the game. That means you can devote your transformation per-turn to someone more pressing.

But that's not all that he does. You see, since he's a Battle Master, you can also equip him on an already high Bold character like Wheeljack to swing for even more damage, and since he's an Upgrade, he can also trigger Wheeljack's alternate mode effect, drawing you into better resources. It's a frankly ridiculous amount of value in Lionizer that makes him one of the most prevalent sources of aggression out of the Siege metagame.


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Pressure / Pushing down on me
Pressing down on you / No man ask for
Under pressure


A less obvious cause of the more aggressive format is none other than Press The Advantage, a somewhat conspicuous card that deals quite a bit of damage to things that is consistent enough to happen when and where you want it to. But how does this little old card make its presence known so well? That has something to do with factions, and their prowess in certain categories.

If you look at the decks that are played, you can see a few things: First off, Cars are immensely prevalent due to their consistency and offensive prowess, but second off, when you have a defensive deck, it usually either features or is entirely made up of Decepticons. I mean, sure, there are exceptions in Aerialbots of course, but the vast majority of defensive decks either are comprised of or feature Decepticons. For example, Major Shockwave is usually entirely made up of Decepticons, the eponymous Double Primes from back in the day had Nemesis Prime, Tanks had an incredibly defensive (and Decepticon) setup and now Three Wide has both Flamewar and Aimless in it.

What does that tell us? Well, for one, Decepticons are probably depressed because they're blue all the time. But perhaps more importantly, it tells us that the most potent circumstances for Press The Advantage is also the most common, meaning Press The Advantage will deal far more damage to the most common defensive decks than against the most aggressive ones. And the best part? Well, it's a green pip, which means you get it pretty much whenever you need it given the fact that you have a monstrous amount of Bold, usually.

Press The Advantage might not seem it, but it's a huge reason why the meta's growing more orange than blue. But wait, if you notice, Press The Advantage only works for Autobots -- aren't we forgetting something? Huh. This is gonna bug me!


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An oldie but a goodie.


Insecticons are and have always been a fantastic deck that refuses to die. Ever since the deck was printed, Insecticons have always been a powerful deck that has only gotten stronger as the days go by, but oddly enough, it uses absolutely zero of those other cards. What keeps these bugs going? Is it that they hold their breath when someone whips out the Raid? Are they juicing on steroids?

Personally, I think it has something to do with this:


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"Cowabunga it is, then."


Reckless Charge is, I think, the source of this extremely aggressive metagame. If you combine this incredibly powerful card with a Grenade Launcher (or any weapon for that matter) you'll be getting around +8 damage on one of your characters, around 2/3 of a character's HP before flips and before factoring in your base stats, not counting what Battlefield Legend can do when playing a free Action.

Doing +4 damage on an orange pip creates an immensely powerful card that doesn't really have too much of a downside when you consider that most aggressive decks are usually pretty fine with getting either one-hit or have enough HP that the 3 damage recoil doesn't affect them too much. Put it this way: If you're using Reckless Charge, you don't care about the recoil effects.

When you consider that Lionizer and Firedrive are Battle Masters and thus don't care about being attacked, or dying for that matter, Reckless Charge creates a practically unparalleled amount of damage with a frankly irrelevant recoil effect. Isn't this familiar, though?

If you think about it, One Shall Stand, One Shall Fall could be regarded as the same card but a little worse in some regards. Okay, yeah, sure, one is direct damage and the other is a stat boost and they're used mostly for different reasons, but consider this: When you're not using One Shall to target a different character, you're using it to target a character that you're about to attack. You could essentially say that you're increasing your attack damage to that character by +3 and taking 3 damage in recoil. Sounds familiar, doesn't it? With that in mind, wouldn't you rather do one more damage and have an orange pip while also taking the recoil damage after the attack instead of before?

That's my point. Reckless Charge is an immensely powerful card; so immense that it is actually better in some circumstances than a blank pipped card. I think that, as a whole, there is no other card in the game that could attest to growing the offensive power of the game more than Reckless Charge. Nothing else comes close, not even Bashing Shield. Sure, Bashing Shield is a fantastic supplement to that power, but not everyone has a Force Field on them or even in their decks, so it's a strong card, but not as strong as Reckless Charge is.

