Transformers Card Game Dinobots and Insecticons Revealed
Sunday, August 5th, 2018 10:54AM CDT
Categories: Game News, CollectablesPosted by: ZeroWolf Views: 21,464
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Of note is we see more Dinobots and more insecticons and a couple of battle cards to help the two teams be a real force to be reckoned with.
Barrage (Bot mode)
Barrage (Alt mode)
Dinobot Slug (Alt mode)
Dinobot Slug (Bot mode)
Chop Shop (Alt mode)
Chop Shop (Bot mode)
Dinobot Swoop and Sergeant Kup (Alt mode)
Dinobot Swoop and Sergeant Kup (Bot mode)
Autobot Hound (Both modes)
Dinobot Sludge (Bot mode)
Dinobot Sludge (Alt mode)
Dino-Chomp!
Dinobot Snarl (Bot mode)
Dinobot Snarl (Alt mode)
Bombshell (Alt mode)
Swarm!
Do these reveals give you any ideas for competitive decks? Don't forget to drop in on the forums to discuss these reveals!
Stay tuned to Seibertron.com for more updates when we get them!
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Posted by Skritz on August 5th, 2018 @ 11:49am CDT
Posted by ZeroWolf on August 5th, 2018 @ 2:09pm CDT
Posted by Blitzwing is bae on August 5th, 2018 @ 4:57pm CDT
Posted by Ultra Markus on August 6th, 2018 @ 12:04am CDT
is there like a play you can do if you have all combiner team members to unite them?
Posted by ZeroWolf on August 6th, 2018 @ 2:14am CDT
Ultra Markus wrote:this seems like a Yu-Gi-Oh! style card game
is there like a play you can do if you have all combiner team members to unite them?
As far as revealed there is no combiner teams yet but who knows what the future brings...
Posted by #Sideways# on August 7th, 2018 @ 9:26am CDT
Anyway, here you go:
Robot: "When this is attacking --> Flip extra battle cards equal to his [Defense]."
Tank: "When you flip to this mode --> Draw a card for each of your other Tanks."
This thicc boi is going to be so hard to remove from the field, and he's gonna hit even harder. With a Flamethrower, though, you'll be flipping around eight-ish cards a turn if you flip a white card.
I absolutely adore this art for Arcee. Prime Arcee is the best, and this combines Prime with G1 and I'm just
Five points is nuts, and she hits like a dang truck. Hopefully other Motorcycles will be five points as well, and judging from Flamewar, we're just one more reveal from a pattern.
Hey, look, another great draw card!
Posted by ZeroWolf on August 7th, 2018 @ 9:41am CDT
Posted by #Sideways# on August 7th, 2018 @ 10:30am CDT
And yeah, the world needs more Unicron Trilogy in its life. Whereas Prime is probably my favorite in terms of plotline and storytelling, UT had so much innovation in it.
(And not just because of my namesake. lol)
Posted by ZeroWolf on August 7th, 2018 @ 4:11pm CDT
This time the reveal focuses on two different characters, Decepticon Demolisher and Autobot Arcee. We also have a look at a very useful looking upgrade card, that will certainly some play.
Demolisher:
Here's Demolisher's effect, for those who wish to know.
Bot mode: "When this is attacking --> Flip extra battle cards equal to his [Defense]."
Alt mode: "When you flip to this mode --> Draw a card for each of your other Tanks."
A very Prime looking Arcee (Bot mode):
Arcee (Alt mode)
Data Bank:
So will these be making their way into your decks when the game hits? Let us know in the forum and stay tuned to Seibertron for more transformers related news!
Posted by Deadput on August 7th, 2018 @ 4:43pm CDT
Posted by Iron Prime on August 7th, 2018 @ 5:23pm CDT
Deadput wrote:A tad disappointed that there dosn't seem to be any original art so far, just reused from the legends card game.
Probably waiting to see how well it does before commissioning more art...
Posted by ZeroWolf on August 7th, 2018 @ 5:26pm CDT
Iron Prime wrote:Deadput wrote:A tad disappointed that there dosn't seem to be any original art so far, just reused from the legends card game.
