"Flipping Out" -- TFTCG Reveals and Strategies
Wednesday, October 9th, 2019 9:29AM CDT
Categories: Toy News, Site Articles, Game NewsPosted by: #Sideways# Views: 71,181
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So, this is going to be something of a doozy of an article. To put things in a nutshell, I've been granted to release a brand new card by the wonderful guys and gals over at Wizards of the Coast! That said, and with the frankly stunning amount of reveals we've had over the past week or so, I'm going to trim down this article to go over a few of the highlights instead.
But those highlights are a bit cherry-picked, you see, as most of the characters have the distinct pleasure of having at least minor synergy with the card that I am about to reveal. See if you can tell which ones! But, how can you if you don't know what the card is? Ready to see it?
I give you... Showing Off!
I revealed this card on my YouTube channel, Nanomachines! If you'd like to hear my opinions on this card, or at least want something to listen to for the next few minutes, please check out the video below!
Crosshairs is a guy with a lot of potential on his shoulders.
Sure, Crosshairs doesn't have a whole lot of offensive punch for a guy known for his guns, but when you consider the Battlemasters we've had lately like Sights or Turbo Board, you start to see how his prowess is not defined by the offensive power of his guns, but in the thickness of his Armor.
This might seem obvious given the fact that he has, well, two Armor slots. But when you consider the fact that you could flood his team with characters like Nightstick, Sights, Vanguard or Turbo Board, all of which giving him +1 Defense at the least, you start to realize just how strong his defensive capabilities are.
Let's do some quick math. With Nightstick and Sights on his person, he gets +2 Defense from them alone. This, combined with the fact that he gets +2 Defense from his own ability, total in 4 Defense before your Armor. Oh, yeah, I forgot to mention: He has two Armor slots, and with his synergy with the ever-powerful Hunker Down, you can spam Armor on the guy like there's no tomorrow. I mean, with the newest Tank-exclusive Upgrade, Composite Armor (see in the Battle Card Section) which gives +3 Defense, combined with a Blast Shield, you have a total of 9 Defense before you flip, which is frankly nausiating.
Now, is that practical to set up? Probably not, to be frank. You're not doing too much damage to pressure your opponent out, which means your opponent is going to be able to take their sweet time while they build up something big to deal more damage to you than you're likely able to handle. Still though, with the use of Vanguard, Nightstick and friends, you can count on your defense being able to withstand most basic attacks.
Most.
Like a record baby / Right round, round, round
Spinister is very, very good. How? Well, let me jump into this guy by telling you why Battle Masters have such good value.
You see, when you play Transformers, you're usually not going to want to swing with a character in alternate mode. It's inefffecient, it's low damage and honestly it usually ends up putting one character at risk. Battle Masters turn that on its head. Given the fact that they start in their most efficient mode, and since they are effectively unpunishable when you KO them via an attack, you are free to just swing with them at will.
Since you can swing with them at will, you can transform one of your other characters beforehand, making your life easier in terms of crucial flipping time. That's also where Spinister comes into the picture. Given the fact that your first turn will usually involve flipping another character and swinging with a Battle Master, Spinister turns that advantage into an even greater one given his robot mode effect. I mean, just imagine on the first turn of the game, swinging with Lionizer for more damage than he already does. That's what makes Spinister so strong.
Making matters better, when your Lionizer (or whomever else you're playing him with) dies, you can attach them to Spinister, not only giving him a solid attack boost but also being the secondary weapon to whatever card -- like Grenade Launcher -- you wanted to play. This means that the clapback from KOing your Battle Master is even stronger than ever before, and I honestly cannot wait to see where Spinister will go.
Barricade is freaking awesome.
So, simply put, he makes every blank pip in your deck infinitely more consistent. Given the fact that he can not only pull potentially bad cards out of your deck, making your deck more consistent flip-wise, but he can also use them on-demand. I mean, just think about it:
You have Barricade and Prowl alive after Wheeljack died a horrifying, early death. Now, you realize that you've probably lost the game in terms of staying power, but you also realize that your opponent is completely tapped out with Prowl being the only untapped character. Barricade has an I STILL FUNCTION! underneath him, and you realize that you can use the Start Your Engines in-hand to start off an impressive combo.
So, you play the Start Your Engines, untapping Barricade and flipping both he and Prowl to alt mode, activating their effects. You choose Barricade to activate first, bringing an alternate mode Wheeljack back from the dead, and Prowl's effect activates afterwards, giving all of them Bold 2. Then, you flip Wheeljack into robot mode and swing with him, Prowl and Barricade all at once, dealing disgusting damage to your opponent's field and their ego.
Sound like a fantasy? Not so. This is something you can pretty much count on happening with Cars, and was Cars' entire raison d'être, but the biggest problem was doing it all at once. Bumblebee from Wave 2 is oft regarded as the only out to this combo usually, as he plays an Action when you flip him, but now? Now there's a new sheriff in town, and this town isn't big enough for the two of them.
With 'Bee and 'Cade fighting for that same spot, it's easy to see their rivalry coming through even in the card game. But, with Barricade's lower point cost and higher consistency, I think there isn't much mystery on who my money's on.
Lockdown is really, really neat. He channels his inner Nemesis Prime while also having access to every Car card in the book. He might seem a bit difficult to pop off with, but I would put good money on that not being the case. Allow me to explain for a moment.
You see, when you use Lockdown with cards like Coup, Contract Contingency and Dual Wielding, you're going to start amassing cards beneath Lockdown farily quickly. Given the ease of such buildup, you'll find that you're also going to be drawing quite a few cards as well, which can facilitate that growth in much the same way, drawing into your Bounty-triggering cards and highly damaging cards like Dual Wielding.
I aboslutely adore the potential that Lockdown has, and at 10 Stars, we can tell that he's not exactly cheap, but he's not expensive, either. We can play several characters alongside him to promote his growth, and we can play him in several different archetypes. Whether you want him in a blue/black list or an aggressive list, you'll find that his powerful effects can only grow with time.
Lockdown has the potential to raw carry games, and when you consider the fact that he also opens up the use of certain Mercenary cards, you'll find yourself with more potential partners with him than you'll know what to do with.
Detritus is the first Rare Mercenary that we have in the game and... Well, he's sadly not that great. But he could be!
His stats, his point cost and now his effects just aren't that good. Mercenaries need to be able to do damage to characters in order to actually use their powerful Bounty effects, and unfortunately neither his damage, Star Cost nor his Bounty Effect are good enough to warrant his introduction into many -- if any -- roster.
But hey! He's the first Junkion in the game, and he's not carrying around Wreck-Gar's severed head yet, so let's give him a fair shake and see what bubbles to the surface. Given the fact that Detritus is a healing character with a likely defensive playstyle, one could play him in a defensive list, abusing the black pips that Mercenaries ever so adore to make him able to trigger his Bounty effect multiple times over the course of a few turns. Through the use of Contract Contingency especially, you'll find that Detritus can heal quite a bit.
Plus, when you consider that you could play him with cards like Dazzlestrike, Ratbat and other healing characters, you might be surprised how long he sticks around.
Healing is a tough balance to strike. Either you're like Pokemon and have intense healing cards that can be everywhere and can be oppressive at times, or you're like Transformers, where healing is pretty much the least used mechanic in the game outside of certain niche scenarios. Here, though, I think there might finally be a good balance between solid healing and fair tactics.
But, you have to ask the question whenever a healing card comes out: Is it enough? Personally, I don't think he has enough on his own to warrant it -- but hey! We'll get more healing cards later. Plus, it isn't like you don't have Team Up Tactics to help you out in the meantime.
Octone is the first Mercenary Super Rare there is, and boy do I think he has some potential. Why? Well, for one, his stats are very solid, his abilities are good and his Bounty is good as well! Sounds simple enough? Well, there's actually a few other reasons that I like him.
You see, Octone can start the game in his most effective mode, his Truck mode, given how many Autobot-focused decks are running about these days. This mode gives you a powerful attack stat, powerful HP and moderate defensive capabilities to make him extremely hard to remove -- and hard to withstand -- from the get-go. Even if your opponent is running all Decepticons, you can flip him to his Plane mode to deal even more damage to them given the fact that your opponent has to ping one of their Decepticons for one damage. This can compound itself if you happen to activate his Bounty effect during the course of a game, sending two more damage their way.
Octone, best of all, doesn't really warrant a list one way or another. You could run him aggressively and use busted cards like Dual Wielding, or you could run him defensively to abuse his large health pool. The point being, it doesn't matter how you run him, just that he is strong no matter which one you choose.
That said, in terms of 13 point cards, I think we know someone else who has just as much value if not more value than Octone, do we not? Something, something, Battlefield Legend? Oh, yeah. Still though, he's a quite solid card. But you need to ask yourself if you'd rather run him or Battlefield Legend -- those 13 stars aren't going to choose for you.
Nightbird is a very strong promo card.
We haven't seen a good promo card yet, as the only one that came close was Omega Supreme and he's only usable in super niche concepts. But with Nightbird, we get not only a powerful vehicle mode effect, but a strong Bounty effect all wrapped up in the cheapest Mercenary on the market at the moment. By the way, did I mention that she's a Car? Because she's a Car.