So, what are we gonna do about it? Just have more oranges until we make Minute Maid jealous? Or perhaps we should wait until the next set and hope that things cool off?

Not if I can help it!

This is a little something I've been working on for quite a while, and I've found that it's one of the most powerful decks that I have created thus far. Ladies, gentlemen, all of my discerning fleshbags, feast your eye-holes on SkyStick!


SkyStick wrote:Skywarp -- Sneaky Prankster (6)
Raider Nightstick -- Ground Force, Weapons (6)
Flamewar -- Veteran Decepticon (5)
Raider Detour -- Infantry, Demolition (4)
Private Tote -- Special Ops, Infiltration (4)

(25/25)

3 Battlefield Report (B)
3 Hiding Spot (Blk)
3 Steady Shot (B)(Blk)
3 Dampening Field (W)
3 Security Checkpoint (B)(B)
2 The Bigger They Are... (B)
1 Calculated Strike (Blk)
3 Handheld Blaster (B)(B)
2 Laser Cutlass (B)
2 Piercing Blaster (W)
3 Bravery (B)
3 Security Console (W)
3 Field Communicator (W)
3 Smoke Cloak (B)(Blk)
3 Reinforced Plating (B)
40


Sideboard

Acid Storm -- Toxic Terror (6)

3 Infiltrate (B)
3 Point Defense System (Blk)
3 Take Cover (B)
1 Laser Cutlass (B)


Skywarp from Wave 1 is probably one of the most forgotten characters in the entire game. Sure, he was printed to be the six star, third member of the Seeker trio, but when you consider that he did practically nothing for that entire list, you start to wonder just what kind of list he should be played in.

Here's a refresher on what he does:

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His vehicle mode is one of the most useless things in the game, and he'd probably be better off blank. But, when you consider his robot mode, you start to see where I'm going with this. You see, Skywarp defends attacks and stacks his defensive power using Flamewar and Reinforced Plating, but just when he's about to take the far reduced damage, you can instead choose to move it off him and onto one of your patsies -- erm, teammates if you flip a white pip. You play plenty of white pips, so you'll get it effectively every time.

You see, that's what is so amazing about this deck. You reduce your opponent's damage by an incredible margin, and you force them to attack into Skywarp using Hiding Spot, Bravery and psychology in general. You start the game attacking with Nightstick and transforming Flamewar to robot mode, forcing your opponent to attack into Nightstick. They will almost definitely not one-hit him thanks to his effects as a Battle Master (of which can boost Skywarp's defensive prowess even more than it already is) and your defensive list in general. This leaves you to transform and attack with Skywarp, ideally with an Armor, effectively giving your opponent the choice of either attacking into a defensive tank or into a Battle Master a second time.

But how do you win the game? You can't just sit in one spot and do nothing forever. Well, that, my friend, is why you play Blue/Black. Dealing Pierce damage through black pips, Cutlass and Piercing Blaster can whittle your opponent down to nothing, one bite at a time. Your patsies aren't just an effectively extended health pool for Skywarp -- they can pack a punch.

And how will you do all of this? Well, that's where Detour comes in. Being a Micromaster, he has a tap effect. This tap effect, however, involves drawing two cards, which can be extremely useful into drawing into Bravery, which can force your opponent into attacking Skywarp for as long as it remains in play. Of course, you won't always need that Bravery when Skywarp has Nightstick eventually attached to him; your opponent may very well just attack him outright given that he's the largest threat on the battlefield.

Speaking of making him a threat, did I mention that Tote can untap him and allow you to attack with him a second time, scrapping Smoke Cloaks and Hiding Spots from your hand that you don't need anymore? Because Tote can do that thing.

SkyStick is one of my favorite decks at the moment. It's practically invincible, you play enough disruption to care little about what your opponents do on their turn, but if you eventually find that your opponent is simply too Bold for your own good, simply side out Nightstick for Acid Storm and watch them squirm. As it turns out, Lionizer isn't really a threat when he does zero damage. Of course, if it's Aerialbots you're afraid of, simply side in a Take Cover and Point Defense System and watch as they combine for no reason at all, reducing practically all of their damage to nothing.

