Blurr and more revealed for Wizards of the Coast's Official Transformers Trading Card Game

Transformers News: Blurr and more revealed for Wizards of the Coast's Official Transformers Trading Card Game

Friday, January 18th, 2019 6:59PM CST

Categories: Game News, Collectables
Posted by: ZeroWolf   Views: 13,154

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It's that time again folks, thanks to the hard work of fellow Seibertron user, #Sideways#, we have more reveals for Wave 2: Rise of the Combiners to share with you all!

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

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

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

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

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

Thank god they chose the third option.

_________BATTLE CARDS__________


Transformers News: Blurr and More revealed for Wizards of the Coast's Official Transformers Trading Card Game

"Who's scruffy lookin'?"


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

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

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

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

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

Transformers News: Blurr and More revealed for Wizards of the Coast's Official Transformers Trading Card Game

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


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

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

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

Transformers News: Blurr and More revealed for Wizards of the Coast's Official Transformers Trading Card Game

"This is bad comedy."

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

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

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

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

Transformers News: Blurr and More revealed for Wizards of the Coast's Official Transformers Trading Card Game

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


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

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

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

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

Transformers News: Blurr and More revealed for Wizards of the Coast's Official Transformers Trading Card Game

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



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

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

Yeah, I thought so.

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

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

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

Transformers News: Blurr and More revealed for Wizards of the Coast's Official Transformers Trading Card Game

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



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

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

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

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

Transformers News: Blurr and More revealed for Wizards of the Coast's Official Transformers Trading Card Game

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


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

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

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

_________CHARACTERS__________


Transformers News: Blurr and More revealed for Wizards of the Coast's Official Transformers Trading Card Game

"OHMYGODOHMYGODIFINALLYGETACARDINTHISGAMEITSABOUTTIMEIWASWAITINGAGES
TOFINALLYGETACARDANDWHYISMYROBOTMODEVANILLANOTHATSNOTGOODWHYDOYOU
HAVETODOTHISTOMEATLEASTMYCARISCOOLIGUESS"



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

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

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

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

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

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


_________CONCLUSION__________


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

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

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


What do you think about these reveals? Let us know in the Energon Pub and stay tuned to Seibertron for all the latest news and reviews!
Credit(s): #Sideways#, Wossy Plays and Wreck n' Rules from YouTube
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Most Recent Transformers News

Re: Blurr and more revealed for Wizards of the Coast's Official Transformers Trading Card Game (2005543)
Posted by Rainmaker on January 18th, 2019 @ 7:09pm CST
Is that a red pip on Vandalize?

:MAXIMAL:
Re: Blurr and more revealed for Wizards of the Coast's Official Transformers Trading Card Game (2005547)
Posted by #Sideways# on January 18th, 2019 @ 9:04pm CST
It's orange. It's an artifact of the picture.
Re: Blurr and more revealed for Wizards of the Coast's Official Transformers Trading Card Game (2005548)
Posted by Rainmaker on January 18th, 2019 @ 9:07pm CST
Rainmaker wrote:Why does Sideways say 3 Cargo Trailer's give +9 attack when each Cargo Trailer gives +1?

:MAXIMAL:


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

:MAXIMAL:
Re: Blurr and more revealed for Wizards of the Coast's Official Transformers Trading Card Game (2005571)
Posted by #Sideways# on January 18th, 2019 @ 11:49pm CST
Rainmaker wrote:
Rainmaker wrote:Why does Sideways say 3 Cargo Trailer's give +9 attack when each Cargo Trailer gives +1?

:MAXIMAL:


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

:MAXIMAL:


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

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

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

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

That being said, I was wrong about Focus Fire before because you get the Bold bonus on play, not throughout the card's existence like Cargo Trailer, meaning it would only equal out to Bold 6 in total if you played all three Focus Fire in one turn.
Re: Blurr and more revealed for Wizards of the Coast's Official Transformers Trading Card Game (2005575)
Posted by Rainmaker on January 19th, 2019 @ 12:07am CST
I still don't understand, it only says +1 for each Cargo Trailer. How is the +1 becoming a +2 because a second Cargo Trailer was attached? Shouldn't both of the trailer's only be +1 each, equaling +2?

:MAXIMAL:
Re: Blurr and more revealed for Wizards of the Coast's Official Transformers Trading Card Game (2005582)
Posted by ZeroWolf on January 19th, 2019 @ 4:02am CST
As #Sideways# says, it's +1 for each trailer, and it stacks.

So you have one trailer you only get +1 cause you have the one.
You play a second on the same character and the first one changes due to the effect now giving +2. The second trailer also changes to give a +2 because of the pair of them. Basically you're copying the effects with each trailer you play, with the bonus getting higher.
Re: Blurr and more revealed for Wizards of the Coast's Official Transformers Trading Card Game (2005586)
Posted by Rainmaker on January 19th, 2019 @ 5:17am CST
ZeroWolf wrote:As #Sideways# says, it's +1 for each trailer, and it stacks.

