This page contains affiliate links. We may earn commissions when readers interact with or purchase items through these links. For more information, see our affiliate disclosures here.

TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes

Transformers News: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes

Thursday, May 30th, 2019 8:45AM CDT

Category: Game News
Posted by: william-james88   Views: 22,063

Topic Options: View Discussion · Sign in or Join to reply

You will find below an announcement from the Transformers Trading Card Game relating to their plans for Organized Play in stores and at convention events this summer. This will lead up to the first ever TRANSFORMERS TCG ENERGON INVITATIONAL at PAX Unplugged in December!


TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes

TRANSFORMERS TRADING CARD GAME·WEDNESDAY, MAY 29, 2019

Wizards of the Coast is excited to announce that organized play is coming to the Transformers TCG!

Whether you’re playing in events run by your local shop or you thrive on the pressure and excitement of a convention crowd, Transformers TCG will have something for you in upcoming months. The fast-paced, action-packed game is going to heat up as it introduces Officially Sanctioned game store support and a path to prizes through gameplay for its most successful players.

The season kicks off at with an open tournament at Origins Game Fair in June and powers on through events at participating game stores in countries and regions in which the Transformers TCG is available, before another open event at Gen Con in August. Both open events will serve as qualifiers for Transformers TCG’s first-ever Transformers TCG Energon Invitational at PAX Unplugged in December! A small number of winners of last chance qualifiers on-site at PAX Unplugged will also be eligible to participate in the Transformers TCG Energon Invitational.

Placing among the top competitors at large-scale open events isn’t the only path to the Transformers TCG Energon Invitational, however. Players will also be able to qualify by competing in events at certain game stores.

Stores that receive the Transformers TCG War for Cybertron: Siege I In-Store Play Kit will be able to declare one store champion via Officially Sanctioned play during the in-store play period supported by the kit (July 1 - September 30). That player will receive an invitation to compete in the Transformers TCG Energon Invitational. For more details on qualifying in-store play events for the Transformers TCG Energon Invitational, contact a participating game store near you.

By joining in on tournament events for the Transformers TCG, you’ll not only be competing for the glory and renown of a skilled victory, but also an array of prizes, including the grand prize--an opportunity to design a character card with the Transformers TCG design team, as well as cash prizes, Transformers TCG items, and TRANSFORMERS toys!

Key information regarding the Origins and Gen Con open events and the Transformers TCG Energon Invitational, each of which will be run by Pastimes Inc., can be found below. Check out the Pastimes website for more details as the event dates approach!

Participation in officially sanctioned events requires a valid Organized Play account. Create your account here.
STAGE 1: ORIGINS OPEN


Where: Origins Game Fair 2019
Greater Columbus Convention Center
400 N. High St.
Columbus, OH 43215

When: June 12-16, 2019

Eligibility: The Origins Open is open to all Origins Game Fair attendees with a valid Organized Play account* while spaces remain available. Each participant will receive 1 Transformers TCG War for Cybertron: Siege I Booster Pack for each preliminary event entered.

Entry Fee: $26

Format: Officially Sanctioned Constructed play.

Play Type: Four preliminary events will advance the field to a 32-player final. A player may pay to enter multiple preliminary events. If a player who has previously qualified for the 32-player final would win an invitation to the final in a subsequent preliminary event, that invitation passes down to the next highest unqualified player in the final standings.

Prizes
Top 8: Booster box of Transformers TCG WAR FOR CYBERTRON: SIEGE I Product
Top 16: Entry into the Transformers TCG Energon Invitational and 3-Day PAX Unplugged badge. An additional badge for a parent/guardian will be provided for a badge recipient who is under age 18.

Top 32: $10,000 prize pool, to be split among the top 32 players as follows:
1: $1500
2: $1000
3: $750
4: $750
5-8: $500
9-16: $250
17-32: $125
STAGE 2: IN-STORE PLAY


Where: A friendly, participating game store near you. Contact your preferred local retailer to see if the Transformers TCG War for Cybertron: Siege I In-Store Play Kit will be at their store.

When: In-store play begins with release events for Transformers TCG War for Cybertron: Siege I on the weekend of June 28, 2019. Participating game stores may schedule qualifying events for the Transformers TCG Energon Invitational between July 1 and September 30. Check with participating game stores for details.

Eligibility: Qualifying events for the Transformers TCG Energon Invitational require players to have a valid Organized Play account.

Formats: Individual stores may choose Officially Sanctioned Constructed play or Limited play for qualifying events for the Transformers TCG Energon Invitational.

Prizes
Transformers TCG War for Cybertron: Siege I Release Event: Private Smashdown participation prize (while supplies last)

Transformers News: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes


In-Store Play: Three different Transformers TCG large character cards with Gold Foil (while supplies last)Transformers News: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes

Photograph of actual promo cards

Transformers TCG Energon Invitational Qualifying Events: One invitation to compete in the Transformers TCG Energon Invitational at PAX Unplugged 2019, with the winner to be determined via qualifying events by a participating game store. Only stores that receive the Transformers TCG War for Cybertron: Siege I In-Store Play Kit may hold qualifying events for the Transformers TCG Energon Invitational. Please check with your friendly local game store to see if they are participating. If a player who has previously qualified for the Transformers TCG Energon Invitational (for example, at an Open or at a qualifying event at another store) would win an invitation, that invitation passes down to the next highest unqualified player in the final standings.

STAGE 3: GEN CON OPEN



Where: Gen Con 2019
Indiana Convention Center
100 S Capitol Ave
Indianapolis, IN 46225

When: August 1-4, 2019

Eligibility: The Gen Con Open is open to all pre-registered Gen Con attendees with a valid Organized Play account* while spaces remain available. Each participant will receive 1 Transformers TCG War for Cybertron: Siege I Booster Pack for each preliminary event entered.

Entry Fee: $26

Format: Officially Sanctioned Constructed play.

Play Type: Four preliminary events will advance the field to a 32-player final. A player may pay to enter multiple preliminary events. If a player who has previously qualified for the 32-player final would win an invitation to the final in a subsequent preliminary event, that invitation passes down to the next highest unqualified player in the final standings.

Prizes
Top 8: Not-yet-announced Transformers TCG Product (Product announcement forthcoming)
Top 16: Entry into the Transformers TCG Energon Invitational at PAX Unplugged and a 3-day PAX Unplugged badge.

An additional badge for a parent/guardian will be provided for a badge recipient who is under age 18.

If a player who has previously qualified for the Transformers TCG Energon Invitational at an Open would win an invitation to the Transformers TCG Energon Invitational and a 3-day PAX Unplugged badge, that invitation and the badge pass down to the next highest unqualified player in the final standings. If a player who has previously qualified for the Transformers TCG Energon Invitational at a qualifying event at a store would win an invitation to the Transformers TCG Energon Invitational and a 3-day PAX Unplugged badge, the badge remains with that player and the invitation passes down to the next highest unqualified player in the final standings.

Top 32: $10,000 prize pool, to be split among the top 32 players as follows:
1: $1500
2: $1000
3: $750
4: $750
5-8: $500
9-16: $250
17-32: $125

 
Transformers TCG Energon Invitational


Where: PAX Unplugged
Pennsylvania Convention Center
1101 Arch Street
Philadelphia, PA 19107

When: December 6-8, 2019

Eligibility: The Transformers TCG Energon Invitational is open to the designated winners of qualifying events at participating game stores and players who have qualified via the Origins Open, Gen Con Open, or last-chance qualifiers on-site at PAX Unplugged.

Format: Single elimination Officially Sanctioned Constructed and Limited play.

Prizes
Champion: Collaborate with the WOTC Transformers TCG team to design a Transformers TCG character card (subject to terms and conditions).
Top 8: War for Cybertron Siege TRANSFORMERS toy and Transformers TCG prizes

Top 32: $20,000 prize pool, to be split among the top 32 players as follows:
1: $3000
2: $2000
3: $1500
4: $1500
5-8: $1000
9-16: $500
17-32: $250

*Officially Sanctioned Event Information



Eligibility: Players must have a valid Organized Play account in order to participate in Officially Sanctioned events. We strongly suggest players ages 13 and up have Organized Play accounts prior to arriving at the Origins Open, Gen Con Open, or the Transformers TCG Energon Invitational.

[Sign up for an Organized Play account here.]

A Player who is age 12 or under MUST have an Organized Play account prior to arriving at the Origins Open, Gen Con Open, or the Transformers TCG Energon Invitational. They will not be allowed to sign up for an Organized Play account at the event.

Each player age 12 or under must also have a parent or guardian’s consent to sign up for an Organized Play account.

Parental consent form

Officially Sanctioned Transformers TCG Events
Officially Sanctioned Transformers TCG events will be run under the official Transformers TCG floor rules. Complete Transformers TCG Floor Rules will be posted on the WPN Rules and Documents page no later than two weeks prior to the first qualifying event.

For planning purposes, here is some key rules information that will also be reflected in the complete Transformers TCG Floor Rules.

All formats
-Best 2 of 3 matches
-50-minute rounds

Constructed Play
-25-star or less total team and deck of battle cards
-40-card deck minimum
-Swap Parts is banned in Constructed play.

Sideboard Rules
(See upcoming Transformers TCG Floor Rules for more details)
-1 character card of 20 stars or fewer
-10 battle cards
-After sideboarding, decks must be legal
-After each game in a match, the player who won that game sideboards first and declares their team. Then the player who lost that game sideboards and declares their team.
-No more than 3 copies of each Battle Card are allowed between a player’s deck and sideboard.
-Duplicate character cards are not allowed between players’ decks and sideboards.

Limited Format Rules
-Sealed deck play
-Players use 6 sealed booster packs to build a 25-star or less team and deck of battle cards
-25-card deck minimum
-All cards in a player’s pool not part of their starting team and deck are considered to be that player’s sideboard.
-After sideboarding, decks must be legal
-After each game in a match, the player who won that game sideboards first and declares their team. Then the player who lost that game sideboards and declares their team.

Side Events
Other Transformers TCG side events will be happening at Origins, Gen Con, and PAX Unplugged. Check out the Pastimes website for more details as the event dates approach!

4141
Credit(s): Transformers TCG Facebook page

News Search

Got Transformers News? Let us know here!

Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2023098)
Posted by ScottyP on May 31st, 2019 @ 2:04pm CDT
As the release of the third wave of the Transformers Trading Card Game approaches, the set list for the first of two expansions based on War For Cybertron: Siege nears completion with the reveal of two new cards: Private Stakeout and Sergeant Skrapnel.

The first look at Private Stakeout comes to us via Transformers fan Big Angry Trev's blog, with no Polar Claws harmed in the process.
Image

The look at Sergeant Skrapnel is available via another Transformers fan blog, Life with Sprogs.
Image

Check out the linked blogs above for some analysis of these newly revealed cards and keep it here at Seibertron.com as the final handful of characters for this wave are revealed in the coming weeks!
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2023173)
Posted by Stargrave on June 1st, 2019 @ 11:28am CDT
Love that :lol:
But that bear had it coming dude...
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2023206)
Posted by #Sideways# on June 1st, 2019 @ 4:07pm CDT
SIDEBOARDED


Competitive is here! Let me say it again, louder, for the people in the back who can't hear it:

COMPETITIVE IS HERE!

The simple fact is, the lack of a competitive play is the sole reason that a whole lot of people didn't want to get into it. In fact, a personal friend of mine who regularly plays at a worlds level in Pokemon spoke to me about it, stating that he liked the game and where it was going, but he hated the fact that he couldn't put his knowledge to the test.

The announcement of competitive play is by far the best announcement that I've ever seen for the Transformers Trading Card Game. It means that people will be able to put their skills to the test, it means that people won't be afraid that the game will no longer be supported in the long run. But perhaps the biggest realization of this is the advent of the competitive rule set.

For a long time now, members of the community have been speculating at a competitive rule set. For instance, time limits, judging staff, tournament locations and most important of all, the presence of a sideboard.

Sideboarding in a Trading Card Game, if you didn't know, is the act of having an "extra deck" that you can swap or add cards to your deck in between games. This allows you to put cards into your deck for specific matchups, including cards like Dampening Field or Infiltrate against certain offensive matchups, or Pierce cards against defensive matchups. Of course, it's not set in stone what cards are the best to sideboard as there is a bit of overlap, and certain matchups almost require you to mainboard certain counter cards from sheer deck popularity alone, but that's neither here nor there.

The real juicy bit to the sideboarding is that you can include a character that is 20 stars or less to swap into your lists. For instance, you can put an Acid Storm into your sideboard and swap him out for a similarly priced character in your active list just in case you're afraid of things like Insecticons, Dinobots or Firecons. Moreover, if you happen to be afraid of facing infinite combo decks, you can sideboard in Torox.

But that isn't the only thing that competitive entails. In fact, you might have read about the Energon Invitational in the competitive announcement! Aside from the monetary prizes that I'm sure all of us would greatly appreciate, the juiciest prize of them all is the coveted chance to design your own card to be featured in the card game. Qualifying for the Energon Invitational is pretty easy, considering you just need to win a qualifying local tournament to do so, but if you want some more bang for your buck, there's the GenCon Open as well as the Origins Open -- both of which having large prize pools in their own right.

But that's not all of the info we need to chew through today -- we've got more! This time, we have new character cards to go over as well as quite a few Battle Cards. Let's dig in!


CHARACTER CARDS


Image
"A runabout! I'll steal it -- AND NO ONE WILL EVER KNOW!"


The Battle Chargers are here, and boy are they really, really weird. I have thoughts on them as a whole because they're somewhat inseparable considering their innate synergy with each other, so check out Runamuck's profile below where I go into both of them. This will just go over Runabout's stats so that you have context when I do talk about the whole of them.

Runabout has moderate offensive and defensive stats in both modes, but the big problem with him is that he, like Runamuck, has 10 Stars as their cost. This makes playing him as a single unit add-in to other lists nigh impossible, not even counting his synergy with Runamuck. The good part about him, in particular, though, is that his most offensive mode is in his alternate mode. That means that cards like Turbo Boosters, Start Your Engines and other things like them will be far easier to use and take full advantage of.

You really don't want to be put in a scenario by Start Your Engines where you have to transform, untap then transform again. You'd much prefer to use that transformation on someone else, like Stakeout who is a good possible partner for the Battle Chargers. Now, that one extra offense in his car mode doesn't make him much more appealing as a standalone unit in one of your teams, but let's be fair here, you won't want to play him outside of the Battle Charger composition anyway.

To find out why, let's take a look at Runamuck as we finish our thoughts about Runabout as well as the entire Battle Charger composition in general.


Image
Rarely are things so simple as black and white.


Runamuck is definitely the better between the two Battle Chargers. Being a Specialist, you can take good advantage of things like Multi-Mission Gear to use Start Your Engines as well as Rapid Conversion to make the most of their transformation effects. If you haven't guessed by now, both Battle Chargers have similar -- yet opposite triggering -- abilities that flip each other to the other's modes.