SkyStick can still be beaten, of course, and it usually happens if you go second against an aggressive deck that can can do upwards of 12-14 damage on their first turn, potentially KOing Skywarp (or coming close enough for him to be KO'd outside of combat through direct damage). In fact, direct damage as a whole is entirely annoying for SkyStick, which is why I play Take Cover. If it ever becomes too much of an issue, however, it is definitely worth swapping out Acid Storm for Motormaster in your Sideboard since he effectively stops that from happening for the rest of the game.


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CONCLUSION


The format has never looked more aggressive, with an influx of powerful decks like Quad Cars, Lionizer Cars, General Optimus/Barrage and Lionizer/Optimus Prime: Battlefield Legend making strong things even stronger. In fact, Aerialbots did make a showing at GenCon, and all of them did rather poorly compared to the aggressive decks around them. Now, what does that say about this format, then? Is it some congealed mass of the same three decks? Is it some monotone, horridly homogeneous metagame?

No, it's not. In fact, this is one of the most diverse character metagames we've ever had, with oodles of combinations to work with. But does that mean that it's also diverse in deck creation? That's where things get a little dicey, with only a little variation in terms of pips, Weapons, Actions and everything in between. This is where the game could use some improvement, and I look forward to seeing what will come in the next set to aid the diversity of deck creation.

What say you? Will you be using orange, aggressive decks for the remainder of this season to try and get your invite to the Energon Invitational? Or will you go against the grain and go blue? Will you take SkyStick out for a spin or does a death from a thousand cuts seem too slow for your taste? Whatever you pick, let me know in the comments below, and I'll see you in the next one!
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 #Sideways# » Tue Aug 06, 2019 6:13 pm

Motto: "Wake up. Wake up and smell the ashes."
Weapon: Dual Compression Cannons
Bumblevivisector wrote:Thanks Latebrus-K, yours might just influence my decision to modify the head...and looking back at the card, I'm considering overhauling his chest now. As soon as my new digital camera's in order, I'll post some pics of my vintage Wipe Out, probably in another thread.

Also, is "Revenge" a new mechanic to this wave, or am I already forgetting everything #Sideways# wrote?


Nope! Revenge is totally new. I'm putting together an article going over everything we know about the next wave, but I'm going to wait to put some things together until we see a wider card pool. I can't say if Trypticon is good or bad without all the cards that come with him, now can I? :-?
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 Stargrave » Mon Aug 12, 2019 8:57 am

Motto: "It’s all the in the reflexes"
Weapon: Glass Gas Gun
Always been a trading card fan going back to the Marvel sets back in the 90’s. Never played Magic or any other turn based combat card games but couldn’t help myself I broke down and bought a couple packs over the weekend. I think I may be hooked :shock: I just love the art the foil it’s just all so cool. I’ve got to learn how to play.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Sparky » Fri Aug 16, 2019 5:07 am

I used to play Magic: the Gathering, but dropped out when even casual play became too costly to play at my local game stores. Yu-Gi-Oh! was great because it had a great casual scene, though once certain decks became popular from tournaments showed up, among a few other things, it just wasn't fun anymore. Never mind the player-base for that game.

But a few weeks ago, best friends came back from out of state, and they surprised me with a Metroplex box set, while they had a Devestator set. And I have been excited and playing like crazy ever since.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby PerfectVision » Wed Aug 21, 2019 5:11 am

Some deck i didn't wrote earlier

Alpha-Firedrive-Topshot
Peace X1
Rascent-Pep-TwoP-laser-Matrix-Diagnosis-Energy-Universal-Ancient-Unleashed-Heroism-Rollout-Quarter

The twoP and the peace can be researched if necessary,quarter instead of spare.

Mega3-Trigerhappy-Detour
Schechpoint-Master-Teamup-AttackD-Handeld-ExtraP-Pep-Callous-Energy-NewD-TwoP-Mining-Eenthusiast

Shock14-Nightstick-roadhugger
Steady-Dismantle-Hiding-Spare-Cdagger-Device-Repurpose-Callous-Underhanded-Sturdy-TakeC-LV-Fog

Surprisingly,he's always agressive in this game.

Runabout and muck-Visper
SparringG-Focus-Enforcement-SecretD-Reactive-Bashing-Scrounge-Spare-Smelt-Bbeam-Scoundrel-Rest-Espionnage

Reactive for them,PTD for Springer only the dismantling is useless.