Nightbird allows you to use a variety of Mercenary-exclusive cards, like Opportune Repairs, and can be splashed in various lists that need a Mercenary that isn't going to eat up most of their points. In fact, Nightbird has so much value in her that I think that, at the moment, she's probably the most useful Mercenary to have on your team.
Plus, if your opponent is playing a ton of Actions during their turn through Barricade, Brainstorm, Multi-Mission Gears and so on, she punishes their greediness by placing quite a few damage counters on your opponent's characters at will. Plus, when you finally soften up your opponents enough, you can play some extra cards with her Bounty effect.
In fact, in a Car setting, you can use her Car nature to untap her until you would attack with all of your characters at once. Then, while you do so, you get to use one of your opponent's Reckless Charge from their Scrap Pile to boost your next attack! Sure, it might not be the most reliable ability, but it's certainly the only one of its kind.
Truly, Nightbird earns her keep in many different ways. But personally? I'm just excited to have a promo that's actually good for once!
So, remember when I said that healing in games are either great or awful? Blackjack is the epitome of the latter.
You see, when you use a team of Micromasters like Blackjack wants (much akin to Powertrain, in fact), you'll find that you're going to be fairly frail, regardless of if you're playing blue or not. I mean, your other Sports Car Patrol characters have either 6 or 7 HP and either 0 or 1 defense, meaning they're not going to defend much even if you try your very hardest, with Flamewar as an ally and a stockpile of armor.
I just can't help but to feel as though Blackjack's ability could have been better, especially considering Powertrain's effect turning his allies into DPS machines. Perhaps one could use Vanguard instead of Flamewar in an attempt to buy their safety through his effect instead of sheer willpower alone?
Looking at his robot mode, however, I could be persuaded to like his minor stat change over Powertrain's. Having more damage while still having 4 defense at maximum isn't exactly awful, and using Roadhugger's damage boosting effect isn't half bad either. But when you consider the fact that not only does Powertrain give his entire team Bold but also has synergy with more -- and better -- Battlemasters does it become apparent that Powertrain's Off-Road Patrol will be far more viable than Blackjack's Sports Car Patrol.
Composite Armor is quite possibly one of the best Armors in the game. Not only does it give a monstrous +3 Defense, but it also gives +1 Attack and deals damage when you defend with it. I mean, sure, it scraps itself after you defend with it, but holy crap man. Hunker Down, obviously, would make this card not just easy to reuse, but also extremely powerful for certain characters. Let's go over some of those combos, shall we?
Lord Megatron is the first of these, as you can mill more cards from your opponent's deck when you use a Hunker Down, but you also have the effect of boosting your Attack when your opponent reshuffles their deck, as well. But, personally, I think one of the most powerful uses for this card is with Demolishor.
Demolishor, with his extra flipping effect, prizes having more defense when you attack. Let's show you this with an example. Let's say that you play a Power Punch on him for turn, and then play a Hunker Down to attach a Composite Armor. Demolishor already flips six cards when he attacks neutrally, but with a Composite Armor on him, you flip three more cards. Then, with that Power Punch, you'll end up flipping three more cards, putting him at a monstrous twelve cards in total, and that's not counting any white pips in your deck.
Did I mention that you already boosted his attack by +1 beforehand thanks to Composite Armor? Because you already boosted his attack by +1 beforehand.
Composite Armor is kinda insane. When you consider the implications of that absolutely disgusting +3 Defense, plus everything else about the card, there is absolutely no reason that you wouldn't want to run this card in every Tank deck you have at your disposal, regardless of the pip color.
Contract Contingency is a downright necessary card for decks that run Mercenaries. You might find that Mercenaries won't be able to use their Bounty abilities all too often -- especially since it requires the death of a character to activate. Lockdown, Detritus and every other one won't pop off as hard if they can't use their Bounty effects, and Contract Contingency makes that possible.
Lockdown especially will find Contract Contingency even more of an auto-include than before. Given the fact that it not only allows you to build his stock of cards beneath him, Contract Contingency also boosts his damage whilst being a double black card, making the base 4 damage that easier to get. You'll be boosting Lockdown, healing Detritus, playing cards with Mudflap, poking with Octone and... Well, doing Mercenary things with your Mercenaries!
Contract Contingency is an auto include in pretty much any list that runs a Merc, and there's no two ways around it.
Something else that might find its way into a few Mercenary lists is Coup. With Coup, you can use effects like Octone's or Lockdown's as a form of clap-back for one of your characters being KO'd. Certainly interesting when you consider how vital Bounty is to playing Mercenaries, but something a little more interesting is... Well, how it actually works.
See, this is a pretty non-controversial card. If you're playing some cheaper, more malleable Mercenaries like Mudflap or Nightbird, you'll like it because you're able to play more allies to make Coup use your Bounty effects more and more. But, something that I'm wondering about is when it can activate.
You see, the way Coup reads states that it doesn't matter whose character is KO'd -- just so long as a character is KO'd. This could even mean, from what I've seen here, that it could potentially activate on your own turn through your own KOing of a character, either yours or your opponents. Now, I could be misreading this thing (it wouldn't be the first time, amiright?), but my money is on my instincts and my instincts are telling me that I'm right.
So, where does that leave us?
Well, you could use Coup to bolster your own effects, like Octone, Nightbird or Lockdown when you KO one of your opponent's characters during an attack. If you'd like to be even spicier, you could potentially play Coup through Laserbeak's tap effect, allowing you to play Peace Through Tyranny to use one of your own characters to fuel Bounty triggers.
Of course, it might not work that way, but either way it still isn't an awful card to fuel some Bounty triggers on your opponent's turn, especially considering how important it is to certain characters like Lockdown. It might not see too much widespread play, especially if I'm wrong about it, but I'm still interested to see where it might end up in the long run.
Shoulder Holster is actually really quite interesting in aggressive decks. Sure, it's a blue pip, but when you consider that certain cards like Jetfire can take full advantage of it, there could be some fascinating combos you can pull off with it. Let's go over some examples.
Like I said before, Jetfire can be something of a monster with both Shoulder Holster as well as Defensive Configuration as options, where you can get free Upgrades on him in either aspect. Now, regardless of optimal pip usage for the moment, we can still abuse Jetfire's ability to play Shoulder Holster in order to play a free weapon. This can open up your hand to play a second weapon on him, potentially stacking a second, heavily damaging weapon on him to deal a potentially disgusting amount of damage through potentially double stacking Grenade Launchers or Power Punch.
But the best deck that will love every moment of Shoulder Holster as well as Defensive Configuration is the always Upgrade-hungry Omnibots. Since you can play either card with Overdrive, you'll find that your first turn will have far more burst than you're used to, potentially exploding more Upgrades on the first turn to facilitate your characters board presence. I mean, there is always the chance that you whiff the extra Upgrade off the top of your deck, of course, but either way you're still getting an extra Weapon or Armor slot, y'know?
I really quite like both Holster and Configuration. They're inconsistent, of course, but when they're used in tandem with interesting cards like the Omnibots, things become more interesting. I mean, just think of how you could use Shoulder Holster to play a Multi-Tool! Sure, you're not exactly gaining anything stat-wise -- pretty much nothing at all, for that matter -- but you're getting Upgrades on the field to fulfill other effects like General Megatron or Equipment Enthusiast.
It might not have immediate gratification, of course, but its combo potential cannot be ignored.
Dual Wield is the best Mercenary card. Period.
You like that Grenade Launcher on Lockdown? You do? Sick! Well, how about we give him another one from your Scrap Pile? Yeah, that sounds pretty neat to me. So not only does this open up the possibility to swing with two weapons at once, but it also opens up your Upgrade for turn to be something that's not a Weapon -- in other words, Force Field.
Dual Wield allows you to not only play it hyper-aggressively, but it also allows you to play it defensively as well. Remember, even though your extra weapon slot disappears at the end of your turn, if you only have one Weapon on one of your characters, it won't disappear with the slot if it's a weapon like Energon Axe. This means that you can use a scrapped Weapon from your Scrap Pile while also playing an Armor from your hand to buff a Mercenary to the gills in a single turn without breaking so much as a sweat.
I'm not exaggerating, and even though flexing my hyperbole muscle is one of my favorite pastimes, I'm dead serious when I say that Dual Wield will shape the Mercenary format.
Crude Club is one of those super hot combo cards that you just know will be the centerpiece of a super neat strategy. When you consider the fact that Shoulder Holster, Extra Padding, Attack Drones and Dual Wielding can all increase Crude Club's effectiveness, you start to realize how strong this card can be in combo decks.
Crude Club does +1 for every Upgrade on that character. So, let's try to do as much as possible with some quick math: Three Extra Padding, one Shoulder Holster, three Attack Drones in one weapon slot, one Crude Club in another slot, and with a Brainstormed double Dual Wielding, we can play both of our other Crude Clubs in both other slots. This runs a quick calculation of the following:
3 + 1 + 3 + 3 = 10 Upgrades in total. Now, let's factor in the damage that those Upgrades can do on their own as well: +3 Damage for the Drones, +10 damage for each instance of the Crude Clubs, all pieced together to create an unholy final score of: +33 Damage!