Probably waiting to see how well it does before commissioning more art...
Plus there's a lot of good art there that is just going to waste so, may as well make use of it.
Posted by #Sideways# on August 7th, 2018 @ 5:26pm CDT
Deadput wrote:A tad disappointed that there dosn't seem to be any original art so far, just reused from the legends card game.
Fair, but keep in mind: It keeps costs down. Less upstart costs = Less money to make back, and when you have less overhead, it's easier to be greenlit for future expansions.
Posted by UltraPrimal on August 7th, 2018 @ 6:14pm CDT
Posted by ScottyP on August 7th, 2018 @ 10:32pm CDT
Posted by Emerje on August 8th, 2018 @ 12:02am CDT
ScottyP wrote:Must have used ebay as a reference to misspell Demolishor like that.
The original Legends card also called him Demolisher and it appears to have been retconed that the UT character is Demolishor and the G1 character is Demolisher since the Kreon that came out at the same time used the Demolishor name. It's always interesting fans come up with excuses for errors and turn them into canon. (Or is that fanon?)
Emerje
Posted by ZeroWolf on August 8th, 2018 @ 2:35am CDT
ScottyP wrote:Must have used ebay as a reference to misspell Demolishor like that.
You know, you just made me very paranoid that I spelt his name wrong in the post
Posted by Lunatic Prime on August 8th, 2018 @ 3:24am CDT
Posted by Chriphord on August 8th, 2018 @ 3:26am CDT
Lunatic Prime wrote:I still want a Generations toy of this design
Dude, I'd be all over that.
Posted by Lunatic Prime on August 8th, 2018 @ 3:34am CDT
unicron1200 wrote:Lunatic Prime wrote:I still want a Generations toy of this design
Dude, I'd be all over that.
There are so many awesome designs from those games and they did so little with them. The Insecticons, Warpath, Ironhide, the rest of the Dinobots, FoC Megs and so in...
I would buy them all
Posted by ZeroWolf on August 8th, 2018 @ 5:19am CDT
Posted by Lunatic Prime on August 8th, 2018 @ 5:34am CDT
ZeroWolf wrote:Sadly I think the time has come and gone for that, at least through official channels.
Yes, I had hope while Thrilling 30th because they released FoC Skywarp and Thundercracker but sadly no other new Moldawien/characters.
Posted by ScottyP on August 8th, 2018 @ 8:28am CDT
If it could work for Scattorshot I'd say "yeah, cool", but since it can't I agree that it's error fixing via retconEmerje wrote:ScottyP wrote:Must have used ebay as a reference to misspell Demolishor like that.
The original Legends card also called him Demolisher and it appears to have been retconed that the UT character is Demolishor and the G1 character is Demolisher since the Kreon that came out at the same time used the Demolishor name. It's always interesting fans come up with excuses for errors and turn them into canon. (Or is that fanon?)
Emerje
Posted by ExciKaiser on August 8th, 2018 @ 10:37am CDT
unicron1200 wrote:Lunatic Prime wrote:I still want a Generations toy of this design
Dude, I'd be all over that.
Seriously ?
It looks very plain/uninspired to me.
Looks like something I could have drawn.
The original mode is way better and really more distinctive..
Posted by Emerje on August 8th, 2018 @ 12:07pm CDT
ExciKaiser wrote:Seriously ?
It looks very plain/uninspired to me.
Looks like something I could have drawn.
The original mode is way better and really more distinctive..
It's a pretty clever design really. He actually transforms backwards with his chest being made from the back of the turret and the top of the tank forming the arms and the canons going on his back. It's a creative solution that reverses the more common tank transformations. It's still fairly simple, but would make for a good Deluxe.
Emerje
Posted by #Sideways# on August 8th, 2018 @ 6:19pm CDT
I suppose this confirms Shockwave is going to get some love when it comes to hand disruption, seeing as you'll be putting cards into your opponent's hand to discard them. But still, I'm not quite sure how good hand disruption is in this game judging from all the draw we've seen.