This allows you to activate the other's abilities roughly every turn. For instance, if you start the game, you can transform Runamuck and draw a card, simultaneously flipping Runabout to robot mode as well. That way, when the next turn comes around, you can flip Runabout back to alternate mode, heal off a little bit of damage that Runamuck took and swing with Runabout's corresponding mode.

Now, with that rhythm in mind, you have a few options to supplement that. For instance, you have access to Rapid Conversion, Start Your Engines as well as teching in Stakeout, who has a Rapid Conversion on command. You can also use cards like Brainstorm and Multi-Mission Gear to play multiple of them during your turn in order to flip your characters even more than you already are. That way, when you flip your Battle Chargers, you can flip them again and again, reactivating their abilities multiple times in a turn.

But the big question is this: Is that worth it?

Well, in full Standard play? No. I don't think their cost justifies their damage, and Runabout's healing effect doesn't heal enough to swing any matchups. However, since they are common characters, you can definitely run them in limited draft or Turbo play to positive effects -- after all, they are consistent characters that can draw you a solid amount of cards that can heal off most of certain limited decks and their damage.

After all, it is the set of blue/black and trust me, things are going to be pretty slow going in certain "Turbo" games if you choose to run these guys.


Image
"Man, I'm good!"


Well Sideswipe said it himself, didn't he? I think that Sideswipe has a lot -- and I mean a lot -- of potential. Let me show you how by going into a bit deck theorycrafting with a brainchild I had earlier that dealt with Cliffjumper: Matchbox.

Sideswipe (8)
Detour (4)
Stakeout (4)
Scamper (4)
Roadhugger (5)

You can use Sideswipe with a Stealthiness on him or a Bravery on a Micromaster, attacking with him and tapping a Micromaster each turn to supplement his expenditure and his damage. That way, when you do get attacked, your opponent will be forced to attack into a Micromaster and when they're OHKO'd (you may be blue/black but you're not invincible), Sideswipe gets to untap and attack again next turn. Then, when all or most of your little Micromaster friends are KO'd, you can flip Sideswipe to alternate mode and gain a massive amount of attack and swing for -- in all likelihood -- the OHKO on something.

Of course, I've not tested this deck yet so I cannot say for certain whether or not it will be good, but I have a sneaking suspicion that it will be, especially with Stakeout potentially granting Sideswipe multiple flips into his alternate mode, stacking the damage boost that you'll be receiving. You can also sideboard Cliffjumper, potentially changing gears into a disruption-based list with heavy draw thanks to Cliff.

Now, all that being said, I think this is one of the only uses for him. Sideswipe in other car lists just doesn't appeal to me at all, even with his untapping effect. The biggest issues are his low car mode attack before your opponent KOs your other characters, the fact that your limited characters have to be KO'd in order for you to use him effectively and that his untapping effect only triggers on your opponent's turn. If it weren't for those things, I would say that he has moderate potential as a finisher.

Lastly, his relative frailty is doing no one any favors, least of all him. He's a bit of a glass cannon, which is why the Stealthiness and Bravery is so important in the Matchbox list. If he gets targeted down too early, you most certainly will not be able to beat most decks given your team being entirely made up of Micromasters. But other than those things, I for one look forward to seeing where Sideswipe will go in the metagame.


Image
"... and then he led two of every animal onto an ark, and then beat the crap out of them!
That's why you never see two of any animal in one place unless it's a zoo! Or a farm!"


Hound is basically a slightly more expensive, way better version of Starter Megatron.

Don't let his vanilla vehicle mode or his average stats make you think that he's someone to overlook -- his robot mode can pack some serious power in it through some sneaky shenanigans. The thing is, you have a lot of power potential alongside a moderate starting offensive power, making the +2 you get when you upgrade him way more impactful than Megatron's +1 boost from a base of 3. Of course, Hound is two stars more than Megatron, and since he's an Autobot he can't make use of Swindled, but that's more than fine since you have access to other options.

For instance, you can play Inferno alongside him, whose alternate mode ability (aside from his monstrous attack) can allow you to return all Upgrades attached to Hound to your hand to be reattached perhaps in the same turn. Plus, when you consider that Attack Drone can attach three times in one turn, you can get a massive offensive boost from that play alone. Aside from Inferno, you have other Upgrade-shenanigans options, which include Disarm, Red Heat, Flak and Cog who can each upgrade Hound multiple times in a turn to get your power higher than it has any right to be. You can even play Cargo Trailer if you really want to, although I wouldn't recommend it given its inconsistent nature.

All that aside, Hound has a plethora of options on the table for him to be a pretty solid rogue deck. I wouldn't say that he's going to be meta, but I do think that he has a lot of potential with the correct partners. Again, I don't think he'll be beating Insecticons any time soon, but I do think that he is a neat little "haymaker" option to think about.


Image
The polar bears thought that Global Warming would be their final challenge. Then the polar bears saw Stakeout.


Stakeout is pretty much exactly what Infinite needed to have everything they ever wanted. He's a 4 Star Specialist Autobot who is effectively the same as Detour in almost every way, stat-wise. No, Infinite is still not dead -- Red Heat is a character, and Peace Through Tyranny is still a card. Although it is to a diminished degree thanks to the sideboarding of Torox, it still loves anything and everything Autobot Specialist to make every other matchup way better. Although, that being said, Stakeout is marginally less offensive than Detour and he doesn't have the ability to draw, so perhaps there could be a case to simply add Detour instead of Stakeout and simply forgo the Confidence.

I suppose that's what sideboards are for, though, hm?

That being said, you really don't need me to say more about Infinite -- it's very good, and you've already heard me say it plenty of times before with several other characters. Who's really glad that Stakeout exists are the Battle Chargers and Sideswipe: Decks that love Rapid Conversion and other constant transformation. With Stakeout's pocket Rapid Conversion effect, he allows you to pull off some crazy flip combos. For instance, he can transform during your turn, tap him to transform a second time, Multi-Mission Gear a third transformation effect, then for your turn, play a fourth transformation effect and wind up back in your alternate mode for the second time that turn.

This effect is very strong on cards like Sideswipe, who gains an offensive advantage every time you flip. You could say the same about W1 Shockwave, where you can flip him a frankly ridiculous amount of times to put more cards in your opponent's hand in order to System Reboot them. Speaking of drawing cards, you can also use him alongside Cliffjumper to transform a partner character several times in order to draw cards with Cliffjumper's alternate mode effect.

I honestly adore Stakeout. I think he has a lot of really cool things you can do with him, and whereas it takes a turn for you to get the value out of him (I mean, if you are going to transform and use his tap effect, why not just transform the character you're going to target with him on your own?), he still has a lot of combo potential in certain lists.


Image
The sequel is almost never as good as the first.


Sequels are really, really hard to make well. At least, that's what Hollywood would have you believe. New writers, new story, more expanded drama, yadda, yadda, yadda. I mean, unless, your name is Deadpool or Nolan Batman in which case the sequel is very much better than the first. Sadly, Skrapnel is neither of those names and he ended up paying the price for it.

At first, I was astonished that the guys over at Wizards were deciding to make Insecticons even better with a character that has innate Brave able to fit into the list. Defending Kickback or Barrage while they fight with relative impunity through Brave, then potentially healing off that damage through the use of your own Upgrade spam? Yeah, I was interested.

Then I saw the point cost.

Nine points? That's a very, very high cost for the Insecticons (Venin notwithstanding) and it more or less makes it impossible to run with the four wide Insecticon list that we're used to. That means that there is another way to run him, like with Venin. You can run Skrapnel, Venin and Ransack to potentially have a bulky, grindy Insecticon deck that heals itself over time while putting out Pierce damage. I'm not the biggest fan of that concept, but Bug Bomb is something that I have always liked since it was printed -- only problem was, it was kind of the antithesis of the trademark Insecticon playstyle.

Perhaps, then, we have a deck to play it in? Bulky Insecticons is... Difficult to think about given their aggressive Wave 1 counterpart, but hey, you never know, right?


Image
O Captain! My Captain!


Captain Starscream is not good in his own list, but he is pretty fascinating as a supplementary character to someone bigger. I think we all know who that "someone bigger" is.

Before that, let's take a look at his stats. Starscream is expensive at 12 Stars, but he makes up for that with his other stats. First off, he has a monstrous HP stat at 16 with a middling to low defense split between his alternate modes. The good news is that you're likely to run him in a blue "burn" deck, relying on his direct damage abilities to do most of his work for him. Of course, his six attack can actually do a bit of damage to lesser armored targets, but with any luck your opponent won't be upgraded that much anyway. Although, that being said, you can make use of Null Ray of Starscream given that he is a Starscream just in case you wanted to use him in a more Plane-centric list, but I really think that job should be left to his Wave 1 incarnation.

But now on to the meat of his kit. His anti-upgrade abilities make him an excellent auxiliary character to direct damage "burn" lists that deal low attack damage but supplement their offensive power through damaging cards like Armed Hovercraft, Strafing Run and Plasma Burst among others. In fact, in a Burn list, Starscream has the unique effect of turning all of your Upgrade scrapping cards like Vaporize, Bashing Shield, Drill Arms and Device Virus into damaging Actions as well. Furthermore, he acts as a deterrent -- a small one, yes, but still a deterrent -- to playing cards that scrap themselves like Grenade Launcher and Force Field. In fact, Force Field scrapping itself will make your opponent take one more damage than they normally would. If you're facing something that adores Upgrades like Living Weapon Megatron or Predacons to name a few, Starscream is your guy.

It's for that reason why Captain Starscream has a bit of potential alongside -- thematically -- General Megatron. Megatron spreads damage around to your opponent's characters, and Starscream can be used as both an auxiliary damage sponge for the General (especially through the use of Callous Leadership), as well as acting as a secondary damage source through Starscream's abilities. The thing is, you're exposing yourself to potentially more damage concentrated on your characters thanks to the fact that you are playing tall instead of standard or wide with Megatron.

But there's a secondary reason why Starscream works well alongside Megatron. Why? To find out, let's take a look at the Battle Cards...


BATTLE CARDS



Image
Pictured: The first and only time Starscream and Megatron cooperated together on anything.


As I was saying, in Tall General Megatron/Captain Starscream, you can use Two-Pronged Attack to either discard your opponent's hand to remove their options or to deal a moderate amount of direct damage, feeding into your "burn" playstyle.

Two Pronged Attack, much like Team-Up Tactics before it, can do a lot of powerful things with the right deck. In fact, I would say that it's probably better than Team-Up Tactics given the state of healing in the current meta and Pep Talk not requiring you to be in your alternate mode to give you the same effect. Two Pronged Attack, however, does much more useful things, like softening opponent's characters, or potentially dominating your opponent's hand before they really get a chance to use it.

I mean, how better for Starscream to prevent your opponent from using Upgrades on the field than by preventing them from being played in the first place, right?

So, with all of that in mind, does Two Pronged Attack make Megatron/Starscream Burn a mainstay in the meta? I don't think it's consistent enough to say that, but does it make it better to the point that we might end up seeing it in the tournament scene? Honestly? I really do think so.

As a final note, I'd like to give kudos to the Twincast Podcast for doing a great interview with Drew Nolosco, brand manager of the TFTCG and getting to reveal this and two other cards. If you haven't had time to listen to that, you should! It's HERE!


Image
"But Optimus, if any of them ever get underfoot they'll, uh... Squish."


So, you're sitting down and your opponent is playing Insecticons. You have a lot of power in your characters, yes, but characters like Skrapnel, Force Fields and other damage blocking effects have you feeling like you're in an uphill battle. Plus, they've been swinging very hard.

Well worry slightly less because we have Squish Them Like Bugs! When you swing at a character who has fewer stars than you do, then you spread 1 damage to everyone on your opponent's field that has less stars than your attacker. I pops Skrapnel's 3HKO ability, it pops an angry Six-Gun with a Force Field on him, and it overall softens everyone on the field just enough to be relevant in most cases. In fact, against combiners this card is especially effective because they have so many small characters.

Now you could make the case that Strafing Run is actually the same card but less complicated. I would disagree! Since it has an orange pip, it is actually more valuable -- in my opinion -- than Strafing Run given its in-combat usefulness to flip. That being said, Strafing Run cannot be countered by Infiltrate, and perhaps that alone would be enough for some people to play Squish Them Like Bugs instead of Strafing Run. Of course, in Burn decks, why not both?

I really do look forward to seeing how much this card will get played as a counterpick to wide, aggressive decks like Bugs, Motorcycles or combiners in general.


Image
"Shame to let good gold go to the grave."


Scavenge The Battlefield -- aside from having some of the raddest art of all Secret Actions -- has a very interesting effect that will more than likely be in many different aggro decks. Why? Well, that's easy.

Have you ever played Insecticons (or any other aggro deck), like, ever? Well, let me refresh your memory. You start your turn, flip Kickback, attach an Erratic Lightning to him and swing for a billion damage. Then, your opponent gets to attack Kickback and in a blink of an eye Kickback disappears, replaced with a vaguely Kickback-shaped grease-spot on the ground. Now, under normal circumstances, you'd have to find another weapon to use during your next turn's attack, forgoing the more interesting cards in your hand that might be able to net you more cards like Data Bank, save a life like Heroism or, perhaps chiefly, scrap Armor with cards like Bashing Shield.

With Scavenge The Battlefield, you can save the weapon you just used from one of your now grease spots of a character and then use it on your next soon-to-be grease spot! Not only that, but if your opponent happens to focus down one of your Upgrades through effects like Razorclaw's attacking of an untapped character, you get to keep those Upgrades -- all of those Upgrades -- as well.

I really, really like this card. I think it alleviates a lot of aggro's woes in terms of their consistency, it fixes Battle Masters even more than Quartermaster has in the past and I think it also makes certain defensive decks better as well. I mean, who doesn't like keeping their Upgrades on the field, right?


Image
"Yes, I am so glad I had this very tiny shield to protect myself from a gunshot!"


Literally just play Armored Plating if you want an Armor that gives you +1 defense. I mean, I get it, you need black pips sometimes and it's better than not having black pips at all, but... At what cost? Besides, there are better black pips out there, and one of them is even an armor.

My point is this: Smoke Cloak is way better; it has black/blue and it also gives you Tough 1 which is essentially the same thing as +1 defense anyway, plus you can attach it to all of your characters, not just Autobots like Compact Shield. The biggest argument I can see for playing this is that it's redundant, and that it is at worst a black pip, but I don't think that's reason enough to play it in your list.

Cool artwork, but avoid this one.


Image
Oh hey, it's an Avengers: Endgame spoiler but with no context!


Aside from having the best detailed -- and I mean the best -- artwork in the entire TCG, Heat of Battle storms the beaches to give Cars, Combiners, Metroplex and Motorcycles the best Action they could have ever hoped for. Now, I know what you're thinking: "Hey, now, what about that Tough 3 that your opponent is going to be getting?"

My answer to you is simple: Against aggro, who cares? They don't play blue pips anyway, and when you swing with all of your characters (in terms of Cars) with each at the very least Bold 3, your opponent is going to very much feel the pain. You can also play Warpath to prevent your opponent from reaping the rewards of Heat of Battle from his anti-Tough effect, though thanks to his limited usefulness you would most likely have to sideboard him.