Imagine getting that in a game. If you pulled this off against me, I'd be hard pressed not to just sign the match slip the moment it happened. I mean, you probably deserve the win at that point. In fact, I think you could probably do more damage thanks to more Brainstorm chaining and Cargo Trailers instead of the Shoulder Holster. Who knows? Maybe someone can come up with more impressive numbers using Predaking or perhaps Dreadwing? All I know is that Crude Club should not be underestimated, and I think, understated.
I don't think that it'll be practical to pull off, but Timmy's and Johnny's rejoice! A brutal combo card your way comes!
My echo, my shadow, and me.
Wedge Formation is... Well, it's something all right.
To be perfectly frank with you, the effects of Wedge Formation has some of the least value I've ever seen on a card. On one hand, it's still not the worst card effect out there -- that Raspberry Award probably goes to Rest and Relaxation -- but it certainly does a whole lot of things to get nothing out of it.
I mean, sure, you're drawing a card, you could maybe heal something from one of your characters, and Plan 1 isn't necessarily a bad thing, but when you consider the fact that cards like Diagnosis does effectively the same thing but on a more neutral white pip, you can see how I'd be hard-pressed to find a spot for it on its card effects alone.
However, it should be clear enough at this point that this card's value clearly comes not from playing it from your hand, but using it in more niche strategies. With three pip colors on it, you'll find that cards like Blowpipe and Grapple want to play as many as possible in order to activate their effects. But, perhaps there is another reason to run it?
You see, Overwhelming Advantage requires you not just to have every color combination possible Upgraded on a character, but also flipping the same amount of colors on your attack. When playing at least one Decepticon on your team, you can use Overwhelming Advantage to Plan Wedge Formation on the top of your deck to make your flips that much easier. It would be all too easy to deal massive damage to one of your opponent's charactes.
Perhaps Overwhelming Advantage is simply too niche of a strategy to pull off correctly, but when you consider how easy it is to flip all of the colors in the game when three of them are taken up by Wedge Formation alone, I start to wonder if Overwhelming Advantage might just work after all.
Valuable Contract is... Okay I guess? I mean, it's not going to win any awards, and Star Cards are strictly okay at best, but with cards like Contract Contingency and Coup, could this card actually be the start of an interesting combination? Let's dive in and find out!
So, with Valuable Contract, it might seem odd, but you don't need to use it on a Mercenary. In fact, it might be better not to use it on a Mercenary in order to get the full use out of your Bounty activations. Regardless, what would be the best use of Valueable Contract and how would you make the most of it?
Well, let's say that we can use cards like Coup and Contract Contingency to activate Valuable Contract's Bounty effect. If you do, you can grab far more Star Cards from outside the game than normal. In fact, you'll probably be able to do so almost every turn given proper draw support. What could you possibly grab with Valuable Contract's effect if you did manage to pop it or something similar off every turn? Well, let cut to the chaff and let me toss out a neat idea that I just had.
Okay, so, Hot Rod can be used to build up a slow yet powerful control effect when he gets a card beneath him, right? Plus, when he has full HP, he has Safeguard, making his bulk that much better. So, how do we capitalize on this? For one, we can use cards like Blast Suit to reduce your opponent's damage by an astronomical amount, but I think more importantly, you could also use Heroic Resolve turn after turn if you were able to stream Bounty effects and/or Unleash Potential. Plus, since it goes to the KO pile after using it, you could run an aggressive version of the deck and not have to worry about shuffling a bunch of blue cards back into your deck.
But what might make it viable is through the use of Needlenose. With Needlenose's damaging ability, we are able to ping our opponents for a bit of damage every turn since we are effectively trying to play one of those cards every turn, and to facilitate that end, Needlenose can also return Blast Suit and other Star Cards from your Scrap to your hand to be used again. The end result of this is by being mostly able to stream Heroic Resolve and Blast Suit every turn, increasing your survivability exponentially, especially considering Hot Rod's double Action ability.
I don't know, it's just an idea that I had randomly. But the point being, Valuable Contract is of cardinal importance to that combo, and I honestly wonder whether there are other combos out there with it or not. After all, Wizards keeps making more Star Cards and people still seem reluctant to play them. Perhaps at one point they'll end up making a broken one and cards like Valuable Contract will be the catalyst to another broken combo deck?
Who knows? It's just a thought.
Opportune Repairs is exactly the kind of repair card that I have been wanting. Healing one damage isn't great, healing two for the cost of a pip just feels awful, but Opportune Repairs healing three whilst still having a useful pip? Yes, please!
First off, I'd like to say why I love this card. Remember what I spoke about briefly in my last article? Safeguard is a very good effect, and when you play Safeguard Cars, or The Safety Dance as I'm starting to call it, you're going to have a lot Safeguard on the field to play with, and with it, more opportunities to heal off your characters.
See, that's what I love the most about it. Safeguard protects your character by capping the damage they would take from an undamaged state to (usually) three damage. Now, with that said, you can use healing cards like Opportune Repairs to heal off those three damage counters, reactivating Safeguard and giving that character another clean attack. So long as your opponent doesn't play any non-combat damage cards and you draw enough healing, Safeguard will keep coming back.
The Safety Dance can play several different Cars to take advantage of their Safeguard abilities, namely Hot Rod, Smokescreen and Greenlight, all equating to 24 Stars in total. But, since Opportune Repairs requires a Mercenary on the field in order to use it, you might want to play Deadlock, Nightbird or even Lockdown to fill that slot -- all piecing one little bit of their own power or utility to help out in your ultimate goals of outlasting your opponent.
Plus, they're all Cars, so... Yeah, it kinda works out.
Either way, I'm not quite certain that Opportune Repairs will be played in anything else that doesn't at least play instances of Safeguard. Safeguard is such a good ability, though, that Safeguard cards could be splashed into other lists rather easily, and if they are, you can bet that Opportune Repairs will be first on my list to try to work in.
Similar to Opportune Repairs, but lending itself to a startlingly great damage boosting Action, Opportune Offensive is a lot of power in a little package. It's like a better version of The Bigger They Are or Heavy Handed -- one that only requires your own team composition to grant Pierce and a damage buff. I mean, just off the bat it's a way better version of Leap Into Battle, and it even has better pips to boot. The question changes from "Should I use this card?" to "Who should I use this card with?"
In fact, the same characters that Opportune Repairs would want to play might be quite fine to play in a blue list alongside Opportune Offense, except perhaps playing Detritus as well since healing is almost always better in a defensive circumstance than an offensive one. Lending to that idea, the fact that Opportune Offense grants a Pierce buff alongside a blue/black pip coloration shows us that the best place for it is in a blue/black list.
So, to that, I simply have to say that it's kinda impossible to say what it's good with because it's such a universal card. I mean, what else do you want from it? It makes you do more damage and Pierce! It's great!
Lately it occurs to me / What a long, strange trip it's been
Seven damage. Wow. That sounds like a lot, doesn't it? I mean, just think about it! You're doing so much more damage than you would otherwise, right?
Can you feel my sarcasm?
Okay, so this sounds like an amazing card, and for characters like Tote or his other Micromaster friends who start with two or three Attack, then 4-Wheel Drive seems like a strong addition to the deck, and it is. But, when you consider all of the other Trucks who start off at four or five attack, you're not going to get any value out of 4WD that you would otherwise get out of a Leap Into Battle of all things.
4WD may seem incredibly strong, but when you realize that playing a Leap Into Battle gets you effectively the same thing and you get to attack with that character in robot mode, I can't really get too much behind it outside of Powertrain or similarly small decks. Perhaps I'm just being overly critical and a bit of a pedant, but I just can't see this being used as well as Leap Into Battle or some of the other cards like Opportune Offense.
Again, maybe it's just me, but I can't help but to feel that there's less to this card than meets the eye.
As always, it is such an amazing feeling to help release cards to the public. I certainly love making all of this content for everyone, and getting to show off new stuff while I do makes me absolutely swoon. Thanks again to Wizards of the Coast for allowing me the opportunity to show it off, and thank you for reading and watching it!
As for the recent reveals, I'm sorry that I couldn't get to all of them in one article like last time. Honestly, though, it was kind of... Well, bloated. Like me. Oof.
Anyway, in all seriousness, I am absolutely ga-ga over the Mercenaries. I think they're a fantastic addition to the game, and they really spice up the dulled Faction system. I really hope that we get more reasons to play all Decepticons, Mercenaries or Autobots soon, though! With all of these faction-specific cards, though, I think that's closer than we think.
What do you think? Are you flipping out about Showing Off? Hooked on Lockdown? Or maybe you're ready to hit with Blackjack? Let me know in the comments below, and I'll see you next time!
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Available 12/2 directly from Wizards of the Coast for $200, though no purchase link is available yet.
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Each Energon Edition contains:
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Optimus Prime, Battlefield Legend by Marcelo Matere
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Slipstream, Strategic Seeker by Dan Khanna
Bumblebee, Legendary Warrior by Ken Christiansen
Nemesis Prime, Dark Clone by Ken Christiansen
-3 copies each of a Battle Card tied to each of the 6 characters (total of 18), printed on foil for the very first time with brand-new art!