Posted by ZeroWolf on August 9th, 2018 @ 9:52am CDT
Posted by #Sideways# on August 9th, 2018 @ 1:51pm CDT
EDIT: Yeah, Drew Nolosco to be specific.
Posted by ZeroWolf on August 9th, 2018 @ 3:04pm CDT
Posted by ZeroWolf on August 9th, 2018 @ 3:45pm CDT
The first is another Question and Answer session from the Transforms Official Trading card game Instagram account, dealing with a few basic questions about the forthcoming Wizards of the Coast Transformers Trading Card Game! One of the questions asked however is the identity of two of the rarest cards in this first set, and they are Nemesis Prime// Dark Clone and Bumblebee// Legendary Warrior, both being Super Rare.
The second, comes from the Transformers Trading Card game group on Facebook, and is brought to our attention from fellow Seibertron user #Sideways#. This is the reveal of Shockwave's Alt mode in the Trading Card game and it's effect. This is the latest in a series of card reveals, as reported here and here!.
This helps to further cement Shockwave as having abilities to strengthen hand control.
Let us know in the comments what you think of Shockwave and if you are going to be playing this game when it launches!
Stay tuned to Seiberton for more news and reviews!
Posted by ender7477 on August 9th, 2018 @ 5:28pm CDT
Posted by ZeroWolf on August 9th, 2018 @ 5:33pm CDT
Posted by Lucky Logician on August 9th, 2018 @ 5:34pm CDT
ZeroWolf wrote:This helps to further cement Shockwave as having abilities to strengthen hand control.
Makes sense. He only has one hand. I'm sure he has found a way to maximize his use of it.
Posted by steve2275 on August 10th, 2018 @ 5:02am CDT
ender7477 wrote:Anybody else notice it says 2019 for release year.
must be a typo
Posted by NISMOJOE on August 12th, 2018 @ 11:25pm CDT
Posted by lakebot on August 14th, 2018 @ 10:59pm CDT
Posted by ZeroWolf on August 15th, 2018 @ 2:20am CDT
Posted by #Sideways# on August 15th, 2018 @ 11:43am CDT
More scans!
Posted by ZeroWolf on August 15th, 2018 @ 4:01pm CDT
Without further ado:
Turbo Booster (As modelled by Sunstreaker)
Null Ray of Starscream
Bombing Run (As modelled by Thundercracker)
Planning on building a seeker deck? Join in the comments below and stay tuned to Seibertron for all the latest news and reviews.
Posted by #Sideways# on August 17th, 2018 @ 3:59pm CDT
But the best of all is System Reboot. Holy crap, this thing is insane. Not only do you have access to a great draw card, disruption for your opponent, but this makes Shockwave insane.
Shockwave forces your opponent to damage their team for each card that they discard. If they have seven cards in hand (especially doable if you transformed Shockwave last turn) you can force them to discard all seven, indirectly dealing massive damage to their field.
And? You get to draw a bunch of cards while you do so.
Really quite insane.
Posted by ZeroWolf on August 17th, 2018 @ 5:01pm CDT
Peace through Tyranny
System Reboot
Power Sword
#Sideways# has also offered his thoughts on how these could be used in combination with other cards that have been revealed in the past.
#Sideways# wrote:Energy Sword makes Nemesis a lot better by allowing him to mill more of his deck, and Peace Through Tyranny is insane for Swarm strategies to both go fast early and self-destruct a dying Insecticon.
But the best of all is System Reboot. Holy crap, this thing is insane. Not only do you have access to a great draw card, disruption for your opponent, but this makes Shockwave insane.
Shockwave forces your opponent to damage their team for each card that they discard. If they have seven cards in hand (especially doable if you transformed Shockwave last turn) you can force them to discard all seven, indirectly dealing massive damage to their field.
And? You get to draw a bunch of cards while you do so.
Really quite insane.
The Official Transformers Card Game is due for release in September, and is being created by Wizards of the Coast, famous for their Magic: The Gathering card game.
Are you getting excited for this game? Let us know in the comments and stay tuned to Seibertron for the latest news and reviews.