That said, it's a very good thing to force Tough on your opponent's aggro deck. Their amount of double orange cards are finite in their deck until they become reshuffled -- when your opponent mills more cards than they need to, they will burn double orange pips more often than not. Although it does potentially net them green pips that they'd been digging for like Bashing Shield or their Enigmas, the rewards far outweigh the risks.

I cannot wait to see how people will use Heat of Battle -- it's obviously not a staple in every deck given that its power is mostly wasted on decks that can't attack more than once in a turn, but it is at least very valuable to those that do.


Image
"OoooOooh, a Claw!"


With the advent of Scavenge the Battlefield, Upgrades have a lot more permanence. That goes for all kinds of Upgrades, except for perhaps armor given the prolific use of Bashing Shield. But, nevertheless, Device Virus is a good counter to that permanence and it makes for a powerful removal ability to "even the odds" if you will.

But what about making that effect even stronger? Well, that's where Dismantling Claw comes in! When you scrap it from a character, you scrap one of your opponent's weapons, and if you recall, Device Virus scraps one of your Upgrades from one of your characters. This way, you get to scrap potentially three weapons from your opponent's field if you so choose.

Now, let me ask you this: Remember Enforcement Batons and how it had this same effect except immediate, including the green pip?

No? Me neither.

In all seriousness, there really isn't a reason to play Dismantling Claw when Enforcement Batons exist. If you're playing Device Virus, you should be playing Enforcement Batons because its effect was immediate and didn't rely on using any other card to get value out of it. I get it, it has a blue pip, but at a point you can just bite the bullet and say that three orange pips in your deck never hurt anybody.


Image
Post-nerf Brigitte incarnate.


This is just a slow Bashing Shield. My opinion is really quite unchanged from the card above, except this one is worse given that Bashing Shield is so prolific in the metagame. I mean, sure, the big reason you would want to play Dismantling Claw is the blue pip, but Bashing Shield and Reactive Armor are literally the same card except one is a lot slower than the other.

I just can't justify playing Reactive Armor... Well, at all really. I mean, unless you really, really hate Armor and want as many copies of Bashing Shield in your deck as possible -- even if it does require some fancy footwork to get value out of. But the odds of you needing that many copies of Bashing Shield (or like cards) in a game is astronomic to say the least.

I'd avoid this one unless I pulled it in a draft.


Image
"Everybody knows / The low-rider"


I was ready to rail on this thing for insulting me with its existence.

I was so, so ready.

But then I remembered the time I put Combat Training in Metroplex just to add a slight prayer to hit all the cards I needed off my flips. I remembered on Jazz how I desperately hoped that I would flip a second white pip. I remembered how hard it was to flip another pip and then... And then I remembered!

I remembered that Bold and Tough exist.

Spinner Rims is just conditional Bold 1 or Tough 1. Now, that being said, I do think that there is a place for this card in Metroplex or Jazz decks, but other than that it's just worse Bold or Tough that you might not even make use of in the next combat depending on how many white pips are in your deck. In fact, I've found that more than six white cards in many lists can be too many because you're constantly flipping more than you need and it negates its benefits.

At that point, then, why are you using a Spinner Rim? If you're just going to flip more white pips, then I can't see much purpose outside of Jazz, Chromia or perhaps Cosmos in playing this. It's just the way it is.


CLOSING


There are a lot of really powerful cards that are coming out in this next set, and even more powerful changes in terms of the state of the game. Sideboards change everything, and tournaments change even more than that. I'm so glad that I can finally say that there is competitive play for one of my favorite games out there. For a long time now, I felt a slight tinge of worry when I say things like "yeah, I do competitive content for that game" when people ask me what my channel does and what articles I write; there has always been an underlying concern that it would never happen.

What about you? Are you as excited for competitive play as I am, or are you dreading it? Some people just don't like competitive! What side are you on? Let me know in the comments below, and I'll see you next time!
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2023208)
Posted by ZeroWolf on June 1st, 2019 @ 4:45pm CDT
I spy bulkhead on the art for heat of the battle, and Cyclonus fighting the cons? And dual wielding Arcee.
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2023253)
Posted by Flashwave on June 2nd, 2019 @ 12:55pm CDT
It may be a useless card, but I like the Dismantleing Claw art for its randumbness. ;) i really want to dig out my CR Grimlock and stick his excavator bucket on Siege Ironhide.

Ooh! Photo contest idea: reproducing card art with toys!
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2023254)
Posted by #Sideways# on June 2nd, 2019 @ 1:19pm CDT
Flashwave wrote:It may be a useless card, but I like the Dismantleing Claw art for its randumbness. ;) i really want to dig out my CR Grimlock and stick his excavator bucket on Siege Ironhide.

Ooh! Photo contest idea: reproducing card art with toys!


Oh god I can just imagine the huge claws on super unfitting figures. Can you imagine that thing on a Micromaster? :lol:

That idea is actually brilliant. I think Heat of Battle'd probably be the hardest to figure out, though :lol:
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2023256)
Posted by Flashwave on June 2nd, 2019 @ 1:27pm CDT
#Sideways# wrote:
Flashwave wrote:It may be a useless card, but I like the Dismantleing Claw art for its randumbness. ;) i really want to dig out my CR Grimlock and stick his excavator bucket on Siege Ironhide.

Ooh! Photo contest idea: reproducing card art with toys!


Oh god I can just imagine the huge claws on super unfitting figures. Can you imagine that thing on a Micromaster? :lol:

That idea is actually brilliant. I think Heat of Battle'd probably be the hardest to figure out, though :lol:
one of my favorite one off frames froM Idw1 0 is from the -ation series, if Roller with a BIG AFT CANNON strapped on smoking.

All I can say is some of the Minicons have some wonderful screwholes on them...
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2026172)
Posted by #Sideways# on June 26th, 2019 @ 3:54pm CDT
THE ULTIMATE DOOM


So the time has come! Well, almost.

With these reveals, the last cards of Siege 1 have come along with them! Oh god, why are there so many!? Now, this isn't going to be the last article I'll be doing -- not by a long shot! -- because I have a lot more to talk about including tournament reports from the larger events. Of course, you can find all of that content and more on my YouTube channel, Nanomachines!

Anyway, enough with this sordid affair! Let us get to the meat of the article!



TO ORIGINS AND BEYOND


Origins Game Fair was just last week, and there was a solid turnout of over 150 unique players over the course of the week, ending with an invitational where the top 32 players over the course of the week play in single elimination rounds to play for a prize pool of $10,000.

On the first day, we had roughly 30 players. I was in a frankly in an unknown metagame, with little idea outside of my own observations, my locals and a few articles to base any meta call on. To that end, I decided to play Insecticons because it is one of the most consistent decks out there with some of the best ability to beat random riffraff outside of the meta. When you play in an event, especially large ones, this is imperative. The first round or two when playing rogue can pit you against another rogue deck that just so happens to utterly dumpster your deck, potentially ruining your tournament.

With my deck chosen and my fate sealed, I ended up placing 3rd with a final record of 3-0-2 after tying against Planes and IDing against mirror into cut! I managed to face off against and meet several fellow content creators like Wreck 'N Rule and a couple of guys from VectorSigma.info, and it was really awesome to put some faces to the names and names to the faces!

With my Top 8 finish on the first day, I ended up more or less a spectator for the remainder of the tournament. To warm myself up to the idea of playing against a frankly absurd amount of hate for my chosen deck after literally half of the first day's Top 8 was made up of Insecticons, and to get a few more tickets for the prize wall, I played a bit on Saturday. This was mostly to test the meta after it evolved over the week, but I then dropped after deciding to stop grinching people like a huge jerk.

The next day, I played in the big finals. After I decided on playing Insecticons again, I was fully expecting to hit a horrible matchup on the first game and then dying instantly. Instead, I faced Cars which is even at its worst and great at its best thanks to their relatively low defense and average HP. I ended up winning and moving on to Top 16, securing my place in the Energon Invitational at Pax Unplugged!

The Top 16 matchup was definitely not as good of a matchup as Top 32, but Aerialbots was something that I expected to face. In fact, I knew that it was such a poor matchup in a vacuum that I decided to devote most of my sideboard to beating it with the most unlikely of cards: Repair Bay and Bad Attitude. Aerialbots deal chip damage to eventually KO multiple characters at once to win, and low chip damage over time gets stopped by Repair Bay and gets dumpstered by Bad Attitude. To make things even better, I ended up sideboarding Chop Shop for his reuse of Bashing Shield, Weapons, his unique draw ability and, yes, his potent healing.

Saying the words "Repair Bay" and "Bad Attitude" in a tournament setting brought tears to my eyes.

But, as I moved on to Top 8, I noticed something: Five out of the eight were all playing the same deck, and it was possibly my worst matchup. You see, Sentinels is a good matchup despite Sentinel's controlly, hand-destruction playstyle. However, their rather awful defensive capabilities and their orange list make them easy pickens for Insecticons to simply play their topdeck and attack.

Three Wide Prime, shorthand for Optimus Prime: Battlefield Legend, Flamewar and (usually) Hot Rod, is an awful matchup because they can both remove your hand as well as reduce your damage.

Reduce it by a lot.

But Insecticons, my list especially, have a habit of topdecking Weapons and Actions that increase your damage by quite a bit. The most important things about the matchup is target priority and saving your resources when you can and blowing them all at once when you need to.

Optimus Prime is a big guy, but so is Kickback with a Grenade Launcher and a Reckless Charge flipping the top ten cards of your deck.

The long and short about it is that Three Wide is your worst possible matchup, but it is by no means an autoloss. For Three Wide, it's an easy matchup to win. But, it's just as easy to lose as well. This is a lesson my Top 8 opponent, Kent Summerour, unfortunately learned the hard way, as I took the match after a hard-fought victory.

As I did, however, I looked to my right in bewilderment. Nearly all of my opponents were Three Wide, and it wss nearly impossible based on bracket position for me to face the winner of the game to my left. This, of course, came to fruition when my next round opponent, Steffon Pinckney, played me with his Hot Rod-based Three Wide. Kent had opted to use Motormaster, and with my Insecticon list not opting to play direct damage outside of Swarm, Motormaster struggled to find value. Hot Rod, however, is frankly disgusting when paired with Flamewar and was even worse to take out because he could ping Skrapnel with his KO Pile Ability to make math worse when it counted.

We ended up going 1-1 after I Swarmed him for the KO. Then, at the final turns of the final game, I misplayed. I ended up playing an Upgrade before using Backup Plan, where I would have drawn into an I Still Function and a Force Field to secure the game against his lone Prime. Without the Force Field, Chop Shop was KO'd and my Top Cut run came to a close.

But the story does not end there. You see, Steffon is a super cool guy (He also runs a YouTube channel, too! Check it out HERE!) and he ended up going into Top 2 with Dan from VectorSigma.info, where the two ended up splitting the prize pool and playing for the title. The mirror match was hard-fought, but Steffon eventually came out on top and claimed the title as the first ever Origins Open winner!

He made out with $1,250 after splitting the prize pool, an invitation to the Energon Invitational, a box of Siege, a fully paid Pax Unplugged badge and a signed crystal cube with Transformers etchings. He humbly accepted these gifts and our champion was crowned.

Me? Oh, I made off with a few things, myself. The Pax badge, the invite, $750 and a full box of Siege all came my way, with the latter being something I opened on my channel in a recent video. But honestly? The experience and the validation is really what matters the most to me; I started playing the TFTCG by myself in my room with proxies before the game even came out, and to come all this way in the first ever tournament? Well, I can't think of a better prize.

Well, that and the money.

If you're interested in the list I used, have no fear! I've included it below, including a deck profile that Steffon did himself on his channel, SDotAkuma:

Brower Bugs wrote:Barrage - Merciless Insecticon
Insecticon Skrapnel - Insecticon Leader
Kickback - Cunning Insecticon
Ransack - Insecticon Commando

2 Backup Plan
2 Bashing Shield
3 Erratic Lightning
2 Flame Thrower
3 Force Field
3 Grenade Launcher
3 I Still Function!
3 Improvised Shield
2 Mining Pick
3 Peace Through Tyranny
3 Power Punch
3 Reckless Charge
2 Static Laser of Iron Hide
3 Supercharge
3 Swarm!

Sideboard
Chop Shop - Sneaky Insecticon

3 Bad Attitude
2 Emergency Maintenance
1 Flamethrower
1 Mounted Missiles
2 Repair Bay
1 Static Laser of Ironhide


Speaking of Siege, I daresay that I haven't broken down the rest of the cards yet! Let's jump right in on that!


CHARACTERS


Image
"Top of the Shot to you!"


Top Shot is the little Micromaster that could. He has a surprising amount of value for a 4 Star character, and he has a solid amount of value to be seen out of his innate traits. He's a bit of a wonky type of Micromaster, where he gets more use out of his innate abilities than his tap effect. This is a good thing, given that -- by not using a tap effect to get value out of him -- you're essentially opening up more options in terms of other Micromasters on your team. In fact, one could even say that you could perhaps play Top Shot as the main support of a Micromaster/Small Guys team!

Allow me to explain. Top Shot is the leader of the Battle Patrol, and that carries over into his innate effects where he is a Leader. This, plus his Autobot nature, opens up the option to use him along with the Matrix of Leadership. The Matrix of Leadership gives all of your characters +1 and Pierce 1 so long as it's attached to an Autobot Leader; in other words, Top Shot. That way, you can give your team of smaller characters a way to deal more damage instead of, well, none at all. Being able to boost the damage of your team with a Matrix can be surprisingly potent given the fact that Top Shot is only 4 Stars, and a Tank no less!

Speaking of which, you can also run him alongside Flak, Demolishor, Starter Megatron and have plenty of room for three star cards, like Full Loadout. You can do a ton of damage with Demolishor and Megatron, and Top Shot adds his layer of power to that to create a formidable combination. Since they're all Tanks, Demolishor can draw three cards for his transformation effect, and perhaps more importantly, Hunker Down allows you to play a frankly disgusting amount of Armor on the field.

You can even use a Force Field on Top Shot, thanks to the fact that he has 5 HP, not 4. Meaning, he can take a solid amount of punishment as a "meat shield" if that's what it comes down to. Why a sacrificial lamb and not an offensive character? Unfortunately, even with his good utility, his offensive stats are not the best and thus if you're going to do anything with him, tapping him is the better option.

Besides, his draw + plan effect is still not bad no matter how you look at it, and that utility still translates well to a solid damage boost to your next attacker when you have a double orange in your hand. That being said, there are better draw options, but not at that cost and not for that pip color -- pretty much, if you're looking for a "universal" orange Micromaster, look no further!


Image
"I'm here to kick gum and chew butt and I'm all outta butt!"


Triggerhappy is interesting. On one hand, I would say that he'd make a defensive plane list happy being a Pierce attacker. On the other, I would say that he would make an aggro deck happy given that he can recycle the used Grenade Launchers for later use. The question is, which one suits him best? To answer this question, we need to take a look into his stats.

