Official Transformers Trading Card Game: New Card Reveals, Leaked from Cybertron

Transformers News: Official Transformers Trading Card Game: New Card Reveals, Leaked from Cybertron

Wednesday, September 12th, 2018 3:30PM CDT

Categories: Game News, Collectables
Posted by: ZeroWolf   Views: 6,841

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We've got several new pieces of information for Wizards of the Coast's Official Transformers Trading Card Game, which is due for release later this month.

First off, we start with two new card reveals and a tid bit from one of the games developers, Case Kiyonaga, who talks about the two cards revealed, this comes courtesy of the Transformers TCG Facebook Group.

Energon Axe

Transformers News: Official Transformers Trading Card Game: New Card Reveals, Leaked from Cybertron

Force Field

Transformers News: Official Transformers Trading Card Game: New Card Reveals, Leaked from Cybertron

Transformers TCG Facebook Group wrote:Here are a couple of brand new Battle Card reveals, with some commentary from Case Kiyonaga, one of our amazing game designers!

"Are you having trouble dealing damage in your defensive deck? Energon Axe will give you a nice boost and will still do a bit of damage even if it’s blocked!"

"Grenade Launchers got you down? Is your friend attacking for 12 at a time? Do you have a surplus of d4s? Then I have the card for you! Force Field is here to keep your bots whole, hale, and (mostly) healthy! Be careful though: you never know when it might get scrapped!"


Secondly, Hasbro have produced another one of their Leaked from Cybertron series, and following in the footsteps of the Optimus Prime//Battlefield Legend edition, today's segment is all about Megatron//Living Weapon!

Transformers News: Official Transformers Trading Card Game: New Card Reveals, Leaked from Cybertron

Transformersofficial wrote:Autobots beware, Megatron // Living Weapon is ready for action! Find this Rare @TransformersTCG card exclusively in booster packs! Stay tuned for our final card reveal next week!


Thanks to fellow Seibertron user, #Sideways#, for pointing us in the direction of these news items.

Lastly, the social media accounts linked to the Official Transformers Trading Card Game have gone live, with the Facebook account of the game previewing all 32 character cards and more!

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Twitter.
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Credit(s): Transformerstcg Facebook group, Transformersoffical Instagram, #Sideways# from Seibertron.
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Re: Official Transformers Trading Card Game: New Card Reveals, Leaked from Cybertron (1983626)
Posted by Nexus Knight on September 12th, 2018 @ 8:11pm CDT
So! I am sure this question has been answered, buuuut... I honestly don't feel like looking for it - When and where will we see a general release of this sucker? (If you answer the question, please link me a source)
Re: Official Transformers Trading Card Game: New Card Reveals, Leaked from Cybertron (1983662)
Posted by ZeroWolf on September 13th, 2018 @ 2:45am CDT
If you're in the States, it should be around the 28th September.
Re: Official Transformers Trading Card Game: New Card Reveals, Leaked from Cybertron (1984060)
Posted by ZeroWolf on September 15th, 2018 @ 12:28pm CDT
Thanks to the Official Transformers Trading Card Game Facebook page, and thanks to fellow Seibertron user, #Sideways# for passing along the information, we have the leader of the Seekers himself, Starscream.

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Also, as before, #Sideways# has also offered his thoughts on the reveals and their impact on the game.

#Sideways# wrote:The robot mode is rather lackluster compared to other robot modes for similar prices. But I'd like to bring your attention to the fact that he has Bold 2 built in to this mode. If you recall, Bold, Tough and Pierce all stack -- meaning, if you attached a Null Ray of Starscream to him, he would get both the +2 attack and the Bold 2 on the Null Ray, giving him a total of Bold 4 with a base attack of 6. This is good, but is it worth it compared to other options? More on this below.


