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Dreadwing Soars In To The Official Transformers Trading Card Game And App Launch

Transformers News: Dreadwing Soars In To The Official Transformers Trading Card Game And App Launch
Date: Wednesday, February 13th 2019 4:52pm CST
Categories: Game News, Collectables
Posted by: ZeroWolf | Credit(s): #Sideways# and jon3. 0 from Seibertron, Official Transformers Trading Card Game Facebook page

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Views: 7,029

Thanks to fellow Seibertron user and contributor, #Sideways#, we've now learned that Blackwing and Dreadwind are set to make an appearance in the Wave 2: Rise of the Combiners expansion of Wizards of the Coast's Official Transformers Trading Card Game! The reveal was shared over at the Official Transformers Trading Card Game Facebook page.

#Sideways# also gives us his detailed thoughts on the cards and their combined form!

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Transformers News: Dreadwing Soars In To The Official Transformers Trading Card Game And App Launch
[center]Why is it that Decepticons always have the raddest names?


Back in the mystical past of 2007, I had the Transformers movie game for the PS2 and in that game there were a lot of memorable characters and enemies from them. I still remember the cool Shockwave bossfight that they had, but one of the most memorable enemies that they had was Dreadwing, who would fly around, jump into the sky and use flamethrowers to deal a ton of damage to you if you got too close. They were a bit easy to kill because they kinda just stood completely still and you could just walk away and just shoot them, but they looked awesome.

From that point, I payed attention to the name Dreadwing, so when I got up this morning and saw that the last Combiner for this set has been revealed and that it was none other than Dreadwing, I couldn't help but to pay attention. But first, let's talk about everything that makes up his plane glory: His composite parts.


Transformers News: Dreadwing Soars In To The Official Transformers Trading Card Game And App Launch
[center]For a name like 'Blackwing', he sure has some... Shall we say loud colors on those wings.



Blackwing hits hard and gets hit harder, if that wasn't obvious from his zero defense in robot mode. He still swings pretty hard in both modes, despite him being a vanilla 8-star Plane. Blackwing doesn't really have too many things to really go over except for his robot mode ability, which takes the place of the Enigma for these pseudo-Combiners.

You see, at the end of your turn, if both Dreadwind and Blackwing are in robot mode, you can scrap three cards from your hand and combine them into Blackwing. This effect is expensive, but extremely fast considering you can pull off a Combination on the second turn of the game. This is a powerful effect, and I wager it will always be Blackwing who will be using this effect.

There really isn't much else to talk about for this guy -- he just swings really hard and then turns into Dreadwing.


Transformers News: Dreadwing Soars In To The Official Transformers Trading Card Game And App Launch
[center]Glass half empty.



Dreadwind is a very depressed individual, and his stats definitely reflect that. Having such a low attack stat in robot mode and relying upon Pierce 2 to deal any damage whatsoever, Dreadwind is almost as dismal as he is.

Almost.

You see, there is a silver lining about this guy: His defense. When you attack with him in his Plane mode -- which you definitely would and I'll tell you why in a moment -- you shove a solid three defense in your opponent's face and tell them to deal with it. Three defense is honestly huge, especially in a primarily defensive Plane deck where you're likely to take even less damage than the average. It is here where his Pierce actually shines instead of being extremely underwhelming like most Pierce is.

You see, if you're playing a balanced or blue Plane build, you're going to be sitting there with a low attack trying to chew through your opponents' defense stats. Certain decks like Double Primes can make good use of their already monstrous attack stats to still beat-stick their way through defense stats, but when you have such low attack like Dreadwind here, you're gonna need that Pierce to do anything whatsoever.

But what is this leading into? What exactly does Dreadwing do?


Transformers News: Dreadwing Soars In To The Official Transformers Trading Card Game And App Launch
[center]Oh, oh big ol' jet airliner / Don't carry me too far away
Oh, oh big ol' jet airliner / 'Cause it's here that I've got to stay



Dreadwing is very good and you should like him too. Okay, guys, that's it, the end of the article, thanks for tuning in!

But in all seriousness, what makes Dreadwing good? Well, he's essentially a combo of Dreadwind and Blackwing, and that shows through in every ounce of his kit. On one hand, you have 24 HP and 7 Attack -- a combination of the composite parts' stats -- and he has two of every Upgrade slot. This makes it to where he can swing incredibly hard with two weapons, tank an inordinate amount of damage with multiple Armor slots, provide draw with Data Bank, keep the heat off teammates with Bravery or even use multiple Aerial Recon in his Utility Slots.

Dreadwing has a massive amount of utility and staying power on the field, even more when you consider that he is a Plane, which means that he can use Slipstream's damage moving effect as well as Bombing Run to keep him in tip-top shape. The fact that he has the incredibly strong ability to have multiple Armor cards combined with all of that healing make him last forever. The best part is that his "healing" doesn't even count as "healing". Since it's technically "damage moving", not even Torox can keep him from doing as he pleases.

Dreadwing isn't just a pretty name -- he's a freaking monster on the battlefield, and through the use of Bravery and the stacking of Armor, whoever you pair him with can attack with impunity as well.

So how do you get him into play efficiently and without either of his parts getting KO'd in the process? Well, that's easy. Blackwing has zero defense, so thus he must attack last lest you want your opponent to obliterate him. But, that doesn't mean you have to transform him second, now does it? You see, Dreadwind has three defense and Pierce in his vehicle mode, which allows him to deal chip damage while sitting pretty with his three defense. Your opponent won't be able to do much to him, especially if you happened to get an Armor on him (for instance, if you went second).

Then, the next turn, you simply transform Dreadwind and swing with the already Transformed Blackwing and by the end of the second turn of the game, you have Dreadwing on the field with little if any damage on him. This also makes it incredibly easy to get value out of him as you can attack with him the turn after, essentially gaining not just a "free attack" but essentially a "free turn" since you will be more or less untapping one of your characters through combination. This makes his offensive power incredibly apparent after you focus the character both the composite parts have been attacking.

I realize you'd be essentially making yourself "tall" by only having two characters on the field, but I wager it's worth it given your monstrous HP, powerful offensive potential and incredible defensive capabilities.

All in all, Dreadwing is a character that is both consistent and powerful -- and a common at that! What more could you want? Well, what more could you want other than needing Slipstream as a partner, that is. Those convention exclusives! Always playing hard to get!

What do you think of Dreadwing? Too powerful to handle or "too big for his britches"? Do you want me to cover him on my YouTube channel? Let me know in the comments below -- I always read them! Until next time, thanks for reading! See you then!

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Thats not all though! Also revealed on the Official Transformers Trading Card Game Facebook page is the launch of a companion App you can download on your smart phones or tablets! This news was shared with us by fellow Seibertron user, jon3.0.

Transformers News: Dreadwing Soars In To The Official Transformers Trading Card Game And App Launch

Download now from your devices app store!

What do you think of this surprise reveal? Will you be using the app? Let us know in the Energon Pub and stay tuned to Seibertron for all the latest news and reviews!

Triple Changers Land In The Official Transformers Trading Card Game + In-depth

Transformers News: Triple Changers Land In The Official Transformers Trading Card Game + In-depth
Date: Monday, February 11th 2019 5:52am CST
Categories: Game News, Collectables
Posted by: ZeroWolf | Credit(s): Survivefan23 and #Sideways# from Seibertron, Official Transformers Trading Card Game Facebook page

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Views: 9,626

Combiners aren't the only new type of bot to hit the Official Transformers Trading Card Game, as couresty of the Official Transformers Trading Card Game Facebook page (sent to us via fellow Seibertron user, Survivefan23), we can reveal Springer and Blitzwing!

Not only that but fellow Seibertron user and Transformers TCG contributor, #Sideways# is back with his thoughts on these new cards!

__________________

They are here.

They have arrived.

Triplechangers.

But are they as good as they're hyped up to be?


__________CHARACTERS__________



[centerTransformers News: Triple Changers Land In The Official Transformers Trading Card Game + In-depth[/center]
Mr. Steal Yo Girl


Springer is the first of at least two Triplechangers coming in Rise of the Combiners, and he's the second Helicopter in the game. Being a Triplechanger, he has three modes, but I fear that only two of them are going to be useful -- and if you've been reading up until this point, I think you know what I'm about to say -- because of his lackluster robot mode.

Okay, before I delve into that deep black hole, let's talk about Triplechangers. We don't exactly know how they start the game. One would be able to guess that one starts in "Alt 1", but being that the rules merely state "Alt Mode", then it stands to reason one might have a choice of alternate modes at the start of the game. That being said, one would probably prefer to start the game in his Truck mode anyway given his higher Defense stats, but that's neither here nor there.

I, for one, would put money on the "star side face up" logic and have him start in Truck mode, but until we have an official ruling on the matter, then I'd refrain from playtesting it any other way.

Anyway, to the card itself, I think the versatility that Springer's vehicle modes bring to the table is actually fantastic. First off, since Springer's Truck mode is just that, a Truck, he can use Cargo Trailer which is always an interesting thought, but the fact that he has Tough 2 with an Armor already attached makes me swoon. Having that means that, with a Reinforced Plating, he becomes extremely hard to take down with his massive health pool and a permanently high Tough in an all blue list.

But that's not all! You see, his Helicopter mode is the analog to this, having Bold 2 with a Weapon attached, making his five attack turn into some pretty insane numbers in an all orange list, especially with the advent of Power Punch. With a Power Punch, Supercharge and his innate Bold, you can hit Bold 8 and deal frankly disgusting, Dinobot levels of damage fairly easily.

This brings me to something that I'd like to point out. You can build three separate lists for Springer, with one being an all blue list that focuses on defense, another being an all orange that focuses on offense, and a third, balanced list. It's a fascinating concept that brings forth several options that could each work well in their individual rights. But, balanced lists can be inconsistent, and if you choose to focus on one color you forsake the other -- and the other mode.

You really have to pick your poison with Springer. Whereas I do think that balanced is probably optimal for him, the mono color lists for him should not be ignored or discounted.

What probably should be discounted is his robot mode, sadly. You see, his robot mode doesn't really do anything. With an emphasis on Pierce if he has a Utility, that's honestly fine -- but the problem arises when you look at both his mediocre attack stat and his abysmal defensive capabilities. You'd think that either of them would have gotten boosted instead of a net loss in literally both categories but that's just my opinion. His attack is that low to justify having Pierce, though, which is understandable -- but unfortunately, it really isn't. You can't really do anything with even that high Pierce number because his Attack stat is simply so low that it forbids it.

Normally, in cases like Megatron -- Decepticon Leader, he actually had higher attack than his Pierce, which allowed plays with cards like Energon Axe to put some considerable levels of Pierce on opponents characters. That just isn't happening here, and I am extremely sad about that.

All in all, I really do like Springer and his potential variety in gameplay, especially in a balanced list, but his robot mode is incredibly lackluster which essentially turns him into a two vehicle mode character since you're almost never going to be using his robot mode. It's unfortunate, but then again, his vehicle modes pretty much have all the power you're ever going to need out of him, but I can't shake the feeling that his robot mode -- or perhaps the lack thereof given its uselessness -- make him worse than the competition.

Speaking of...


Transformers News: Triple Changers Land In The Official Transformers Trading Card Game + In-depth
"I'll never talk!"
"Then let's make it official."



Blitzwing makes me extremely happy just looking at him, and no, not just because of the literal action figure hands in his artwork, but the fact that he has Brave in his Tank mode, Stealth in Plane mode and an actually useful Robot mode ability.

Let's talk about that Tank mode real quick. I've already spoken about this, but teams with Brave as a starter that force your opponent to target a specific thing means that you are free to play far more important small characters. For instance, Flamewar is a very important character who kind of dies in one hit from certain characters, and if she goes down before you get to use her, you pretty much end up losing that game. With Brave, you are virtually guaranteed to be able to use your smaller, squishier characters' abilities -- sure, at the cost of some HP from Blitzwing, but hey, that's the name of the game.

Being a Tank, Blitzwing can use amazing Actions like Hunker Down to not just give him an Armor -- likely a Force Field -- and all but confirm his survival, but you will be confirming the survival of your teammates as well because not only are you using Hunker Down to Upgrade him, but you are also suddenly putting a Brave character on the field. This means not only are you accelerating Upgrades but you are also forcing your opponent to attack into a Force Field, essentially all but wasting an attack. You won't be attacking in this mode, sadly, but that's not the point of his kit.

As a lighter note, he can even make use of Crushing Treads if you really hate yourself enough to give him Pierce 1 or Pierce 0. I mean, let's be honest here, that's one thing that you're never going to use on him. Funny, though!

Blitzwing does a lot of work, but what happens when the pressure is a bit too much? Well, that's easy -- just transform him into his Plane mode, which innately has Stealth, which forces your opponent to attack someone else. If you think it's time that your squishy allies to finally take some heat, then instead of being a Tank, Blitzwing can also become a competent Plane with a moderate attack stat and Stealth. In fact, you can play him with Slipstream and Bombing Run to make a surprisingly competent Plane list, even abusing his Tank mode to take the heat off Acid Storm as a potential third partner. But despite all of that, you still won't be attacking in this mode, either.