Posted by WreckerJack on August 18th, 2018 @ 12:02am CDT
Hand disruption plus being able to draw cards? Yes please. Might not be good in every situation but once we get a feel for the game we should know when it's time to play that card and when it's time to hold onto it. Draw more cards that you need or make your opponent drop something they just searched or if you feel they have too many cards in hand.
As for adding bold 3, I will say that does help you get through your deck faster as #sideways# had mentioned. Though because you can't deck out in this game there really isn't much of a drawback. (That could be applied to System Reboot and Power Sword both)
Posted by #Sideways# on August 31st, 2018 @ 12:31am CDT
I wrote:OVERVIEW
I decided to proxy three Transformers Trading Card Game decks recently: Initial D (Bumblebee / Cliffjumper / Mirage), InGen (Nemesis Prime / Snarl / Swoop) and Capri Sun (Sunstorm / Slipstream / Chop Shop). I playtested them over the past two days, marking down my thoughts about the archetypes and about the game in general.
I found out a lot about not only the decks, but the game as a whole. But before I get into that last bit, lemme tell you about the decks and what they do.Initial D
(Starter Bumblebee / Cliffjumper / Mirage)
Okay, if you know anything about the title, you know that this is a Car deck that is full of "Gas, Gas, Gas" to leave your opponents with a sense of "Deja Vu" while you're "Running In The 90s". The general sense of the deck is you constantly untap your Transformers with Ready For Action and, more importantly, Turbo Boosters. When you untap constantly, your opponent is eventually going to reach a point where all of their team is either tapped or dead and you get to attack with impunity thanks to how natural untapping in this game works.
Cliffjumper allows you to draw an extra card when you Transform other Cars, allowing you to burn through your deck more than you already do. Bumblebee is there because he's a 6 Point Leader Car which is frankly silly value. Mirage is there because he allows you to play an extra Action in a turn, meaning you get to play more draw cards/more Ready For Action, but even better, he has a natural, easy to pull-off untapping ability.
The deck also benefits from being able to play Team Up Tactics, allowing you to draw two cards with no repercussions, unlike literally all other Action draw cards in the game. You draw so many cards with this deck -- it's a little stupid. But if you whiff your untapping cards, you've got a hard time coming.
Being so small in terms of defensive abilities, Initial D can fall victim to heavy bruiser decks and get punished. Your damage output isn't as large as theirs, and you can't win going toe-to-toe with the big guys without your tools to help. It'd be like using a flashlight against a howitzer.
All in all, this deck has a low damage output. But then again, who needs huge bruising attacks when your opponent can't fight back?
Well, this next deck might.InGen
(Nemesis Prime / Snarl / Swoop)
Something... Has... Survived...
Well, that's something your opponent would say if they hadn't just gotten one-shot by Nemesis Prime. Slow, lumbering and currently one of the most heavily damaging cards in the game, Nemesis Prime is frankly one of my favorite cards that I've seen out of this game thus far. He's also one of the game's two rarest cards to get your hands on; but man, is he worth it.
Getting him to work can be a bit trickier than it might seem, especially in a game where your opponents can just make dated anime references and untap themselves into the nth dimension, but you're a deck that can be startlingly hard to make headway into, especially with all the defensive cards you play.
Being defensive is a good thing, for certain, but it also means that you're more likely to eventually reshuffle your deck, putting Nemesis' offensive ability to a base 10(!!) or more(!?) damage, without modifiers like upgrades. For reference, a common mid-ranged HP value is around 10-13. I've one-hit 12 HP Transformers after getting this guy set up with a Grenade Launcher, and lemme tell you, there's seldom a better feeling.
The problem is getting there. But that's where you get a little help from some primal friends.
Snarl and Swoop are both Dinobots, which allow them to take advantage of "Dino-Chomp!" to give them Bold 5, flipping five extra cards from your deck for your attack. Keep in mind, you start out with two, and if you flip a white Battle Card (which you play plenty of) you flip two more, leaving you with 9 cards out of your deck and into the Scrap Pile.