With Triggerhappy's high Pierce, he seems to be quite formidable, yes? No, that's not quite the case, now is it? You see, when you have a high Pierce, you can assume that you're able to deal all of that damage. Usually, that assumption would be true. This is not a usual case. With Pierce 4 and only two attack, you need an offensive boost to make use of him offensively, and his defense is not high enough to warrant too much investment on that front, either. So in defense, it's a rather awkward thing to put him in there because he necessitates the weapon in order to be effective.

So, if not the defense, then perhaps the offense? Well, let's decipher that for a moment. On one hand, his weapon recycling effect is always welcome in any list. But, his offensive stats are abysmal, and whereas you'll be more or less confirmed to swing for your Pierce 4, there are just better offensive options to run on that end. At that point, you're just a weapon reanimator -- which is fine -- but you need to balance the rest of your team to support him just as much as he's supporting you. The question is, can you really afford to devote that many stars to occasionally getting a weapon back?

I don't think so.

Triggerhappy is just too expensive for what he offers, and I think that there are just better options to run. Even using Reclaim and a small character with draw like Dead End seems to be the same value with more flexibility. I mean, sure, using Bombing Run in a defensive list seems good to keep him and his friends alive, but I just don't see Triggerhappy being that solid in defensive or offensive comps. I just can't justify him compared to the other options.


Image
"Lemme axe you a question..."


Pteraxadon is kind of great, not gonna lie. His cheap points only add to this, and he really fits well in a sideboard to fight against highly defensive decks.

Now, being a Battle Master, his stats are going to -- I'm just gonna say it -- suck. It's just the way the cookie crumbles in terms of Battle Masters, of course, with his awful defense and just "meh" offensive capabilities, but the general shtick of Battle Masters is that they don't have their value in their robot modes anyway, so this should not be a deal breaker.

As for his alternate mode, it is honestly one of if not the most powerful Battle Master effects I have seen. Reducing your opponents Base Defense (the defense printed on the card, for those who needed clarification) to 0 is a very, very powerful effect that crushes a lot of characters. For instance, Demolishor, who has his 4 Defense that he normally uses to keep himself alive suddenly becomes an easy target. Headstrong, Darkmount, Inferno, the list goes on with who Pteraxadon can counter. Now, that being said, it does not reduce whatever blue pips your opponent flips -- but really, who cares? It's more damage!

He's splashable, his effect is solid, and on top of that he still gives you a +3 attack boost! To be frank, I can't think of many Battle Masters I would rather put in a list. He's got a lot of value in an aggro list -- especially with Quartermaster allowing you to reuse him -- and you don't really lose much for tossing him in.

They say "you have to save the best for last". With Pteraxadon, I can't think of a better phrase to describe him.


BATTLE CARDS


Image
A double-edged sword.


W5 Gyro Blaster, despite not having any pips whatsoever, is honestly one of the nuttiest cards I have ever seen. Remember, it doesn't just stop Bold -- it stops Tough, Kickback, Demolishor, white pips and everything in between.

Gyro Blaster allows you to play both offensively and defensively with it, dealing higher damage to characters with Tough and taking less damage against characters with Bold. Take Devastator for instance. You, for example, might play him in a blue list with a really slow, grindy playstyle and eventually you build up enough Tower to combine and have a really massive amount of HP. That's when you attach a Gyro Blaster to him and sit promptly on your 2 Defense and 10 Attack (or 11, rather, with the Gyro Blaster) not even counting any Armor you've attached prior.

Your opponent can't deal with that without using high base attack, and even then they have to deal with your defensive flips. Their Bold won't work, and when you swing at them, their Tough won't work either. The power of the W5 Gyro Blaster is just too massive to ignore, and when used in conjunction with Secret Actions like Infiltrate and Blue pips... Well, let's just say that any aggro deck in your area is going to have a bad time.

Like, a really bad time.


Image
Thicker than a bowl of oatmeal.


Point Defense System is a neat little Armor that deals with a very, very specific problem.

So let me give you a quick recap, yeah? Siege 1 introduces black pips, including blue/black cards that can create a surprising amount of damage potential in blue decks, all without sacrificing that defensive power. In fact, black pips actually make Bold not horrible. Remember, certain characters have Bold innately, like Superion, and it would initially mill your deck and your resources. Black pips make that Bold actually worthwhile.

That's where Point Defense System comes in.

In the mirror blue/black matchup, your opponent is going to have roughly two to four Pierce at any given point in time through their Upgrades and through their black pips. This means that, even with your powerful defensive capabilities, you won't be able to block them when they have their Pierce. With Point Defense System, you're able to reduce that potential damage by a surprising amount given the nature of Pierce Upgrades, potentially tipping matchups like Aerialbots in your favor.

That being said, it really does depend on whether or not your local meta is more defensive or aggro-focused to whether or not you mainboard this card. If you want my personal opinion, I would probably just sideboard it in most cases -- three cards from your sideboard aren't too likely to be drawn when you need them, and I can only assume that most decks won't be as reliant on Pierce as Blue Black is.

Be that as it may, you should definitely sideboard Point Defense System if you're afraid of Pierce-heavy matchups. You'll find no stronger counter than this!


Image
"Must have been my imagination." ~ Whiterun, Decepticon patrol. Last words.


Going invisible seems pretty fun, but it's all fun and games until a Specialist loses an optic.

There are three of these kinds of armors, and nearly all of them are honestly pretty fantastic. I can tell where they were going with all of these with each of the innate triangle (Specialist, Melee, and Ranged respectively) defending against a different member of the triangle. In this case, it's Melee against Specialists and unfortunately we have to start off with the weakest link.

Covert Armor is a Melee armor that defends against Specialists, which, so I can preface, is not that great because Specialists seldom have enough offensive power to threaten other characters and if you're playing armor in a list, you more than likely playing it with a primary and secondary Armor cards already. This means that Covert Armor is so niche that it will only really counter Motorcycles, the only real Specialist-focused deck, which might not even be that popular given their low stats.

The point I'm making is this: It's kinda useless to have an Armor that only protects against a very niche thing, and it probably won't be able to make it into your Sideboard given the plethora of other options and probably worse matchups to fix.

That being said, though, it is a very consistent card being a green pip, and it blends very well in a blue list given that it is, well, a blue pip. There are a lot of benefits to these cards, and getting +2 defense is frankly stupid good on many different levels, which is why the others have such good power in them.


Image
"Might as well jump! (Jump!) / Might as well jump!
Go on and jump! (Jump!) / Go ahead and jump!"


As I said, there are definitely good cards in this trio. Reflex Circuits are definitely one of these, having the ability to get a freakishly good +2 defense against the rather prolific Melee class. The fact of the matter is, this has every bit the power of Covert Armor but in a more meaningful way.

I mean, when you consider how powerful this could be attached to someone like Superion (or just the Aerialbots in general, to be fair), things get a little gross especially with how players afraid of the Aerialbots can sideboard in Warpath to stop you from using your Tough abilities. Reflex Circuits allow you to defend through Warpath, Stunticon Swagger or whatever else they throw at you, like Gyro Blaster. The simple fact that you can get +2 defense on an Upgrade should not be ignored, especially for the normally defensive Ranged character roster.


Image
The best defense is a good defense.


To be perfectly frank with you, this is another miss for me, but at least not as much as Covert Armor.

Let me explain. When you have a Specialist, you expect to put one of two things on it: Field Communicator and Multi-Mission Gear. Multi-Mission Gear is still as powerful as it was in Wave 1, and it's still just as dependent on Specialists to... Well, work. The best part about that card is that it still gives you +1 Armor, and when you put it on a character like Skydive or someone similarly as defensive like Flamewar, your opponent is going to have a tough time clearing them from the board.

Whereas Sturdy Armor seems like a great inclusion on these characters, I wouldn't put Sturdy Armor anywhere near my mainboard and instead hold it on the side as a big maybe. Why? Well, let's dig in to that.

You see, Ranged Characters normally have quite low attack, save some outliers like Optimus or Megatron. The simple fact is, the Tank or the Plane is the best "average" Ranged character baseline: Defensive, middling attack stats and relying on Pierce and direct damage to do their dirty work for them. When you have a card like Sturdy Armor, you're trying to defend against something that doesn't even do high base damage that instead deals its damage through Pierce -- it's not possible.

Pierce is getting another big buff in Siege 1 thanks to the introduction of black pips, and Ranged characters are the big winners of that thanks to their already high reliance on Pierce to do their damage. Again, there are outliers that don't, but the "base" Ranged character normally does, and adding defense just doesn't matter when, well, it doesn't matter.

That being said, it is a nice counter to Optimus Prime -- Battlefield Legend amongst other things, but I would only include this if you're really, really afraid of him.


Image
"Oh, that's a little Bobby Dazzler! A real top-pocket find!"


Metal Detector is a great little engine that will definitely benefit lists like Blurr, Cars, Motorcycles and pretty much anything else that really likes playing extra Upgrades and can attack multiple times. When you have a Metal Detector on a character that attacks, you get to look at and play any Upgrade on your topdeck, and when you build your list accordingly it effectively makes that a done deal.

Blurr especially gets a load of value out of Metal Detector, as he untaps and attacks twice in one turn, effectively turning Metal Detector into a Brainstorm or Leap of Faith but for Upgrades! Of course, this doesn't confirm just what you'll get on the top of your deck (though you can try rigging that with Plan effects), but I often find that playing pretty much any Upgrade is generally a positive with few exceptions, like playing an Improvised Shield instead of just scrapping it.

Either way, Metal Detector doesn't give any stat boost, just a utility boost, making playing it somewhat of a "feels bad moment" like playing a Data Bank or your first Cargo Trailer. But, I think it'll offer much more value than one might expect, much like Scrounge. Anything that extends your hand can powerful, but it necessitates a list to support it.

The question is, is it worth the effort?

I think so.


Image
"Michael Knight, a lone crusader in a dangerous world. The world... of the Knight Rider."


Similarly to Metal Detector, Anticipation Engine is like a Multi-Mission Gear but for everyone and I love it to bits. I truly and honestly think that it's one of the most powerful Upgrades out there for Cars, Motorcycles and honestly just about anything else that plays a billion Actions in their decks and wants to play more of them. You can imagine someone like Blurr being able to play a tremendous amount of Actions during your turn including cards like Marksmanship, Leap Into Battle, Leap of Faith and loads more.

The fact that Actions have and always will be more powerful than Upgrades makes Anticipation Engine thus more powerful than Metal Detector. I could go into just why Actions are better than Upgrades, but to be perfectly honest I think I go over that in every article to be perfectly frank with you, so I don't think I'll go over it again this time just to save my sanity.

Unfortunately, with that power there must also be something to rein it in and Anticipation Engine has its fair share. Whilst you have a powerful effect, it's still a Weapon that takes up any other spot for weapons. That means that whatever you're attacking with, you won't be able to deal too much -- or any -- damage at all when you use it on a lesser powered character. That, and it's a white pip, not a green pip like Metal Detector. Unfortunately, this makes Anticipation Engine far less consistent than its Upgrade sister card and thus less powerful.

It's an odd balance with Anticipation Engine. On one hand, the effect of playing multiple Actions in one turn while not needing a Specialist in order to do so seems extremely powerful. On the other, though, you'll effectively be crippling yourself in terms of damage output. In that case, I don't think it'll see much play given that it doesn't give any stat boosts. The Weapon slot is so imperative to winning the game, that I struggle to justify taking it up with something that doesn't really give you anything in terms of power. That being said, perhaps you could fill your deck with damaging Actions to make Anticipation Engine essentially do more damage than none at all.

I dunno. It's a bit tin-foil-cappy, to be sure, but I'm confident that the list made to support this card would be so niche and oddly built that I'm not quite sure that it could function normally.


Image
"Extra Padding"? Same, Red. Same.



Extra Padding is simply not that great at being an armor, but it is great at getting more of itself in play which can be quite the boon to certain cards. So, let me explain.

You see, since Extra Padding is a stacked Upgrade, Equipment Enthusiast can draw a net more cards than normal. Three upgrades in one slot can give you essentially more potential value for Equipment Enthusiast. But, that's not all. You see, Armor is a potent yet fragile slot thanks to Bashing Shield. Being that Extra Padding is a stacked Upgrade, Bashing Shield can only remove one layer of Armor.

This makes Extra Paddimg an effectively invincible Armor, since playing Bashing Shield to simply remove one layer of Extra Padding would be a frankly abysmal expendiature for extremely little value. That said, Extra Padding is also a lot of effort to play during your turn, and it also has little payoff for the required resources.

I mean, think about it. You're almost never going to get all three, and if you do, you'll find that it's simply just as potent as a Reinforced Plating or Body Armor with double or triple the effort to play. That said, having an invincible armor isn't a bad thing, even if your opponent can play a Security Checkpoint and prevent you from playing it to begin with.

Either way, I think there are just better cards to play during your turn, but it's a cool little card regardless.


Image
It's like half of a Flamethrower. So, like, a Smokethrower?


Basic Combat Protocols is a worse Flamethrower. I realize that, as a Utility, you're essentially adding on more Bold than you would normally, but you're losing that Utility value while also potentially losing weapon value.

Consider my Insecticon list. Did you see any Utilities? It's because aggro decks don't have the time to attach something that only gives them Bold 1. In fact, Tandem Targeting System is straight better because it attaches multiple Upgrades at once for effectively the same amount of damage.

Further, if you're playing Aggro, you'll find that when everyone untaps, they'll be unlikely to have any Upgrades whatsoever. Many aggressive decks use Upgrades like Grenade Launcher and Power Punch to deal damage, and this is no different. The simple fact is that Basic Combat Protocols is just a worse Flamethfower, making it a "feels bad" card that simply gives no value in the short run.

Problem is, Aggro is the only kind of deck that'd really benefit from this outside of Metroplex and Aggro decks live in the short run.


Image
"You are an idiot! Do you need a second opinion? You are also ugly!" ~ The Medic, Team Fortress 2


You know, I've learned to consider all the options. I learned that certain cards are way better than they might seem. I learned that certain things just take the right matchup. I mean, this even replaces itself!

Under normal circumstances, I would tell you to move on. I would tell you, "A single damage counter isn't worth it" and just go on to the next card.

These are normal circumstances. A single damage counter isn't worth it. Just go on to the next card.


Image
"YEET!"


Frag Toss is... Actually really solid. It reminds me of Swarm to many degrees since your opponent chooses where the damage goes, which is not necessarily a bad thing per se. Because of this consistent damage output, you can assume it will almost never go where you want it. That said, it is actually a very solid Decepticon card to play in Shockwave because that's kind of his whole playstyle.

Something else I'd like to point out is that this card is actually kind of amazing in Insecticons. Not only is it essentially "baby Swarm", but it is also a white pip instead of One Shall Stand's zero pips. It's honestly a very good card to look into when it comes to Insecticons and Shockwave, and I think this isn't the last time we've seen Frag Toss.