Starscream Alt Mode

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#Sideways# wrote:The vehicle mode for this Starscream is the most interesting of the two. If you have three Planes in play when you flip to his vehicle mode, you get to put three (!!) damage on one of your opponent's characters. This is solid damage (a third of a small character's health), and you haven't even attacked yet. This allows Starscream to bolster other character's damage without attacking, himself. This ability is great, but we simply don't have the proper support for it yet to get a full idea of how powerful this archetype will be, and the biggest problem is the point values we have thus far.

The Plane support we've seen thus far has been titillating, but we can't have a full team of Planes -- at least not yet. See, we have yet to see Thundercracker, Skywarp or anyone else that could fill that point requirement. You see, this Starscream (if you noticed his Vehicle Mode below) has 11 points. That's fine, it's a common point value. But Slipstream -- often regarded as necessary for the archetype -- is eight points. That puts your point total to 19 out of 25, leaving only six points left over to work with.

The other big problem that this archetype has from my personal playtesting is a lack of draw power. When compared to Autobot Cars, we realize that card advantage is a very important thing. It allows you to draw into your Grenade Launchers, Force Fields and in this deck, your Bombing Runs.

Unfortunately, we just don't have that draw power yet. Maybe we will with the introduction of Skywarp or Thundercracker. Or maybe not. Not every archetype has to be broken, or even playable. As with all Trading Card Games, it's a simple fact of reality. C'est la vie.


Jaws of Steel.

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#Sideways# wrote:Finally, we have Jaws of Steel which make Dinobots frankly ridiculous. It is a Utility that gives Dinobots Bold 2, and mind you, Bold stacks. So, let's do the math real quick here.

Every character starts with two flips from the top of the deck, and the first time a white pip is flipped, you flip two more cards. You then attach a Power Sword to give yourself Bold 3. Then, you attach a Jaws of Steel to give yourself 2 more Bold, bringing it to Bold 5. Then you play a Dino-Chomp! and give yourself BOLD 10 and you flip ten more cards from the top of your deck. This, combined with the white pip and the first two gives you a total of 14(!?!?) cards out of your deck to deal more damage to your opponent!

I am utterly flabbergasted. Dino-Chomp alone can give you some big numbers. But all this combined... Well, let's just say that it makes me glad that Force Field exists.


We also have commentary from one of the card games designers.

The Transformers Trading Card Game FaceBook Page wrote:Check out a brand-bitin' new Battle Card reveal from our Design Lead, Ken Nagle!

"All the Dinobots can BITE, so I designed this signature Upgrade extra-sharp metal teeth Utility. I gave Jaws of Steel the Bold 2 ability and orange icon so that Dinobots love biting into foes with orange battle icons. CHOMP!"


What do you think of Starscream? Will you be using him? Let us know in the comments and stay tuned to Seibertron for all the latest news and reviews.
Re: Official Transformers Trading Card Game: New Card Reveals, Leaked from Cybertron (1984082)
Posted by YoungPrime on September 15th, 2018 @ 2:52pm CDT
Not really into cards but at least it isn't Bumblebee like 80% of the other topics here.
Re: Official Transformers Trading Card Game: New Card Reveals, Leaked from Cybertron (1984290)
Posted by WreckerJack on September 16th, 2018 @ 7:12pm CDT
YoungPrime wrote:Not really into cards but at least it isn't Bumblebee like 80% of the other topics here.

It's because the Bumblebee movie is coming out later this year and he's been thrust more into the spotlight lately. I think we all wish Hasbro would share the love with some of it's other characters.
Re: Official Transformers Trading Card Game: New Card Reveals, Leaked from Cybertron (1984730)
Posted by ZeroWolf on September 19th, 2018 @ 5:59am CDT
Following on our news revealing Starscream, we have more reveals courtesy of the Official Transformers TCG Facebook page. While two of these are action cards, the big reveal of course, is the leader of the Dinobots, Grimlock!

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Fellow Seibertron user #Sideways# has shared his thoughts with us about Grimlock and about his interaction with the rest of the Dinobots.
#Sideways# wrote:Life, uh... Found a way.