The omnibots...Optimus11-mudslinger-iron9 is already better.

Blaster and Soundwave are sckizophrenik and uninteresting at the same time.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby #Sideways# » Wed Sep 11, 2019 5:56 pm

Motto: "Wake up. Wake up and smell the ashes."
Weapon: Dual Compression Cannons
SIEGE II -- THE SIEGENING


Well, I did it. I awoke from a few months in cryo-sleep just a few minutes ago and the right side of my face has never looked or felt better! The left side is probably still asleep.

Probably.

Anyway, I haven't been completely dormant for the past few months -- in fact, I've never been busier testing, grinding games and theoryforming my way into a few great ideas and a whole legion of bad ones. I'll get into it in later articles, but first, let's go over the newest reveals instead:


CHARACTERS


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7.8/10 Doesn't inadvertently kill an allied Optimus Prime.


Hot Rod is -- for the lack of a better term -- super freaking hot. Hot Rod is not only a Car, which means he can take advantage of all of the busted Car support, but he can also take advantage of multiple Action combos as well as having a surprisingly moderate offensive capabilities as well as potent defensive ones as well.

Okay, I'm getting ahead of myself. So, what exactly does Hot Rod do? Well, that's simple enough to explain. You see, we are getting a new keyword alongside Revenge, which is Safeguard. Safeguard is effectively the same thing as Skrapnel's effect, except it only takes effect when they're undamaged (and with a name like "Safeguard 3" on the card, one can only assume that we'll see different numbers like "Safeguard 5", "Safeguard 1", etc.).

Safeguard allows Hot Rod to excel at getting his deck to reshuffle since he lives for so long. But, not just that, since he's a car, you can effectively attack with impunity with him. In other words, you can attack with his car, and then untap him to then attack with another character. But, to make matters even better, you can combo him with W1 Prowl to not only do extra Bold damage, but to use Prowl to heal Hot Rod back to zero when your opponent KOs one of your other, and less important, cars.

This will allow you to take another hit and use his Safeguard effect, and it will also allow you to effectively force your opponent to either side in damaging Actions from their sideboard, but to potentially waste attacks on him. Remember, you can use Prowl's healing more than once, and "I STILL FUNCTION!" can trigger it, too, making Hot Rod effectively invincible so long as you can heal him.

Of course, his Safeguard mode isn't the best part about him. In fact, his robot mode is where you're likely to get most of his value given the fact that you can play multiple Actions during a single turn for effectively free. You can use this to your advantage in many ways. For example, you can use a Supercharge as well as a Reckless Charge at the same time to give him a frankly disgusting amount of damage, or you can use multiple ISF to bring back your entire team -- and heal off Hot Rod afterward. Perhaps, too, you could use him to draw a sinful amount of cards from your deck by using multiple Equipment Enthusiast during the same turn. Perhaps a mixture of both! Multiple Actions means multiple options, and I'm looking forward to seeing what kind of combos people will come up with using him.

As for the downsides, though, he is only 12 HP, and his defense goes down to 1 in robot mode. His damage isn't great to start with, and he's rather expensive for a Car. He's got the same stats as Barrage, but two stars more for not the fastest of value. In fact, it takes quite a bit of time to start getting value out of him, kind of in the same vein as Nemesis Prime or Cosmos, and he doesn't have the draw power of Cosmos or the defense of Prime to get himself there, either.

That said, though, Hot Rod might actually work well with either of the other Reshufflers, so there's that thought, at least. Regardless, Hot Rod has a massive amount of potential and you can get a lot of value out of him if the deck is right. I'm looking forward to seeing where he goes from here.


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"Black and yellow, black and yellow, black and yellow... Yellow and black! Let's mix it up a little!"


Nova Storm is here, and she's a she! This shouldn't come as too much of a shock, but I adore female transformers, and I have been kind of sad that the only female Seeker, it seemed, was Slipstream. That said, though, I wish that they had given Nova Storm more visual signifiers to signify the contrast, given the fact that she looks effectively identical to Sunstorm.