Image
"Go ahead. Make my day."


This card is very bad.

However, since it is a Decepticon card, you will be able to use it in Shockwave, especially since it has a black pip for the undoubtedly blue/black list.

That said, those are really the extent of the rewards you'll find with it. I think this one is niche at best. Move along!


Image
You know, I think I'm beginning to understand why Shockwave is "hand" control.


Shockwave kinda needs a hand.

Heh.

But truly, any Shockwave composition seems a little lackluster when compared to others, especially when you consider how hand destruction is usually a secondary effect rather than a full game plan. Shockwave usually deals a lot of damage at once through a burst of hand destruction, at least according to his Wave 1 iteration and the theme of LV Gamma Disruptor Launcher. With that in mind, we can pretty well assume that Major Shockwave and W1 Shockwave are going to be played in the same list because Gamma Disruptor is both a Decepticon card as well as a defensive hand destruction card.

But there's a problem.

When you consider the fact that hand control is a kind of "all or nothing" burst effect with often not a lot of payoff, this card gets a little worse. Consider Sentinels, for example. Sentinels really enjoy discarding your entire hand on the first turn of the game, and it works very well. However, when you consider that now that your opponent has no hand, you realize that you won't be able to discard any more cards to get any more value out of W1 Shockwave. That makes LV Gamma Disrupter Launcher just a tad bit worse, as well.

But is it bad?

Oh heavens no. Discarding a card from your opponent's hand while giving Shockwave a much-needed damage boost to the point that it reaches a permanent Grenade Launcher after two are attached? That's amazing. Especially when you consider the fact that, usually, after a Security Checkpoint your opponent is going to have only one card in their hand, an Action. When you use LV Gamma Disruptor, you can discard that last card and still boost your damage by quite a noticeable margin. Since it's also a Decepticon card, Major Shockwave can also effectively dig further into your deck to pull it out and use it against your opponent, making it a far more consistent card than most especially if you happen to use Reclaim to rig your topdeck to use any accidentally flipped ones.

Will this make Shockwave suddenly a nutty composition? I don't think it will, at least not particularly, but I do think that LV Gamma Disruptor is a necessary and welcome step in the right direction for Shockwave. I think it'll be a fantastic boost to Shockwave compositions, and I can't imagine a future without more to come.


Image
Even Soundwave must pet the kitty cat. All must pet the kitty cat.


Micro Capacitor is a kind of, well, very good.

You see, in a team with Micromasters (or in certain cases a team full of Micromasters) you will have a lot of options when it comes to tapping effects. Sadly, you'll find that your opponent will often target down the most useful of these effects. With that in mind, we either simply had to bite the bullet and let it happen, or use Stealthiness or Bravery to attempt to redirect that damage. Micro Capacitor effectively forces your opponent to attack where you want them to, while also giving you the added bonus of untapping your Micromaster for later use.

I think that any deck that values its Micromaster will love this card more than life itself. I mean, imagine getting to use Red Heat twice before he's KO'd, or even Detour or Flak! You can get a lot of value out of your Micromasters when you use them at the right time; you can get even more value out of them if you get to use them twice.


Image

Mark my words, Bolster will be of one of the best cards in the set.

Allow me to explain. In a defensive list, you have one big enemy that you will fear until the end of time, and that card is named Bashing Shield. Bashing Shield can remove your armor and make your characters take way more damage than they initially would (or should) and effectively deny your Armor upgrade for the turn. In fact, most defensive lists play cards like Espionage just to remove Bashing Shield when they see an opponent pick one up using its green pip.

That's where Bolster comes in.

You see, when Bolster activates, your opponent will not have the chance to remove any Force Field, Reinforced Plating or any other powerful Armors that you might have. But perhaps more than that, you can get ahead on the Upgrade arms race or use to disrupt your opponent, including using cards like Scrapper Gauntlets to remove potentially awful weapons before they have an effect.

In fact, I actually quite think that will be a very good use for Bolster. But just imagine all of the potential you can use with it! If your opponent overinvests into an attack, simply Force Field and deny them that play. If they underinvest, then you can use cards like Multi-Mission Gear to play more Actions or Scrapper Gauntlets to punish their board state.

Bolster is honestly one of the best cards I have seen in Siege, and I am ecstatic to see where it goes from here.


Image

Defensive Formation is a less hand-based version of Bolster, at least in the defensive respects. Think of this like playing an Armored Plating on one of your characters with a Bolster -- it's just not that strong as a defensive card when compared to Bolster. But, when you consider that it is markedly better against hand destruction-based lists like Sentinels... Well, I guess you could find a place for it in a sideboard.

But in a mainboard? I mean, sure, it makes all of your characters have +1 defense, but why? This isn't like Battle Ready where it makes all of your characters have +1 attack for each Upgrade on them -- this is just straight +1 defense on an orange pip no less.

I'm confused, disappointed and I'm ready for the next card!


Image
RIP Viewfinder


It's basically Vaporize that can't target Utilities. It's at least good for decks that want to play a lot of black pips, but more than that I can't say I'd see using it over Ramming Speed, Vaporize or any of the other anti-Upgrade cards -- even Device Virus is better.

Either way, it's a middling card that will likely see play in black lists. More than that I cannot say.

However, it is worth noting that Reflector is actually featured on this card artwork! Plus, with a coy response from game designer Ken Nagle when I asked him at Origins about possible character inclusions, I'd wager that we'll be seeing a card or two based on everyone's favorite camera-based trio coming out next set. After all, why make new artwork to feature a character that will never come to be?


Image
Skywarp quickly realized the easiest way to win in a Battle Royale game was to hide -- earning him the ire of his friends and the anger of his opponents.


Hiding Place is a very, very good card for Tall decks.

So, lemme explain. You see, when you have a Tall deck, you're only sitting there with two characters. It's easy -- especially for aggressive decks like Insecticons -- to focus down one of your characters with mass attack. So, with Hiding Place, you can effectively force your opponent not to do that by giving the character they wish to focus down Stealth. This is an incredibly good effect for a powerful composition like Double Primes or even Three Wide Prime, as redirecting your opponent's attacks in a defensive build is never not good.

Now, in most other lists, this won't help much. But, in lists like Sideswipe, Tall decks and various defensive compositions, you'll find that Hiding Place is invaluable.


Image
Drawing a blank.


Being a +3 attack weapon, one could say that EM24 IR Laser Launcher is a good weapon -- one could even say that it has no downside like Erratic Lightning!

One would also be super, super wrong.

You see, being a blank pip effectively cuts back on that value by quite a large margin. You're effectively losing consistency in your list in terms of pip strength, something I am not a fan of. In fact, I cut One Shall Stand, One Shall Fall from my Insecticon list simply because it had no pips to flip during Kickback and other, equally as Bold characters' attacks.

The same could be said here. Laser Launcher still has a bit of power in it, sure, but I would never put more than one in a list that already had cards without pips like I Still Function. Even if I were to put this in a list, I would be far more likely to play One Shall Stands simply because of the out of combat damage that it could provide instead of the in combat damage that Laser Launcher provides.

One thing that Laser Launcher has over One Shall Stand, of course, is the lack of recoil. But is that truly a reason to play a subpar weapon over your other options?


Image
I just keep "droning" on.


This card is a not great card, much like its two sister cards. Aside from Device Virus, Chop Shop and, well, dying, there really isn't many ways to scrap this card from one of your characters to scrap an already usually unimportant Utility from your opponent. Plus, you're not getting any healthier as the game goes by -- there just isn't time to play and scrap this card.

Of course, Personal Targeting Drone does have a green and white pip, so at least you can put a white pip into your hand if you desperately need one for Red Heat, Stakeout or other, similar effects. There's not too much reason to play this, otherwise, though.


Image
Well I guess I need another name to roast Basic Combat Protocol with.


Think about Flamethrower, and then put a black pip on it, and then you have Smokethrower.

In orange/black decks, you're effectively able to play six copies of Flamethrower while still not losing any of your orange or black cards. In fact, in white/black lists like Omega Supreme/Jazz, you're going to be needing something like Smokethrower in order to actually deal a relevant amount of damage. It's not exceptional, no, but it does it's job and I think that's pretty much as much as you could ask for.


Image
"I have mastered the ability of standing so completely still that I become invisible to the eye. Watch."


Urban Camo is actually much better than Basic Combat Protocol.

So, Tough 1 is super small, yes, but when you consider that you can use it in tandem with Flamewar, General Optimus and an Armor, that Tough 1 can stack very quickly. Keep in mind, Urban Camo is a Utility -- not an Armor -- so you can play it alongside other cards like Reinforced Plating or Body Armor. Plus, being a Blue pip, you can still flip it and not feel awful about yourself.

It's kind of a feel bad card to play on your turn, but if you're playing defensively you're able to have enough time to take full advantage of Urban Camo, unlike Basic Combat Protocol in aggro lists. Either way, I think it's a great card for defensive lists in the highly underutilized Utility slot -- and I couldn't be happier.


CLOSING


Origins was a dream for me. I drove down with a friend of mine and ended up staying in an Air BNB with a great group of friends, having one of the first vacations I've had in a matter of years. Escape Rooms, literal knights in shining armor, film festivals and interesting eats all made the tournament at Origins not just any tournament, but an experience. I can't tell you how much I enjoyed my time at Origins -- and I think the best way to explain it is simply to tell you to go to the next tournament at GenCon, yourself, and see. If you'd like to hear more things about my thoughts on my placement and my run, you can check out an interview with me that Cameron Ehteshami did on his channel, Arbitrary Hero!

I had an utterly awesome time at Origins, and it was even better to meet all the people that I have spoken to online about this card game we all love to play, and meeting new friends was even better. Plus, winning third was a nice bonus -- it was far greater than I had even hoped to place! I had hoped to get this article out beforehand, which is why it's so long, but I ended up running out of time and had to put it out after I got back from Columbus a week after. Sorry about that!

Speaking of those reveals, what do you think? I think that Bolster is one of my favorite cards in the set, and I think that the abilities that Bolster is bringing will be far and away one of the most impactful cards to be added to the game.

Or maybe I'm wrong. Who knows? Lemme know in the comments below what you think!
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2026177)
Posted by ZeldaTheSwordsman on June 26th, 2019 @ 4:07pm CDT
I think that Pteraxodon needs to be recalled or have a correctional sticker issued. :-x :evil: :BANG_HEAD: :BOOM: :HEADHURTS: That is an axe, not a scythe! How the smeg did they screw that up WHEN HE HAS "AX" IN HIS FREAKING NAME?!
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2026203)
Posted by #Sideways# on June 26th, 2019 @ 5:03pm CDT
ZeldaTheSwordsman wrote:I think that Pteraxodon needs to be recalled or have a correctional sticker issued. :-x :evil: :BANG_HEAD: :BOOM: :HEADHURTS: That is an axe, not a scythe! How the smeg did they screw that up WHEN HE HAS "AX" IN HIS FREAKING NAME?!


You know, that's... That's actually a really good point. What were they thinking? :lol:
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2026524)
Posted by Stargrave on June 28th, 2019 @ 10:43am CDT
Thanks to our news staff we have word that the Transformers Trading Card Game is about to step things up a bit with Turbo Mode! Thanks to an article on the TCG Facebook site by Scott Van Essen we get a succinct break down of how this mode will work. Take your standard Transformers TCG format to a more simple more intense version as stated in the article "Turbo Mode is a limited format created specifically for Transformers. Each player opens two booster packs. The characters are your team and the battle cards are your deck. That’s it, you’re off to the races."
Image
The article goes in depth to the limitations and benefits of this version of the game.
"Once you’re playing, Turbo mode captures the core of what the game is about. You have fast action, robots bashing each other to bits, and the abstracted tactical feel of our tapping-based combat system. This is one of the game’s core strengths, even though it’s so simple. The back and forth maneuver of attacking, tapping, and then being vulnerable to counter attack is at the heart of Transformers TCG. A large part of why we settled on two packs to start is because it’s the minimum number you need to experience this jockeying for position."
Image
It further goes on to touch on some things expected on the horizon.
"As I mentioned, we’ve been watching the world play Turbo Mode. Often this is on people’s streams, but we also got to see a ton of Turbo play at Origins 2019 before and during the Transformers TCG Open. We’ve had several cool ideas that we’re investigating for future sets, and we’re excited to talk about them when we get closer to those sets’ release dates.
For now though, we’re tweaking the rules for turbo for Wave 3 – War for Cybertron: Siege I. Starting in this wave, you get two characters per booster pack (one large and one small), so for Wave 3, before starting a game of Turbo Mode (and without seeing your opponent’s cards) you’ll select a team of one large and one small character from among your four character cards."
Image
Time to rev up your decks ands bend some fenders Seibertronians! Let us know if you're going to be giving Turbo Mode a go in the forums or if you're more of a fan of the standard play format.
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2026545)
Posted by PerfectVision on June 28th, 2019 @ 12:45pm CDT
The enigma should be GOB,Scream12 has too much HP,Ionstorm is a bit too strong with an ability.

This wave gave me headache,i won't come back.

Shock11-bomb8-ransack
Plasma X 1
Swarm-multi-Repair-system-Grenade-Scrapper-ComputerS-Debiliting-Bbeam-Underhanded-Unconventionnal-brainstorm-Escape
What i mean is that he is not buffed bythe LV but by the UFO,if you begin in the blue section,flip him very fast and end withe a system.What do you want to do with a single discard?

Ptera-Sideswipe-Chromia7-Stakeout
A better version of the Jazz quadrio
Repurpose-Calculated-FieldC-TBTA-heroism-SecretD-EEG-hiding-workO-sturdy-Start-Laser-ForceF

Soundwave
Bolt X1
EEG-scavenge-SecretD-energised-Bolster-ForceF-RR-Squish-fragg-Underhanded-Energy-Reclaim-WorkO

Hound9-Arcee8-Redheat
Stealth-BattleR-AttackD-Eslingshot-Unleashed-Intelligence-Ancient-PowerP-heroicT-ForceF-covert-Heroism-WorkO

Ultra-Ratchet
The special flip is doable with a focus level 2

Alpha-Firedrive-Topshot+universal,1O/1B
Mega3-Triggerhappy-Detour,mining+Master obviously,3B/1W and a minority of O,don't forget the Eenthusiast
They can draw very fast and convert it into damage

Old optimus13-Wheel3 +fullL
I don't care

Runabout and muck-Visper
Schock14-Nightstick-Roadhugger
Discard and heal,the takeC is mostly anti EEG or the flip of mega3,unless you have the Cdagger+Device

Trail-Lio-Flak/firecon
They combine bold and pierce
EDF X 1
ForceF-Tackle-BattleR-Treasure/swindled-Bbag/piercingB-Mounted/Fflame-superC-Erratic/bashing-quarter/heat-rock-Cdagger-repurpose-EEG/smokeT

Scream12-skrapnel-Stormcloud/skywarp8-Aimless-Flamewar7,i don't see what level card they want with them
Camping
Handheld-smelt-Infiltrate-Inverted/spare-Scheckpoint-Covert/sturdy-pep/laser-Callous/pop-smokeC-Steady-metal/hiding-EEG-Dampening

Elita-Prowl10
Optimus11-Iron9-Mudslinger
Anti camping
Repurpose-PDS-Anticipation-EMP-Turbo-Diagnosis-Energy-Grenade-BattleFS-ForceF-Heavyhand-Eaxe-Surprise
Calculated-Heavyhand-Metal-Battering-RR-workO-battleFS-TBTA-repurpose-Pep-PDS-teamup-Diagnosis
The battering turn Skrapnel into a wimp.
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2026549)
Posted by PerfectVision on June 28th, 2019 @ 1:07pm CDT
The truck/tank from the first wave?
Novastar-Redalert7-Iron6/mega10-Darkmount-Demolisher
Medic X1
Press/twoP-Collateral-confidence/swindled-cargo/fusion-bumper/shock-Eenthusiast-statik/crushingT-teamup/hunker-repair-powerS/reflex-Shock/cybertronium-Rollout-WorkO

The duos?
Optimus12-Springer/Scream13-Blitzwing/Dreadwing is bad
Bolt X1
Ramming-Reflex-Ancient-Unleahed-Noble/nullray-PTD or CrushingS/Sconsole-Disrupt-drill-Scrapper-disruptive-Scheckpoint-Rollout-Espionnage/Dcrown
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2026552)
Posted by #Sideways# on June 28th, 2019 @ 1:09pm CDT
PerfectVision wrote:This wave gave me headache,i won't come back.