So Grimlock is naturally very great for the Dinobot Archetype. You use his vehicle mode to add on to the already massive amounts of Bold given to your Dinobots through Jaws of Steel, Power Sword and Dino-Chomp! and give them Bold 13. This means you will be flipping a rough estimate of 17 cards off the top of your deck when you attack with a fully upgraded Dinobot.

These damage numbers give me diabetes.

His Robot mode is also fantastic, as he has Trample -- the ability to still use overkill damage. When you're flipping an ungodly amount of cards from the top of your deck, you're going to overkill something sometime, and this makes good use of that. Especially when your opponents have access to low HP characters, like Cars or Insecticons.

Sludge also adds to his survivability, which brings me to my second point: You can play a team of Dinobots. Grimlock is 10 points, and with Sludge at 8 and Snarl at 7, you come in with the best all-around Dinobot team at exactly 25 points. It even has draw power.

Mark my words, Dinobots will be one of the major meta-defining archetypes coming out of this first set. Even if it does require setup time.


Here is the first of the two action cards revealed:

Equipment Enthusiast

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#Sideways# wrote:This card is insane. It's an instant staple in almost every deck, except for certain decks that play only a handful of upgrades. But this is one of the few cards that, interestingly enough, give you more cards in your hand. Almost every card that draws cards ends up essentially replacing itself. Take, for instance, Inspiring Leadership.

Inspiring Leadership draws three cards and discards two from your hand. But Inspiring Leadership itself is a card that discards from your hand, leaving you at a stagnant hand size. This card can draw you a massive amount of cards, raw drawing three, four, five, or even more cards.

Enthusiast is really a great card that gets better over the course of the game. Not great at all at the start, but late in the game can really pack a punch.


Photon Bomb

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As side from #Sideways# musings about this card, card designer, Scott Van Essen has spoken about this action card through the Facebook page.

#Sideways# wrote:Photon Bomb is the spicy, tattooed punk sister of Plasma Burst. Thus, I, being a fan of those, am very interested in this card. But even better, this makes playing Tall just a little more playable. If your opponent has four Characters in play, you're essentially doing eight damage without even attacking for the turn. Of course, you're taking damage too, but if you're playing Tall (two characters), you're taking minimal damage. If you, yourself, are using a Wide setup with three or more Transformers in play... Well, might want to rethink putting this card in your deck.

Another thing that this card does is allows you to set up damage on your characters for cards like Energon Axe or Swoop's ability, both of which requiring you to have damage on you already to properly use them. Naturally, this is a double-edged sword -- but what tortoise ever got anywhere without sticking its neck out first?


Scott Van Essen wrote:"Getting overrun by motorcycles? Swarmed by Insecticons? Want to blow up all the things? Photon Bomb’s the answer to so many questions you have yet to ask.

You might be surprised to see no battle icons on a card with a symmetrical effect. Believe me when I say that this notionally “fair” effect can be used in very unfair ways. To begin with, it is quite powerful in a “Go Tall” vs “Go Wide” matchup.

Photon Bomb is more subtly strong in low-armor, high-health vs. high-armor, low-health matchups, and can be situationally very impactful when you use it to unexpectedly KO one (or more!!) of your opponent’s heavily damaged characters.

Photon Bomb is the kind of card that designers love. It’s exciting to read, you know immediately what it does, and it has a major impact on the board. Yet, as you play with it, you discover depths of nuance and strategy that are not initially apparent."


We're getting closer and closer to this games release, will you be playing it? Let us know in the comments and stay tuned to Seibertron for all the latest news and reviews.
Re: Official Transformers Trading Card Game: New Card Reveals, Leaked from Cybertron (1984740)
Posted by Rodimus Knight on September 19th, 2018 @ 7:34am CDT
Arcee looks a bit crazed in that equipment card. I like it.
Re: Official Transformers Trading Card Game: New Card Reveals, Leaked from Cybertron (1984746)
Posted by steve2275 on September 19th, 2018 @ 8:01am CDT
so when is the USA release?
Re: Official Transformers Trading Card Game: New Card Reveals, Leaked from Cybertron (1984752)
Posted by ZeroWolf on September 19th, 2018 @ 9:00am CDT
steve2275 wrote:so when is the USA release?