The potentially heavy damage you just did aside (in my experience, you're only going to use the Dinobots to soften foes up for Nemesis to clean up), you milled almost ten cards out of your deck, a full quarter of it! Using these cards to your advantage, you can pull off the reshuffle and make Nemesis the powerhouse he deserves to be.
All in all, this deck is fantastically fun to play against Initial D, as the two are somewhat polar opposites. But the one that seems to not be getting any headway at all in my playtesting is one of the most unlikely of them all.Capri Sun
(Sunstorm / Slipstream / Chop Shop)
On the surface, everything seems to have everything going for it. Sunstorm does more damage for every card in your hand, Slipstream keeps him alive, Chop Shop draws you cards... It even has Bombing Run to both supplement your survivability and damage output!
But here's the thing: This game revolves around playing cards. Your hand is almost never going to go above six cards, and even then you'll probably need to play something out of it. It's frustrating. I've never won with this deck, and whereas it might be a product of the deckbuilding, it might also be a problem with the contradiction of Sunstorm himself.
Sunstorm wants you to hold your hand and never play anything out of it unless it puts either more damage on the field or more cards in your hand. The problem being, you have to play cards to draw the cards that you need to stockpile more cards in your hand. Only Team Up Tactics (essentially Pot of Greed) gives you a +1 card in your hand. Everything else replaces itself, leaving your hand stagnant, hovering at about 4-6.
This is not enough.
But maybe I'm just playing the deck wrong, or perhaps my list is bad. It has potential, but until we see Skywarp, Thundercracker or Starscream to hopefully pad out the Plane support, this deck will probably not see too much success, at least against the decks I have listed above. I have literally never won with this deck. At least not yet.
It is, however, one of the most interesting of the archetypes I have built. There are also quite a few other interesting card comboes in this game -- and you should definitely take a peek when you have the time.On The Game As A Whole
TFTCG is a blast to play. It's fun, addicting and can surprisingly make you think, desperately planning out what your opponent will do next. But there are a number of flaws that I really hope are addressed in the future.
But let me get a few things out of the way first. Keep in mind, this is without having the entire set revealed, which could potentially address a few of the issues I have listed here.
The card flipping for attacking and defending sounds annoying and adding in an unneccessary layer of randomness to the game, but surprisingly, very few times have I felt like I sacked my opponent out of a KO or I got sacked and the oddest thing is... I thought it was fun. It was enough that I thought it played little into the grand scheme of things (Nemesis was going to kill that guy anyway, frankly, regardless of flips) and it only really comes into play when it comes to 2HKOs and and to put more power in the ever-prevalent healing cards. It also helps cycle decks.
Another thing that I didn't like about the flipping mechanic was that it simply dropped useful cards into the discar-- *COUGH* I mean, Scrap Pile. I can't tell you how many times I saw a Turbo Booster fall into the Scrap Pile. It could make a man weep! I don't know how much I would say that it's a good mechanic; just that it was fun, and had several underlying purposes.
But the thing is, you can mitigate or outright remedy this by adding more topdeck rigging and tutoring effects, which brings me to my second point. This game has no tutoring, which, if you didn't know, searches your deck for specific cards to either put them on top of your deck or into your hand. Powerful, yes, but I feel it is necessary to mitigate the luck factor.
But I have an issue with this game that will be tough to remedy: Counterbalance. In Dragon Ball Super, when you're at half life, your Leader card awakens to his "final form", netting you extra cards and more powerful abilities. This mechanic drives the entire game, and it helps games from being total runaways, where the person who attacks first wins.
This game sometimes wants to fall into those failings.
Let me explain: You and an opponent start the game. Each person has three Transformers. You and your opponent trade turns a few times, but it ends up with your opponent taking the first KO on your side, putting your opponent at three Transformers and you at two. This means that, if you can't KO one of them back, you have a distinct man disadvantage and attack disadvantage. It's really easy to snowball sometimes, and I can definitely see that becoming a problem if left unchecked.