Why? Well, let's take a look at his robot mode, which unlike Springer actually has an attack stat and ability that's worth something. Of course, you have zero defense, but you are highly unlikely to need it as you can use the abilities of his robot mode to transform after the attack into one of his alternate modes, to either the Tank to the Plane to abuse either of the abilities.

On top of that, you even draw a card to potentially aid any Plan effects you have on Blitzwing to all but confirm his transformation ability to pop from your flips. The amount of versatility that Blitzwing can bring in teammates to capitalize on either of his modes is an interesting analog to Springer, whose abilities are more useful based on a self-sustaining deck build. Blitzwing is more team-focused, aiding his team and their survivability.

Between the two, I much prefer Blitzwing given his field focus instead of Springer who -- if you simply don't draw into your specific parts -- can whiff pretty badly and lose his value. Blitzwing is a much safer pick if you're looking for consistent value, but both have their merits.

But as for Blitzwing, the thought of playing him with Warpath and Acid Storm to make use of both his modes to their fullest makes me think. I've considered other "Hate Bears" lists with both Warpath and Acid Storm, including the Super Rare Starscream, but I wonder if this wasn't their intended place. I mean, where else are you going to get a Tank and a Plane in the same place?

Jesting aside, it's always an interesting idea to consider what the developers had in mind for potential partners and playstyles when looking into new characters, because I find that they usually know more about the game than I do. Whether their logic holds true or not when a player-driven metagame takes over is another animal, though, which is why it's generally a good idea to take every supposition with a grain of salt, but the fact can't be ignored that it's uncanny that both keyword blockers are both a Tank and a Plane.

I don't know, perhaps my tinfoil cap is showing and my voice is echoing out of my tailpipe, but it's always something to keep in mind.


__________BATTLE CARDS__________



Transformers News: Triple Changers Land In The Official Transformers Trading Card Game + In-depth
The last thing that went through Galvatron's mind was a four letter word and an energon blade.


Surprise Attack is not the best, but it's actually kind of niche in certain decks. It's not by any means "good", nor will it go in most lists. At all. But there is actually some merit in blue lists. Of course, you should be using The Bigger They Are and Leap Into Battle to facilitate your damage, but it's not exactly horrible to confirm a certain amount of damage in certain lists, like Aerialbots or perhaps Tanks.

It'd be like playing a redundant weapon like Erratic Lightning in a deck that already plays Grenade Launcher. It's not a bad thing -- at all, actually -- but it's redundant, which increases chances of drawing one or the other. I'm not saying it's particularly fantastic or special, but I am saying that it could be used as a third wheel to Leap Into Battle and The Bigger They Are.

You know how I feel about Pierce, so when I give a Pierce card a few options, you know it has potential, am I right? But either way, it's an interesting card, but I don't think it'll see much play outside a few lists, and even then it's kind of a redundant card in a few regards.


__________CONCLUSION__________


Triplechangers are magical. What does this mean for the game moving forward? Well, it means games are about to get a lot more interesting without much effort unlike Combiners. Combiners are always an interesting game to be sure, but they require the entire team to be devoted to that singular goal. With Triplechangers, you have the traditional playstyle married to the unique triple-sided card mechanic as well, which is sure to make more interesting, more engaging choices happen in the future.

It should almost go without saying at this point, but I am extremely excited for these guys. Super Rares or not, they bring a lot of diversity to the game without having to devote all of your points to it (Volcanicus notwithstanding).

What are you most excited about? Are you on Team Blitzwing or Team Springer? Who do you think is coming next? Let me know in the comments below!
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So what are your thoughts on these? Let us know in the Energon Pub and stay tuned to Seibertron for all the latest news and reviews!

New Starscream Card Revealed For Official Transformers Trading Card Game And In-depth Analysis

Transformers News: New Starscream Card Revealed For Official Transformers Trading Card Game And In-depth Analysis
Date: Sunday, February 10th 2019 6:18am CST
Categories: Game News, Collectables
Posted by: ZeroWolf | Credit(s): #Sideways# from Seibertron, Official Transformers Trading Card Game Facebook page

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Views: 8,367

While we revealed [url=h]the two newest Combiners to hit the Official Transformers Trading Card Game yesterday[/url], today we have some new (and old) characters getting in on the action! These come couresty of contributor and fellow Seibertron user, #Sideways#, who also provides in-depth analysis of these and Superion and Devesator.

Without further ado, over to you #Sideways#!

______________________

Transformers News: New Starscream Card Revealed For Official Transformers Trading Card Game And In-depth Analysis
"For you, the day Devastator destroyed your village was the most important day of your life. But for me? It was Tuesday."


There is a massive amount of news to go over this time, including TWO new Combiner teams, but even more than that we have some extremely exciting news!

First off, let's get to the thing that I know a lot of people are awaiting news on: Competitive. You heard me right, we have a bit of news on that front. Before, the brand managers have been extremely open about having zero plans for tournament support, but as of a surprisingly under-the-radar podcast/interview with Drew Nolosco, we now have a revelation in the fact that they are currently working for support down the line! In fact, most recently, local game stores have been finding a reporting system to register players for Transformers at their stores to keep track of active players.

Why would they do that if they weren't going to make Competitive? Drew was tight-lipped on specifics, and stated that "large tournaments with large prize support is more of a convention thing", but noticeably avoided discussion of Friday Night Magic-esque tournaments. This means that they are at least considering the possibility, which is lightyears more than having no plans for competitive at all.

The podcast as a whole was a good peek into the mindset of the developers, and is a good watch if you're interested. Drew mentions Soundwave and how he was meant to come out in this set, but that his playstyle (shockingly not mentioned as a "deployer" like Metroplex) was discordant with Rise of the Combiners, where he will be pushed back to a later date even though Drew himself is a massive fan of Soundwave.

Drew also mentioned directly that "you guys haven't even seen triple-changers yet" when talking about the contents of Rise of the Combiners, which confirms that we will be seeing them in this set! I, for one, cannot wait to find out who they will be. Blitzwing, anyone?

Speaking of upcoming characters, let's dive right in to the massive roster that was revealed!

__________CHARACTERS__________


Transformers News: New Starscream Card Revealed For Official Transformers Trading Card Game And In-depth Analysis
"I... See... Stars...!"


Bombshell is coming out of another reveal from VectorSigma.info, and I couldn't be more confused at whether or not this card is good. I mean, I don't really think it will be meta, but I think it will be as niche as Cosmos is right now. Cosmos is actually a fantastic simile, as both live and die based on their teammates that support them and how their abilities pop off. Bombshell has absolutely abysmal offensive and defensive stats but an HP that makes me swoon, and he even has a draw ability in his alternate mode.

But the real Cosmos comparison comes from his robot mode ability, which has the capability to KO literally every character in the game in one hit. Of course, one-hitting Optimus Maximus is about as feasible as getting the Pope to do the Fortnite default dance, but KOing smaller characters like Skrapnel, Thrust and even Optimus Prime? Well... That's a bit more doable.

So, what exactly does he do and how can you facilitate that effect? By discarding as many cards as you like from your hand, if you discard an equal amount of cards as your defender's stars, they are instantly KO'd. This means that your hand becomes a valuable resource, which makes playing cards from your hand even less of a good idea than in other, similar hand-based builds like Sunstorm. Your entire team has to facilitate hand growth to hit those magical numbers, and it's a fascinating prospect to think about.

There are a few partners for him, including Chop Shop and Skrapnel for a fascinating defensive Insecticon concept, but that's just theorycraft for the moment.

Now, it's hard to appreciate the amount of effort it takes to get to 13 stars -- let alone 25 in the case of Combiners and Metroplex -- especially in a game like Transformers where draw is few and low in number, so the feasibility of pulling off large discarding attacks with Bombshell will forever be in the realm of variance. Some days you hit all of your Data Bank and you draw half your deck, but other days you don't draw any of them. It's always a coin flip, I find, when it comes to hand-based decks like this, and it's unfortunate considering how interesting their playstyles are.

Although, that being said, he is a Specialist, and being able to play multiple Equipment Enthusiast or Treasure Hunt in a turn via Multi-Mission Gear or Field Communicator is always a good thing. To what end in the realm of interplay remains to be seen, but I can't help but thinking that it's all pie in the sky.

Trust me, I've been trying to get Sunstorm to work since he was first seen as a blurry picture from Gamestop. High numbers are usually a pipe dream. But smaller numbers, like 8, for instance, is actually surprisingly doable. That alone makes him better than Cosmos, in my opinion, and the two share the same point cost. Being able to KO smaller characters without the massive setup requirement from Cosmos makes Bombshell's matchups against Combiners and Insecticons way better than Cosmos' ever could be, and having the eventual option -- albeit an unlikely one -- to be able to KO Battlefield Legend Optimus Prime automatically makes him better than Cosmos, who cannot no matter what.

Of course, this is all theorycraft. I could simply be talking out of my exhaust pipes here -- Bombshell could be really good, or he could be simply be a nice thought. I'm leaning toward the latter.


Transformers News: New Starscream Card Revealed For Official Transformers Trading Card Game And In-depth Analysis
What is a worm to a man? What is a man to a king? What is a king to a god?


A mech known for his bad comedy routines rivaling that of modern day Saturday Night Live, Starscream is the second Super Rare Transformer coming out of Rise of the Combiners and goodness me, this guy is actually kind of insane.

Before we get into why, let's go into his stats as I try to justify his 13 Point cost to you. Firstly, his high HP makes me happy as most Planes have been known to be rather frail, but the real juice comes from his high attack stats in both modes. You won't be attacking in vehicle mode, though, because his robot mode has one of the most powerful damage boosting abilities I have seen in this game thus far.

High praise, I know, but let me explain.

So, if you recall, Decepticon Crown is a Utility that has a green and white pip. Its effects are slightly lackluster, though sometimes being able to Plan on anyone is better than not being to Plan at all, but it was an interesting card that made certain decks happy to play it. Not an extremely noteworthy card, to be frank, but a pleasant one to consider for certain lists.

But what other decks might find less than useful, Starscream finds as his life-blood. You see, whenever you flip a Decepticon Crown when attacking or defending, you gain a stat boost of +3 in both attack and defense stats. That's fantastic when you consider that he starts out at 6, and when you boost to 9, you are going to start seeing a lot of value coming out of him when he hits some ridiculous numbers through the use of Null Ray orange pips. But that's not all -- he's also going to be a bugger to take down thanks to a potential 4 defense. Sure, you aren't going to be able to find a Crown each defense, but you will if you try and help him along with some Reinforced Plating or perhaps some Evasive Maneuvers.

But that's not the best part. Since you can use the Crown's green pip, you can use one of many Plan effects to return it to the top of the deck to use again, practically permanently boosting your offensive stats. In fact, if we happen to have an Armor that has a Plan effect, you can practically stay at four defense indefinitely, but that's just speculation.

But most of all? You can potentially hit multiple of these off larger Bold flips, making his damage skyrocket to even higher ludicrous numbers. But you might be saying, "Won't that discard the other Crown?" and you would be right, but when you Transform Starscream into vehicle mode during his down time, you get to return a card with the keyword "Plan" to your hand -- which includes the Crown!

Something else that I would like to point out is that you can also return Mining Pick and certain Action cards, as well, making the ability to put a Crown on the top of the deck that much easier. I shudder to think about using Plan 2 on a Mining Pick to put two Crown on top of the deck.

All in all, I would be extremely surprised if Starscream didn't become a mainstay in the meta almost instantly. The amount of combos you can pull off with the potential partners is actually insane, and I can't wait to see where he'll end up next. Let's just hope it won't be a pile of ash on the floor.


Transformers News: New Starscream Card Revealed For Official Transformers Trading Card Game And In-depth Analysis
"We all sang Dirges in the Dark / The day that music died"


Dirge (revealed HERE) is really, really niche and if not that then
he's really, really terrible. The problem with him is that he requires his opponents to be nearly dead in order to get value. Sure, you can play him with Thrust to maybe make a magic number or two, but wouldn't you just rather just one-hit them? Or play a Car, who can untap and deal markedly more damage than Dirge?

But that's the thing, right? His effect of untapping himself is too weak of an effect to justify basing your strategy on that. But the problem is, his vehicle mode ability is only good against combiners and only then before they Combine.

Dirge is unfortunately not the best, and that's a shame. But it makes me wonder if we're about to see an 8 Star Ramjet in this set. I don't know if the set numbers allow for that, but it would be interesting if Ramjet allowed some interesting plays with his other conehead brethren.


Transformers News: New Starscream Card Revealed For Official Transformers Trading Card Game And In-depth Analysis
"To compensate for the nosecone, we made the Droop Snoot."
"A 'Droop Snoot'?"
"The snoot drooped."


Did I mention that we have Aerialbots? Because we have Aerialbots.