It's out the 28th September :)
Re: Official Transformers Trading Card Game: New Card Reveals, Leaked from Cybertron (1984976)
Posted by ZeroWolf on September 20th, 2018 @ 8:08am CDT
Following on from the reveal of Grimlock and some more Action cards, the Official Transformers Trading Card Game Facebook page has shown off some more new cards. This time it's Chromia's turn to hit the table.

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As always, fellow Seibertron user, #Sideways# (who pointed us in the direction of this reveals) shares his thoughts on the card effects and what effect (if any) it'll have on the game.

#Sideways# wrote:Chromia is -- oddly -- the leader of the FemmeCycle archetype and the last femme we're going to be seeing from the game until next wave. She, unsurprisingly, is a Motorcycle Specialist, which is slightly unnerving given that we don't have much in the ways of exclusive Specialist support or Motorcycle support, but one great part about her innate abilities is that she is a Leader, which means she can take advantage of the Matrix of Leadership. Any deck where you can play that card to its fullest potential doesn't just have my attention -- it has my curiosity.

She has some interesting abilities, chief of which is the ability to return white-pipped cards from your discard pile to your hand. You can use this to find Actions you have already played or even better, return used Force Fields from the discard pile to play. This alone makes her formidable and a necessity to the fragile Motorcycle archetype.

Her robot mode is also great as it allows you to draw two cards more or less every time you attack with her. Despite her draw power, attacking in this mode is a risk -- she has zero defense, and if you don't have a Force Field on you already, you're going to have a bad time.

All in all, she's a good card that definitely has a place in the Motorcycle archetype. But outside of that, I wonder what other interesting combinations one might have to capitalize on her potential not just as a defensive character but as an offensive one. Perhaps, even, ironically playing her with Shockwave, constantly reusing and abusing System Reboot to deal indirect damage.


Roll Out

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#Sideways# wrote:This card is really, really great.

I don't think you understand just how great this card is. This doesn't just transform one character like Rapid Conversion does; this transforms ALL of them. Sure, it's only from Bot to Vehicle mode and sometimes you want to keep someone in their robot mode, but either way, this card is utterly fantastic for decks like Insecticons or Motorcycles that play a large amount of characters that will all be transformed to Robot mode one by one.

But here's the kicker.

This allows you to use all of their effects at once. Most Transformers have an effect when you transform them to their vehicle mode, and this transforms EVERYONE. But to make matters even better, this is the only other card we know of that has both blue and orange pips on it -- so in other words, there's almost no downside to play this card.

Of course, not every deck wants to play this card -- but believe me when I say that most will.


The person who designed this card, Matt Smith (no not the one you are thinking of) also put his thoughts down about his creation.

Matt Smith wrote:"What would you think of an Action card that grabbed a weapon from your scrap pile then gave your character pierce 2 and Bold 1 until end of turn? How about one that bounced all of a character’s upgrades, repaired all of your characters for 1 then drew a card?! I was hoping you’d do all that and more when I designed ROLL OUT!"


Cybertonium Bow

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Shock Absorbers

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#Sideways wrote:These cards are very healthy cards. They reward building decks with both blue and orange cards instead of a few rogue ideas of playing nothing but orange and white. Naturally, they have to get the exact same amount of blue and orange pips for their effect to work, which brings me to my second point.

One of these cards is strictly not good.

I know what you're thinking. "B-but Sideways, what the scrap is your problem, these function on the same principle! Are you crazy?" And you'd be right. But you'd be wrong about them being the same. Cybertonium Bow is a Weapon, whereas Shock Absorbers is an Armor.