That's disappointing to hear! What about it gave you a headache?
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2026561)
Posted by Stargrave on June 28th, 2019 @ 1:59pm CDT
The amount of work you put into these articles is freaking ridiculous Sideways. I don't even play the game but you put up the best pics of the cards too whether you play or not it's awesome art work to check out.

Thanks so much for all the hard work!
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2026565)
Posted by Stargrave on June 28th, 2019 @ 2:20pm CDT
Look out and shout! Oww! It's hard not to quote one of the all time fan favorites when you catch a look at the classic G1 packaging art used for these two new Transformers Trading Card Game sets exclusive to the San Diego Comic Con 2019. That's right, each of these one-bot-armies is impressive alone but each is coming equipped with an entourage of mighty minions! Even better than that, they come together as one set. Thanks to the always hard working Seibertronian the Card Captain the Wizard of the Most #Sideways# for the heads up on this news!

From the press release:
Image
"Blaster VS Soundwave 35th Anniversary Edition
Limit of 2 per customer.
To help celebrate the 35th Anniversary of Transformers, the Transformers TCG presents the fan-favorite match-up of Blaster VS Soundwave with throwback art and packaging.
Contains 2 Large and 6 Small foil TRANSFORMERS TCG character cards, and two 40-card decks of battle cards.
BLASTER // Communications
SOUNDWAVE // Communications
STEELJAW // Tracker
RAMHORN // Warrior
EJECT // Electronic Surveillance
RAVAGE // Saboteur
BUZZSAW // Spy
FRENZY // Warrior

Price: $50"

Don't be late or you all are going to be looking like burnt out toaster ovens as these are bound to move fast! Are these the sets that are going to finally going to convince you to pick up the new game? Are you players ready for tournaments looking forward to these sets to amp up your decks?
Share your favorite load outs in the forums and let us know!
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2026602)
Posted by #Sideways# on June 28th, 2019 @ 4:53pm CDT
Stargrave wrote:The amount of work you put into these articles is freaking ridiculous Sideways. I don't even play the game but you put up the best pics of the cards too whether you play or not it's awesome art work to check out.

Thanks so much for all the hard work!


Hey, no problem, man. I love the game, Transformers and writing so I guess it just kinda falls into place together sometimes! :lol:

(Plus, I have a nasty habit of having an opinion about everything. ;) )
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2026701)
Posted by leokearon on June 29th, 2019 @ 11:28am CDT
Wonder what the altmodes will look like, will they have toy photos
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2026978)
Posted by chuckdawg1999 on June 30th, 2019 @ 11:26pm CDT
On the Soundwave and blaster set, can you play a game just with that set only or would you need a starter pack?
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2026985)
Posted by Stargrave on July 1st, 2019 @ 1:31am CDT
Well, $9.99, but forgive me that one penny as we let you in on a steal of a deal going on right now at Lootcrate's Lootvault! At 75% off the normal $39.99 you can own the Transformers Trading Card Game Omega Supreme set for just $9.99!
From Lootcrate:
"This official, extra large playable card for the Transformers Trading Card Game features OG Autobot Omega Supreme, who transforms into a rocket, tank, and base. Play this exclusive, double sided card next time want to transform the outcome of your next game.
Pre-Order Today! Estimated Shipping: Late June. Will ship separate from other items in your order. US Only."

Image

Image

Those looking to bolster their decks with the king of the Sentinels for a fraction of the price the time to act is now because there's no word on how long this amazing sale is going to last. Click the images for the jump to Lootvault and let us know your thoughts in the forums. As always stay tuned to the Seibertron news feeds for the latest in Transformer news!
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2027242)
Posted by Stargrave on July 2nd, 2019 @ 10:27pm CDT
Thanks to a new article from IGN we have a great breakdown of the new Blaster vs. Soundwave 35th Anniversary Edition Pack from the Transformers Trading Card Game. We also get a awesome images of the retail version cards which are in a more updated art style. And to cap it off, Omnibots! The classic G1 Mail Aways are now joining into the TCG fray.

Check them out below and as always share your thoughts with the Seibertron crew in the forums and stay tuned for the latest in Transformer news!
From the article:
"NOTE: The 35th Anniversary Blaster vs. Soundwave set will be available at SDCC, Gen Con, PAX Unplugged, and then online at Hasbro Pulse after SDCC concludes. The Convention Pack 2019 will be available for in-person purchases at SDCC only, followed online at Hasbro Pulse. The post has been updated for clarification.
A special Transformers: TCG boxed set and 2019 convention pack are coming to San Diego Comic Con this year, and you can get a first look at the cards stats, as well as the (always) excellent Transformers art, right here.

The boxed set celebrates 35 years of transforming tape-decks waging Cybertronian warfare, featuring Autobot communicator Blaster and Decepticon communicator Soundwave, as well as their cassette robot underlings. Check out each card in both their alt and bot modes, as well as their stats, in the slideshow below"


Here's the images from the slideshow:
Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image


"The boxed set will be available for purchase at "San Diego Comic Con, Gen Con, and PAX Unplugged," while the Convention Pack is only available at SDCC and Pulse following the show.

However, the good news is if you miss your chance at one of the cons or online, Hasbro is releasing a retail version of the boxed set with the exact same stats, but different art. Have a look at the retail version of the Blaster vs. Soundwave 35th Anniversary boxed set below:
Transformers: TCG Blaster vs. Soundwave Retail Edition"

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

"In addition to the boxed set, there's also a Convention Pack 2019 featuring the Omnibots: Sergeant Overdrive, Private Downshift, and Private Camshaft. The packs are "non-randomized" and can be picked up for $15 at the convention or on Hasbro Pulse."

Image

Image

Image

Image

Image

Image
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2027244)
Posted by Wireless_Phantom on July 2nd, 2019 @ 10:50pm CDT
Interesting to see they went with RIRFIB. Not that I mind.
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2027249)
Posted by Seibertron on July 2nd, 2019 @ 11:57pm CDT
Where are our Generations OMNIBOTS! I love those guys! I spent so many years dreaming of owning them and Reflector after getting all of those promotional booklets. I don't think I ever even thought about sending in the robot points to get them. I have no idea why. But I thought a lot about having those guys. It was great to find them at a local toy show complete and in mint condition with instructions and stickers unapplied at a very reasonable price.
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2027272)
Posted by Emerje on July 3rd, 2019 @ 6:31am CDT
Image

Damn! Someone's been working out.

And yeah, I would love to see some updated Omnibot figures. Maybe later in the WFC trilogy if we're lucky. (Along with some Refraktor repaints.)

Emerje
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2027348)
Posted by Hydrargyrus on July 3rd, 2019 @ 1:22pm CDT
You can really tell that Blaster’s (and everybody else’s) alt mode art was drawn much more recently. They should’ve thrown in an extra vanishing point or two to make it blend in better :P
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2029425)
Posted by Stargrave on July 16th, 2019 @ 2:10pm CDT
Hey gang check out what I found on Twitter it's the full deck list for the Blaster vs. Soundwave set:
Image
Figured my card gaming Seibertronians might want to know ;)^
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2031177)
Posted by #Sideways# on July 23rd, 2019 @ 2:46pm CDT
CON JOB

GenCon Meta Predictions & Rogue Ideas


GenCon is coming up next week, and with it comes a whole new meta with not just the Siege cards but also the slew of promos we got over the San Diego Comic Con weekend! Sure, not everyone was able to get them, but many people were, and that means you're likely to see a whole bunch of people trying on Soundwave or the Omnibots on for size. Not only that, but with the advent of black pips making Pierce not just an easily reachable damage cap, but a powerful damage effect for defensive decks with low attack totals. With these new additions to the meta, how will the meta shift before GenCon begins and what should you play at the game fair? Let's dive in!

--

META PREDICTIONS


I think, as a whole, the entire format is going to slow down thanks to the black pip, Battle Masters and an increased reliance on Bold for more offensive decks to be countered easily by Acid Storm. But does that mean that the format has a bad case of the "blues"? Well, not exactly. Let me explain by going into the first deck that I'd like to cover, which is Aerialbots.

Aerialbots wrote:Silverbolt -- Aerialbot Leader (5*)
Skydive -- Air Warfare Specialist (5*)
Fireflight -- Sky High Recon (5*)
Air Raid -- Reckless Flyer (5*)
Alpha Bravo -- Airborne Special Ops (5*)

25/25

2 Aerialbot Enigma (G)
3 Steady Shot (B)(Blk)
3 Security Checkpoint (B)(B)
3 Inferno Breath (B)
3 Marksmanship (B)
3 The Bigger They Are... (B)
3 Battlefield Report (B)
3 Handheld Blaster (B)(B)
3 Smoke Cloak (B)(Blk)
3 Noble's Blaster (B)(G)
3 Armed Hovercraft (B)
2 Piercing Blaster (W)
3 Field Communicator (W)
3 Reinforced Plating (B)
37

Sideboard
Optimus Prime -- Battlefield Legend (13*) / Omega Supreme -- Autobot Defense Base (19*)
3 Infiltrate (B)
3 Dampening Field (W)
2 Hiding Spot (Blk)
2 Enemy Combat Analysis (G)


This is what, I think, an average Aerialbot list is going to look like. At least, this is what I would play if I were going to make the trip to GenCon. You might want to put a few more black pips in there to start with, such as Hiding Spot to effectively force your opponent to attack Skydive as much as possible, but generally speaking this is what an average list will look like in many cases with the only exception being a few cards in the sideboard.

Before we get into that, let's dive into the main list. Basically, you already play quite a few cards that give you Pierce in the first place. Playing a few black pips will help maximize the amount of Pierce you can do without bogging down your flips with potentially bad defensive flips. This is why Smoke Cloak and Steady Shot are both so powerful. Not only do they allow you to play fairly solid cards during your turn with Steady Shot being the major player in that regard, but you will never be sad to see them flip given the fact that they have both a black pip for offense and a blue for defense. They are both very solid cards, and if you're playing Blue/Black you should definitely be playing them.

So, all that aside, the rest of the list is fairly average. The exception is that I put a few interesting cards in the sideboard for your consideration, including Infiltrate for the aggro matchups as well as Omega Supreme for everything else.

Optimus will likely be the general side-in for most cases, having incredible utility and power and will often just out-value your opponent especially with cards like Marksmanship, Steady Shot, Inferno Breath and more in your deck to help increase his damage even further than you already will be with a Noble's Blaster. Plus, in a defensive list, he'll be incredibly hard to take down, especially with Fireflight using Brave to keep the major heat off him. Fireflight is so good, in fact, that I included a character in the sideboard for you to consider just because of his versatility.

You see, Omega Supreme really likes it when his partner is attacked instead of him. Omega's HP isn't as large as Metroplex, but if you only take two at a time and your partner defends the rest of it, well, you'll be lasting a long time to make the most of your powerful offensive potential. Since Fireflight has Brave, you can put Reinforced Plating on him (as well as Enemy Combat Analysis if you're facing the mirror) and you can force your opponent to attack him, dealing minimal damage thanks to Fireflight's defensive upgrades, which you can then move off to Omega to make the both of them last.

Omega is a lot like starting the game with Superion in play. Sure, sometimes that's not for the best and you'd be missing out on the time and value that your other parts give you, but sometimes the matchup just requires it, especially against Mirror. I think that Omega is super underrated in this metagame, and I think that the slower the format gets, the more viable he becomes. In fact, you can even use UFO to get even more value out of him, but even I think that might be a bit much, investment-wise.

--

Image
Forgotten, but not lost.


Speaking of underrated cards, I'd like to point out possibly the most underrated card out of Wave 1: Aerial Recon. Aerial Recon has been an absolute boon in my playtesting thanks to not only its scry effect, but its defensive boost on a Utility. Sure, it's an orange pip and that makes me only a little sad, but when you consider the fact that you're going to be defending that much more damage on cards like Fireflight on a practically immovable Upgrade thanks to its Utility nature, Aerial Recon finds its value extremely quickly.

Plus, if you happen to swing for more Pierce than attack, it is always nice to flip one offensively to give yourself that extra oomph to get the job done. But that said, it is an orange pip which means that there's a pretty good chance that you'll flip it at the wrong time, potentially messing up your defense of a powerful attack. Think of it like playing a blank card in your deck, of which this plays none. You can use Aerial Recon to powerfully boost your defensive stats, and when you get to keep it, you get to put it on Superion to boost his stats even more than your Armor already is.

If you're playing Aerialbots, try this card out. You won't regret it.

--

The meta has certainly slowed thanks to the introduction of the black pip with Siege, but I'd like to point out that it hasn't slowed down to a crawl, at least not yet. With the introduction of Siege, the "old guard" of Insecticons and Cars can certainly look different in their updated forms. Will that updated form lead to wins against decks like Three Wide Primes and the new Shockwave deck that seems to be on the rise? Well, let's take a look at a list for each of them and see for ourselves:

Insecticons wrote:Barrage - Merciless Insecticon (7*)
Insecticon Skrapnel - Insecticon Leader (7*)
Kickback - Cunning Insecticon (6*)
Ransack - Insecticon Commando (6*)

2 Backup Plan (W)
2 Bashing Shield (O)(G)
3 Erratic Lightning (O)
2 Flamethrower (O)
3 Force Field (W)
3 Grenade Launcher (O)
3 I Still Function!
3 Improvised Shield (O)(O)
2 Mining Pick (O)
3 Peace Through Tyranny (O)
3 Power Punch (O)
3 Reckless Charge (O)
2 Static Laser of Ironhide (O)
3 Supercharge (O)
3 Swarm! (O)

Sideboard
Chop Shop - Sneaky Insecticon (6*)

3 Bad Attitude
3 Repair Bay (O)
2 Frag Toss (W)
2 Enforcement Batons (O)(G)


The Insecticon list hasn't changed much over the eons, but that's kind of the beauty of it. You see, when you have the massive amount of power that the Insecticons have, you don't really need to consider too much in terms of what to play outside of things that increase your damage. In fact, the mainboard for the Insecticons hasn't changed at all from my Origins list. That said, however, with the advent of Acid Storm and Dampening Field being popular sideboards to counter the Insecticon playstyle, you need to play a few things to ease the burden.