So Silverbolt is the leader of the Aerialbots, and we already see a bit of what they're going for in terms of win condition: Direct damage. You see, Planes have always been about the non-attack damage as part of their archetype. Armed Hovercraft, Photon Bomb, Thundercracker, Starscream, Slipstream, Bombing Run... They all deal damage to their opponent before they attack. The same is true here with the Aerialbots and that will become evident as we go through them together.

See, Silverbolt is actually one of the weakest of the bunch in terms of both attack value and defensive potential, but he makes up for that with being able to supplement other attacks and your amount of spread damage that you'll be doing.

Now, his vehicle mode ability is actually one of my least favorite for this team. In any other team being able to get an extra transformation seems utterly fantastic, but when you consider that the Aerialbots will actually be a primarily defensive team, you realize that playing orange-pipped cards in your list will become more of a liability. Of course, you could always play Roll Out or the Matrix of Leadership to attempt to give options to Silverbolt, I find it's better all around to build a list for consistency. Of course, a balanced list might end up working -- but I push back at that given what Superion actually does and how much damage you can do through your Actions and Upgrades.

Silverbolt, if you build a balanced list, will definitely benefit your combination speed, but in a purely defensive list he can also be transformed outside of combat to supplement someone else's attack which -- in my opinion -- is for the best. This might change, of course, but I honestly do believe that defense is the best way to play Aerialbots from the get-go.

Why? Well, that's for a few reasons. Such as...


Transformers News: New Starscream Card Revealed For Official Transformers Trading Card Game And In-depth Analysis
"Take my love / Take my land / Take me where I cannot stand
I don't care / I'm still free / You can't take the sky from me."


I find that Combiners with someone that has Brave are instantly all the better for it. Certain lists like Devastator and Stunticons are incredibly weak to being attacked on the first turn of the game for massive damage to their important combiner parts, and an early (albeit lucky) KO would mean a severe handicap throughout the remainder of the game.

Predacons and Aerialbots both have a built-in remedy to this problem in Headstrong and now Fireflight, who have built-in Brave in their vehicle modes. This is so, so good for the consistency of the list as it forces your opponent not just to waste one attack, but potentially two attacks on the Brave character. In Predacons that usually means that they lose the game because you get more attacks than them, but in this one, it means you have more ammunition to use with Bombing Run and you have more power in Fireflight's offensive capabilities.

Sure, his stats are low -- but if you're playing all blue, your opponent will have a tough time KOing this guy on the first turn of the game. Whereas his robot mode ability seems lackluster, and it is, but being able to use Piercing Blaster or Noble's Blaster on him turns him into some good chip damage once he's used up his usefulness.

Something that's perhaps even better than that is that it makes your Predacon matchup much better, since Razorclaw won't have the option to KO a defenseless untapped character like he normally could because Fireflight is on the field with Brave. In this matchup and in similar matchups like Cars with the SR Bumblebee, it's best to leave him untransformed if your opponent might be gearing up for some untapped KO plays.

Being that he is a Plane and five stars, you can also splash him in certain Plane lists to take the heat off your more important Planes. He won't be making any big plays, but his presence on the battlefield shouldn't be discounted when considering building any Plane list. Whereas it's likely better to simply take Acid Storm and beat Dinobots more or less outright, it's an interesting thought to play Fireflight to abuse that Brave ability in certain lists. Food for thought.


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"Yeah. Uh huh. / You know what it is.
Black and yellow. / Black and yellow.
Black and yellow. / Black and yellow."


Skydive is my favorite Aerialbot, and I'm not just talking about this archetype. Back in the mystical era of 2007, I had this DS game for the Transformers movie and I loved it dearly. It was a big sandbox in most regards, with story-based missions to fight Decepticons, blow up "robot" tanks and romp around a wide-spread city-scape, climbing around buildings and suburbs. It had some great G1 voice talent in it, but it also had the best voice for Barricade in anything ever and you cannot fight me on this. Keith David is not only the Arbiter from Halo, but his silky tones just made Barricade the best.

Anyway, your self-insert character had a final form, and that final form was "G1" Skydive in the Autobot version where the Decepticon game had "G1" Starscream. He was the only jet that the Autobot game had, and he was basically my favorite from then on. He still is my favorite Aerialbot, and this game changes very little about that opinion.

Why? Well, his stats aren't anything to write home about, and his Specialist nature -- whereas that makes me extremely happy to see in any archetype because of their utility -- isn't exactly special given the next character we're going over, but the fact that he has built in Tough 2 is actually insane. You're going to be playing a lot of Armor in this list, including Reinforced Plating, and that will quickly boost him to Tough 4 and that makes him withstand a ton of punishment right off the bat.

Skydive also has the ability to heal off an Aerialbot, but that doesn't really matter all that much given Bombing Run already does that for you and you'll want him to stay in his vehicle mode given his high levels of Tough.

Of course, given that he is a Specialist, you have access to Multi-Mission Gear and Field Communicator both, and in this archetype having that Specialist support is impressive given that you can use Photon Bomb and Bombing Run in the same turn, moving four damage counters from your characters to one of your oppponent's. In fact, so long as we're talking about Narnia and other impossible things, if you Brainstorm a Photon Bomb and you happen to have two Bombing Run in your hand with a Multi-Mission Gear, you can deal 10 damage in total to an opponent's character without attacking (2 from Photon Bomb, 4 from one Bombing Run and 4 from the other).

Skydive definitely won't be played outside of Aerialbots, but being a tough Specialist means you're almost definitely going to get the Specialist value out of him during the game. Plus, when your opponent two-hits your Combiner pieces, your opponent is automatically in a bad spot since they're putting so much effort into KOing one of five others. It's just a poor trade and you'll eventually come out on top in that value, at least that's the hope.

Now, you might be wondering why I say that you're only going to be getting four damage out of Bombing Run at maximum. It could be that I'm simply thinking about your opponent being able to KO Fireflight, but that isn't the case -- I'm actually thinking about how one of your Aerialbots isn't even a plane at all.


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You'd think they would eventually stop snubbing my boy Slingshot, but maybe they don't want to dredge up memories of Carbombya.


Hey, a helicopter! Fascinatingly, this is the first Helicopter we've seen out of this game, and that's a good thing! It means that the potential for him, Blades, Vortex and Springer to potentially get support is pretty high, and that makes me happy. The rest about him is pretty lackluster, if I am to be perfectly honest.

Alpha Bravo is another Specialist, which is definitely a good thing, and it almost confirms you'll be getting the 'ol Multi-Mission Gear combo off sometime during the game, but the rest about him is a little underwhelming. First off, he does chip damage to opposing Planes which can definitely backfire given Planes' damage moving abilities, and his stats are pretty abysmal.

Something that is worthy of note is his Pierce is actually really good, and can combo with Energon Axe to give him an unblockable Pierce 5. That's great, and since you'll be using Photon Bomb to set up some Bombing Run plays, Alpha Bravo will be damaged enough to use it almost off the bat. Whereas this is a small victory for the Little Helicopter That Could, the rest of his kit can really only be useful against opposing Aerialbots where that single damage will be meaningful to their -- and by extension, your -- low health pools.

He can also be used as a counterpick against Aerialbots if they become a big part of the metagame. You run the risk of powering up their Bombing Runs a bit, but hopefully with him on a standard, non-Combiner list you can definitely have the offensive power to capitalize on the weakened states of the Aerialbots. It's an interesting thought to think, and I can definitely see him teched in to certain lists for that reason alone. It remains to be seen if Aerialbots will take over the metagame, as with any new card reveal, but it is nice to know that Alpha Bravo will be there just in case they do.


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Vanilla spice.


Air Raid is kind of that guy you send into combat with a smile and a "good luck" because deep down you know you'll never see him again. This guy is going to get dumpstered by everything. He'll hit pretty hard, sure, but with zero defense he'd be extremely lucky to make it out intact. Naturally, you can improve his defensive capabilities with your Armor cards, but I wouldn't waste my resources on that aspect to his kit. I would be much more likely to attack with him with a weapon like an Energon Axe to get the most value out of him as possible before he inevitably goes down.

Fireflight also makes him more survivable if (likely when in some cases) he survives your opponent swinging at him if you went first. Air Raid can survive attacking, yes, but it just isn't likely enough to warrant too much defensive resources being used on him. That being said, offensive resources is something that our boy in black can use to the fullest extent. With a Leap Into Battle and a Noble's Blaster on him, it boosts his damage to a healthy 9. With the setup damage you've been (hopefully) doing through Armed Hovercraft, Photon Bomb and Bombing Run at this point, 9 becomes a massive threat to a lot of characters.

You're going to be using him to trade KOs more than likely, and that's definitely fine in my book. On top of that, you get to scrap an Upgrade when you damage your opponent. I am unsure if that means that Force Field will be scrapped before it takes effect, but it's an interesting note if it does which opens up even more options.

From the start of this, you might have thought that I was going to be talking extremely negatively of Air Raid. You couldn't be farther from the truth -- whereas he will be instantly vaporized by your opponents, the best part about his kit is that he capitalizes on the damage you set up, and he even scraps an Upgrade while he's at it. This is a great card, to be honest, and he adds in a good level of punch into the mid to late game for the Aerialbots, though I wouldn't expect much longevity from him.

In other lists, Air Raid can also be used as an Upgrade scrapping character, but there are better options to take care of those. He won't serve you better than -- say -- Flamewar, Alpha Bravo, Arcee, Torox or even Headstrong/Fireflight, but as a five star tech in certain lists, he could be used somewhat effectively to scrap certain upgrades before your larger characters swing. He can be useful, which is more than most other combiner pieces can say.


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"I am not Ultron; I am not J.A.R.V.I.S.; I am... I am."


Superion is freaking insane. He's huge, bulky and he is one of the most defensively inclined Combiners in the game. With a built-in Tough 2, you can plop an Armor on this guy and he becomes an even bigger version of Skydive. More than that, you can target three damage on an opponent when you combine, potentially finishing off a KO after the setup damage you've done over the course of the game.

In fact, you can transform Silverbolt last, using his damage ability to compound with Superion's, dealing 4 damage instead. Then, you get to use an Armed Hovercraft and spread even more damage -- a total of five on one character in one turn. After that big turn of non-attack damage, you get to double down and attack with an albeit middling attack stat, but with Pierce he confirms at least three more damage on a character.

Superion can one-hit Skrapnel with that damage. With four damage from simply combining and transforming Silverbolt, then following up with Superion's attack, you can clean out a completely fresh Skrapnel who is a known harasser of Combiners thanks to his damage mitigation ability.

But beyond that, you do have Bold 1, but I wouldn't pay too much mind to it unless you're playing balanced. It's a bad idea to go full Orange with this guy just because of that one instance of Bold. Whereas it might get you somewhere against non-defensive lists, you're going to be ramming your head against a wall if you face an all-defensive list.

With his Pierce 3, you can even use a Noble's Blaster, Piercing Blaster or Energon Axe to boost it to even larger numbers of Pierce to make him threaten even defensive lists. That, combined with the fact that he's incredibly hard to take down with his Tough Stacking, your opponent is going to be on a clock when facing him.

The only problem I see is that Bombing Run really necessitates using your Planes in vehicle mode, and combining requires all of them in robot mode. It's unfortunate that the two discord, but when you realize that certain matchups necessitate not combining, it becomes an option and not a strategy. Most Combiners want to combine as soon as possible, but in this case, I can't say one way or another. Superion is a beast, yes, but sometimes just using Bombing Run is just better.

It's up to you whether or not you want to combine, but I find that having the option to combine into someone as beefy as Superion is almost never a bad thing. I could be wrong here; I never said that I'm always right -- in fact, I once said that Metoplex was terrible, but he ended up being a top deck. Theorycrafting this guy, however, has simply brought me to the conclusion that he's mostly an option, not an end-goal. But, it cannot be ignored that having Tough 4 with a Reinforced Plating is extremely powerful when you use him to finish off your early game set up damage.

Aerialbots really seem to be a great archetype in my opinion, and it feels like he will swoop down on the unsuspecting like a vast predatory bird. I can't wait to see if I'm right.


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Four Man Foreman for man, man!


Scrapper isn't too much to write home about in the stat territory, but he has a ton of usefulness with the exclusive mechanic to the Constructicons, the "Tower" card. We have no idea what this looks like -- or if it will look like anything at all, to be frank -- but we do know that his robot ability will facilitate its growth from even the KO pile. This makes it easy to grow your tower even if Scrapper gets KO'd on the first turn of the game, for instance, by a Battlefield Legend Optimus Prime or a very angry Insecticon.

Scrapper also has one of the highest HP from his comrades, so it's best to keep either him or Hook alive as long as possible before you combine into Devastator. But before you do, there are a few things to note:

Every character other than Scrapper grows your Tower the same way, by attacking in their vehicle mode. Scrapper combos that by allowing them to be KO'd, building your Tower even higher. More than that, you can even use I STILL FUNCTION! to "force" your Tower higher by KOing one of your Constructicons again after using them to attack from the grave. Scrapper doesn't value the lives of his workers at all, and when you see the final result in Devastator, you'll see why.