Agility of Bumblebee
Bombing Run
Cargo Trailer
Fusion Cannon of Megatron
Ion Blaster of Optimus Prime
Start Your Engines
-18 Energon Cube Damage Counters
-30 Wave 1 Booster Packs, contained in two storage art boxes
The Character Cards, Battle Cards, and damage counters are all housed in a beautiful, foil Energon Cube box, the lid of which also allows for a display configuration for the character cards.
The Energon Edition is the most deluxe expression of the Transformers Trading Card Game ever, and a must-have for any collector and Transformers superfan.
Price & Availability
The Energon Edition will be available for $199.99 USD directly from Wizards of the Coast while supplies last beginning on Monday, December 2nd, at 12:00PM PST.
Stay tuned for a specific URL!
In most cases, shipping will either be free or subsidized, and include tracking.
Players in certain areas of the Asia-Pacific region will be able to order directly from Wizards, but will also be able to find the Energon Edition via a local partner to be announced soon.
Domestic Shipping:
• United States (Includes Guam and Puerto Rico)
* Includes AK/HI/APO and FPO
DDP: Taxes, Tariffs and Customs are Prepaid
EU:
• United Kingdom
• Netherlands
• Sweden
• Finland
• Ireland
Canada (the following Provinces):
* Ontario
* Nova Scotia
* New Brunswick
* Manitoba
* British Columbia
* Prince Edward Island
* Saskatchewan
* Alberta
* Newfoundland and Labrador
CANNOT SHIP TO QUEBEC (damn language laws!!!!!!!!!!!!)
* Australia
DDU: Taxes are not paid, and a customer would be subject to paying them (some cases not) when it arrives in their home country.
New Zealand
Posted by Rodimus Knight on November 6th, 2019 @ 10:46am CST
Posted by Bumblevivisector on November 6th, 2019 @ 11:28am CST
Well, considering how much I've seen just Slipstream go for online, I'm actually considering this.Rodimus Knight wrote:While i do like this set, I feel like $200 is a rather large price tag.
And now I'm wondering if next year will bring us a similar set with new artwork for Volcanicus.
Posted by ScottyP on November 7th, 2019 @ 9:45am CST
Posted by PerfectVision on November 12th, 2019 @ 5:43pm CST
PocketP or Enforcement X 1
MPF-PointP-counterE-EPC or fusionB-hold or fragg-SmokeC-newO-Idurability or grav-Callous-Bug-Scoundrel-ScoutingM-Markman
He's everything Bee6 should have been(pierce 2 instead of 1).Probably better than anything from Shock14.
Wheel3-Springer4 or Cosmo-Sidetrack
holomatter or escapeR X 1
hold-Rollout-Pep-NewD or UFO-cargo or acuteR-Bravery-ForceF-Matrix-Teamup-Ancient-Unleashed-multimissile or powerP-stepF
The Cclub is the worst blue weapon in the game with the thermal.
The best user of the Descape is the Wpatrol with Mirage7,Arcee5 is a better alternativ to Vanguard than Redheat most of the time.
Reflect or spyM X 1
DefensiveD or forceF-2B-Descape-brainstorm-Kconverter-2B-battleFR-sabotaged or hijack-dataB-stepF-infiltrate or stableC-intelligence-multimission
The bumper is unplayable.The hijack fights and helps the Descape ritual(the other is the overwhelming)at the same time.
Posted by WreckerJack on December 28th, 2019 @ 2:25pm CST
Posted by ZeroWolf on January 30th, 2020 @ 10:15am CST
This is what the product description has to say about it.
Amazon wrote:Titan Master Characters: Mix and match heads and bodies to customize Titan Masters to fit your playstyle.
The Wreckers: The fan-favorite Autobot special-forces team make their debut in Titan Masters Attack. Led by Sergeant Kup, the Wreckers get the toughest jobs done, no matter what the cost.
Stratagem Cards: This completely new card type lets players customize characters on their team.
Fortress Maximus: Every sealed Titan Masters Attack booster display includes a Fortress Maximus Titan pack.
As you can also see from the booster box art, a version of Power master Optimus Prime may also appear in the set. The set is due to launch April 17th 2020
What do you think we'll see in this set? Let us know in the Energon Pub and stay tuned to Seibertron for all the latest news and reviews!
Posted by ScottyP on January 30th, 2020 @ 10:42am CST
Posted by Lore Keeper on January 30th, 2020 @ 10:44am CST
Posted by TF-fan kev777 on January 30th, 2020 @ 12:47pm CST
Lore Keeper wrote:Read halfway through the title, got excited, realized were not getting some new titan masters, got sad.
I wouldn't necessarily rule it out at this point. With Apeface in Siege, we are likely to see Snapdragon soon, so that would be at least 1 And if previous TCG reveals of a mercenary faction turn out true, some more Titan Masters could be a possibility, I'll be interested to see who is in the decks and whether they are all from Titans Return or if there are any new possibilities.
Posted by Lore Keeper on January 30th, 2020 @ 1:11pm CST
TF-fan kev777 wrote:Lore Keeper wrote:Read halfway through the title, got excited, realized were not getting some new titan masters, got sad.
I wouldn't necessarily rule it out at this point. With Apeface in Siege, we are likely to see Snapdragon soon, so that would be at least 1 And if previous TCG reveals of a mercenary faction turn out true, some more Titan Masters could be a possibility, I'll be interested to see who is in the decks and whether they are all from Titans Return or if there are any new possibilities.
I'm still holding out hope we might get the Takara only molds for the Headmaster characters.
Posted by ZeroWolf on February 6th, 2020 @ 3:25pm CST
These include 25 copies of a character card that you will not be in the booster packs when they are available. That character is Titan Master Arcana, who in the TCG is aligned with the Decepticons by the looks of things! This could be a nod to Brainstorms status as a Decepticon double agent, as revealed during the run of IDWs Transformers: More Than Meets The Eye by James Roberts.
Stores will also get 15 sets of the three card combiner Tidal Wave, allowing you to amass your own dark fleet. Unlike Arcana, you can score Tidal Wave from booster packs of Titan Masters Attack.
The participating stores will also get two Titan Masters Attack posters to help advertise the event.
These are to help stores host their own casual launch parties and be used as give aways or prizes to support the trading card game.
What do you think of these reveals? Are you excited to get your hands on more of this expansion? Let us know in the Energon Pub and stay tuned to Seibertron for all the latest news and reviews!
Posted by PerfectVision on April 16th, 2020 @ 2:16pm CDT
Scavenge or soldierB X 1
FieldC-2B-ExtraP-Laser-Pop or overheat anti Clob/1dampening-energized or grav-oportuneO-Ccontrails-Debiilitating-MDR-2B or coop/1stableC-sabotaged/1infiltrate-steady
Only user of the energized.Lockdown requires the coop and sabotaged(Prowl10)+Swarp8,this is genius because he is unoriginal mostly.ExtraP's are harder to remove+1scavenge,no need of the hold but the 1overheat/1dampening/1temporal coexistence may be better than only the second(secondary endH for a 2O formation).The hiding is not indispensable,Flamewar will receive Aimless anyway,focus on a better defense.
BEST MAGIC DAMAGE 2B:Scream12-Skrap9 or Needle-Hyperdrive
Enforcement or bolt X1
Inverted-2B-backfire-infiltrate-ForceF or hold-2B-Smelt-Bug or inferno-Callous or piercingB-OB-OB-swindled-Nullray
Nemesis can use the bodyA,Skrap as well.Who can use it with the powerS?Redalert7!
The Eslingshot:BG limited to melee,nothing else than 2 magic damages every attack (from Blurr),3 under a condition:the target is already damaged.
ANTI BOLD OB:Scream13-Brunt or Blitzwing
EscapeR or masterP X1
Espionage-OB-Etransfert-Evasive or reckless+stealth-Sconsole or Kintensifier-OB-Mining-Leap-Dcrown-Markman-armedH-TPA-Bravery or erraticL
Zero draw for a strong character who can research.The Sconsole is stronger than the stratagem?A +3 of defense to 6 or 7,the other 13's receive nothing without search.Anti pierce and discard at least.The stealth can save Blitz so he can keep on attacking,a better attack with support.EDIT:I have read the review on Brunt exceptionally and it's very bizarre.An anti bold enabler+armor compared to the worst level 10?"sightly better''?!
W-OB-O-B-W-OB-O-B-W-?-?-?-?
This formation works for every combiners except Devastator,the enigma should be immune to discard at best.
BOLD MAXER TRIO:Trail-Lio-Flack or Chromia8
Pop or debilitating-2O-trithyllium-Bready-espionage anti bashing or Mbriefing-2O-junkC-Ebarricade-Bbag-EPC or mounted-erraticL-1smelt/1bashing/1enforcement-grenade
Flak can be more damaging than Chromia,she's needed to recover the forceF if you go second,i feel stupid for my very late notice.The EPC is a secondary Ebarricade-trithyllium for her or Trail differently,the P icon is not advantageous even for the Detritus conversion.For more actions:squish instead and ramming/1smelt,the searchable pop and espionage should be enough.
BEST REPAIR WITH TRAPS PB:Optimus11 or Detritus-Tracks-Mudslinger.Concurrent:Wheel1 of Optimus,best user of the metal:an incoming effect would have been better,the matrix doesn't give enough pierce.