For example, if you happen to face off against an Acid Storm or a W-5 deck, you would end up dropping the Flamethrower and either Supercharge or Bashing Shield for Frag Toss as well as adding the spicy Enforcement Batons. You see, Frag Toss gets you a nice bit of Action damage that can not only function as extra Swarms in your deck, but also functioning as another way to activate Barrage's robot mode effect. You play this especially over One Shall Stands because it isn't a blank card. I've spoken at length about how I dislike blank cards and how they can mostly hurt you in the long run, but thanks to the fact that Frag Toss has a white pip, you can play it without worrying too much about your deck's pip consistency.

Enforcement Batons, however, are certainly an interesting add-in even by my standards. Let's dive into why I love this highly underutilized card:

--

Image
"STOP RESISTING!"


The sticks of fury strike true! Yes, Enforcement Batons are actually a very, very good addition into sideboards going into GenCon. You see, as a whole, the metagame has slowed down thanks to better defensive cards. But in many cases, W-5 Blaster is honestly extremely powerful at not just stopping Bold effects, but also stopping Kickback from, well, existing. You see, when you have Kickback who flips cards to get his value, only flipping a certain amount of cards makes him ultimately worse.

That's why Enforcement Batons are so strong. You see, by using them as effectively a Bashing Shield for W-5s and Battle Masters like Nightstick, you're going to get an immense amount of value out of it. Plus, when it has outlived its usefulness, you aren't exactly losing anything offensively with the orange pip and +1 Attack. Of course, it isn't like you're gaining anything offensively, either, but you're still getting rid of those pesky W-5 Blasters, Nightstick and even Ion Blaster of Optimus Prime.

Did I mention that it's a green pip so you can do this pretty much whenever you need to? Because it's a green pip that you can use pretty much whenever you need to.

--

Cars wrote:Private Downshift -- Special Ops, Security Agent (8*)
Wheeljack -- Weapon Inventor (9*)
Prowl -- Military Strategist (6*)
23/25

2 Mounted Missiles (O)(O) (2*)
3 Confidence (O)
3 Supercharge (O)
3 Reckless Charge (O)
2 Press the Advantage (O)(G)
2 Start Your Engines (B)
2 Backup Plan (W)
3 Peace Through Tyranny (O)(O)
3 Grenade Launcher (O)
3 Erratic Lightning (O)
3 Power Punch (O)
3 Turbo Boosters (O)
3 Field Communicator (W)
2 Bashing Shield (O)(G)

Sideboard
Cliffjumper -- Renegade Warrior (8)

2 Heroic Team-Up (2*)
2 Enforcement Batons (O)(G)
1 Press the Advantage (O)(G)
3 Force Field (W)
2 Heat of Battle (W)


Cars is still a strong mid-range deck that features consistent damage output, though not quite as powerful as Insecticons in the raw damage department, that makes up for it with moderate defensive capabilities that translate into more attacks during the untap phase.

Sadly, the major cause for your defeats usually revolve around someone out DPS-ing you. In other words, you get one-hit on the first turn of the game by an Insecticon and you end up losing the aggression battle. It's why Cars has always had an awful matchup against Insecticons and other, similarly aggressive decks.

That's where Downshift comes in. The Omnibot may be part of the Comic Con booster pack, and without his two compatriots he may seem under-powered, but the simple fact that he can attach a free Weapon to himself on the first turn of the game, then give himself Bold 1 is frankly ridiculous value, especially on the first turn of the game.

Let's dive into that for a little bit:

--

Image
Upshift, amiright?


Before the game starts, you can attach a Grenade Launcher to Downshift, giving him 8 Attack with Bold 1 on the first turn of the game. Something is going to die, especially against things like Lionizer, Insecticons and Aerialbots where the average HP is usually low.

The thing you need to consider, though, is that with your newfound power, you also have a lower Star Count which you can increase your deck power with. Mounted Missiles not only help you increase your pip strength, but they also increase your Weapon count to make the turn one play that much easier. Even better, you increase your potential damage by attaching it to Downshift's Utility slot, opening up your weapon slot for an even more powerful weapon.

But that's not all! You see, Downshift also happens to be a Car that Upgrades itself, making Wheeljack incredibly happy in that you can use Downshift to Upgrade himself, draw a card and then potentially discard a Weapon to not only buff Downshift but also activate Wheeljack's Robot Mode ability at the same time.

If you managed to get a Comic Con pack, you need to try this combo. Sure, he doesn't do as much damage as Bumblebee in the mid-game, and he lacks the draw power of Bumblebee, but his early game potential has the ability to completely annihilate a character before your opponent even gets to use them.

I absolutely adore Downshift in Cars for that reason, and you should too. Sure, yes, it is part of the Comic Con Pack and that makes it exclusive, but the point is, there are way more uses for the Omnibots than just their own composition.

--

CONCLUSION


GenCon starts on the 1st of August, and with it comes a new metagame. With the powerful additions of black pips, Omnibots and even the Cassettes, the meta is growing steadily, but that's not all. The meta is also steadily refining itself. This is where rogue decks can finally make purchase.

With a large card pool and more refined field, rogue decks or rogue derivatives of meta decks can shift the matchups that their derivatives normally had. That combined with the sideboard can create a vastly more creative metagame, and one that I can barely contain my excitement for.

I cannot wait to see what comes out of GenCon. With the meta slowing down slightly, you can play different, less conventional lists. In fact, I'd be interested to see if Dreadwing or even Black Constructicons make a showing, but that's probably just wishful thinking.

Sadly, I decided not to attend GenCon this year. I already have my invite to the Energon Invitational, and aside from clout and maybe a bit of money if I do well enough, there isn't too much reason to "grinch" people out of their invite. You'll just have to manage without my ugly mug this time around!

What do you think will be at GenCon this year? What kind of decks will make the best showing? Are you considering other decks with single Omnibots or do you think that they can only be viable as the full squad? Let me know in the comments below, and I will see you next time!
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2031200)
Posted by zatara1701 on July 23rd, 2019 @ 5:00pm CDT
Ok,so this article inspired this question...

With all the random and obscure characters getting toys, when are we going to get a proper homage to the Omnibots??

I always wanted them when I was younger, and ended up getting a complete set with instructions and everything... albeit is VERY played with condition... via Ebay a few years ago. I remember friends having them and me never having the money or robot points to send away from them.

While not TRUE triple changers, what they did do was kinda cool and they have a definite presence in the G1 lexicon. Hell, I would rather see a three pack of re-imagined, modern Omnibots than the 3 pack of "Meh" Seekers... I admit I have Classics Acid Storm and Animated Sun Storm, but come on... The new ones are just Blah.

Come on Hasbro... You can bring back obscure characters few of us remember or even knew, but you can't bring back the Mail Away Bots that we all toy lusted and envied over??
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2031242)
Posted by ZeldaTheSwordsman on July 23rd, 2019 @ 7:16pm CDT
Hmm.. I don't know if everyone lusted after them as you did. The Omnibots are only slightly less nobodies than the Powerdashers, and the last time Downshift was on a poll he sadly got a mere 1% of the votes.
Mind you, some of the assorted one-note Seekers aren't much better, they just have the advantage of being easy to do because they're palette swaps.

Alternators "Windcharger" is really Overdrive, for what it's worth.
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2031252)
Posted by Ultra Markus on July 23rd, 2019 @ 7:29pm CDT
i think before we get into the omni bot toys the seige line needs to produce the remaining car bot characters in their G1/cybertronian forms like trailbreaker, sunstreaker, wheeljack, and jazz ;)^
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2031261)
Posted by steals_your_goats on July 23rd, 2019 @ 8:22pm CDT
Downshift could pretty easily be a Tracks remold/repaint.
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2031510)
Posted by zatara1701 on July 25th, 2019 @ 10:48am CDT
Powerdashers were awful lol...

Of all the mail aways the Omninots were the coolest right next to Reflector... At least what I remember. While I can somewhat agree with some of the other originals getting some Seige updates, the reality is all those characters have gotten love in the last few years... Not to mention, with Seige we have gotten some obscure characters (at least in my opinion) so why not show some love for the Omnibots, especially since the other major mail away just got some love?

Just funny how that one little picture gets the thought process going...it's even my least favorite one (the toy was kinda lame). Maybe I am a little jaded, I know we will keep getting more Optimus' and Megatrons, but it would be nice to see some new old faces. The Omnibots never got the full on character treatment, so there is so much that could be done with them... A blank slate if you will.

It's just cool this card game is going deep into the old lore and characters.
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2032679)
Posted by Stargrave on July 31st, 2019 @ 5:49pm CDT
Just in from IGN is the latest reveal for the Transformers The Card Game, and it's a big one! That's right, ready to give Metroplex and his Metro-minions a run for their money is Trypticon and his henchmen Brunt, Full-Tilt, and even Wipe-Out! From IGN:
"Every sealed, 30-pack booster display box of War for Cybertron: Seige II includes one Trypticon pack, inside of which you'll find the enormous Trypticon card and the "three large Character Cards" for Brunt, Full-Tilt and Wipe-Out. The booster packs come with one large and one small character card, as well as 6 battle cards.

In the Transformers Universe, Trypticon is the Decepticon answer to Metroplex, the gigantic Autobot city with his own, stand-alone oversized character card and set.

Transformers: TCG wave 4, featuring the Trypticon packs, will be available November 9 "in the US and certain other regions."


And this is from the official announcement from Hasbro:
"Today, Transformers TCG announced Wave 4 – which brings the mighty titan, TRYPTICON, to the fight!

For wave 4, each War for Cybertron: Siege II sealed Booster box includes 30 booster packs and a TRYPTICON pack. The TRYPTICON pack contains one Titan-sized TRYPTICON character card and 3 large character cards as his minions: BRUNT, FULL-TILT and WIPE-OUT!

Wave 4 will be available beginning November 8, 2019 in the US."

Are you ready to give your Autobot opponents a blow to their Metroplexis? Let us know what you think in the forums and as always stay tuned to Seibertron for the ultimate in Transformers news!

Image
Image
Image
Image
Image
Image
Image
Image

And this just in from our own #Sideways# is the new Trypticon Battle Card revealed on the TFTCG Facebook Page:
Image
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2032686)
Posted by #Sideways# on July 31st, 2019 @ 6:58pm CDT
There's also a Battle Card that was revealed on the TFTCG Facebook page:

Image

This guy is busted and I'm definitely going to write an article about all of this. Including the little blurb on the pack that says "half of a Weaponizer Character"!
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2032717)
Posted by Acolyte on July 31st, 2019 @ 10:13pm CDT
Is it just me, or does the artwork seem a bit lackluster compared to the Metroplex deck? Perhaps it will look better with the foil. :HEADHURTS:
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2032731)
Posted by Bumblevivisector on August 1st, 2019 @ 12:30am CDT
Not liking what they've done to ol' Trypsie's mouth, but love the rest!

My first decent custom of a toyless character from G1 fiction was Wipe Out: my old, yellowed Tailgate, dyed black, given a new mouthplate and gun, and slightly repainted with a chest reprolabel.

Thing is, the black had a slightly reddish tinge (like Vegeta's hair), when he should've been slightly purple or blue. Well, this card blues him up SO much that I may just have to dye one of my PotP Tailgates to match it. I tried to do a black one 3 months ago (same day I bought the Metroplex and Devastator decks), but just warped it along with a perfectly good PotP Starscream and Battleslash; mayhaps that was a sign from Primus...that it's just dumb luck when I stumble upon the right dye/acetone/water ratio.
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2032735)
Posted by The_Cryptid_Person on August 1st, 2019 @ 1:44am CDT
I really love that the card game exists and is so extensive, but sadly, my friends probably wouldn't want to play it. Still it's nice to watch the thing develop and read the breakdowns from #Sideways#.

Seeing Wipe-Out get some merchandise love, and be elevated to a default part of Trypticon's team, fills me with joy. I only recently finished my PotP custom of him.
Bumblevivisector, I'm sure you can get a cleaner job with dyes, but maybe my take on Wipe-Out can help your efforts? I went for something closer to the United figure rather than the all-blue look Wizards is going with.
Image
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2032859)
Posted by Bumblevivisector on August 1st, 2019 @ 11:14pm CDT
Thanks Latebrus-K, yours might just influence my decision to modify the head...and looking back at the card, I'm considering overhauling his chest now. As soon as my new digital camera's in order, I'll post some pics of my vintage Wipe Out, probably in another thread.

Also, is "Revenge" a new mechanic to this wave, or am I already forgetting everything #Sideways# wrote?
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2033529)
Posted by #Sideways# on August 6th, 2019 @ 6:57pm CDT
INSTRUMENTS OF DESTRUCTION

Image
Warped Expectations


GenCon came and went, and with it, a ton new decks to make a massive splash in the metagame! My predictions were completely perpendicular to what actually happened, it seems, with a ton new aggressive decks to dominate the tournament standings instead of what I had figured, which was an amplified defensive presence. From Lionizer/Optimus Prime: Battlefield Legend, to General Optimus/Barrage to even Quad Cars, the entire format seemed to be catered to the offensive push.

With GenCon behind us, and a new aggressive meta unfolding before us, what are the causes of this paradigm shift? What changed from Origins to GenCon and what made people suddenly stop playing defense, and start playing offense? How will the format change in the future, deeper into the Siege meta? Let's dive in and find out!


----------



Image
"Lions, and tigers, and bears! Oh my!"


Lionizer is far and away the most obvious addition to the pantheon of aggro support in the Transformers TCG, with an astonishing Bold 4 and a weapon that not only gives Bold 4 as well but also trims the fat in your hand with Plan 1. It's a frankly disgustingly powerful card that is cheap enough to play in effectively anything you want, and powerful enough to never make you think twice about it.

The turn one play is incredibly powerful as well given that you, as Lionizer starts in robot mode, have an effectively free transformation on one of your other characters to set up for combos. You see, since he starts in his most powerful mode, you simply attack with him on the first turn of the game. That means you can devote your transformation per-turn to someone more pressing.

But that's not all that he does. You see, since he's a Battle Master, you can also equip him on an already high Bold character like Wheeljack to swing for even more damage, and since he's an Upgrade, he can also trigger Wheeljack's alternate mode effect, drawing you into better resources. It's a frankly ridiculous amount of value in Lionizer that makes him one of the most prevalent sources of aggression out of the Siege metagame.