The general strategy for the Constructicons is to attack with three Constructicons in vehicle form while transforming three others to robot mode, then attacking with the rest while transforming the KO'd three. This allows you to pretty much always get Devastator off at a rather tall tower, coming in at 8 when only Scrapper remains. Any plays with I STILL FUNCTION! before hand can give you more wiggle room in terms of robot mode attacks, and it also builds your tower taller since it triggers Scrapper's effect a second time.

So, speaking of these composite parts, just what am I talking about when it comes to their Tower building effects?


Transformers News: New Starscream Card Revealed For Official Transformers Trading Card Game And In-depth Analysis
Think he makes a good martini?


Mixmaster is extremely expendable. His vanilla robot mode with zero changes to his stats make him a perfect candidate for a first attack role, with his vehicle mode ability building your Tower even higher. Then he dies. Simple as that. He's a small guy, and he will do a mediocre amount of damage, but with an all orange build with a weapon, he can do some considerable numbers, especially five other guys following suit. He's also four stars, which is the same for all other members of this team other than Scrapper, which means that they could be used as a better point filler than Metroplex's deployers. Food for thought.

Other than that... Well, he's just kinda vanilla. Not much else to say about him.


Transformers News: New Starscream Card Revealed For Official Transformers Trading Card Game And In-depth Analysis
Something about expendable?


Don't believe his lies -- he's not Tough at all. You might say that allowing him to take a hit in robot mode allows you to dig deeper in your deck for your Enigma, but that's what I like to call being wrong. You have five other attacks, not even counting Supercharge, Flamethrower and white pips -- you're going to hit your Enigma.

Something worthy of note is that he -- like all but Bonecrusher -- has above 4 HP, which means you can continue to offset your opponents offensive power by putting a Force Field on him to save his life. It's almost always a good thing to do in a Combiner list, and having multiple living Constructicons at the time of Combination is always a good thing.

But other than that, just swing with him in his vehicle mode and be done.


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THE CROTCH MAN COMETH


You'd think with the run of bad luck Long Haul has, he would have gotten another short end of a stick, but in this case, he's one of the best members of the team. Since he has an innate Bold 1 in his Robot Mode, you can stack that with Flamethrower and Supercharge to do a massive amount of damage to unsuspecting foes.

Long Haul is one of three characters you will be wanting to put into Robot Mode when they are alive, and you would be severely missing out if you allowed yourself to attack with his vehicle mode. He deals so much damage considering the power level of his comrade that, with his other comrades having attacked before him, he can more than likely eliminate weakened threats rather easily.

But, again, he won't be living through it unless you have a Force Field, but that's to be expected. More fuel for the fire, or rather, the Tower.


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"BOOOONE SAW'S READY!"


Bone Sa-- Bonecrusher I mean is another one of your team you'll have in Robot Mode at the start of the game. He's especially useful against high defense teams with his Pierce 2, but Long Haul remains the king of damage in that regard. He has his uses, but sadly, his death is all but confirmed thanks to his dismal 4 HP. Not even a Force Field can save him from himself.

But, that's not why you play him, after all. Fuel for the Tower!


Transformers News: New Starscream Card Revealed For Official Transformers Trading Card Game And In-depth Analysis
"The hooks, boyo! The hooks!"


Hook is the only Ranged member of this crew, but it matters little. You won't be doing too many things with that, but it does mean that Thundercracker can't place damage on you. He has that going for him, but the rest of him screams "backline" with his zero defense and abysmal damage stats.

Sure, dealing Pierce is good, but one Pierce? Yikes.

But the good news is that he has 7 HP, which means you can save even more HP for Devastator when you combine, and believe me, you'll need it.

Transformers News: New Starscream Card Revealed For Official Transformers Trading Card Game And In-depth Analysis
"I am fire. I am death."


Devastator is a freaking huge boy who only gets bigger. You were wondering why we were building that tower? How does dealing 10 damage sound? How does healing 10 damage sound? Sound nutty? You'd be right.

Simply playing the deck out without any I STILL FUNCTION! or Rapid Conversion to speed up your Combination allows you to come into 8 total Tower points, healing him by 8 and giving him Bold 2. That is why it is so important to use I STILL FUNCTION! to get higher Tower early, to heal off more damage and to put him at a towering 10 attack base.

As you have Scrapper or Hook as the last member of your team alive, you can Combine and heal off 8 damage, putting your HP at 15. A 15 HP Combiner off the bat! That is extremely impressive. If you manage to build up to a 10 tall Tower, you have access to a 17 HP titan of a mech.

It is here where you can claim some real damage out of him, potentially one-hitting some of the largest characters in the game by brute force alone. At an average 8, you have Bold 2, and with a Flamethrower or Power Punch (look in the Battle Card section), you can put that to much higher Bold numbers and much higher damage numbers. If you have ten attack, it's staggeringly powerful from there, too.

But the best part about him is that your opponent will almost definitely not be able to retaliate. For instance, if you swing at the same guy all game with your Constructicons, you will inevitably KO it before you Combine. Then, you Combine into Devastator and likely one-hit another character, leaving your opponent with likely one character that will likely never burn through your 15 HP and two defense. At that point, their defeat is not a question -- it's an inevitability.

That being said, Aerialbots kind of eat him alive. You dominate regular lists in certain regards, but when they start putting damage on you without attacking, you get a little scared. Aerialbots can one-hit most of your characters by chaining Photon Bombs and Armed Hovercraft, and there is very little if anything you can do to stop them from doing that. That matchup seems pretty unwinnable, but Aerialbots are unproven in the meta anyway, so you never know if they won't fall through the cracks.

But Devastator? I honestly don't think he will. I honestly believe that Devastator is a strong archetype that should not be underestimated. From my experience, it's a scary thing to face down a Combiner, an inevitable end in certain cases. I really hope Devastator lives up to my hype for him. After all, he's the best Combiner character, anyway. I mean, who else can pull off lime green and purple?


__________BATTLE CARDS__________


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Hey, an Enigma!


Hey, look, it's a card that does something! To be perfectly honest, it's best not to have too many Enigma in a list, but in Devastator I might make an exception. This card, after Combination, can finish off your Tower and potentially put you at 10 to practically win the game. Unfortunately, you can't recombine Devastator to get that healing effect again, but honestly, at 10 attack, there isn't too much else you need.

But other than that, it's an Enigma. What else do you need it to do?


Transformers News: New Starscream Card Revealed For Official Transformers Trading Card Game And In-depth Analysis
Hey, an Enigma!


Hey, look, it's a card that does less things! This card can help you finish off some characters an inch from death, but that's also what Armed Hovercraft and Photon Bomb are for too. I suppose it's just -- after combination -- a more consistent Strafing Run, but it's honestly a worse Photon Bomb in most cases.

I'll give this one a solid: "Enigma/10"

I mean, it's an Enigma. What else do you want from it, right?


Transformers News: New Starscream Card Revealed For Official Transformers Trading Card Game And In-depth Analysis
"Blue Leader, standing by."


Aerialbots like having Aerialbot Formation, but not a lot. Almost at all. It might seem like a Grenade Launcher in certain regards, but it's really not anything close to it. Whereas it is a Blue pip that lends itself to the Aerialbot defensive playstyle, it also highlights another weakness of Combiner lists by showing off the frailty of their composite parts.

Let me explain. Remember my boy Air Raid? Remember how he blows someone up and then goes down himself? That's what I mean. You attack, and then you die. Of course, in Aerialbots you're probably going to tank a hit pretty hard with your characters and defense-centric list, but the problem is that your opponent is not going to allow your Aerialbot Formation to reach its fullest effect. They will either double target or play direct damage abilities to soften you up. Of course, you have Bombing Run to add to your survivability slightly, but not by a lot. In fact, since you're going to be damaging your own characters with Photon Bomb in all likelihood, you're going to be even weaker than before.

All of this culminates into Aerialbot Formation not receiving the full benefit. There are so many better weapons to play, in my opinion, and Superion can't even use it. I'm not quite sure if I would play it for that reason, in fact. Quite sad indeed.


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BUMP


Bumpers comes out of the Team Covenant Webcast, and this card makes me extremely happy because it allows Cars to be able to beat back Aerialbots. Motormaster already does this for Stunticons, and Bumpers makes it an even better matchup. Stunticons already are a defensive, denial type of deck, and Bumpers allow them to not instantly die to Planes as soon as Motormaster goes down, and he will go down eventually. Bumpers makes it even harder for your Stunticons to go down to them, and that makes me extremely happy because I know that -- no matter what -- there will be a bad matchup for something.

I'm always excited when I know that there are bad matchups for something that is a little bit hyped because I know that it will never be able to be the best deck. Of course, I don't know if Aerialbots are going to be super good -- or good at all for that matter -- but either way, it's always good to know that things aren't invincible.


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"Super stealthy boi"


I'm going to combine my thoughts on this card with the thoughts on the next card. Read below!


Transformers News: New Starscream Card Revealed For Official Transformers Trading Card Game And In-depth Analysis
"ALRIGHT TIME'S UP LET'S DO THIS! LEEEEEROY JEEEEENKINS!!"
"Oh my god, he just ran in."


Bravery and Stealth are pretty darn okay, but I do wonder whether or not Heroism isn't just a better card. I mean, I get it, Heroism doesn't count the defensive stats of the character that it's attached to, and Stealth is a big "no button" that says that your opponent can't attack you at all, but both require that character to be tapped (or targetable in general) in order to be of use. Heroism does not.

This is one of the reasons a character with Brave on their alternate mode is so good, because at the start of the game your opponent has to attack them. If it's an Upgrade, then it might be too late because the Brave and Stealth will only be useful when two or more characters are tapped.

I don't know if these are going to see play, especially over Heroism, but when you see that Stealthiness has an Orange pip, I can definitely tell the potential here.

For some food for thought, consider what Stealth would look like on a Metroplex. Also, just think about Metroplex trying to be Stealthy.


Transformers News: New Starscream Card Revealed For Official Transformers Trading Card Game And In-depth Analysis
"One hundred push-ups! One hundred sit-ups! One hundred squats! Run 10 Kilometers! Every! Single! Day!"


Power Punch is freaking insane and I love it. It's just another Grenade Launcher! I'm being serious when I say that Power Punch is probably going to be a staple in Orange decks like Insecticons, Predacons and other, similar lists. Power Punch does similar levels of damage, especially if a character has innate Bold like Long Haul or Metroplex, same with the entire list of Dinobots.

Power Punch makes me so happy. Now, that being said, it is not good against anything that plays Acid Storm. Once Acid Storm hits the field, this becomes a blank card. It's sad, to be frank, but I do love that level of interplay to make you question if you should play certain cards in your list lest you face a certain deck.

It's a great, great card that I am almost certain is going to be a staple, but Acid Storm makes you wonder for how long.


Transformers News: New Starscream Card Revealed For Official Transformers Trading Card Game And In-depth Analysis
'Underhanded Tactics'? You'll need them if you want to get value.


One damage? One damage? A single damage. You deal one, and you heal one but only if you KO someone? Dear god, this is one of the worst cards I have ever seen.

I am not exaggerating here. Even Zap is more playable in offensive lists like Insecticons because it has an orange pip.

I'm sad.

So, the biggest problem about it is that you have almost zero payoff to its effect. You have to put someone at 1 HP, and that is extremely difficult, and when you play this card to only heal a single damage counter and only when you KO them, wouldn't it just be better to play something like, I dunno, MEDIC! or perhaps Emergency Repairs? If you need healing, play some healing!

This is not healing. This is a fool's errand.


Transformers News: New Starscream Card Revealed For Official Transformers Trading Card Game And In-depth Analysis
"BLLAAAAAEEEERRGGGHHHHH"


Inferno Breath (revealed from THIS INSTAGRAM POST) is so freaking good for Aerialbots. Aerialbots have always been about that non-attack damage, and when you use it in conjunction with Silverbolt to deal four damage to something, I get a little weak in the knees. It also boosts Aerialbot Formation, but it's already established that that card is not the best anyway.

Now, all of that being said, it also allows some powerful combos with Brainstorm, as well, actually one-hitting Skrapnel and other 7 HP characters without attacking. How? Well, you Brainstorm a Photon Bomb and an Inferno Breath, then you attach an Armed Hovercraft, then you Transform Silverbolt to deal a total of 7 damage to a single target and 3 to all others.

That combo sounds absolutely disgusting and I am actually super spooked about the possibility of Aerialbots outright abusing this card to its maximum potential. It's not a Star card, though we don't see the bottom of the card, but it's honestly pretty much as good as one.


Transformers News: New Starscream Card Revealed For Official Transformers Trading Card Game And In-depth Analysis
Speaking of cards that abuse Aerialbots...


Defensive Driving, a card first revealed HERE isn't the best at stopping Aerialbots, but it certainly prevents Silverbolt, the Enigma and Armed Hovercraft from taking over a certain character on your field. I could see attaching this card to Bonecrusher, in fact, to attempt to make him survive a turn against the Plane Onslaught, but the problem is finding it, and attaching it while still finding value out of your other characters.

I don't know about this card. It's okay, but honestly sometimes you should just bite the bullet and accept a bad matchup for what it is.