The weapons we have seen outclass Cybertonium Bow in almost every way. Grenade Launcher adds more consistent, more powerful damage, Power Sword gives you the much better Bold effect to deal potentially more damage and frankly, milling your deck is better for you than you might think. There are more examples of better weapons, but let's be honest, you're not going to read them all.

Cybertonium Bow is inconsistent and relies on a lot of luck to pull off. It would be one thing if it just said, "count blue pips as orange pips", but it says that you have to flip the exact number of blue pips as orange pips. It doesn't even give you bold to help with this goal. Almost any other weapon is better.

But Shock Absorbers are the second best Armor we've seen, period. Nothing will dethrone Force Field as Armor King, but looking at the other Armor cards, do you notice something? They all only give +1 Armor or Tough 1. Which is why Shock Absorbers is a great Armor card -- it gives +1 Armor, but has the potential to add so much more.

If there were better armor cards, sure, then Shock Absorbers might fall into disuse, but until then, this is the second best armor we have.


The Official Transformers Trading Card Game is realised on September 28th

What do you make of these reveals? Stay tuned to Seibertron for all the latest news and reviews.
Re: Official Transformers Trading Card Game: New Card Reveals, Leaked from Cybertron (1985398)
Posted by ZeroWolf on September 22nd, 2018 @ 4:43pm CDT
It's time again for more reveals for the upcoming Official Transformers Trading Card Game made by Wizards of the Coast. Again these are brought to us via the Official Transformers Trading Card Game Facebook page, courtesy of fellow Seibertron user, #Sideways#. #Sideways# also shares his thoughts on the cards.

Darkmount

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#Sideways# wrote:This card is really frickin' insane. You see, in this card game, three defense can be a buggar to get any meaningful damage through. My boy Darkmount gets FIVE defense against ranged foes. Sure, you have a low HP for a high cost, but chances are, you're just not going to have almost any headway against this guy.

As far as vehicle modes go, Strax--Er, Darkmount has a pretty darn good one too. Sure, it scraps a card from your hand, but scrapping one card matters very little in the long -- and short -- run. You simply have a large enough hand or a hand with enough redundancy that you won't care. So, simply put, you get free damage that you can then double down on with Plasma Burst. Oh, and you haven't even attacked yet.

He is also one of the few Tanks we have coming into the game. This means you can use a full team of Tanks, with Demolishor, Megatron and Darkmount all tanking a lot of damage.

Hehehe.

Ahem. Anyway, because you're running three tanks, that means you can use Demolishor to his fullest potential, drawing two free cards since you're running two tanks other than him. Oddly enough, a deck that runs Megatron can take full advantage of Roll Out and be a frankly massively formidable foe on the battlefield.

All in all, Stra--DARKMOUNT is amazing. He also is cheap enough that he can be fairly splashable if you're trying to figure out where nine points should go in your team.


Ransack

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#Sideways# wrote:What can one say about ya boy Ransack? He's got a frankly mediocre set of stats and an ability that damages himself? Crummy, right?

Wrong.

This guy is actually very good for certain lists, Insecticons obviously being the forefront of these. Insecticons are frail and cheap, so naturally he fills in those quota, but consider, he heals one of your teammates by two damage, saving them from death and simultaneously boosting his own. That's right, he adds to his own damage for every damage on him already. This guy is cheap and a sick addition to any Insecticon list.

Insecticons, after all, are surprisingly hard to squish. They have a lot of healing for such a frail archetype, through Swarm and their own healing abilities, and this helps even more with that. Skrapnel sits pretty with a built-in Force Field and tanks several attacks while your opponent can do nothing but sit and watch while you heal off all their hard work. You can pretty much be rest assured, Skrapnel at least will not be dying so long as another Insecticon is on the field, especially with Ransack heading up his backline.

Ransack can also hit fairly hard as well, capping out at around seven base damage without any modifiers. This is very nice, especially with Force Field allowing him to reach such numbers. This can make him a fairly hard-hitting late game finisher, if a bit of a glass cannon.