Bbag or counterE X1
Head on-steady-battering-1hiding/1sabotaged/1Bbag-piercingB-decoy-4wheel or device-unflinching-forceF-RR-stepF or valuableC-hiddenF or crystal-industrial or valuableC
Detritus is more resistant to anything,Optimus mainly for his bold because the body version will always be more endurant.Muds can attack with bold1 or the scout,the battering and 4wheel-head on,a secondary leap,steady or reckless:it's as simple as that.I suppose that the device (anti weapons+1sabotaged) goes through the spare+overwhelming,not the vandalize,the valuableC gives you that or a Bsuit-bolt (forceF-MPF).
WARNING!THE MPF IS TEMPTING BUT EASILY BYPASSED BY THE OPPONENTS OF DETRITUS:PIERCERS AND SMALLS.YOU REALLY WANT THE TRUCK'S ATTACK.INDUSTRIAL-DECOY+2Bbags IS THE ONLY TARGET OF HIS CONVERSION OVER TRACKS.
HiddenF and stepF+1hiding:tough maxing or stealth-brave unpredictably.The piercingB is always usable for 5 damages +1D.
The crystal is combinable to the device as well as the Bbag,the D only if the A is insufficient like a true Pcard.The fusionB only if you pierce with Muds but you should tap him earlier,the scout should half-activate every tap and KO instead of just being a vengeance."Activate when tapped"is innovative.
The hull down is functionally a N searchable by Alpha.Inverted Bludgeon?You don't want to use this effect defensively.3hunkers+1Splating/1reinforced/1spiked on Mega3.Rewrite it like the specialD into this W action;if you have at least 5 utilities in your scrap pile:workO or 2 specialD like a secondary teamup or something.
GLOBAL DAMAGE OB:Ultra or WhirlHS-Sandstorm
UMA or Rcore X 1
SwapP or Sjavelin-OB-tackle-cybertonium-espionage-OB-Epack-disarm or swapM-debilitating-shock-teamup-ghost or heroicT-ArmedH
Espionage+swapP-disarm-ghost-Epack:you reuse the UMA,the spare is only for the overwhelming,Sand can take it,not the anti removal ghost,tap him with the tackle-heroicT-swapM and you reattack with Whirl+Rcore.
I have imagined this WG trap:if you have at leat 5 Oactions and 5 Bactions in your scrap pile,choose one:1)play it at the beginning of his turn,the opponent cannot increase his attack by any mean outside of battle flip,.2)inflct 3 damages to an attacker level 7 or less before the fight.More incentive to use the OB's and more concurrence to the hold at the same time,fiou!
HIGH ATTACK 20:the quadrio of insect is largely powercrept by the patrols,Chop6 and Barrage are reusable but that's all.Kick5 has a lot of concurrence with Flame-Clob-Arcee5+inverted focusF-Demo-Lio who are only the most similar,Jazz-Smoke-Green-Hot for Scrap7,his DF with him as the sacrifice but his allies have bad attack if they don't convert.You can increase his HP and Kick should attack first in that case.
PocketP or hold X 1
ForceF-2O-1Bbeam/1enforcement/1bashing-swindled-Idurability or plasmaH-2O-blade-reckless-fragg-erraticC-Etransfert or Bready-swarm-EPC or scrapper
Chop uses more easily the scrapper and the Bready-blade as a secondary reckless,avoid extra bold because it can be shutdown.Ravage+Barrage is stronger than Kick if needed,the targets of the double damage are Thrust+Rascent and Rbuster+ERP.
HOW I WOULD REPLACE THE DOUBLE ICONS:limit them to factions,keep the rollout,crystal for the with an extra P,same for the matrix.
2B:inspiring-Battitude.2O:swindled-HV
2B:compact-repurpose.2O:confidence-turn or specialD
The swindled is too good,the confidence is bad,read carefully:no gain of card,only mill.The best global damages are from .
THE PURE P ARMORS ARE BAD:there is the PDS+hunker on TwinFlint and that'a all.Maybe the Idurability on Skrap7 who is half bad.I bring the air/ground duality at the same time:flying is a pseudo trait for interested cards.
Only for those with a truck or tank form,no stats,inflict 3 damages to an attacking character who flies (his alternative mode is a plane,copter or ship),the other is for them and affect those on the ground (any other form).A pure G action that allows you to play one of them from the scrap pile:Springer13 takes one copy of each,maybe Octone too.
A new action for beasts, and could be micromasters,i don't know,you can't play the same team twice in a row:that's a necessary rule to expand the characters.This Btrap:tap one of your untapped beasts who converts into it and receives provoke10+though2 (Apeface).
EXAMPLE OF DOUBLE TEAM PLAY:on the next page,i have written Rbuster-Ratchet or Chrom9-Brawn5 or 6,''BEST REPAIR WITH DOUBLE ATTACK"
PRIME Knockout:if one of your characters flips a repair card:he receives pierce2.A conversion,double flip that uses one of them from your scrap pile.You don't replace Ratchet:you add him in your second team with 7 extra cards in the sideselection. Mega is a MM 5:he may attack with the pierce or be tapped for a variable amount of upgrade and you get a specialD for each type,powercreep of repairs by the way.Primal would consider actions and traps for a +2P like a secondary Laserbeak,Roadhugger already gives +3A.
Posted by PerfectVision on May 30th, 2020 @ 4:04pm CDT
? X1
EscapeR or MPF-2O-Disrupt or computerS-Epack-Callous-2O-Squish or ramming-Multimission-System-Bbeam-Underhanded-UFO-Brainstorm
The core of the magic damage is the system,i have talked about Springer4,i see Cosmo as an alternative to him.
I learnt than the press is banned but not the espionage?They have mentioned the Battitude...They are certainly LYING,they certainly KNOW the right reference IS the espionage(Better with anti bold character who are decepticons for no reason obyiously).Second time i say it by the the way.The alternative is the focusF,no other choice now.I will admit that these TWO cards are very dominants.
This game won't last long or shouldn't.Goodbye.
Posted by ZeroWolf on May 30th, 2020 @ 4:09pm CDT
Posted by ScottyP on July 20th, 2020 @ 9:33am CDT
TITAN MASTERS ATTACK IS THE TRANSFORMERS TCG FINAL RELEASE
For over two years, Wizards of the Coast has worked to create a great action TCG brand with the Transformers TCG. While the retailer and player community continued to grow, our product offerings didn’t meet the expectations of the broader fan base to engage further with the brand. Additionally, the current global situation posed by the COVID-19 pandemic presented additional hurdles. As such, Titan Masters Attack released on May 29, is the game’s final TCG release.
We are informing our players and retailers so they can make the best decisions regarding event participation and product ordering. The Transformers TCG team wishes to recognize the tremendous effort that fans and retailers put into building a great community.
“The Transformers TCG was truly a labor of love for the Wizards team, and we saw that enthusiasm and love echoed by players across the world,” said Drew Nolosco, Wizards of the Coast Global Brand Manager. “We are grateful to our fans, content creators, retailers, and distributors for the enthusiasm they brought to the game. The greater Transformers TCG fan community is perhaps the best TCG community I’ve had the privilege of working with.”
‘Til all are one.
To editorialize for a moment, as a collector of the product that appreciated the art and generally enjoys trading cards on their own, I'll be a little sad to see it go. While I wasn't active in actually playing the game, those that were tell me it was a really great and well crafted game. It seems anything that isn't toys has a hard time making headway with us Transformers fans, but that's just what I think, let us know what you think by replying to this post on our Energon Pub Forums.
Posted by Shockblast7 on July 20th, 2020 @ 10:14am CDT
Posted by -Kanrabat- on July 20th, 2020 @ 10:18am CDT
I remember the Sailor Moon TCG that I used to play and paid a few hundreds of dollars for... It only lasted 2 expansions and I played only with 3 other friends at the time. I still have the cards to this day.
Posted by TulioDude on July 20th, 2020 @ 10:23am CDT
It would been neat to see the game progress to a point where they could create orginal art for the cards.
I didn't study this game rules throughly,so correct me if I am wrong,but this game plays just like Magic the Gathering or it's different?
Posted by Immortal Starscream on July 20th, 2020 @ 10:52am CDT
Goodnight, sweet prince, we hardly knew ye.
Posted by ZeroWolf on July 20th, 2020 @ 11:41am CDT
TulioDude wrote:I didn't personally collected those cards,but I share my condolances for those who did.It's sad to see it go.
It would been neat to see the game progress to a point where they could create orginal art for the cards.
I didn't study this game rules throughly,so correct me if I am wrong,but this game plays just like Magic the Gathering or it's different?
It had it's own rules so played completely different and also did have original art in places (like for example, a lot of character art for the mercenary faction)
Posted by TheForgottenTaxi on July 20th, 2020 @ 12:04pm CDT
Posted by PerfectVision on July 20th, 2020 @ 12:35pm CDT
MAGIC DAMAGE P:Quake or horriSH+brisko-Fangry+doom-Needler
PocketP or ECA X 1
Hold or Kconverter-leap or disassemble/1reprocess-calculated-RR-quarter-camien or hand to hand-industrial-EEG-forceF-steady-laser-scoutingM-Eaxe
I forgot that Fan can have though 2 if needed,'remembered AFTER Ape level 3 and AFTER Mega12+réflexe.Disassemble rather than smelt/1enforcement/1bashing,especially with Horri,no ennemy repair with the reprocess(better than the salvage),this effect needs a bit more than precise targets like Optimus5,Detritus,the Gpatrol+Chop7,Ratchet+Rbuster and Fort/Tryp,Devastator was originally the target of the Predaking but them and the pseudo-combiners are convoluted garbage,that describes the unofficial releases too.