__________CONCLUSION__________


These new Combiners are magical. I seriously wonder if they won't be a major part of the metagame, especially the Aerialbots. Devastator is also extremely unique and if you don't think I won't be building it and probably bringing my G1 Devastator with me to tournaments we can't be friends.

But in all seriousness, almost all of these cards have merit in many different degrees. I absolutely love what they're doing with this game, and I can't wait to find out what's next.

Thanks for reading! If you enjoyed this article, please check out my YouTube Channel where I go over deck profiles and other meta discussion regularly. Check it out if you have the time (and to be fair, if you have read this far, you have more time than most!) and let me know what you think in the comments below!

Thanks for reading guys, and as always, I'm going to go to sleep for the next 18-32 hours after writing this behemoth of an article.


__________

What do you think about these reveals? Excited by them? Let us know in the Energon Pub and stay tuned to Seibertron for all the latest news and reviews!

Superion and Devastator Join In The Fight In The Official Transformers Trading Card Game

Transformers News: Superion and Devastator Join In The Fight In The Official Transformers Trading Card Game
Date: Saturday, February 9th 2019 11:25am CST
Categories: Game News, Collectables
Posted by: ZeroWolf | Credit(s): Nathaniel Prime, Nexus Knight and ScottyP from Seibertron, io9.gizmodo.com, kotaku.com

Discuss This Topic · Permanent Link
Views: 6,481

We have a plethora of card reveals for you all to mull over today, and all from different sources. Let's dive in shall we!

First up is the reveal of Superion joining the ranks of the Autobots in Wave 2: Rise of the Combiners. This comes courtesy of io9.Gizmodo.com. This news was shared with us by fellow Seibertron users, Nathaniel Prime and Nexus Knight.

Transformers News: Superion and Devastator Join In The Fight In The Official Transformers Trading Card Game

To make up Superion, you of course need the individual Aerialbots:

Silverbolt

Transformers News: Superion and Devastator Join In The Fight In The Official Transformers Trading Card Game

Air Raid

Transformers News: Superion and Devastator Join In The Fight In The Official Transformers Trading Card Game

Firefight

Transformers News: Superion and Devastator Join In The Fight In The Official Transformers Trading Card Game

Skydive

Transformers News: Superion and Devastator Join In The Fight In The Official Transformers Trading Card Game

Alpha Bravo

Transformers News: Superion and Devastator Join In The Fight In The Official Transformers Trading Card Game.

Here's the enigma you'll need:

Transformers News: Superion and Devastator Join In The Fight In The Official Transformers Trading Card Game

As you can see, Superion follows the trend set by Menasor in using the team rooster as set by their recent toyline appearance in Combiner Wars.

The team also gets a Aerialbot specific card.

Transformers News: Superion and Devastator Join In The Fight In The Official Transformers Trading Card Game

Next up is the reveal of the second theme deck for the game...this time focused on one of the mightiest Decepticon Combiners of all... Devastator!

This comes courtesy of Kotaku, and we were pointed in the right direction by fellow Seibertron user and podcast host, ScottyP!

Devastator will be released in a separate Rise of the Combiners deck on March 29th, the same way Metroplex was last October.

Transformers News: Superion and Devastator Join In The Fight In The Official Transformers Trading Card Game

Just as you would expect, here's the usual crew you need to make this green giant:

Scrapper

Transformers News: Superion and Devastator Join In The Fight In The Official Transformers Trading Card Game

Mixmaster

Transformers News: Superion and Devastator Join In The Fight In The Official Transformers Trading Card Game

Bonecrusher

Transformers News: Superion and Devastator Join In The Fight In The Official Transformers Trading Card Game

Hook

Transformers News: Superion and Devastator Join In The Fight In The Official Transformers Trading Card Game

Longhaul

Transformers News: Superion and Devastator Join In The Fight In The Official Transformers Trading Card Game

Scavenger

Transformers News: Superion and Devastator Join In The Fight In The Official Transformers Trading Card Game

Like all other Combiners so far, these also come with an Enigma.

Transformers News: Superion and Devastator Join In The Fight In The Official Transformers Trading Card Game

What do you think about these reveals? Will you be hunting down any of these Combiners for your deck? Let us know in the Energon Pub and stay tuned to Seibertron for all the latest news and reviews!

Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed

Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed
Date: Thursday, February 7th 2019 2:25pm CST
Category: Game News
Posted by: william-james88

Discuss This Topic · Permanent Link
Views: 11,761

Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed

Bah-weep-graaaaagnah wheep nini bong!

Happy Lunar New Year to everyone!
May the Lunar Year bring you JoyLove and Peace.
 

Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed

Transformers: Earth Wars is joining the celebration by bringing Gifts!
Click the link below to claim them:
  • Red Kremzeek (Battle booster) x 10
  • Gold XP Power Core x 1
  • Premium Shard x 1,500


http://bit.ly/tflunarny
◆ You must be on your mobile device with the game installed to redeem the link.
◆ Please make sure to fully close the app before tapping the link above.
◆ The items via the link can be redeemed only once per player.
◆ The expiry date on this link is 13/02/2019, Wed 11:59 pm UTC.
◆ If you can’t redeem the link, please check this troubleshooting guide for additional steps.

Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed

Heart of Steel

Fight in this event to unlock a 2, 3 or 4-Star Streetwise or Sinnertwin and get:

- Up to 2,000 Premium Shards1,500 3-Star Shards and 800 4-Star Shards
- Up to 25 Mk3 Battle Boosters
- And Bonus XP per Battle!

Want more?
Go for the extra mile and unlock extra Spark and a Gold Power Core Chip from the hardest tiers and rank among the TOP.

Event type: Alliance Leaderboard
Start Date: 08/02/2019 10:00 UTC
End Date: 11/02/2019 10:00 UTC
Prestige Allowed: None (1)
Bonus ExperienceTriple XP

How to Participate?
  • Join an Alliance and reach HQ Level 4!
  • Tap the Event button!
  • Select an Event Battle Zone to fight in!
  • Win your battle and gather Battle Points!
  • Collect Prizes 
  • Continue to earn Battle Points!
  • Secure your rank on the Event Leaderboard!
  • Win amazing guaranteed prizes! 
Alliance Leaderboards

Alliance Leaderboards allow you to earn Battle Points after redeeming all of your tiered prizes. Leaderboard Prizes are awarded based on your rank in relation to other Alliances in the game.

Only the top 40 alliance members Battle Point contributions will count towards your Alliance’s Leaderboard score.

Leaderboard Prizes are distributed at the end of the event and may take some time to process and appear. 

Event Battle Zones

Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed

Totaliser Prizes

Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed

Leaderboard Prizes

Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed

Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed

New Bots: Streetwise & Sinnertwin

Two Special class bots: Streetwise and Sinnertwin are joining the Earth Wars this weekend!

Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed
Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed
Nothing escapes Streetwise's notice, and even the most seemingly insignificant details get filed away in his hyperactive processor for further analysis. Put simply, Streetwise is an environmental sponge.

Put him anywhere in the galaxy and he'll know the place like the back of his hand in hours. Right down to the local dialects and slang expressions - which he often adopts.

With armaments such as double-barrelled air compressor cannon and sensor-blinding photon pistol, he packs a punch equally in both robot and car mode.

 


Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed
Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed
Inactivity weighs heavily on Sinnertwin, and if he's not ravaging or destroying something on a fairly regular basis he gets a little restless, and restlessness equates to going out and finding something to tear to shreds with his teeth, horns or claws.

Mayhem on any level brings him a singular pleasure, and Autobot cries and screams are music to his audio modules.

In his twin-headed dragon-like beast mode he has numerous weapons at his disposal, including a back-mounted flame cannon and internal flamethrowers that allow both heads to breathe fire.


Streetwise and Sinnertwin have the same ability.


Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed

Timesplit Grenade: Shoots a timesplit grenade. When caught in the explosion, every ally is 30% faster while enemies are 30% slower. Both effects last for seconds.

Their challenge battle will be available via newsfeed prior to the weekend event!

Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed

Android Account Recovery

Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed

Since our latest update on last Thursday, some Android players may have trouble logging in and need to recover their accounts.

We have sent a push notification and email to those who could potentially be affected by this.

If you are having this issue, please check this article.

We are still trying hard to recover as many accounts as possible at the moment so we will let you know about compensation once we are ready.

Thank you for your patience and we apologise for any inconvenience this caused.

Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed

Under investigation

Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed

Here are the issues reported that we've been investigating:
    Cheetor/Blackarachnia go the long way around after destroying a wall piece
      We have identified the issue and have a fix in place for the next release.
       
    Bots constantly walking on walls instead of targeting them
      We are still investigating this issue.
       
  • Countdown time is displayed in English for non-English languages
      We have identified the issue and have a fix in place for next week
These are just some examples of the reports that we've received from you and we continue to work hard to improve your experience with the game every day.

We would like to thank you for your time and patience, and if you have any issues to report, please get in touch with us here: [url=mailto:support@transformersearthwars.com]support@transformersearthwars.com[/url]. Alternatively, you can reach out to us in game via Menu > Community > Contact Support.

Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed

Bug Fixes

Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed

The following bug fix is coming to the game soon.
  • Bots like Cheetor/Blackarachnia, or Goldfire/Ramjet were freezing while doing their abilities.
      The fix for this will go live later this week.

Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed

Twitch

Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed

STREETWISE and SINNERTWIN are ready to rumble! Get to know more about their skills and use in battle in this week's streaming.

Join Deb, Ioannis, Fabien and Jairo who will be talking about game improvements, new features, upcoming bots and more!

Next stream will be LIVE Thursday, February 7 @5pm UTC!
 

Follow us on Twitch

Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed

Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed

Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed










Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed Twitter


Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed Facebook


Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed Instagram


Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed YouTube


Transformers News: Transformers: Earth Wars Heart of Steel Update Plus New Bots Revealed Twitch

Please keep in mind that any of the information in this newsletter could be subject to change without notice.

Copyright © 2019 Space Ape Games. All Rights Reserved.

TRANSFORMERS and all related characters are trademarks of Hasbro and are used with permission.
© 2015 Hasbro. All Rights Reserved.

2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen
Date: Wednesday, February 6th 2019 3:10am CST
Categories: Movie Related News, Toy News, Game News
Posted by: Emerje | Credit(s): Ken Cristiansen on Facebook

Discuss This Topic · Permanent Link
Views: 21,382

This one goes back a ways. Perennial Transformers artist Ken Christiansen has posted several pieces of his concept art from the 2007 Transformers: the Game to Facebook based loosely on the first live action movie. This game is notable for providing the basis for much of the additional lineup of characters found in the accompanying movie toy tie in line. This includes some really great figures like Longarm and Dropkick (the old one, not the new one). Below you'll find his thoughts on each design including some bits of trivia we likely haven't heard before.

Ken Christiansen wrote:Shockwave Triple Changer, from Transformers: the Game 2007

Here's an oldie, but one of my all time favorite designs. Time stamped August, 2006. Wow, that's getting old. So happy to see this character appear in G1 form in the #bumblebeemovie . Scroll through to get some purple action, along with black color variations for the game. Went from a 'Super Howitzer' to an Apache copter.

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Ken Christiansen wrote:Swindle! Transformers : The Game, 2007

The first character I designed for the game, which turned out to be the first toy I ever contributed to. Scroll for concept art, initial concept sketch, and shots of the figure. So if this - getting to work on Transformers, designing characters for Transformers, having those designs being made into toys - wasn't enough of a mind blower for me, the figure was included in the press pack to support the film. It was fun times.

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Ken Christiansen wrote:Dropkick! Transformers : The Game, 2007

The second character I designed for the game, which turned out to be another toy! Swipe for concept art, initial concept sketch, and shots of the figure. It was originally meant to be just a gray truck, but as Hasbro worked on the figure, they came up with the Decepticon symbol graphic, and asked us to add it to the in game character. Happily, because it looked awesome.

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Ken Christiansen wrote:Dirtboss! Transformers : The Game, 2007

Dirtboss? That's a name! The third character I designed for the game, which turned out to be another toy! But not for Transformers : the Movie, he came in 2009 as part of the Revenge of the Fallen line. That made me happy, because he was my favorite drone design, a little scrappy guy, so I was glad to see him get a toy version.

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Ken Christiansen wrote:Payload! Transformers : The Game, 2007

The second character set I designed after the initial 3 for the game, this was the kickoff, and turned out to be another toy. This one I got to do some graphics and I really got into it, made a stock armored car service logo, with a Decepticon symbol thrown in there. As fun as this one was to do, I think I like the toy even better. Except for the thing on his back. Owners know what I'm talking about.

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Ken Christiansen wrote:Dreadwing! Transformers : The Game 2007

I admit, this is an oddly shaped bot mode. But the adaptation of this concept to toy was fantastic. He looked pretty good in the game too. And in the comics. I don't always nail the expression of the idea, but I love when other people can take it and make it better in different media.