We also have card designer Matt Smith weighing in on this Deluxe Insecticon.
Matt Smith wrote:"When designing the Insecticons I wanted to ensure you could run a 4 character team to emphasize the Swarm! nature of the bad guy bugs. Ransack is one piece of that puzzle. Ransack is meant to play support, tanking hits with above average defense on the bot mode, messing up your opponent’s plans with his damage movement ability, then getting in a really good hit while on the brink of KO.

Ransack requires some careful sequencing, but can provide a lot of value to any team when handled with caution."


The Bigger They Are...

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#Sideways# wrote:Let me get something out of the way: I don't like Pierce in small numbers. You're almost always hitting for roughly three to five damage in the early game. You don't need Pierce to get through that unless you're facing off against Tanks, which I can understand, but since Tanks are fairly fragile on the health side of things, one doesn't need too much Pierce to do much meaningful damage. There's a lot of Pierce to go around, too, mind you.

But against any normal matchup, you just won't be needing it. So when I saw that this card came out, I didn't know what to think. On one hand, it seems like a worse Leap Into Battle, which always gives +3 attack no matter who is using it. On the other hand though, if you're playing Wide like Insecticons and always seem to be punching above your weight, this thing can give slightly less base attack, but gives Pierce 4 along with it. That's a good amount of damage and remember, that can be stacked with other amounts of Pierce on your field.

In my opinion, this card is a good card -- but an overly situational one that will find very few homes in decks. After all, you're not always going to be facing someone bigger than you -- and you don't want to be on the wrong footing when you face someone your own size.


Security Checkpoint

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#Sideways# wrote:"Stop right there lawbreaker!"

I really don't think that this is a very good card. Sure, you're disrupting your opponent, and they usually have to discard their one or two Upgrades they've been holding, but wouldn't you just rather use a System Reboot? The only thing this card has going for it is the double Blue pips -- those double pipped cards are very good cards to splash into lists.

But this card is... I don't really know what to think about this card. On one hand, it seems really good in Shockwave lists because there's a chance you're going to discard several cards from your opponent's hand to do some nice indirect damage. But on the other hand, there's always a chance that they won't have any upgrades at all. It's just an interesting card. Maybe it's good, maybe it's situational, but I'd frankly look elsewhere for a spot in your deck.


Start Your Engines

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#Sideways# wrote:Deja Vu / I've just been in this place before / Higher in the streets / And I know it's my time to go

Heck yeah, more Car support! Like all Car support, Start Your Engines is really insanely good. Not only is it a straight-up better Ready for Action, it's also a Roll Out! all "rolled" into one. You, like Roll Out!, get to use all of your Car's abilities such as Mirage's, who can play a free Action. Sure, it only targets Cars so you won't play this in any other deck that isn't primarily a Car deck, but it's utterly jaw-dropping in decks that can take advantage of it.

It has everything that makes Roll Out! good, and more. See, Cars is all about controlling where your opponent attacks next, and then attacking with all three cars at the end of your opponent's attacks. Biding your time is all the easier when your opponents can only attack what you want them to. This helps with that because not only do you untap your Cars, it also sets them up to abuse Cliffjumper's ability even more than you already do, as you draw a card whenever you transform a Car to Robot Mode.

But the question is, would you play both in your Car list? Well, frankly, probably. Roll Out! is a very good card, and so is this one. I guess it's just down to space constraints.


Blast Shield

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#Sideways# wrote:Blast Shield is strictly okay. Sure, it has its uses, but if we're being completely honest, as a counterpart to Grenade Launcher, I wish it had more in terms of Defense. It's a one-time use, and of course nothing with ever take away Force Field's spot as the best Armor out there, but I wish this one came close.

You would definitely use it on Stra--I mean Darkmount, because seven defense is stupid, but aside from him and Demolishor, I can't really see putting this in lists over Force Field. Of course, you can play both if you really like defending, but in most cases you'd just be better off playing Shock Absorbers since they're likely to give you similar Defense numbers.