Regardless, she's a bit of a wonky character, sadly. She has a lot of synergy with black pips, which aside from making me hope that this signifies a bit of a boost to black pipped cards, also effectively makes her usability a bit... Limited. Sure, at 7 stars, you can use her with Acid Storm and Ion Storm to put the three Rainmakers at 25, but why? Ion Storm and Acid Storm love the inclusion of Flamewar to make their defensive trifecta as bulky as possible, and there's little room for the inclusion of someone who is more of a DPS than a wall, and someone who uses pips that probably won't even be included in the list to be perfectly frank.

So, where does she go, then, if her teammates don't need her? Well, I'd wager that the best place for her is -- aside from a bulk bin -- a plane deck that focuses on Action and Upgrade-based damage, not outright damage. You see, since she can move a damage from herself to one of your opponents, she can combo rather well with Bombing Run. Her moderate to high damage can make her potent in an aggro list that runs Air Commander Starscream from Wave 1, and her damage movement ability pairs well with his. You would need a six star character to pair with them, still, and it would likely be a Micromaster plane like Storm Cloud or a Bravery plane like Fireflight, but the long and short of it is that there is a potential home for her.

Nova Storm's Pierce 3 is nothing to shake a stick at, of course, and orange/black cards are most certainly a thing, but I do wonder if she'll struggle to make her way out of the bulk binder to show it off. Either way, I like yellow, planes and female Transformers so I guess this makes her the best card that has ever been printed. Aside from that, though, I doubt her usefulness.


Image
"It's simple. We, uh, kill the Rat Man."


Ratbat is actually kind of insane. He's not the best in monochrome decks, of course, but in blue/black decks or balanced decks, he's rather invaluable. You see, in defensively-geared decks, healing is kinda busted, and whereas he's going to be Priority Numero Uno on your opponent's hit list when they realize how powerful he is at keeping his friends alive, you're still going to get at least one or two heals out of the guy when you pair him with Major Soundwave.

Major Soundwave in general is full of untapped potential, mostly thanks to Ravage being about as useful as an umbrella made out of toilet paper. But, when you create a colorful deck that caters to the defensive capabilities of Soundwave's massive HP and moderate defense alongside Ratbat's healing and Laserbeak's consistency, you start to realize how potent that they could be as a team.

Soundwave not only boosts Ratbat's "meh" survivability in his starting mode, but untaps Ratbat so that you may use his healing ability a second time before the untap phase and that's without even considering the use of Micro Capacitor. If you build your deck with enough Blue/Green, Blue/Black and Orange/Blue cards, Ratbat will be incredibly consistent in his healing, allowing you to survive far longer than you would have initially thought.

Of course, this is not infallible. You still need to do damage, and on a team with Laserbeak, Ratbat and Soundwave, you're looking at one (maybe two if you consider Laserbeak's Pierce) attacker that you're going to be riding on. You still need to kill stuff, you know! You are also sitting at a cringe-inducing 22 stars, which of course opens up the use of three Fuel Cache to potentially use on Ratbat, but it also means you're lacking the ever-important Flamewar that you should be playing as a defensive deck.

Is it worth it? Probably. Does it have potential? Of course. Is it good?

I have no idea.


Image
How'd he get so strong? "Train"ing.


Powertrain is actually kinda busted when you think about it. Okay, let's be clear, here. Tote and Mudslinger have already been released and they're four and five star Micromasters, respectively, and High Jump hasn't been revealed yet (but they said that he was in the set on Twitter!), but we can make a few assumptions.

Given the fact that every Micromaster Team seems to be made up of one five star Micromaster and one four star Micromaster, we can assume that this release will be no different, with High Jump being a four star Micromaster. With that in mind, we can make some assumptions about Powertrain as well as how you can run him.

So, since Powertrain gives all of your Off-Road Patrol characters Bold 1 (which is insane), we would obviously want to put as many Off-Road Patrols on the same team as him, and assuming that High Jump is four stars, we can fit all four of them on the same team with seven stars left over. This means that you have four characters with room for a seven-star fifth, and in an aggro deck, I could think of no other character that I'd rather have than Lionizer.

Since Lionizer has Bold 4 to be shared with one of your characters, we can stack that alongside Powertrain, or use it on him. You see, that's the best part about Powertrain -- you get to stock him up with some powerful tools because, after everything is said and done and all of your other Off-Roaders are in the KO pile, Powertrain becomes something of a beast. With all three KO'd, he has a base 5 Attack and 5 Defense, making him one of the highest defense characters in the game, tying with Darkmount.