Compared to the allmighty espionage,the hold alterned with the speedT is good if your characters get stronger from trap...Or maybe they just forgot its existence .
ANTI BOLD 2O:Swarp10 or Ramjet with Pounce+Nracer6
SpyM or war anti safeguard X 1
Hold or speedT-2O-defensiveF (bluff)-Areckon-Kintensifier-2O-jam-erraticL-acuteR-temporal or EDF-EM24-W 5-luckyD or ETS.
The press bypasses the temporal.The scavenge for the Ppatrol+Sides or Swarp8+Aimless and Flamewar7 with extraP's (one searchable copy).
SOME GOOD N'S FOR PARTICULAR TEAMS:Sfire-steamroll-ISF for the headmasters with maxed bold;Versatility-Emaintenance+luckyV-forceF for the titans and they aren't invariable in the deck,the blade as a secondary reckless for the quadrio of insect .The Battitude is a secondary bombing-repair for the Gpatrol+Chop7/Swarp6 but it's bad like in the name.The oneshallfall-statik on Kup5 but against camping,not invariably.Needle with 1bolt-inferno-piercingB is already better than all the first wave's magic damage.
THE WORST CHARACTERS PER LEVEL
1:Vorath
2:Teslor and Stylor,maybe as a secondary tough maxer
3:Maybe Doom and Apex lack 1A but Quake and Twin compensate
4:Gmicro's and Chasm
5:Flamewar is considerable only with the overwhelming+terrifying+VSfuel+multitool-swindled in the Bpatrol for their drawing,some people tried to push her as a reference of qualty for her minor effect.Ravage is good thanks to Barrage in the quadrio of insect surprisingly.Let's say Visper and Blowpipe.
6:Ransack and as a pseudo Acid,Bumblebee is powercrept by Kick and Brawn.Warpath gains utility because of the Opatrol and the tough maxers very precisely.
7:Optimus,Impactor is a candidate for the OW.The other worst is Barricade:card used during the attack and double flip that reuse the action.
8:Bluestreak,Redalert7 is who you're looking for.The second is an Overcandidate:Wingspan as a pseudo anti removal,Flamefeather and Sparkstalker are better,one level cheaper and he could have integrated the Bpatrol.Dirge is worse than Thunder8 or Trigger.
9:Bumblebee and Darkmount.Hound is a bad concurrent to Ratchet/Chromia9.Mirage is powercrept by Wheel3 and Bee2.
10:Cog and not just because of Six10(with Outback/smoke and Deadlock,MPF+oportuneR is possible).Cross against high defense and low power but Grim+escapeR(O) and Lock+Swarp8(PB) are more damaging as needed.
11:Starscream and Spinister,they are inferior to WindS11/Shock11+Caliburst,Sunstorm is inferior to Bomb11 in a defensive mirror situation.
12:Grapple,a nerfed Inferno,and Windblade,Némésis got nerfed by the press and powercrept,Scream12+inverted nullray is more damaging.
13:the first Megatron.Octone is like a neutral who is worse against ,between Scream13+Sconsole and Ultra the brave who can transmit his armor,espionage for both.A +1D as a truck and a +3MagicDamageAttack as a plane,remember Ionstorm.
Over 13:Metroplex and worst global damage too.Shock14 is too weak with unprecise defensive effect,Skull+Grax or Omi may be considerable just like Optimus+Freeze and one toolbox over Optimus15 (him and Flint are the biggest target of the pierce 3).
THE NEUTRAL CHARACTERS WHO ARE USABLE:Novastar/Blurr,Ramjet/Swarp10 and Mudflap vehicule/Barrage with Bludge reduction,FIRST WAVE:Redalert and Swoop humanoid with Optimus12/Cosmo,they can reach 5 of attack,teamup draw and jaw.2B formation Slug.The worst BM's are Ptera+2focusF and Nstick(inferior to caliburst).
THE BEST DEFENSE IN THE FIRST WAVE:Jet10+Rascent and any discard you can find like the disruptive+Collateral,his bold1+Thermal,with Bee6 and Slug.The problem is that Acid+Espionnage and Thrust is better,so,he has to be offensive but different from Trail.
DISCARD AND REMOVAL 2O:Jet10 or Grim-Kup+Parsec-Beach7(use the focus1 to get a 2O or W instead of a O)
Ghost or pocketP X 1
PlasmaH-2O-disruption or statik-erraticC-fog or escapeR-2O-Rascent or electrifed-incoming-forceF-brass-masterP-disruptive or oneshallfall-1mounted/1Floadout/1ghost
The masterP+Beach flip against discard,maybe 1 secretD.Target Grim with the escapeR,use him against high defense and low power,not the opposite.The disruption is a O,the disruptive is worse than the G discards but a secondary of the first;subtle hmm?Beach7 may give you 1Bsuit/1plunder/1ghost alterned with 1Floadout/1mounted/1newD.
GLOBAL DAMAGE 2B:Jet16 or Springer13-Iron9
Holomatter or counterE X 1
MPF-2B or plunder-scout-multimissile-escapeR-2B-noble-armedH or Msword-surprise-Msword or designated-Epack or spyS-hit and run-precision
Springer is more fragile but has superior pierce with the spyS and Pbold2.Iron9 can double the armedH and noble pierce,a faster upgrading limited to Bweapons.In theory:he can loop the first infinitely but let's pretend he can't.The soldierB bonus is not tied to itself either.Double armedH+EEG is equal to 2 multimissiles but requires a K.O at the right time,it's only for the first team of this post,the precision is easier to use.
ANTI BOLD 2B:Acid-Thrust-Mega2 or WindS(anti pierce)
Rcore or reprocess X 1
Espionnage-2B-1spiked/1evasive/1reflex or bombing-bravery or Msword-Sjavelin-2B-scoundrel-markman-fragg-OB-OB-TPA-Rascent or grenade
Double scoundrel from Thrust is the initial incentive of the enforcement and from an agressive team,1enforcement/1bashing/1smelt is idéal for them.
DRAW TO WIN OB:Mega3-Crank8 or Trigger-Detour.
Scoundrel or masterP X 1
Callous-2B-hunker-drill-Mbriefing or hold-2B-1spiked/reinforced/1Splating or mining/1trithyllium-electro or TPA-attackD-OB-OB-swindled-Epack
Trigger gives you access to the mining+masterP against upgrade removal because it requires only one,to use him for something like the Eaxe litteraly says :"i forgot the existence of the scoundrel".I would say that the reinforced is powercrept by the 1spiked/1evasive/1reflexe coexistence.Hunker-swindled,the newD is largely powercrept.
BEST REPAIR 2B WITH DOUBLE ATTACK:Rbuster11-Brawn5 or 6-Chrom9 or Ratchet
Medic or espionnage X 1
FieldC-1spiked/1evasive/1sturdyA-2B-ERP or pop-intelligence-2B-noble-leap-MPF-OB-OB-repair or multimission-Epack or belligerence
Ratchet keeps the bonus after flipping,that's always like that,with Sides or Swarp10,Hound9 is a concurrent to him(debilitating and head on,double flip with one noble).Brawn6 against Clob,Flame and Lio,or he can covert W into pierce like Chrom9.The evasive can be replaced by a Garmor,extra better on Rbuster and Scream13,secretly strong overall.
BOLD MAXER INVERTED 2B:Top+flame-Arcee8-vanguard or arcee5(repair anti magic damage).
spyM or reflect X 1
DataB or defensiveD-2B-inferno-swapM-quarter or intelligence-2B-noble-start or focusF-plasmaH-endH-inverted-stepF-takeC
Candidate for the inverted and the Descape at the same time:that's impressive.SpyM+reflect againts overwhelming.EDIT:Mirage/dazzle-Green-HotrodHS is better at the Descape/press thanks to the double draw and action,they can use it twice or combine it to a trap(the Hresolve goes onto the KO pile).Arcee5 can use the inverted focusF.
HIGH ATTACK OB:Alpha-Prowl6 or Fire-WindC7 or 8
Noble or war(anti safeguard) X 1
ForceF-OB-press or beligerence-hand to hand-MPF or hold-OB-Epack-leap-Sjavelin or hold-shock-MOM-Etransfert or peace-TBTA
Alpha is not really more fragile than Optimus13,even less with the Prowl's repair+Etransfert.The though maxers and the Descapers are the targets of the searchable beligerence.Prowl targets himself with the bold2,the MOM becomes a O.
PIERCE MAXER PO:Bludge-Demo-BarrageVS(double flip) or Mudflap
Reflect or Kconverter X 1
Hold or MPF-rock-composite-Epack or crushingT-fight-terrifying-MDR-precision-forceF-endH-Bbeam-1overheat/1dampening/1temporal or pincer/1Kconverter-hunker
Bludge is fragile but has good pierce,give him a lot of traps and armors with hunker,the bounty can use them,the composite can make Demo more damaging.I would have liked a good PO trap,INCOMPLETE?