Multi-Misson Gear

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#Sideways# wrote:Speaking of better Armor, here's one right now!

Ah, yes, the Specialists finally have their day. Multi-Mission Gear is one of two Specialist-only Upgrades that I have for you today, but this one is probably my favorite, if for no other reason than I love the artwork. But in all seriousness, the effects on both cards are fantastic. More on the second one in its own section below.

Multi-Mission Gear allows you to play a free Action just for giving yourself more Defense.

You read that right.

"Free Action card" are my three favorite words in this game, and this is no different. Sure, it's only on Specialists, but when that type of character is already so prevalent in the game, Multi-Mission Gear can be easily splashed into whatever deck you're already playing it in.

Imagine, in a Shockwave deck, you play a System Reboot and discard your opponent's hand of five cards. Your opponent draws four and so do you. You then happen to draw into another System Reboot and a Multi-Mission Gear. You can figure out what happens next.

Or even moreso, you can use this card to play a New Designs, which plays another Upgrade for free, which you end up making a second Multi-Mission Gear, which can then play another Action for free and the cycle continues until you've completely burned out your brick of a hand.

There's an absolutely filthy combo you can use with this to draw a frankly ridiculous amount of cards, and I'll elaborate on it below, but until then, just know that this card is insanely good.


Multi Tool

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#Sideways# wrote:Did someone call for more Specialist support?

The last card I've got to show you today is one of my favorites, Multi-Tool. It's one of my favorites because of the combos you can pull off with it. Sure, it's not the best of Weapons, but it has a great support effect that is perfect for Specialists: Playing another Upgrade. Now, you're sitting there saying, "Then what's the point of playing this one if you're just going to play another one?" and I'll tell you what I tell everyone: How dare you speak to me.

Anyway, if you didn't notice, it also gives the Specialist +1 Attack, and perhaps more importantly, puts another Upgrade on the field. Sometimes, it doesn't really matter what the card is, but the real thing that matters is that it is. Let me elaborate.

Certain cards like having Upgrades on the field, no matter what they are, like Equipment Enthusiast, and when you can explosively put Upgrades on the field with this card, for instance, you can start powering up your characters and drawing what you need very quickly.

... Which brings me to my filthy combo. Well, it involves Sunstorm which I admit is not the best, but after Equipment Enthusiast came out I've been thinking (and playtesting) with him a lot more and he's been doing a lot better. But anyway, to the combo.

You would need to play a Multi-Mission Gear to play a New Designs. With that New Designs, you would play a Multi-Tool which in turn would play a Tandem Targeting System, which in turn would play another Tandem Targeting System from the Scrap Pile. That's four upgrades in play. And you know what that means? You get to draw four cards at least with Equipment Enthusiast, adding four cards to your hand.

Sure, you just burned a bunch of cards to do it, but you're also drawing them back and putting a load of Upgrades on the field while you do it. That's a lot in this game, and having Upgrades -- even small ones -- should not be underestimated. You could say that you never know when an Enthusiast might drop by.


With the 28th release date edging closer, will you be playing this game? Let us know in the comments and stay tuned to Seibertron for all the latest news and reviews.
Re: Official Transformers Trading Card Game: New Card Reveals, Leaked from Cybertron (1985410)
Posted by Skritz on September 22nd, 2018 @ 6:44pm CDT
Am I the only one stunned that frickin' Straxus is a card in a Transformers TCG and part of the initial release to boot? Because let's face it: he's not exactly the most famous TF villain.
Re: Official Transformers Trading Card Game: New Card Reveals, Leaked from Cybertron (1985412)
Posted by ZeroWolf on September 22nd, 2018 @ 6:59pm CDT
Skritz wrote:Am I the only one stunned that frickin' Straxus is a card in a Transformers TCG and part of the initial release to boot? Because let's face it: he's not exactly the most famous TF villain.