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Ken Christiansen wrote:Longarm! Transformers : The Game 2007

A tow truck was on the design list, so of course I wanted to do Hoist. But, they wanted to save the established character for future films (Though Hasbro did a Hoist repaint of the figure anyways, so...win!) I had to make him blue, but along the way, the tow truck scene from the movie came into play, and I was asked to repaint it to match the graphics from the film. And here he is. And again, the figure exceeded expectations, the team did such a great job of bringing it to the toy shelves.

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Ken Christiansen wrote:Cement Truck! Transformers : The Game 2007

Well this one didn't get a toy, so he didn't get a name. But I colored him green so I call him Mixmaster. Of course later, Revenge of the Fallen put forth the actual Mixmaster...

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Ken Christiansen wrote:Sector 7 Drone! Transformers : The Game 2007

Well,, the humans want to play too. Here's the design for the roaming drones from Sector 7.

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Transformers News: 2007 Transformers: the Game concept art shown off by Ken Christiansen

Grapple Revealed For The Official Transformers Trading Card Game And In-depth Analysis

Transformers News: Grapple Revealed For The Official Transformers Trading Card Game And In-depth Analysis
Date: Tuesday, February 5th 2019 4:07pm CST
Categories: Game News, Collectables
Posted by: ZeroWolf | Credit(s): Official Transformers Trading Card Game Facebook page, #Sideways# from Seibertron

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Views: 5,889

Following the reveal of Warpath to the Official Transformers Trading Card Game, fellow Seibertron user #Sideways# has come forward to share his in depth analysis on Warpath, and on another recently revealed card, Grapple!

Take it away #Sideways#!

---------------

Hey everyone! #Sideways# here again with another article going over some new reveals! Warpath was already spotted, but I thought I might share him again to go over what he does, how best to play him and my general thoughts on him! All that and more down below!

Transformers News: Grapple Revealed For The Official Transformers Trading Card Game And In-depth Analysis
"Tanks but no Tanks" couldn't be more accurate.


Warpath (previously revealed HERE) is another Rare coming out of a set already stacked to the brim with Rares. From Acid Storm, Venin and even the entire Dinobot roster, Rise of the Combiners is pretty well stuffed with Rares and something tells me that there's even more awaiting us in this set.

As for Warpath himself, let's start off with the stats. Firstly, we have a modest two defense in his Tank mode and an average four attack. This makes him one of only a few Tanks that actually have two defense, which isn't the best given Tanks' heavy reliance on defensive stats to win the game, with Crushing Treads even working with the defense stat directly.

His HP is actually quite abysmal for this reason. I realize that his Robot Mode is going to be his primary mode, but I gotta say, I fear for him on the first turn of the game, especially against decks like Double Prime who would see him as both a juicy target and priority #1 given their reliance on Tough to stay alive. Remember, Battlefield Legend Optimus Prime has a base attack of 8 -- your flips better not whiff if you want to live, and that's not even counting when Prime flips a Leap Into Battle.

There's a chance he's going to be targeted down before he can get his usefulness in, but if you manage to keep him alive, you get to take advantage of the second anti-keyword effect we have in the game thus far. Whereas Acid Storm prevents the use of Bold, Warpath prevents the usage of Tough in his Robot Mode. This anti-Tough effect isn't as important as Acid Storm's anti-Bold as Bold is far more pervasive in the meta (especially in the case of Dinobots), but he still has his usefulness against Double Prime, Tanks and other decks that would dare call themselves "overly defensive".

This is even more impressive when you consider his Tank mode's effect, which deals up to six(!?) damage if your opponent has all six of their double Blue pipped cards in their Scrap Pile. This isn't going to be the case for the majority of the game, of course, but there is a good chance you'll get three damage or so out of it, which isn't bad at all, especially against hyper-defensive decks. He has a tremendous potential to do some serious damage indirectly -- heck, even plop an Armed Hovercraft on him and spread even more indirect damage to everyone. He can do some serious punishment if the matchup allows.

Naturally, if the matchup happens to be overtly offensive, Warpath can only make use of his solid three defense and Pierce 2. He's frankly feeble against largely offensive decks like Insecticons, Predacons or Dinobots. His abilities don't matter in those and similar matchups, leaving everything to his rather average stats to hopefully carry him to victory, which shouldn't be the plan when picking characters for a team. That being said, an interesting combo would be Warpath on a team with Acid Storm so that they might cover the other's weaknesses, both of which making your opponent extremely sad that they decided to play the game that day.

Either way, Warpath is a six star character, which makes him always a viable pick if you're concerned about extremely defensive decks in your area. I could definitely see picking him in place of Demolisher in a Tank deck to make use of Warpath's frankly far more useful abilities, but again, Warpath is to defensive decks that a Silver Bullet is to Van Helsing -- great at killing werewolves, for sure, but what happens when you come across a vampire?

Silver Bullet cards like Warpath make me glad that we don't have a Sideboard in this card game. Could you imagine the game where in between games you could make a swap or two and whip out a card that completely polarizes the matchup? The whole metagame would fall apart. But then, perhaps that's a good thing. Food for thought.

So, in closing, Warpath is someone I'm looking forward to seeing in the metagame. Whether he's with a mixed bag of "hate bears" where your list is nothing but answers to the big decks of the time or perhaps in a Tanks list, I can't wait to see where he goes from here. I don't think he's better than Acid Storm from the sheer number of decks that rely on Bold to do its fair share of damage, but I still think he has potential to be a spicy tech against Double Primes and similar decks.

Transformers News: Grapple Revealed For The Official Transformers Trading Card Game And In-depth Analysis
A penny saved is a government oversight.


Saving is a theme with Grapple. His entire playstyle revolves around keeping a large hand and dumping it on a massive attack. This is actually a reference to the personal life of one of the developers, as Drew Nolosco -- one of the chief game designers of the TFTCG -- had to save his pennies to purchase a Grapple back in the 80's as one of his first "big" purchases. It's a touching story, but does it translate to value for Grapple?

The short answer? Maybe.

The long answer? Maaaaaaaybe.

So here's the thing: He requires his entire team to be built around him to have success with his abilities, and for you to save cards in your hand to build up to his Truck mode ability. This would be fine if it weren't so hard to save up cards in your hand in this game. It seems that everyone has some sort of hand-scrapping effect now, and you need to continuously play Upgrades to stay in the game.

All that aside, I can think back to Sunstorm and his grindy playstyle and I can't help but to think that Grapple might be a spiritual successor. Questionable viability of saving cards in your hand notwithstanding, his effects if you do pull it off make him quite interesting in terms of offensive and defensive power. You should generally play a mixed list, of course, but with a lot of Green to supplement his defensive ability's trigger effect.

Whereas it's easy to power up a character offensively, even Grapple with the Plan and Bold effects making his offensive ability generally pop off most times when boosted by Bold, I can't help but to wonder if that would be the extent of it. But then I am reminded of Evasive Actions and Body Armor and I am relieved -- he can use both of these to not only escape an early grave thanks to his abysmal starting zero defense, but to potentially bolster your hand even further with Green Pips.

I don't know whether Grapple will be good enough to be in the meta, though. I see cards like Inferno, whose stats are roughly the same as Grapple and his lack of play and begin to doubt whether or not Grapple will follow suit to his mold-mate. He requires an investment to pull off, but even if you do, would it be worthwhile? Would it really? Or would it not simply be better to play Inferno instead and get the same value for less investment?

I tend to lean to the latter, myself, but Grapple's vehicle mode makes me question that assumption with its ability to drop four damage on something. Sure, at the cost of your hand, but hopefully you've set up before you did something so drastic. The thought of using a One Shall Stand on somebody and then plopping four more damage to make a total of seven makes me shudder. But then, that might be a pipe dream -- and besides, wouldn't it just be better to save all of those ever-so important cards in your hand and, you know, use them?

Food for thought, but I guess I have always been an offense-centric player myself.

All in all, Grapple is fascinating. He would require teammates to draw plenty of cards to supply him with the materials he needs to pop his effects, but I wonder if he's worth the investment, or if he would simply leave us all with a sense of buyer's remorse.


__________CLOSING__________



I don't know what to think about some aspects of these guys, but I know one thing, I don't think that this is the last we'll see of Grapple or Warpath. Their existence means someone will try them, and that means one thing: If you happen to be playing defensively at a tournament, you might want to watch your back, and more importantly, your Double Blues.

As for me, I will be uploading more thoughts on the second wave of Transformers to my YouTube channel, Nanomachines. If you'd like to check it out, I would greatly appreciate it!

What are you liking about these guys? Are you just excited to see more love for Warpath? Or perhaps you're looking forward to breaking the bank with Grapple? Let me know in the comments below!

Transformers: Earth Wars Event - Hail to the King

Transformers News: Transformers: Earth Wars Event - Hail to the King
Date: Wednesday, January 30th 2019 8:10pm CST
Categories: Game News, Digital Media News
Posted by: D-Maximal_Primal | Credit(s): Transformers Earth Wars

Discuss This Topic · Permanent Link
Views: 9,455

Transformers News: Transformers: Earth Wars Event - Hail to the King

Bah-weep-graaaaagnah wheep nini bong!

The 12th Prime Core will be unleashed this weekend! Collect up to 3,000 Prime Core shards this weekend!

Transformers News: Transformers: Earth Wars Event - Hail to the King

Transformers News: Transformers: Earth Wars Event - Hail to the King

Hail to the King

Take part in this weekend's event to win:

- Up to 3,000 Prime Core Shards
- Up to 3,000 Premium Shards
- Up to 30,000 Spark
- And Bonus XP per Battle

Each Prime Core will greatly enhance your bots by giving them unique Prime abilities!

Event type: Individual Totaliser
Start Date: 01/02/19 10:00 UTC
End Date: 04/02/19 10:00 UTC
Prestige Allowed: 30
Bonus ExperienceTriple XP

How to Participate?
  • Reach HQ Level 4!
  • Tap the Event button!
  • Select an Event Battle Zone to fight in!
  • Win your battle and gather Battle Points!
  • Collect Prizes 
Event Battle Zones

Transformers News: Transformers: Earth Wars Event - Hail to the King

Totaliser Prizes

Transformers News: Transformers: Earth Wars Event - Hail to the King


Transformers News: Transformers: Earth Wars Event - Hail to the King

* One Prime Core Chip will be obtainable by collecting 5,000 Prime Core Shards. Every Prime Core Chip guarantees a new Prime Core - no duplicates!


Transformers News: Transformers: Earth Wars Event - Hail to the King

** Combine 1000 Premium Shards into one Premium Crystal.

Transformers News: Transformers: Earth Wars Event - Hail to the King

New Prime Core: Prima Prime

The 12th Prime Core will be unleashed together with this weekend event!


Transformers News: Transformers: Earth Wars Event - Hail to the King

Prima Prime: Enemies hit by your basic attacks take extra damage from all sources for 5 seconds.

The challenge battle will be available via in-game newsfeed to get a taste of this brand newPrime Core later this week!
 

Transformers News: Transformers: Earth Wars Event - Hail to the King

Transformers News: Transformers: Earth Wars Event - Hail to the King

Upcoming bots

Have you watched the stream last week? If not, you’d better check out as the team showed the new bots: Streetwise & Sinnertwin transforming into their alf forms in the showroom.

Transformers News: Transformers: Earth Wars Event - Hail to the King

Stay tuned as we will reveal their bios and special abilities in the next newsletter!

Transformers News: Transformers: Earth Wars Event - Hail to the King

Under investigation

Transformers News: Transformers: Earth Wars Event - Hail to the King

Here is the issue reported that we've been investigating:
  • We’ve been investigating more issues with walls and the battle engine. This is still very much work in progress so we cannot share any details at this stage ;)
This is just an example of the reports that we've received from you and we continue to work hard to improve your experience with the game every day.

We would like to thank you for your time and patience, and if you have any issues to report, please get in touch with us here: [url=mailto:support@transformersearthwars.com]support@transformersearthwars.com[/url]. Alternatively, you can reach out to us in game via Menu > Community > Contact Support.

Transformers News: Transformers: Earth Wars Event - Hail to the King

Bug Fixes

Transformers News: Transformers: Earth Wars Event - Hail to the King

The following bug fixes are coming to the game later today!
  • We received a large number of player reports regarding First Aid/Reflectorshealing stat not matching the amount they actually deal.
      This issue was caused by the healing and bot power values being artificially high on the bots profile screen.
    • We have adjusted these values on the profile screen so they now match the effective power and healing of these bots on the battlefield.These changes are purely cosmetic and won’t make any difference for these bots healing or attacking power. 
       
  • We fixed several issues affecting bots equipped with G1 Cores making them appear as the opposite faction bot in some specific situations.
  • We fixed an issue getting bots stuck on the spot walking.
  • Huffer and Lockdown's Special Ability turrets will now inherit a percentage of the health and damage stats from their creator. Please check the details on the wiki.
  • Solved bugs affecting Blaster and Soundwave’s minions making them die immediately after deploy.
  • Combiners could be previously be stunned by the Thunder Towers in Raid. This is now fixed.
  • After triggering an outpost and entering stealth mode, outpost bots were targetingSlash/Rippersnapper without attacking them, pushing the bots off canvas. It is now fixed in most cases.