Bludge12:forceF-2B-B-hunker-MPF-2B-B-B-W-sonic-sharpened-TPA-O or N
He can use pure G like the sharpened,the TPA is equal to a double sonic,i don't see a team.
HIGH ATTACK 2P-O:Six9 or 10-Smokescreen or Outback-Deadlock.Concurrent:Wheel1.
bashing or espionage X 1
Kintensifier-fight-grenade or designated-oportuneR-hold-precision-erraticL or valuableC-Etransfert or contractC-forceF-dualwield-noble-teamup-Msword
This team lacks originality,the valuableC helps a bit,the contractC can activate it.Deadlock can collect the holds.Six has a giant attack without bold.
GLOBAL DAMAGE 2O:Trypticon or FortMax
relentless or hold X 1
Staggering-2O-Bincursion or versatility-luckyV or valuableC-Cexpertise-2O-escapeC-MDR-forceF-Emaintenance-MOM-steady-unflinching or scoundrel
VERY SUBTLE:The versatility-Emaintenance+luckyV-forceF,i wonder if Cerebros can use it from the scrap pile.The valuableC can give you a relentless.The Cexpertise is a minor W utility like some others but not here,the other example is the Sconsole on Scream13-Brunt or Blitzwing+Kintensifier-erraticL.There's nothing else to do with titans or giant characters.
OVERWHELMING 2B:Bpatrol+Novastorm or Flamewar5VS(OW)
Scoundrel or spyS X 1
Hitandrun-2B or nitro-smokeC-reclaim-Mbriefing-2B or newO-MOM-multitool-spare-fuel or turbo-terrifying-swindled-overwhelming/1enforcement
Reclaim+tap or Kconverter,plan a WG for extra flip,the fuel and the MOM are important fillers not for Bludgeon.The multitool as a secondary swindled saves Patheticwar5,different without VS.
THE BIGGEST MYSTERY THAT IS IN THE THIRD WAVE:DRAW TO WIN 2B:Sound11 or Bomb11-Chop6-Laser.Concurrent:Shock14.
SparingG or inverted anti pierce X 1
MPF or intelligence-2B-sabotaged-infiltrate-Kconverter-2B-scoundrel-leap-fieldC-EMP or universal-hold or hijack-electro-pep
EMP after laser tap.The stepF and the backfire would have been more transcendant as O.Double électro or MPF with Chop6.The hijack helps and fights the Descape/Bomb11 at the same time.
MAGIC DAMAGE OB:Opatrol+Turbo or Warpath
Bashing or holomatter X 1
Surprise or intelligence-OB-stealth-inferno-hold-OB-treasure-multimissile-anticipation-press-bravery or laser-grenade-TBTA or reclaim
Ultra and Iron9 can absorb their shots and i have no solution.Optimus15 lacks arguments over him and Jet16.Maybe Warpath can compensate with his natural pierce.Turbo and the reclaim can help you to get the missiles.Double press and hold with the anticipation+Topshot.
BEST REPAIR DUO OB:Optimus+Freeze-Prowl10 or Bee2(double press)
Tool or counterE X 1
Sjavelin-2B-covert/1noble or agility-markman-head on-2B-adaptiveP or statik-ion-defensiveD-OB-OB-press-Emaintenance or computerS
The Emaintenance heals twice which is transcendant under tool's effect,Freeze receives the noble press for provocation.Prowl bypasses the damage limits like from Trail the brave or NautiClob who is the only target of the covert with Astro level 2 and from a tough maxer,the Opatrol,shock11,Needle and Horri for the defensiveD,also the quadrio of insect +Ravage-fragg-swarm and Kick6+Venin-fragg.
PIERCE MAXER 2B:Elita-Twin+Flint or Apex
counterE or reprocess X 1
EscapeR-2B-matrix-Eaxe-MPF or defensiveD-2B-noble for pierce-hunker-piercingB-scoutingM-scout-grav or shoulder-adaptiveP or PDS
Flint can defeat Clob.Elita is a pseudo weaponizer.Optimus5 can use one toolbox effectively.Twin can be damaging with minimal attack bonus,the hunker can give him the PDS.
PIERCE MAXER 2P:Octone-Thunder9 or Mega12.Concurrent:Ionstorm.
SpyS or soldierB X 1
Heat-dualwield-minor-contractC-Cengine-designated or leap-crowbar or reflex-plunder or teamup-fog-battering-oportuneO-Emace-heavyhand.
The "spécial" contractC is a secondary heavyhand.The battering anti brave is not too execptional with one spyS.Mega12+reflex is a pseudo anti bold,more offensive than Brunt,anti draw as well.Bludge12 is usable with sonic-TPA.Octone is not well designed sadly.
REDO AS DISCARD AND REMOVAL:forceF-plunder-minor-Cchemtrails-MPF or hitandrun-designated or leap-crowbar-swerve-fog-sabotaged-reflex or Emace+1scoundrel-disruptive-heavyhand.
MAGIC DAMAGE 2O:Shock11 or WindS11-Thunder8-Caliburst
Bashing or espionage X 1
ForceF-2O-computerS-Ebarricade or multimission-escapeR or hold-2O-squish-disruption-system-Bbeam-underhanded-LV or heroism-brainstorm
The computerS and the system can be taken invariably as long that Shock11 is disponible,a double LV is considerable more than the UFO "Btestify",only for Cosmo in the end.
OVERWHELMING OB:Sound12 or Astro-RumbleVS-Sights
hitandrun or reflect X 1
Spare or hold-OB-Cdagger-cybertonium-Mbriefing or 1overheat/1dampening/1temporal-OB-overwhelming or erraticC+focus2-Cclub-swerve-MOM-sturdyA-pincer/1hitandrun-pointP
A +3 cybertonium-shock requires a W and a OB which the MOM provides.
OVERWHELMING 2O:Wolf+Kreb-Impact-Sparks or FlameF(superior endurance+sparingG)
enforcement or sparingG X 1
Spare-2O-composite-swindled or intrusion-hold or espionnage-2O-terrifying-overwhelming/1enforcement-escapeR or speedT-smokeC-Bbeam-scoutingM-hunker
Sound12 can give you the Cdagger which is broken,inconsistent and superfluous:"you don't scrap the Cdagger early enough" or "the 3 armors+hunker and swindled are easy to get".Astro hits harder:you aim at the level 2 with the help of Sights,he's a better BM enhancer than Spin.Ratbat is a concurrent to Rumble.The firecons are weak but support well the overwhelming.
BEST REPAIR QUINTET INVERTED 2B:Gpatrol+Chop7 or Swarp6
tool or pocketP X 1
Inverted-2B-reflex-powerS or bombing-espionage anti hold or Mbriefing-2B-war-lock on or bombing-paralyso-OB-OB-1smelt/1bashing/1enforcement-superC or repair
The repair is a secondary bombing.Chop can equip the tool or scrap it,maybe add the bodyA.Swarp gives you a consistent paralyso if needed.
DISCARD AND REMOVAL WITH TRAPS 2B:Venin-Kick6-Ape or Mega10
Reflex or pocketP X1
Hold-2B or counterE-steady-bug or counterE-callous-2B-scoundrel-hiddenF or fragg-Sjavelin-pointP-battleFR or involuntaryP-newO-markman
The focus1 to flip a 2B or W instead of a B,the bold2 gives him 7 of pierce against even with low défense,the though3+reflex makes him indestructible to head characters,that's an extra advantage out of the RMS armors.Venin can use the involuntaryP (callous-pointP) for his high attack,a very elaborated PDS.The hiddenF imposes more resources than the hold,the battleFR is less costly.
DRAW TO WIN 2O:Springer12 or Cosmo-Wheel3-Fixit(can attack)
ForceF-2O-turbo-multimissile or powerP-1overheat/1dampening/1temporal-2O-Ebarricade-start-hold-endH or superC-cargo or UFO-ancient-unleashed
Wheel3 was supposed to promote traps like Laser but lacked the allies,he can survive and be untapped,another use of the start is Arcee8+Vanguard(secondary swapM-inferno).
PIERCE MAXER OB:SkullGrax or Omi-MindMonx
Reflect or pocketP X 1
Hold or espionnage-OB-tackle or Epack-MOM-forceF-OB-escapeC-scoundrel-fog-MDR-infiltrate or headbutt-terrifyng-tripwire or sabotaged
Mega5,the worst body,promotes OB's which helped me to solve this puzzle.Defensive may want the soldierB only because of Skull(Iron9 get the bonus before swap).The 3 ennemies tap but they can be dysfonctional.The backfire can KO but it's hard.Chrome is inferior to Mind.
DESCAPE TRIO:Dazzle or Mirage7-Green-Hotrod HS
Reflect or spyM X1
Kconverter-2B-extraP-sabotaged-dataB-2B-Descape or press-stepF-defensiveD-Hresolve-intelligence-infiltrate or hijack or stableC-battleFR (bluff)
Trail-Chrom8/Flack-Lio is the better agressive team.The secret of their offensive potential is that they still win with the Descape instead of the press.The battleFR is a good bluff.The Hresolve goes on the KO pile.