But that's not all that Powertrain brings to the table. Since Powertrain, along with all other Micromasters, has Stealth, you effectively force your opponent to attack Lionizer on the first turn of the game, which is always a good thing in my book.

Unfortunately, that's where his usefulness ends. You see, since he only boosts Off-Road Patrol, you can't effectively use him in... Well, anything. He's an Autobot Leader, yes, but so is Top Shot. You're not going to get the same value out of Powertrain as you're going to get out of Top Shot in anything other than Off-Road Patrol decks. But, in those Off-Road Patrol decks, no character is better.

As a side note, I can definitely see Off-Road becoming something of this game's Night March, which is a deck from Pokemon that was known for being extremely cheap to build and noticeably powerful in the right format. Whether that comes to fruition remains to be seen, but I don't think that this is the last time we've seen Powertrain.


BATTLE CARDS



Image
"Previously on AMC's The Walking Dead..."


Relentless Invasion seems actually busted. Well, at least it seems that way. I'm not going to pretend like I think that this one card that you get to play once in five games is going to change the meta, but, you have to admit that it's kind of insane value.

But more than that I cannot say. Since they're clearly including Trypticon-influencing cards in the main set, I can't make a proper judgement call on how potent Trypticon will be. I'm not super in love with the whole idea, and I rather figured that Trypticon would be more damaging when you considered what kind of character he is. Although, the concept of deploying based on an Action instead of flips does put a smile on my face.

I simply refuse to give any more thought to the matter until we've seen more of the set. As it stands, though, I think Trypticon is unique enough that people will play him regardless of what they actually think of his potency. He just seems incredibly inconsistent, and frail, to me -- but I could be wrong.


CONCLUSION


Siege II reveals are well underway, and the introduction of offensive Micromasters as well as powerful battle cards like Relentless Invasion make me swoon for the reveals yet to come. I'm looking forward to seeing whether Trypticon shapes up, or if he flops like I'm tentatively thinking he might, but I do know one thing: If he can make headway in this aggro metagame, I'll be impressed.

Since Hot Rod revealed Safeguard, however, I cannot help but to be a bit more excited about the pace of the game potentially slowing down with no doubt more characters and potentially Upgrades with Safeguard on them. I'm ecstatic to learn whether or not we'll be getting effectively Force Field 2.0, and I'm cautiously optimistic that we'll get one.

What about you? Are you looking forward to playing Hot Rod? Are you looking forward to figuring out where Nova Storm will fit in to a Rainmaker composition? Let me know in the comments below, and I'll see you next time!
Last edited by #Sideways# on Wed Sep 11, 2019 6:53 pm, edited 1 time in total.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Ultra Markus » Wed Sep 11, 2019 6:04 pm

Motto: "“You either die a hero or you live long enough to see yourself become the villain.” - Harvey Dent in The Dark Knight"
Weapon: 16 Cannons
i almost thought this was a reveal for the next toyline :lol:
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Stargrave » Wed Sep 11, 2019 6:08 pm

Motto: "It’s all the in the reflexes"
Weapon: Glass Gas Gun
"Siege II -- The Siegening"
:lol: :lol: :lol:
Brilliant!
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby #Sideways# » Wed Sep 11, 2019 6:54 pm

Motto: "Wake up. Wake up and smell the ashes."
Weapon: Dual Compression Cannons
Stargrave wrote:"Siege II -- The Siegening"
:lol: :lol: :lol:
Brilliant!


I came up with it after having a massive Siegezure.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby PerfectVision » Wed Sep 11, 2019 8:21 pm

Ratchet and Ultra don't have proper team,the first can work with Hotrod.

No Lio with Powertrain,the laser maybe,they try to create more Pdeck agressive ?The RR or powerS are easy weapons for Trypticon.

Cutewar5...Acidstorm+Thrust and Skywarp8 are replacement,not partners.

Scream11+Rollout is the worst character of this level,Hound9 and arcee8 or Shock11 are better(If it's still not clear,his magic require the system and the multimission,double-System is a dream,computerS exist too).

Nemesis is directly outclassed by Scream12,Novastar or Optimus12 in different ways.Cosmo is the only one with a endeck vaguely good.