But then again, Pokemon can sometimes have the same problem. Same with Magic. Perhaps Dragon Ball simply spoiled me! But perhaps -- just perhaps -- I'm on to something.Conclusion
TFTCG is a blast. I love this game, despite its warts, and I look forward to spending an inordinate amount of money in an attempt to finally pull a Nemesis Prime. It may seem like a game with a low skill cap, but I keep finding more nuance to it every time I play. Will it overtake Magic, Pokemon or Yu-Gi-Oh? Ha... Hahahaha. Ha! Hahah!
No.
But maybe, just maybe, it could be a dark horse for other groups.
Dragon Ball might have to keep its Dragon Balls well-guarded: ROTF Devastator didn't, and look what happened to him. Vanguard and Weiss/Schwarz might just have to sleep with one anime tiddie open: Legion is in town, and Kiss Players is still very canon.
Those are just my thoughts, though. What are yours?
Posted by Va'al on August 31st, 2018 @ 3:23am CDT
[/quote]#Sideways# wrote:OVERVIEW
I decided to proxy three Transformers Trading Card Game decks recently: Initial D (Bumblebee / Cliffjumper / Mirage), InGen (Nemesis Prime / Snarl / Swoop) and Capri Sun (Sunstorm / Slipstream / Chop Shop). I playtested them over the past two days, marking down my thoughts about the archetypes and about the game in general.
I found out a lot about not only the decks, but the game as a whole. But before I get into that last bit, lemme tell you about the decks and what they do.Initial D
(Starter Bumblebee / Cliffjumper / Mirage)
Okay, if you know anything about the title, you know that this is a Car deck that is full of "Gas, Gas, Gas" to leave your opponents with a sense of "Deja Vu" while you're "Running In The 90s". The general sense of the deck is you constantly untap your Transformers with Ready For Action and, more importantly, Turbo Boosters. When you untap constantly, your opponent is eventually going to reach a point where all of their team is either tapped or dead and you get to attack with impunity thanks to how natural untapping in this game works.
Cliffjumper allows you to draw an extra card when you Transform other Cars, allowing you to burn through your deck more than you already do. Bumblebee is there because he's a 6 Point Leader Car which is frankly silly value. Mirage is there because he allows you to play an extra Action in a turn, meaning you get to play more draw cards/more Ready For Action, but even better, he has a natural, easy to pull-off untapping ability.
The deck also benefits from being able to play Team Up Tactics, allowing you to draw two cards with no repercussions, unlike literally all other Action draw cards in the game. You draw so many cards with this deck -- it's a little stupid. But if you whiff your untapping cards, you've got a hard time coming.
Being so small in terms of defensive abilities, Initial D can fall victim to heavy bruiser decks and get punished. Your damage output isn't as large as theirs, and you can't win going toe-to-toe with the big guys without your tools to help. It'd be like using a flashlight against a howitzer.
All in all, this deck has a low damage output. But then again, who needs huge bruising attacks when your opponent can't fight back?
Well, this next deck might.InGen
(Nemesis Prime / Snarl / Swoop)
Something... Has... Survived...
Well, that's something your opponent would say if they hadn't just gotten one-shot by Nemesis Prime. Slow, lumbering and currently one of the most heavily damaging cards in the game, Nemesis Prime is frankly one of my favorite cards that I've seen out of this game thus far. He's also one of the game's two rarest cards to get your hands on; but man, is he worth it.
Getting him to work can be a bit trickier than it might seem, especially in a game where your opponents can just make dated anime references and untap themselves into the nth dimension, but you're a deck that can be startlingly hard to make headway into, especially with all the defensive cards you play.
Being defensive is a good thing, for certain, but it also means that you're more likely to eventually reshuffle your deck, putting Nemesis' offensive ability to a base 10(!!) or more(!?) damage, without modifiers like upgrades. For reference, a common mid-ranged HP value is around 10-13. I've one-hit 12 HP Transformers after getting this guy set up with a Grenade Launcher, and lemme tell you, there's seldom a better feeling.
The problem is getting there. But that's where you get a little help from some primal friends.