Transformers News: Transformers: Earth Wars Event - Hail to the King

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Transformers News: Transformers: Earth Wars Event - Hail to the King

Transformers News: Transformers: Earth Wars Event - Hail to the King

Transformers News: Transformers: Earth Wars Event - Hail to the King

Menasor And Stunticons Revealed For Official Transformers Trading Card Game + Card Analysis

Transformers News: Menasor And Stunticons Revealed For Official Transformers Trading Card Game + Card Analysis
Date: Saturday, January 26th 2019 12:22pm CST
Categories: Game News, Collectables
Posted by: ZeroWolf | Credit(s): #Sideways# and SurviveFan23 from Seibertron, Transformers TCG Facebook Page, Vectorsigma.info

Discuss This Topic · Permanent Link
Views: 9,549

What's that rumbling I hear? Why it's the sound of another Combiner rushing to the fight in Wizards of the Coast's Official Transformers Trading Card Game! Thanks to fellow Seibertron users, Survivefan23 and #Sideways#, we have scans and card details (and an in-depth analysis of the new cards) to share!


The reveals come from the Official Transformers Trading Card Game Facebook page and Vectorsigma.info.

As always, over to #Sideways#:

__________

Transformers News: Menasor And Stunticons Revealed For Official Transformers Trading Card Game + Card Analysis
"I have an army."
"We have a Hulk."


The Transformers Trading Card Game Facebook page is back at it again with these reveals, with card scans courtesy of VectorSigma.info and this time, we have Menasor! But that's not all, Menasor doesn't come alone -- he comes with all his composite parts, and more! But don't just take my word for it, let's take a look!

__________CHARACTER CARDS__________


Transformers News: Menasor And Stunticons Revealed For Official Transformers Trading Card Game + Card Analysis
Whoa! Yeah! Kickstart my Spark; hope it never stops!


Motormaster is the leader of the group, and he's arguably the most interesting of the bunch. He has painfully average stats when it comes to combiners, especially when you consider Motormaster is a rather powerful brute in canon, but his stats are definitely not what makes him special.

He has a very special ability in his Truck mode that keeps your entire team safe from indirect damage, from -- at least insofar as the wording of the card -- pretty much everything. Character Card, Action Cards, Upgrades, nothing can touch your team. Sadly, the only thing he can't protect is himself, as he states "other characters" instead of "all characters". This means that your opponents can target him with Plasma Burst, One Shall Stand and other indirect damage to try to remove him from the field if you're facing something spread-based.

Of course, that's fairly uncommon, with Planes and Double Prime being the only things that can effectively pull it off consistently. A lot of other decks seem to dead draw a lot with them, or worse. Although, as a side-note, Insecticon decks that play Barrage do play a bit of indirect damage in them to trigger his robot ability, which could be enough reason to play Motormaster in itself, but that's just pure conjecture.

But that is only in terms of his splashability in other lists, or perhaps in the mirror-match.

What makes him great for his archetype is his robot mode ability, which can redirect not the damage, but the entire attack to another one of your characters so that they can take the attack instead. Now, generally, it might be for the best if you just let Motormaster just take the hit, but in some cases, when you have a high defense partner for him on your team, you can definitely allow them to be the fall guy.

It's worth noting that in his Truck form, he is not technically Melee, Ranged or Specialist -- he's just... There. Whereas this shouldn't be a deal-breaker, it should go into your play as you wouldn't want to accidentally play a Power Sword when you couldn't.

All in all, his stats might not be the best, but his utility -- albeit meta dependent -- is great at keeping your team alive. Several decks will find him to be a high-priority target, which in Stunticon decks you'll find it easy to redirect that damage to one of your pawns. But who could possibly fit that "fall-guy" bill?


Transformers News: Menasor And Stunticons Revealed For Official Transformers Trading Card Game + Card Analysis
This whole character-swapping thing is a real... Wild-ride. Eh? Ehhh?


Hey, look, a fall-guy!

But in all seriousness, Off-Road has the highest defense out of all the ne'er-do-wells and that makes him all right in my book. Whereas he also has the lowest HP out of the whole group while also being tied for the lowest attack in vehicle mode, something you can easily pull off with him is the ol' switcheroo. With Motormaster attacking first, you can swing for more damage with him and still have the high defense that Off-Road can supply.

Ability-wise, he has a fascinating kit that makes him another anti-meta pick. Whereas his robot mode leaves a bit to be desired, his vehicle mode is as anti-Car as I've seen in this game, directly dealing damage specifically to them, damaging them through their "extra attack" playstyle. Of course, this is one thing that makes him annoying in the mirror, as he deals damage indirectly to Car lists, something that Stunticons have in spades.

But the thing is, that's also what makes Motormaster so important to keep alive in the mirror, as his ability and his ability alone keeps Off-Road and other oppressive anti-Combiner spread cards from dealing too much damage to your field.

Off-Road's robot form isn't nearly as impressive as his vehicle form, as it heals one damage from you when you Transform to robot mode. But, that being said, there is a time and place for that ability. You see, when you have as high of a defensive stat as Off-Road does, you're probably not going to get one-hit, especially with a Reinforced Plating on his person. That's what makes him impressive in terms of survivability. Being a Truck, and in a list that plays Cars, you can abuse Team-Up Tactics to its fullest extent.

In the case of Off-Road, you can use it in tandem with his robot form ability and heal a total of 3 damage, half his health pool. Now, that won't come up all the time -- remember, having three damage on you implies that you blocked at least six damage, not counting flips -- but having the ability to heal three damage is definitely better than not having any ability at all. Speaking of which...


Transformers News: Menasor And Stunticons Revealed For Official Transformers Trading Card Game + Card Analysis
A nervous wreck.


Hey, a vanilla!

Well, not exactly. See, whereas Motormaster, Off-Road and all his other compatriots expand their palate of exotic spices with flavors of keywords and interesting abilities, Breakdown is something approaching British food. Not overtly bland per se, but he comes really, really close.

He's a lot like Divebomb in that he's a Specialist with low stats and a vanilla form. The good news is, like Divebomb, he's just as useful as a Specialist in the list. Field Communicator remains a very good card in Combiner lists, same with Multi-Mission Gear, and anyone that can use those cards are automatically boosted in my book. But the problem is, he just has no incentive to Transform into robot mode at any time other than last in line, likely in the KO pile.

I can't help but think that it was from design that all the power was in his vehicle mode, boasting an impressive ability that can turn an extremely dismal offensive flip that has two blue pips in it into a considerable offensive. Of course, this is one of only a few decks out there that can and will need to play a balanced pip number to supplement this ability and Drag Strip's, which will be discussed below.

In more ways than one, Breakdown adores all the Car support that you can play in Stunticons as he can bolster his own offensive abilities while still keeping in his car form. He thrives off balanced lists, as flipping both blue and orange make him deal damage that can't be ignored by most decks of the trade.

He's not very splashable in pretty much any list whatsoever, but he's great in Stunticons.


Transformers News: Menasor And Stunticons Revealed For Official Transformers Trading Card Game + Card Analysis
On his way to kidnap Penelope Pitstop. Again.


Remember when I said that this list thrives on balanced pips? Drag Strip aims to please in that regard, as he boasts some powerful draw in regards to his vehicle mode. His stats are also some of the highest in regards to attack amongst his peers, making him a powerful attacker for the deck in his robot mode.
Naturally, "powerful" is relative when he has 4 Attack compared to titans like Optimus Prime or Inferno's 8, but that's neither here nor there.

The real power that Drag Strip has is in his draw. He's another great attacker in his vehicle mode, like Breakdown, because of that potentially massive draw that you can have for more or less free. You're going to have a large hand quite quickly with this deck, and that's accentuated by Dead End, as well, but we're going to get to him.

Sadly, his robot form still is the weakest part to his kit despite it having the highest base attack of his teammates. Pierce 1 is low, and whereas Pierce stacks with -- potentially -- Scoundrel's Blaster, it's worthy of note that his virtually nonexistent defensive capabilities make him extremely unlikely to survive getting hit, so one might have to think twice about giving him a weapon that isn't a Grenade Launcher.

I mean, if it's going to get discarded anyway when he gets KO'd, why not just attach something that gives you more bang for your buck, right?

As for his splashability in other lists, I think he could definitely get a place in a Cliffjumper list. Cheap, disposable cars is what Cliffjumper thrives on, and when you're a five star Car that draw cards that can be used to boost Cliffjumper's damage? That's just too hard to pass up. Cliffjumper is a very uncommon deck to face, though, so Drag Strip might not find too much use outside of Cliff and Stunticons, but his draw effect is utterly nutty. Heck, I even want to try him in Sunstorm to give a draw boost, but that's an article for another time.

Transformers News: Menasor And Stunticons Revealed For Official Transformers Trading Card Game + Card Analysis
"Doomed Loner"? Big mood. Big. Mood.


If you thought that Drag Strip was the best car for Cliffjumper, let me introduce you to Dead End.

This guy is a depressed nihilist, but his draw ability only fills me with bubbly optimism. The guy has an easily accessible draw power that combos well with Drag Strip's draw, potentially netting you three cards on top of the cards you're already drawing with Actions, for turn and all the like.

He's such a good Transform target on the first turn, and to make sure you get the draw effect off, he has Tough 1 in his car mode. Whereas this won't save you in the long run, especially given the higher damaging counterparts we've seen especially out of the Volcanicus variety, it will at least save you turn one and that's really all that matters when we're talking about this doomed fellow.

Dead End is great at getting you into that card-advantage state so treasured by many decks by combining him with Drag Strip. Outside of that, he's not the greatest. Despite that, another deck that loves him is Cliffjumper, who already draws a card when you transform your Cars to robot mode. Using him, you draw two cards when you transform Dead End into robot form. Not bad if I do say so myself.

Like Drag Strip, Dead End will see limited use outside of Stunitcons, perhaps even less than Drag Strip in general. Despite my high praise of his draw effect's ease of use, his stats are about as dismal as his personality. Sadly, the only effect to play him is his draw effect -- you can sack him with Motormaster after that.

Transformers News: Menasor And Stunticons Revealed For Official Transformers Trading Card Game + Card Analysis
More used cars than Uncle Bobby B's.


Menasor is a big chungus. He's not as big as Volcanicus by far -- not even close -- but he's comparable to Metroplex in many ways. In fact, he's only slightly beefier than Metroplex insofar as having one more defense than him. But his abilities aren't just radically different than the metrotitan, but in a way, better than him.

Here's the thing: Playing extra Actions on your turn is really insane. Much better than playing multiple Upgrades, especially when some Action cards can literally resurrect the dead, you can pull off some really cool combos with multiple Action effects. You can, for instance, play a Supercharge, then a Reckless Charge to deal frankly disgusting damage, or multiple disruption cards like Disruptive Entrance. I'm honestly fascinated by the prospects of playing multiple Actions in a turn without needing to play Brainstorm first, and I can't wait to find out what kind of broken combo you can do with that ability alone.

That double Action ability, combined with the fact that you draw two cards when you combine make Menasor's disruptive abilities potentially extremely powerful. Especially when you consider that you have been drawing extra cards with Dead End and Drag Strip, your hand will likely be Optimal at this point to allow some interesting plays.

Of course, that's not where it ends with this absolute unit. The immense thickness of Menasor's neck allows him to have Bold 1, Tough 1 and Pierce 1 all stacked on the same character. Whereas we care extremely little about Pierce 1 when you have a base attack of 6 and the potential to stack some heavily damaging Action cards, we do care about Bold 1 and Tough 1 stacking with our Power Sword and Body Armor already, giving him potentially Bold and Tough 4. With that amount of Tough on him, and hopefully enough remaining HP to give you some leeway, you can probably pull off some pretty long stands as Menasor while giving your opponent disruption of the likes they've never seen before.

That, combined with his already high Bold make him someone I'm very interested in seeing whether or not he takes a spot in the metagame up until now reserved for Metroplex. They are pretty similar, after all, but I think Metroplex is about to get a much-needed boost...


__________BATTLE CARDS__________


Transformers News: Menasor And Stunticons Revealed For Official Transformers Trading Card Game + Card Analysis
I must go! My people need me!


Escape Route is an intriguing Common Battle Card that's coming out of Wave 2, and I can't help but to wonder to what extent it'll be played if at all. There are certainly niche uses for it, for instance Dinobots might like the idea of digging for it with their massive Bold numbers to pull off some Grimlock flips on himself or perhaps some speedy Sludge plays.

But you know someone who would love this card way more than anyone else? Metroplex. Metroplex's playstyle requires you to play maximum copies of anything to net you multiple transformations in one turn. Roll Out, Rapid Conversion, they're all there -- but the problem was, if you whiffed them turn one you're pretty much at a massive disadvantage for the rest of the game given the fast-paced environment of Wave 1.