Ravage is good with Laserbeak.Sound11 can swap team in theory,Ratbat require the secretD+scrounge plan or metal,originally,these cards must be placed behind upgrades you want absolutely,use the secretD instead.

The espionage is the main anti press.It's more or less a staple anyway.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby #Sideways# » Wed Sep 11, 2019 8:55 pm

Motto: "Wake up. Wake up and smell the ashes."
Weapon: Dual Compression Cannons
PerfectVision wrote:Ratchet and Ultra don't have proper team,the first can work with Hotrod.

No Lio with Powertrain,the laser maybe,they try to create more Pdeck agressive ?The RR or powerS are easy weapons for Trypticon.

Cutewar5...Acidstorm+Thrust and Skywarp8 are replacement,not partners.

Scream11+Rollout is the worst character of this level,Hound9 and arcee8 or Shock11 are better(If it's still not clear,his magic require the system and the multimission,double-System is a dream,computerS exist too).

Nemesis is directly outclassed by Scream12,Novastar or Optimus12 in different ways.Cosmo is the only one with a endeck vaguely good.

Ravage is good with Laserbeak.Sound11 can swap team in theory,Ratbat require the secretD+scrounge plan or metal,originally,these cards must be placed behind upgrades you want absolutely,use the secretD instead.

The espionage is the main anti press.It's more or less a staple anyway.


Could you elaborate on these points without using nicknames, please? I would really like to respond, but I'm afraid you seem to have lost me somewhere in translation.
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Transformers Trading Card Game Siege II Reveal of Private Dazzlestrike

Postby Stargrave » Wed Sep 11, 2019 10:11 pm

Motto: "It’s all the in the reflexes"
Weapon: Glass Gas Gun
Wave 4 of the Transformers Trading Card Game, otherwise known as Siege II, is about to add a fierce sense of style to your deck. This Seibertron.com exclusive spoiler reveals the latest Battle Master card, Private Dazzlestrike. Now you can shuffle this cute and cuddly kitty cat-mmando into your deck who also doubles as a flaming Shadowsteel Iceblade of death helping you slice your opponents into frosty ribbons. Adorable!

Image

Dazzlestrike will be available with the rest of Siege II on November 8th, 2019. Enjoy the image and share your thoughts in the forum. As always stay tuned to Seibertron for all your Transformers news and more Transformers TCG spoilers as they're revealed.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Triggerdick Megatron » Thu Sep 12, 2019 1:38 am

When I saw this article headline (Siege II) I thought it was for the next series of TF toys not cards. Oh well.

That (probably) will happen in October at the New York Comic-con. :)
Does anyone have a spare POTP Hun-Gurrr card?
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Coptur » Thu Sep 12, 2019 5:33 am

oh dear Hasbro go woke go broke. :roll:
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby ZeroWolf » Thu Sep 12, 2019 6:08 am

Motto: "My past no longer binds my future..."
Weapon: Battle Blades
Coptur wrote:oh dear Hasbro go woke go broke. :roll:

I wasn't sure what you were talking about till I re-read the article. I guess you're talking about Nova Storm being a she now... Why is that a big deal? Nova was a nobody anyway.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby durroth » Thu Sep 12, 2019 6:40 am

Weapon: Double Barreled Multi-Purpose Launcher
Honestly, I'm not sure I want the TCG to slow down *too* much. I like the fast pace and I don't want it to end up like Magic where things crawl along.
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Coptur » Thu Sep 12, 2019 8:05 am

ZeroWolf wrote:
Coptur wrote:oh dear Hasbro go woke go broke. :roll:

I wasn't sure what you were talking about till I re-read the article. I guess you're talking about Nova Storm being a she now... Why is that a big deal? Nova was a nobody anyway.


I agree Nova Storm is a nobody but taking an extremely well established body type (35+ years) which has been traditionally male is a pretty dumb move. Hand me downs and tokenisation is not diversity.

Still waiting for a strong heroic male character in My Little Pony...

Ah well LOL
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby Abravosee » Thu Sep 12, 2019 9:40 am

Somebody was listening to Radio Free Cybertron last night... :lol:
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Re: Wizards of the Coast Transformers Trading Card Game Thread

Postby no-one » Thu Sep 12, 2019 10:52 am

PrivateHotRod.jpg
"That's what she said!"
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