Snarl and Swoop are both Dinobots, which allow them to take advantage of "Dino-Chomp!" to give them Bold 5, flipping five extra cards from your deck for your attack. Keep in mind, you start out with two, and if you flip a white Battle Card (which you play plenty of) you flip two more, leaving you with 9 cards out of your deck and into the Scrap Pile.
The potentially heavy damage you just did aside (in my experience, you're only going to use the Dinobots to soften foes up for Nemesis to clean up), you milled almost ten cards out of your deck, a full quarter of it! Using these cards to your advantage, you can pull off the reshuffle and make Nemesis the powerhouse he deserves to be.
All in all, this deck is fantastically fun to play against Initial D, as the two are somewhat polar opposites. But the one that seems to not be getting any headway at all in my playtesting is one of the most unlikely of them all.Capri Sun
(Sunstorm / Slipstream / Chop Shop)
On the surface, everything seems to have everything going for it. Sunstorm does more damage for every card in your hand, Slipstream keeps him alive, Chop Shop draws you cards... It even has Bombing Run to both supplement your survivability and damage output!
But here's the thing: This game revolves around playing cards. Your hand is almost never going to go above six cards, and even then you'll probably need to play something out of it. It's frustrating. I've never won with this deck, and whereas it might be a product of the deckbuilding, it might also be a problem with the contradiction of Sunstorm himself.
Sunstorm wants you to hold your hand and never play anything out of it unless it puts either more damage on the field or more cards in your hand. The problem being, you have to play cards to draw the cards that you need to stockpile more cards in your hand. Only Team Up Tactics (essentially Pot of Greed) gives you a +1 card in your hand. Everything else replaces itself, leaving your hand stagnant, hovering at about 4-6.
This is not enough.
But maybe I'm just playing the deck wrong, or perhaps my list is bad. It has potential, but until we see Skywarp, Thundercracker or Starscream to hopefully pad out the Plane support, this deck will probably not see too much success, at least against the decks I have listed above. I have literally never won with this deck. At least not yet.
It is, however, one of the most interesting of the archetypes I have built. There are also quite a few other interesting card comboes in this game -- and you should definitely take a peek when you have the time.On The Game As A Whole
TFTCG is a blast to play. It's fun, addicting and can surprisingly make you think, desperately planning out what your opponent will do next. But there are a number of flaws that I really hope are addressed in the future.
But let me get a few things out of the way first. Keep in mind, this is without having the entire set revealed, which could potentially address a few of the issues I have listed here.
The card flipping for attacking and defending sounds annoying and adding in an unneccessary layer of randomness to the game, but surprisingly, very few times have I felt like I sacked my opponent out of a KO or I got sacked and the oddest thing is... I thought it was fun. It was enough that I thought it played little into the grand scheme of things (Nemesis was going to kill that guy anyway, frankly, regardless of flips) and it only really comes into play when it comes to 2HKOs and and to put more power in the ever-prevalent healing cards. It also helps cycle decks.
Another thing that I didn't like about the flipping mechanic was that it simply dropped useful cards into the discar-- *COUGH* I mean, Scrap Pile. I can't tell you how many times I saw a Turbo Booster fall into the Scrap Pile. It could make a man weep! I don't know how much I would say that it's a good mechanic; just that it was fun, and had several underlying purposes.
But the thing is, you can mitigate or outright remedy this by adding more topdeck rigging and tutoring effects, which brings me to my second point. This game has no tutoring, which, if you didn't know, searches your deck for specific cards to either put them on top of your deck or into your hand. Powerful, yes, but I feel it is necessary to mitigate the luck factor.
But I have an issue with this game that will be tough to remedy: Counterbalance. In Dragon Ball Super, when you're at half life, your Leader card awakens to his "final form", netting you extra cards and more powerful abilities. This mechanic drives the entire game, and it helps games from being total runaways, where the person who attacks first wins.
This game sometimes wants to fall into those failings.
Let me explain: You and an opponent start the game. Each person has three Transformers. You and your opponent trade turns a few times, but it ends up with your opponent taking the first KO on your side, putting your opponent at three Transformers and you at two. This means that, if you can't KO one of them back, you have a distinct man disadvantage and attack disadvantage. It's really easy to snowball sometimes, and I can definitely see that becoming a problem if left unchecked.