That's where Escape Route comes in. You see, not only do you get to dig for it with Metroplex's inherently high Bold numbers, you also get to make your turn one double flip that much more consistent by playing a third transformation card. I couldn't be more ecstatic -- Metroplex is a low-key favorite of mine. Something about playing with a card the size of an iPad makes me swoon, I guess.

But this card has limited use outside of Metroplex and Dinobots. Although, we haven't seen everything this set has to offer, so I can't exactly pass final judgement on it right yet, but it has enough potential to be a great card in certain niche scenarios. Most of the time you're going to want to transform into robot mode, but you never know what else this set has to offer to make this even better.

Transformers News: Menasor And Stunticons Revealed For Official Transformers Trading Card Game + Card Analysis
"Mr. 'E'. Mystery. A mystery can also be called an enigma.
Enigma. E. Nygma. Edward Nygma. The Riddler!"


An Enigma card is an Enigma card. Most of them are kinda useless in many circumstances outside of combination, as I have noticed. This one doesn't do too much that's special unlike the Predaking Enigma that drew a card and then played an Upgrade. The Stunticon Enigma draws two cards instead, which is cool, but I don't really think that makes it worth over-emphasizing on, especially since early game the card is a dead card in your hand. Only when you combine does the effect of having the card in your deck really begin to shine, and that's a shame.

But that being said, it's the most important card in the deck as if you don't Combine, you usually end up losing the game with your low offensive and defensive composite stats.

All in all, I'll give it a solid score of: Enigma/10. It's an Enigma -- it already merges five or six of your dudes into a bigger dude! What, you want it to do more than that? :lol:

Transformers News: Menasor And Stunticons Revealed For Official Transformers Trading Card Game + Card Analysis
They see me rollin' / They hatin'.


Stunticon Swagger is so freaking good. Okay, I know, it doesn't have a pip and that makes it kinda "meh" to put in your deck, but when you have an effect that's pretty much a pocket Acid Storm, you're going to get your value back multitudes of times over.

So, let me give you the lowdown on this card. When it says, "your opponent can't use Bold or Tough against the upgraded character" they mean it literally. You can't use Bold in an attack against the Stunticon that you're attacking, and conversely, you can't use Tough against the Upgraded Stunitcon, either. This card makes Dinobots cry even more than they do now that Acid Storm is being slid into certain decks to counter them. Even Insecticons hate this card, especially since Barrage is taken purely for his own Bold stacking ability.

Here's the thing, though. Menasor is also a Stunticon, if you couldn't already tell. That means that his huge self can swagger like the rest of his composite parts, and that means he's just that much harder to take down. His massive defensive abilities have a perfect capstone with Stunticon Swagger, forcing your opponent to rely on boosting their attack stats instead of relying on Bold to do their dirty work for them.

It's worth noting that this card is also great against Nemesis Prime decks that rely on Bold and Tough to mill their decks faster. Whereas it probably won't really help as much as attaching a weapon would in the early game, it's certainly a great card to have attached to your Stunticons and it takes the cake in terms of my favorite support for a Combiner as of yet. It's just that good. Pip or not, this card makes me impossibly intrigued to see if Menasor can be as big and powerful as I think he can be.

Transformers News: Menasor And Stunticons Revealed For Official Transformers Trading Card Game + Card Analysis
"Careful. A cornered beast is where they're at their most dangerous."


As the developers described it, "Cornered!" is an anti-Combiner card. Being able to flip one of your opponent's hard-earned transformations back to their vehicle mode over and over can reduce even the most hardened Combiner player to tears as their entire deck seems to slow down to a crawl. But that's not all, you can also use it to trigger certain effects on your opponent's characters prematurely.

As per their weekly "Rules Roundup" that the guys over at Wizards of the Coast are doing, they recently answered a bunch of questions over a variety of topics. One of such questions was whether or not a flip ability triggered on your turn when you used Cornered! on one of your opponent's characters. That answer was an unequivocal "yes", which opens up a new can of worms in terms of potential play strategies to mess up your opponent's life.

You see, you can force them to flip when they don't want to. For instance, Nemesis Prime when they are about to reshuffle their deck, or perhaps Skrapnel where you can punish his low HP without his annoying robot mode ability. But more than that, you can abuse cards like Chop Shop too soon, discarding all their hard-earned Upgrades and avoiding the massive draw and healing-fest that was about to happen. There are countless levels of interplay that have come out of this new ruling, and it's definitely something to keep an eye on especially with a potential combiner meta.

This brings up an interesting point, though: Why would they counter something so quickly upon release? Combiners already have quite a few problems with speed, especially against aggro decks like Insecticons -- so why make things even more complicated for them? It's unfortunate, really, but it begs the question if we're going to see even more support for them in the future that the developers thought it a good idea to nerf them before release.

Just food for thought.

Either way, I think that this card is really great, if you couldn't tell. It memes hard on Combiners, despite only being able to target living members instead of the ones in the KO pile. It doesn't seem to be all that useful for aggressive decks (unless you think that teching it in might change an Insecticon matchup more than teching in indirect damage), but the usefulness of the green pip make it very interesting in decks like Double Prime or Cars with their very disruptive playstyles.

It'll almost definitely see play, especially with how powerful combiners can be -- but don't expect every deck to play it.


__________CONCLUSION__________


I, for one, welcome our new Car overlords.

In all seriousness, though, I do think that Car Control might make a massive comeback into the metagame with the advent of Cornered! and the Stunticon support. Whereas frail, Cars are untargetable half the time and it makes it very annoying for tall decks especially to try and beat.

I am slightly concerned that Cornered! might make Combiners unplayable unless they have a unique way of spamming out parts like Volcanicus can, but that remains to be seen and is really only a knee-jerk reaction I had when reading the card and the developers' intent behind it.

But all in all, I think the game is definitely going into a more diverse direction, and that is a very good thing for the metagame. I mean, no one wants to face the same three decks over and over, right? I can definitely see some impressive abilities to try and change up the metagame, especially on the part of the Stunticons. I can't wait to see what they can do with Stunticon Swagger, and I can't wait to see how Menasor will do under pressure.

Anyway, that's all for my ramblings. If you'd like to hear more of my ramblings, check out my YouTube channel where I upload content for the Transformers Trading Card game among other things.

Thanks for reading, and who do you think will come to the game next? Computron? Victorion? Superion? Bruticus? Let me know in the comments below!

__________

Is Menasor the Combiner for you? Let us know in the Energon Pub and stay tuned to Seibertron for all the latest news and reviews!

Transformers: Earth Wars - Party Crashers

Transformers News: Transformers: Earth Wars - Party Crashers
Date: Wednesday, January 23rd 2019 5:24pm CST
Categories: Game News, Digital Media News
Posted by: D-Maximal_Primal | Credit(s): Transformers Earth Wars

Discuss This Topic · Permanent Link
Views: 15,344

Transformers News: Transformers: Earth Wars - Party Crashers






Bah-weep-graaaaagnah wheep nini bong!

Don't miss out the chance to get your hands on G1 Power Cores this weekend! And find out the new bots!

Transformers News: Transformers: Earth Wars - Party Crashers

Transformers News: Transformers: Earth Wars - Party Crashers

Party Crashers

Gather your Alliance members and take part in this weekend's event to win:

- Up to 3,000,000 Energon
- Up to 30,000 Spark
- Up to 60 Generation 1 Crystals*

*Each Generation 1 Crystal contains Crystal Shards or a chance to win a Generation 1 Powercore Chip that guarantees a G1 Powercore!

Event type: Alliance Totaliser
Start Date: 25/1/19 10:00 UTC
End Date: 28/1/19 10:00 UTC
Prestige Allowed: 60
Bonus ExperienceTriple XP

How to Participate?
  • Reach HQ Level 4!
  • Join an Alliance!
  • Tap the Event button!
  • Select an Event Battle Zone to fight in!
  • Win your battle and gather Battle Points!
  • Collect Prizes 
Event Battle Zones

Transformers News: Transformers: Earth Wars - Party Crashers

Totaliser Prizes

Transformers News: Transformers: Earth Wars - Party Crashers

**Each Generation 1 Crystal contains one of the following rewards:

Transformers News: Transformers: Earth Wars - Party Crashers

*BronzeSilver and Gold G1 Chips contain a guaranteed G1 Power Core of the named quality for one of the following bots of your main faction:

Transformers News: Transformers: Earth Wars - Party Crashers


Optimus Prime & Megatron


Transformers News: Transformers: Earth Wars - Party Crashers


Blaster & Soundwave


Transformers News: Transformers: Earth Wars - Party Crashers


Autobot Jazz & Mixmaster


Transformers News: Transformers: Earth Wars - Party Crashers


Wheeljack & Shockwave


Transformers News: Transformers: Earth Wars - Party Crashers


Ultramagnus & Galvatron


Transformers News: Transformers: Earth Wars - Party Crashers


Arcee & Thundercracker


Transformers News: Transformers: Earth Wars - Party Crashers


Hound & Skywarp


Transformers News: Transformers: Earth Wars - Party Crashers


Ratchet & Reflector


Transformers News: Transformers: Earth Wars - Party Crashers


Grimlock & Razorclaw


Transformers News: Transformers: Earth Wars - Party Crashers


Ironhide & Bludgeon


Transformers News: Transformers: Earth Wars - Party Crashers


Prowl & Brawl


Transformers News: Transformers: Earth Wars - Party Crashers



Hot Spot & Tantrum

Check our wiki to find out more about G1 Power Cores!

Transformers News: Transformers: Earth Wars - Party Crashers

New Bots in progress

Who would have guessed Streetwise & Sinnertwin are the new recruits?!
Yes, they are joining the Earth Wars at the end of the current saga!

Transformers News: Transformers: Earth Wars - Party Crashers

Streetwise (sometimes also known as Streetstar or Streetsmart) is a member of the Protectobots, a team of emergency, rescue and law enforcement bots. Other Protectobots already in the game are Hot Spot and First Aid. They were designed to protect humans from the Combaticons team that can combine into Bruticus.

In the case of Streetwise, our design was informed by the car whose design we thought looked really slick in the Generations Combiner Wars toyline.

Transformers News: Transformers: Earth Wars - Party Crashers

Sinnertwin (sometimes also known as Twinstrike) is a member of the Terrorcons, a team of positively insane and exceptionally cruel Decepticons. They all have personality disorders and Sinnertwin’s resides in his sadistic nature when it comes to killing. He is the fourth Terrorcon to join the game after Hun-Gurrr, Cutthroat and Rippersnapper.

Our design for the game was also inspired by the Power of the Primes toyline.

Transformers News: Transformers: Earth Wars - Party Crashers

Under investigation

Transformers News: Transformers: Earth Wars - Party Crashers

Here is the issue reported that we've been investigating:
  • Players have reported that the amount of healing provided by First Aid/Reflectordoes not match the value displayed on the character’s screen. We are working at aligning these values in a future content update.
This is just an example of the reports that we've received from you and we continue to work hard to improve your experience with the game every day.

We would like to thank you for your time and patience, and if you have any issues to report, please get in touch with us here: [url=mailto:support@transformersearthwars.com]support@transformersearthwars.com[/url]. Alternatively, you can reach out to us in game via Menu > Community > Contact Support.

Transformers News: Transformers: Earth Wars - Party Crashers

Bug Fixes / Balance Update

Transformers News: Transformers: Earth Wars - Party Crashers

The following bug fixes and balance update are coming to the game!
  • G1 Prowl Brawl power core
      We have updated the description of the G1 Prowl and Brawl power core. It now reflects more accurately the amount of extra damage dealt for every level of the core.We have fixed a bug affecting the duration of the fire effect created by the G1 Prowl/Brawl power core. Previously, it could last up to 12 secs doubling the amount of damage provided over time. It now lasts for 6 secs as per the description.
       
  • White Kremzeek
      We decided to disable the ability of White Kremzeek to target the HQ directly. Taking down the HQ easily from afar goes against our design idea of battles and unfortunately the Adaptive Shielding core did not prove to be a sufficient counterbalance. We are putting the White Kremzeeks in line with similar strong effects like Death Ray. The White Kremzeeks will stay as they are in any other aspect and will still be very useful against other targets than the HQ or in raids.
    • This balance update will go live at some point this Thursday.

Transformers News: Transformers: Earth Wars - Party Crashers

Twitch

Transformers News: Transformers: Earth Wars - Party Crashers

King Starscream has summoned two new recruits to join his Cybertronian army. They are ready to fight and their identities will be revealed during the next stream!

Join Deb, Ioannis, Fabien and Jairo who will be talking about game improvements, new features, upcoming bots and more!

Next stream will be LIVE Thursday, January 24 @5pm UTC!
 

Follow us on Twitch

Transformers News: Transformers: Earth Wars - Party Crashers

Transformers News: Transformers: Earth Wars - Party Crashers

Transformers News: Transformers: Earth Wars - Party Crashers

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Transformers Podcast: Twincast / Podcast #216 - Prime Galaxy
Twincast / Podcast #216:
"Prime Galaxy"
MP3 · iTunes · RSS · View · Discuss · Ask
Posted: Sunday, January 27th, 2019

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