GLOBAL DAMAGE WITH DOUBLE ATTACK:Blurr or Novastar-Redalert7-Swoop,concurrent:Optimus12
Espionnage or sparingG X 1
MPF or paralyzo-2B-1Bbeam/hand to hand-pep-diagnosis-2B-powerS-teamup-Kintensifier-spiked-tackle or squish-press or belligerence-bodyA
Blurr can beat endurant characters by doubling the paralyzo+the belligerence,you really want to draw them or the spiked-bodyA-tackle-1sparingG.He's too fragile against an aggressive team,he has only the squish-hand to hand(+industrial-EEG in the first team here).
The only target of the bumper is Thunder9.The diagnosis is a secondary teamup on Nstar and a filler that replaces itself,not too bad after a MPF or on Jazz.Redalert7 has a pseudo inverted effect,Breakdown has a pseudo cybertonium instead(the combiners are bad anyway).
DESCAPE QUINTET:Wpatrol+Jazz or Chrom7,invariable Descape,6 W including the fieldC and the three bravery cards,the three extra actions(anticipation,not confidence,the multimission is not certain as a O equipement) and Etransfert.
sturdyA or speedT X 1
Anticipation-overheat or pep-bravery-Descape-fieldC-dampening or teamup-pointP-sabotaged-diagnosis-intelligence-brainstorm-stepF-Etransfert or hijack
These characters were released before that the Descape exists:that's intriguing.
THE ONLY REAL TEAM FOR SIDESWIPE AND THAT'S IMPRESSIVE:THE P PATROL MINUS MUDS PLUS STAKEOUT,ONLY THE Bbeam AND THE 4wheel AS B'S,YOU GOT THE HIGHEST ATTACK IN THE GAME.
DISCARD(ANTI TRAP) AND REMOVAL:CounterE anti hold or escapeR/1Bbeam X 1
Kconverter/1hold-2O-jam anti trap-stealth-swerve-20-scavenge or Lstand-reckless-hitandrun-overrule-matrix-Bbeam or decipher-4wheel or hiding
The defensive stuff for an offensive team that is just a trio:forceF-MPF-hold-endH-1overheat/1dampening/1temporal,it ruins them more than the bold maxers below,Gears8 has a particular synergy with cards against traps,main targets of the overrule.
WARNING!BRAIN+CLOB WITH SH AND NAUTICA+FLAME OR APEX TRIVIALIZE THIS GAME,THEY CAN BE STOPPED BY THE ANTI BOLD+ESPIONAGE OR THE HOLD OR FLINT OR FREEZE BUT YOU ARE OBLIGATED TO BUILD WITH THEM IN MIND,YOU CAN'T EVEN USE P ICON FREELY.CLOB IS KIND OF BANWORTHY FOR BEING ONE LEVEL TOO CHEAP.
BOLD MAXER QUADRIO CounterE anti hold or paralyzo X 1
PlasmaH-2O-press/1paralyzo-ISF or defensiveC-forceF-2O-Sfire or trithyllium-confidence-MPF/1hold-treasure-testify-steamroll or scrapper-erraticC
The (Sfire(KO)-steamroll-ISF(team attack))+paralyzo requires some fragile targets.The EDF-luckyD for the AB 2O:second team of this post.You can't flip after a reshuffle,draw your last cards,the testify can sabotage the though maxers when they are close to that,Apex and trithyllium against anti bold.
FAN PUTS A LOT OF PRESSURE ON ANY LEVEL 7 OR 8 BECAUSE OF HIS HP TOO HIGH BY 2.
SOME INFINITE LOOPS,THEY MAY BE UP TO INTERPRETATION
-Iron9 can spam the armedH,time to repeat that the noble scoundrel are major cards,staple of a 2B formation opposed to the Bbeam,not the more situational Eaxe or the powercrept flamethrower.
-Barricade can spam the showing with Cliff+Descape,Vanguard to protect him,RFA-start-swapM-turbo to retry,they are not dangerous outside of that,Arcee8 and Sides don't cheat.
IMAGINATIF:DOUBLE TEAM MODE:You can't use the same team twice in a row,take 2 decks or double the side selection.
PROVOKE*:the character has BRAVE or STEALTH at choice againts a limited level.I have imaginated a stratagem for Bee6 where he receives PROVOKE7.EDIT:That or any leader can receive it at 10.
CAPTURE*:can attack someone untapped,i would have liked Blurr humanoid to have CAPTURE13,he's expansive enough.I have imaginated this BG:one of your level 8 or more receives +2A and CAPTURE7,you can easily replace one of your Bbeams or scoundrels unless you take it as a fourth card.It really addresses the balance instead of a vain creativity.
HOW TO POWERCREEP:the prototype is in Aimless;Prowl10;Sjavelin,the MDattacks.Be a lot more generous with them since bold can be shutdown and doesn't go through damage limits.Octone should have received that i think.Discard and anti trap are variants,create more immunity and rewarding.
Outside of mercantilism,it could be a sign of superiority:the Scannon should have been 5MDA,the jetpack:provoke10+3MDA.Plating+hunker for Mega3?1+3 because of the swindled?
SOME UNOFFICIAL CARDS ARE CREATED:THEY ARE UNDERPOWERED WHICH DOESN'T COUNT AS BALANCED,EVEN MORE IS THE ANTI PIERCE HEAD THAT CAN MAKE OPTIMUSFREEZE+ONE TOOLBOX INDESTRUCTIBLE,PIERCE DOESN'T DESERVE NERF BY THE WAY.APEX IS A PSEUDO ANTI IT WHO GIVES ICENTIVE TO ANTI BRAVE-STEALTH,THAT'S MORE STRATEGICAL FOR EXEMPLE.SOME WEIRD CHARACTERS TOO.
Posted by sol magnus on July 20th, 2020 @ 12:35pm CDT
Posted by sideswipe6520 on July 20th, 2020 @ 4:14pm CDT
Posted by ScottyP on July 20th, 2020 @ 8:03pm CDT
They have been for the battle cards for three waves. Bummer for the artists - who are mostly Transformers comics artists as well - as that's another lost income opportunity for them.TulioDude wrote:It would been neat to see the game progress to a point where they could create orginal art for the cards.
As someone not in to TCGs that gave it an honest (though admittedly not my best) effort, it grew too complex too soon. Siege I was my limit, the last few games I played I couldn't even keep below the star cost and still got beaten handily. The most recent Strategems and Titan Masters were another layer of "what is even happening" to keep up with. Basically, as a total TCG noob the learning curve accelerated fast, kept throwing in new complexities at every turn, and it just became mentally taxing to keep up with it. Obviously you want to have new things so experienced players don't get bored, it was just too much. Has to be a happy medium somewhere.TheForgottenTaxi wrote:As a massive TCG fan, I'd like to hope that WotC/Hasbro will take another crack at this someday. While you can tell they put effort into the game, and I know some people loved it, I didn't personally enjoy the gameplay.
Posted by ZeldaTheSwordsman on July 20th, 2020 @ 8:41pm CDT
Posted by chuckdawg1999 on July 20th, 2020 @ 9:17pm CDT
Posted by #Sideways# on July 20th, 2020 @ 9:23pm CDT
And just like that it's just... Gone.
I'm really distraught.
Posted by TulioDude on July 20th, 2020 @ 10:59pm CDT
ZeroWolf wrote:It had it's own rules so played completely different and also did have original art in places (like for example, a lot of character art for the mercenary faction)
ScottyP wrote:They have been for the battle cards for three waves. Bummer for the artists - who are mostly Transformers comics artists as well - as that's another lost income opportunity for them.
I looked for images of some of those cards arts and I must say,they look pretty neat.I hope they preserve those arts for the future.
Posted by ZeldaTheSwordsman on July 20th, 2020 @ 11:00pm CDT
Posted by ScottyP on July 21st, 2020 @ 8:22am CDT
These games thrive on communities and no new product almost definitely puts the first stake in the coffin of any that formed surrounding this game. Or maybe the pandemic was the first and this is the second. Point is, everyone knows they can still enjoy what they have but there's an intrinsic consequence to news of the game ending and it's not a positive one for its fans.ZeldaTheSwordsman wrote:Well, it's not like they'll come to people's houses and rip up your cards, so you can at least still play with what you've got.
Thought about you and the vs.info folks when this dropped. Really hate this for y'all, I know the time and effort you invested was no joke.#Sideways# wrote:I'm crushed. I played my heart out in this game, and I even got 3rd at Origins and 32nd at the Energon Invitational (world championship). I even joined a competitive team exactly a week ago!
And just like that it's just... Gone.
I'm really distraught.
Posted by ZeroWolf on July 21st, 2020 @ 9:29am CDT
Posted by #Sideways# on July 21st, 2020 @ 4:03pm CDT
ScottyP wrote:Thought about you and the vs.info folks when this dropped. Really hate this for y'all, I know the time and effort you invested was no joke.
It's been hitting the community pretty hard. People started petitions, they've been calling WOTC directly, it's heartbreaking. The VSi guys have started up a Player Committee to run the game, but I don't think it'll garner much attention from WOTC, at least.
Like Zero said, I wager that it'll make people more hesitant to get into another TFTCG when it eventually does come out. I mean, DBS still suffers from that thought pattern!
But yeah, I guess things aren't special because they last forever.