But then again, Pokemon can sometimes have the same problem. Same with Magic. Perhaps Dragon Ball simply spoiled me! But perhaps -- just perhaps -- I'm on to something.Conclusion
TFTCG is a blast. I love this game, despite its warts, and I look forward to spending an inordinate amount of money in an attempt to finally pull a Nemesis Prime. It may seem like a game with a low skill cap, but I keep finding more nuance to it every time I play. Will it overtake Magic, Pokemon or Yu-Gi-Oh? Ha... Hahahaha. Ha! Hahah!
No.
But maybe, just maybe, it could be a dark horse for other groups.
Dragon Ball might have to keep its Dragon Balls well-guarded: ROTF Devastator didn't, and look what happened to him. Vanguard and Weiss/Schwarz might just have to sleep with one anime tiddie open: Legion is in town, and Kiss Players is still very canon.
Those are just my thoughts, though. What are yours?
Posted by Epsilon Delta on August 31st, 2018 @ 7:49pm CDT
Thanks for the article. Good read. Sounds like a fun game. Can't wait to try it out.
Posted by ZeroWolf on September 5th, 2018 @ 6:19pm CDT
Leaked from Cybertron wrote:Smash the competition with Optimus Prime // Battlefield Legend, a Rare card found exclusively in booster packs! Check back next week for the reveal of another Rare card!
Do you plan on getting this Prime for your deck? Let us know in the comments and stay tuned to Seibertron for the latest news and reviews.
Posted by First-Aid on September 5th, 2018 @ 7:00pm CDT
Posted by #Sideways# on September 5th, 2018 @ 7:58pm CDT
Posted by #Sideways# on September 5th, 2018 @ 8:15pm CDT
Here's Inferno:
This guy is a tank. He hits so hard, and he defends so much, that this guy is frankly idiotic to try to take down. You'd think that the best thing about him is his ability -- and you would be wrong. It's about every other little detail about this guy added up to make a formidable tank. With three base defense, this guy blocks most damage that he is dealt. Being Ranged, he can also make use of the Rapid Assault Armor Battle Card, giving him four defense and disrupting your opponent. He also has a base eight attack, which is one of the highest in the game along with the newly revealed Optimus Prime. But even more than that, with such a high defense, you can heal off the majority of damage you take with Team Up Tactics thanks to the fact that he is a Truck.
In fact, I built Shockwave / Inferno just last night and playtested it against Cars, which I thought would be an autowin. But I was wrong. The problem is this: His ability to return cards to your opponent's hand sounds great in theory, but when your opponent plays Turbo Boosters to untap their characters to attack you ad infinitum, you really don't want to put those cards back into your opponent's hand.
It's also a tall build, meaning you only have to characters to attack with, putting you at an even bigger disadvantage to Cars. You just end up losing because you attack a total of three times in a game. You can't even take advantage of Ready For Action. Shockwave as a partner is just not cutting it.
But on his own? Inferno can really bring the pain. Just imagine him with someone to supplement his healing, using their smaller attacks to set up knockouts before finishing them off with a huge attack from Inferno. The only problem is finding someone to fit that bill. Great potential, bad partners for the moment.
This isn't a character, but I like the picture of Bombshell playing with himself.
But anyway, to my thoughts.
This card is really, really good. Forget about the card being scrapped from your opponent's hand -- if they've been playing the game at all, they can afford it -- but the upgrade being scrapped and a card being drawn for you? That's fantastic.
But here's the thing. The reason why I'm so excited about this isn't that your opponent is punished for knocking out a bug on your side -- why I'm so excited is that you can use this on your turn. You can pop this thing with Skrapnel's insect mode, which knocks out one of your Insecticons to forcefully tap one of your opponent's characters. Meaning, you can choose a target and lock your opponent out of an attack with that character at the same time. But with this, though, you even get to disrupt your opponent and draw a card while you're at it.
Es wunderbar, ja?