No, you're not alone there. I was suprised as well to see the reveal, though I can't quite remember why his name has been forever changed to Darkmount.
Re: Official Transformers Trading Card Game: New Card Reveals, Leaked from Cybertron (1985413)
Posted by Emerje on September 22nd, 2018 @ 7:09pm CDT
Skritz wrote:Am I the only one stunned that frickin' Straxus is a card in a Transformers TCG and part of the initial release to boot? Because let's face it: he's not exactly the most famous TF villain.

Straxus was a surprise, but Machine Wars Soundwave appearing on the last card just blew my mind! :michaelbay:

Emerje
Re: Official Transformers Trading Card Game: New Card Reveals, Leaked from Cybertron (1985421)
Posted by Randomhero on September 22nd, 2018 @ 7:48pm CDT
Emerje wrote:
Skritz wrote:Am I the only one stunned that frickin' Straxus is a card in a Transformers TCG and part of the initial release to boot? Because let's face it: he's not exactly the most famous TF villain.

Straxus was a surprise, but Machine Wars Soundwave appearing on the last card just blew my mind! :michaelbay:

Emerje



That’s Stalker
Re: Official Transformers Trading Card Game: New Card Reveals, Leaked from Cybertron (1985424)
Posted by Emerje on September 22nd, 2018 @ 8:06pm CDT
Randomhero wrote:
Emerje wrote:
Skritz wrote:Am I the only one stunned that frickin' Straxus is a card in a Transformers TCG and part of the initial release to boot? Because let's face it: he's not exactly the most famous TF villain.

Straxus was a surprise, but Machine Wars Soundwave appearing on the last card just blew my mind! :michaelbay:

Emerje



That’s Stalker

I suppose that makes more sense, I thought they were just brightening his colors a bit more. The lack of a gold chest and blue dish threw me off from it being Stalker.

Emerje
Re: Official Transformers Trading Card Game: New Card Reveals, Leaked from Cybertron (1985434)
Posted by thedistinctroom on September 22nd, 2018 @ 8:53pm CDT
Skritz wrote:Am I the only one stunned that frickin' Straxus is a card in a Transformers TCG and part of the initial release to boot? Because let's face it: he's not exactly the most famous TF villain.


Love that Straxus, er I mean Darkmount artwork. I wish everything Hasbro released was more of that caliber.

:MAXIMAL:
Re: Official Transformers Trading Card Game: New Card Reveals, Leaked from Cybertron (1985437)
Posted by Flashwave on September 22nd, 2018 @ 9:40pm CDT
Skritz wrote:Am I the only one stunned that frickin' Straxus is a card in a Transformers TCG and part of the initial release to boot? Because let's face it: he's not exactly the most famous TF villain.

Imagine being around during Generations when Hasbro revealed that (fabulous) toy at a Con and the whole fandom went "New Strax- wait WHAT DID YOU SAY???!!!"
Re: Official Transformers Trading Card Game: New Card Reveals, Leaked from Cybertron (1985457)
Posted by #Sideways# on September 23rd, 2018 @ 12:20am CDT
Image
Re: Official Transformers Trading Card Game: New Card Reveals, Leaked from Cybertron (1985600)
Posted by YoungPrime on September 23rd, 2018 @ 9:07pm CDT
Skritz wrote:Am I the only one stunned that frickin' Straxus is a card in a Transformers TCG and part of the initial release to boot? Because let's face it: he's not exactly the most famous TF villain.

.........So would you have prefered 10 more Bumble cards instead? Maybe more OP's with different gimmicks (perhaps a new hat).

They clearly don't promote him like they SHOULD because they don't have the rights to his real name.

I personally love Decepticons, Tyrants even more and wish at least IDW had done more with his character.

But if you do collect these cards and come across one then just swap'em for someone's 10th Windblade.

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Transformers Podcast: Twincast / Podcast #211 - On The Prowl
Twincast / Podcast #211:
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