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


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

:MAXIMAL:
Re: Blurr and more revealed for Wizards of the Coast's Official Transformers Trading Card Game (2005587)
Posted by Omegatron. on January 19th, 2019 @ 5:17am CST
Look at it this way:

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

You then put Cargo Trailer B on the same character. Cargo Trailer A checks how many Cargo Trailers are on the character and finds 2 (Cargo Trailer A and Cargo Trailer B), so the character gets +2 attack.
Cargo Trailer B also checks how many Cargo Trailers are on the character and finds 2 (Cargo Trailer A and Cargo Trailer B), so Cargo Trailer B also gives the character +2 attack.
In total this is +4 attack.
Re: Blurr and more revealed for Wizards of the Coast's Official Transformers Trading Card Game (2005588)
Posted by Rainmaker on January 19th, 2019 @ 5:24am CST
Omegatron. wrote:Look at it this way:

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

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


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

:MAXIMAL:
Re: Blurr and more revealed for Wizards of the Coast's Official Transformers Trading Card Game (2005589)
Posted by Omegatron. on January 19th, 2019 @ 5:27am CST
Attack bonuses always stack. If you put a weapon on the character that gives them +1 attack and a utility upgrade on the character that gives them +1 attack then the character gets +2 attack in total.
Re: Blurr and more revealed for Wizards of the Coast's Official Transformers Trading Card Game (2005590)
Posted by Rainmaker on January 19th, 2019 @ 5:30am CST
Omegatron. wrote:Attack bonuses always stack. If you put a weapon on the character that gives them +1 attack and a utility upgrade on the character that gives them +1 attack then the character gets +2 attack in total.



That makes sense, this doesn't.

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

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

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

:MAXIMAL:
Re: Blurr and more revealed for Wizards of the Coast's Official Transformers Trading Card Game (2005600)
Posted by Omegatron. on January 19th, 2019 @ 6:17am CST
Are you missing the "+1 attack for each Cargo Trailer on it" part? Each Cargo Trailer counts the number of Cargo Trailers on the character and gives an attack bonus equal to that number.
Re: Blurr and more revealed for Wizards of the Coast's Official Transformers Trading Card Game (2005696)
Posted by Rainmaker on January 19th, 2019 @ 4:43pm CST
Omegatron. wrote:Are you missing the "+1 attack for each Cargo Trailer on it" part? Each Cargo Trailer counts the number of Cargo Trailers on the character and gives an attack bonus equal to that number.


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

:MAXIMAL:
Re: Blurr and more revealed for Wizards of the Coast's Official Transformers Trading Card Game (2005699)
Posted by ZeroWolf on January 19th, 2019 @ 4:50pm CST
You're right it gets +1 for each cargo trailer but that effect is then done again for each cargo trailer. So you play one cargo trailer so it resolves at +1 Attack as its the only one. Then you playa second on the same ability slot,when it resolves, the first cargo trailer now gives you +2 as there are two cargo trailers now in play. The second cargo trailer also gives the character +2 as there are two cargo trailers in play... See how this is working?
Re: Blurr and more revealed for Wizards of the Coast's Official Transformers Trading Card Game (2005702)
Posted by Rainmaker on January 19th, 2019 @ 4:58pm CST
ZeroWolf wrote:You're right it gets +1 for each cargo trailer but that effect is then done again for each cargo trailer. So you play one cargo trailer so it resolves at +1 Attack as its the only one. Then you playa second on the same ability slot,when it resolves, the first cargo trailer now gives you +2 as there are two cargo trailers now in play. The second cargo trailer also gives the character +2 as there are two cargo trailers in play... See how this is working?


I see how it's working but I don't understand why it's doing that, the card doesn't say to do that at all.

:MAXIMAL:
Re: Blurr and more revealed for Wizards of the Coast's Official Transformers Trading Card Game (2005708)
Posted by ZeroWolf on January 19th, 2019 @ 5:24pm CST
But that's what all the cards are saying as they are all active.
Re: Blurr and more revealed for Wizards of the Coast's Official Transformers Trading Card Game (2005711)
Posted by Rainmaker on January 19th, 2019 @ 5:38pm CST
ZeroWolf wrote:But that's what all the cards are saying as they are all active.


OHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

I understand now.

:MAXIMAL:
Re: Blurr and more revealed for Wizards of the Coast's Official Transformers Trading Card Game (2005713)
Posted by ZeroWolf on January 19th, 2019 @ 5:42pm CST
Rainmaker wrote:
ZeroWolf wrote:But that's what all the cards are saying as they are all active.


OHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

I understand now.

:MAXIMAL:

;)^ glad we got it straighten out
Re: Blurr and more revealed for Wizards of the Coast's Official Transformers Trading Card Game (2006020)
Posted by Amelie on January 21st, 2019 @ 1:43pm CST
Thanks to Seibertron member, Survivefan23 – we have had our optics directed towards the official Transformers Trading Card Game Facebook page and its reveal of another combiner. This time its the Fiery Champion Volcanicus! Costing a whopping 39 (thats thirty-nine, count 'em) stars, this Melee combiner sports 6 Attack and 56 Health. Volcanicus will be joining the previously revealed Predaking hitting the shelves in the USA on March 1st.

Transformers Trading Card Game wrote:What's cooler than five huge robots that turn into dinosaurs? One gigantic robot made out of five robots that turn into dinosaurs.

Introducing five fearsome Dinobots and... 
VOLCANICUS, FIERY CHAMPION!

Find them all in RISE OF THE COMBINERS, tearing shelves asunder March 1st!*
*In the US and other territories. Check with your preferred retailer for availability.
**For some insight into how this terrifying team operates, check out Grimlock's ability!


Image

Are you stoked for this combiner feast coming your way or do they have you quaking in your boots and reaching for your Windblade Combiner Hunter? Let us know in the discussion right here on Seibertron.com's Energon Pub!
Re: Blurr and more revealed for Wizards of the Coast's Official Transformers Trading Card Game (2006027)
Posted by Survivefan23 on January 21st, 2019 @ 1:58pm CST
I was looking through my Facebook news feed and I saw him and thought, "well since no one has posted anything on him yet, how about I show you my discovery" & that's what I've done.

Oh, and before I go, check out what I also found: https://www.facebook.com/TransformersTC ... =3&theater
They have the Dinobot Enigma card, its the 2nd post below the one I saw. Just scroll down.

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