Image
Pressure / Pushing down on me
Pressing down on you / No man ask for
Under pressure


A less obvious cause of the more aggressive format is none other than Press The Advantage, a somewhat conspicuous card that deals quite a bit of damage to things that is consistent enough to happen when and where you want it to. But how does this little old card make its presence known so well? That has something to do with factions, and their prowess in certain categories.

If you look at the decks that are played, you can see a few things: First off, Cars are immensely prevalent due to their consistency and offensive prowess, but second off, when you have a defensive deck, it usually either features or is entirely made up of Decepticons. I mean, sure, there are exceptions in Aerialbots of course, but the vast majority of defensive decks either are comprised of or feature Decepticons. For example, Major Shockwave is usually entirely made up of Decepticons, the eponymous Double Primes from back in the day had Nemesis Prime, Tanks had an incredibly defensive (and Decepticon) setup and now Three Wide has both Flamewar and Aimless in it.

What does that tell us? Well, for one, Decepticons are probably depressed because they're blue all the time. But perhaps more importantly, it tells us that the most potent circumstances for Press The Advantage is also the most common, meaning Press The Advantage will deal far more damage to the most common defensive decks than against the most aggressive ones. And the best part? Well, it's a green pip, which means you get it pretty much whenever you need it given the fact that you have a monstrous amount of Bold, usually.

Press The Advantage might not seem it, but it's a huge reason why the meta's growing more orange than blue. But wait, if you notice, Press The Advantage only works for Autobots -- aren't we forgetting something? Huh. This is gonna bug me!


Image
An oldie but a goodie.


Insecticons are and have always been a fantastic deck that refuses to die. Ever since the deck was printed, Insecticons have always been a powerful deck that has only gotten stronger as the days go by, but oddly enough, it uses absolutely zero of those other cards. What keeps these bugs going? Is it that they hold their breath when someone whips out the Raid? Are they juicing on steroids?

Personally, I think it has something to do with this:


Image
"Cowabunga it is, then."


Reckless Charge is, I think, the source of this extremely aggressive metagame. If you combine this incredibly powerful card with a Grenade Launcher (or any weapon for that matter) you'll be getting around +8 damage on one of your characters, around 2/3 of a character's HP before flips and before factoring in your base stats, not counting what Battlefield Legend can do when playing a free Action.

Doing +4 damage on an orange pip creates an immensely powerful card that doesn't really have too much of a downside when you consider that most aggressive decks are usually pretty fine with getting either one-hit or have enough HP that the 3 damage recoil doesn't affect them too much. Put it this way: If you're using Reckless Charge, you don't care about the recoil effects.

When you consider that Lionizer and Firedrive are Battle Masters and thus don't care about being attacked, or dying for that matter, Reckless Charge creates a practically unparalleled amount of damage with a frankly irrelevant recoil effect. Isn't this familiar, though?

If you think about it, One Shall Stand, One Shall Fall could be regarded as the same card but a little worse in some regards. Okay, yeah, sure, one is direct damage and the other is a stat boost and they're used mostly for different reasons, but consider this: When you're not using One Shall to target a different character, you're using it to target a character that you're about to attack. You could essentially say that you're increasing your attack damage to that character by +3 and taking 3 damage in recoil. Sounds familiar, doesn't it? With that in mind, wouldn't you rather do one more damage and have an orange pip while also taking the recoil damage after the attack instead of before?

That's my point. Reckless Charge is an immensely powerful card; so immense that it is actually better in some circumstances than a blank pipped card. I think that, as a whole, there is no other card in the game that could attest to growing the offensive power of the game more than Reckless Charge. Nothing else comes close, not even Bashing Shield. Sure, Bashing Shield is a fantastic supplement to that power, but not everyone has a Force Field on them or even in their decks, so it's a strong card, but not as strong as Reckless Charge is.

So, what are we gonna do about it? Just have more oranges until we make Minute Maid jealous? Or perhaps we should wait until the next set and hope that things cool off?

Not if I can help it!

This is a little something I've been working on for quite a while, and I've found that it's one of the most powerful decks that I have created thus far. Ladies, gentlemen, all of my discerning fleshbags, feast your eye-holes on SkyStick!


SkyStick wrote:Skywarp -- Sneaky Prankster (6)
Raider Nightstick -- Ground Force, Weapons (6)
Flamewar -- Veteran Decepticon (5)
Raider Detour -- Infantry, Demolition (4)
Private Tote -- Special Ops, Infiltration (4)

(25/25)

3 Battlefield Report (B)
3 Hiding Spot (Blk)
3 Steady Shot (B)(Blk)
3 Dampening Field (W)
3 Security Checkpoint (B)(B)
2 The Bigger They Are... (B)
1 Calculated Strike (Blk)
3 Handheld Blaster (B)(B)
2 Laser Cutlass (B)
2 Piercing Blaster (W)
3 Bravery (B)
3 Security Console (W)
3 Field Communicator (W)
3 Smoke Cloak (B)(Blk)
3 Reinforced Plating (B)
40


Sideboard

Acid Storm -- Toxic Terror (6)

3 Infiltrate (B)
3 Point Defense System (Blk)
3 Take Cover (B)
1 Laser Cutlass (B)


Skywarp from Wave 1 is probably one of the most forgotten characters in the entire game. Sure, he was printed to be the six star, third member of the Seeker trio, but when you consider that he did practically nothing for that entire list, you start to wonder just what kind of list he should be played in.

Here's a refresher on what he does:

Image


His vehicle mode is one of the most useless things in the game, and he'd probably be better off blank. But, when you consider his robot mode, you start to see where I'm going with this. You see, Skywarp defends attacks and stacks his defensive power using Flamewar and Reinforced Plating, but just when he's about to take the far reduced damage, you can instead choose to move it off him and onto one of your patsies -- erm, teammates if you flip a white pip. You play plenty of white pips, so you'll get it effectively every time.

You see, that's what is so amazing about this deck. You reduce your opponent's damage by an incredible margin, and you force them to attack into Skywarp using Hiding Spot, Bravery and psychology in general. You start the game attacking with Nightstick and transforming Flamewar to robot mode, forcing your opponent to attack into Nightstick. They will almost definitely not one-hit him thanks to his effects as a Battle Master (of which can boost Skywarp's defensive prowess even more than it already is) and your defensive list in general. This leaves you to transform and attack with Skywarp, ideally with an Armor, effectively giving your opponent the choice of either attacking into a defensive tank or into a Battle Master a second time.

But how do you win the game? You can't just sit in one spot and do nothing forever. Well, that, my friend, is why you play Blue/Black. Dealing Pierce damage through black pips, Cutlass and Piercing Blaster can whittle your opponent down to nothing, one bite at a time. Your patsies aren't just an effectively extended health pool for Skywarp -- they can pack a punch.

And how will you do all of this? Well, that's where Detour comes in. Being a Micromaster, he has a tap effect. This tap effect, however, involves drawing two cards, which can be extremely useful into drawing into Bravery, which can force your opponent into attacking Skywarp for as long as it remains in play. Of course, you won't always need that Bravery when Skywarp has Nightstick eventually attached to him; your opponent may very well just attack him outright given that he's the largest threat on the battlefield.

Speaking of making him a threat, did I mention that Tote can untap him and allow you to attack with him a second time, scrapping Smoke Cloaks and Hiding Spots from your hand that you don't need anymore? Because Tote can do that thing.

SkyStick is one of my favorite decks at the moment. It's practically invincible, you play enough disruption to care little about what your opponents do on their turn, but if you eventually find that your opponent is simply too Bold for your own good, simply side out Nightstick for Acid Storm and watch them squirm. As it turns out, Lionizer isn't really a threat when he does zero damage. Of course, if it's Aerialbots you're afraid of, simply side in a Take Cover and Point Defense System and watch as they combine for no reason at all, reducing practically all of their damage to nothing.

SkyStick can still be beaten, of course, and it usually happens if you go second against an aggressive deck that can can do upwards of 12-14 damage on their first turn, potentially KOing Skywarp (or coming close enough for him to be KO'd outside of combat through direct damage). In fact, direct damage as a whole is entirely annoying for SkyStick, which is why I play Take Cover. If it ever becomes too much of an issue, however, it is definitely worth swapping out Acid Storm for Motormaster in your Sideboard since he effectively stops that from happening for the rest of the game.


----------



CONCLUSION


The format has never looked more aggressive, with an influx of powerful decks like Quad Cars, Lionizer Cars, General Optimus/Barrage and Lionizer/Optimus Prime: Battlefield Legend making strong things even stronger. In fact, Aerialbots did make a showing at GenCon, and all of them did rather poorly compared to the aggressive decks around them. Now, what does that say about this format, then? Is it some congealed mass of the same three decks? Is it some monotone, horridly homogeneous metagame?

No, it's not. In fact, this is one of the most diverse character metagames we've ever had, with oodles of combinations to work with. But does that mean that it's also diverse in deck creation? That's where things get a little dicey, with only a little variation in terms of pips, Weapons, Actions and everything in between. This is where the game could use some improvement, and I look forward to seeing what will come in the next set to aid the diversity of deck creation.

What say you? Will you be using orange, aggressive decks for the remainder of this season to try and get your invite to the Energon Invitational? Or will you go against the grain and go blue? Will you take SkyStick out for a spin or does a death from a thousand cuts seem too slow for your taste? Whatever you pick, let me know in the comments below, and I'll see you in the next one!
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2033530)
Posted by #Sideways# on August 6th, 2019 @ 7:13pm CDT
Bumblevivisector wrote:Thanks Latebrus-K, yours might just influence my decision to modify the head...and looking back at the card, I'm considering overhauling his chest now. As soon as my new digital camera's in order, I'll post some pics of my vintage Wipe Out, probably in another thread.

Also, is "Revenge" a new mechanic to this wave, or am I already forgetting everything #Sideways# wrote?


Nope! Revenge is totally new. I'm putting together an article going over everything we know about the next wave, but I'm going to wait to put some things together until we see a wider card pool. I can't say if Trypticon is good or bad without all the cards that come with him, now can I? :-?
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2034197)
Posted by Stargrave on August 12th, 2019 @ 9:57am CDT
Always been a trading card fan going back to the Marvel sets back in the 90’s. Never played Magic or any other turn based combat card games but couldn’t help myself I broke down and bought a couple packs over the weekend. I think I may be hooked :shock: I just love the art the foil it’s just all so cool. I’ve got to learn how to play.
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2034736)
Posted by Sparky on August 16th, 2019 @ 6:07am CDT
I used to play Magic: the Gathering, but dropped out when even casual play became too costly to play at my local game stores. Yu-Gi-Oh! was great because it had a great casual scene, though once certain decks became popular from tournaments showed up, among a few other things, it just wasn't fun anymore. Never mind the player-base for that game.

But a few weeks ago, best friends came back from out of state, and they surprised me with a Metroplex box set, while they had a Devestator set. And I have been excited and playing like crazy ever since.
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2035170)
Posted by PerfectVision on August 21st, 2019 @ 6:11am CDT
Some deck i didn't wrote earlier

Alpha-Firedrive-Topshot
Peace X1
Rascent-Pep-TwoP-laser-Matrix-Diagnosis-Energy-Universal-Ancient-Unleashed-Heroism-Rollout-Quarter

The twoP and the peace can be researched if necessary,quarter instead of spare.

Mega3-Trigerhappy-Detour
Schechpoint-Master-Teamup-AttackD-Handeld-ExtraP-Pep-Callous-Energy-NewD-TwoP-Mining-Eenthusiast

Shock14-Nightstick-roadhugger
Steady-Dismantle-Hiding-Spare-Cdagger-Device-Repurpose-Callous-Underhanded-Sturdy-TakeC-LV-Fog

Surprisingly,he's always agressive in this game.

Runabout and muck-Visper
SparringG-Focus-Enforcement-SecretD-Reactive-Bashing-Scrounge-Spare-Smelt-Bbeam-Scoundrel-Rest-Espionnage

Reactive for them,PTD for Springer only the dismantling is useless.

The omnibots...Optimus11-mudslinger-iron9 is already better.

Blaster and Soundwave are sckizophrenik and uninteresting at the same time.
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2037859)
Posted by #Sideways# on September 11th, 2019 @ 6:56pm CDT
SIEGE II -- THE SIEGENING


Well, I did it. I awoke from a few months in cryo-sleep just a few minutes ago and the right side of my face has never looked or felt better! The left side is probably still asleep.

Probably.

Anyway, I haven't been completely dormant for the past few months -- in fact, I've never been busier testing, grinding games and theoryforming my way into a few great ideas and a whole legion of bad ones. I'll get into it in later articles, but first, let's go over the newest reveals instead:


CHARACTERS


Image
7.8/10 Doesn't inadvertently kill an allied Optimus Prime.


Hot Rod is -- for the lack of a better term -- super freaking hot. Hot Rod is not only a Car, which means he can take advantage of all of the busted Car support, but he can also take advantage of multiple Action combos as well as having a surprisingly moderate offensive capabilities as well as potent defensive ones as well.

Okay, I'm getting ahead of myself. So, what exactly does Hot Rod do? Well, that's simple enough to explain. You see, we are getting a new keyword alongside Revenge, which is Safeguard. Safeguard is effectively the same thing as Skrapnel's effect, except it only takes effect when they're undamaged (and with a name like "Safeguard 3" on the card, one can only assume that we'll see different numbers like "Safeguard 5", "Safeguard 1", etc.).

Safeguard allows Hot Rod to excel at getting his deck to reshuffle since he lives for so long. But, not just that, since he's a car, you can effectively attack with impunity with him. In other words, you can attack with his car, and then untap him to then attack with another character. But, to make matters even better, you can combo him with W1 Prowl to not only do extra Bold damage, but to use Prowl to heal Hot Rod back to zero when your opponent KOs one of your other, and less important, cars.

This will allow you to take another hit and use his Safeguard effect, and it will also allow you to effectively force your opponent to either side in damaging Actions from their sideboard, but to potentially waste attacks on him. Remember, you can use Prowl's healing more than once, and "I STILL FUNCTION!" can trigger it, too, making Hot Rod effectively invincible so long as you can heal him.

Of course, his Safeguard mode isn't the best part about him. In fact, his robot mode is where you're likely to get most of his value given the fact that you can play multiple Actions during a single turn for effectively free. You can use this to your advantage in many ways. For example, you can use a Supercharge as well as a Reckless Charge at the same time to give him a frankly disgusting amount of damage, or you can use multiple ISF to bring back your entire team -- and heal off Hot Rod afterward. Perhaps, too, you could use him to draw a sinful amount of cards from your deck by using multiple Equipment Enthusiast during the same turn. Perhaps a mixture of both! Multiple Actions means multiple options, and I'm looking forward to seeing what kind of combos people will come up with using him.

As for the downsides, though, he is only 12 HP, and his defense goes down to 1 in robot mode. His damage isn't great to start with, and he's rather expensive for a Car. He's got the same stats as Barrage, but two stars more for not the fastest of value. In fact, it takes quite a bit of time to start getting value out of him, kind of in the same vein as Nemesis Prime or Cosmos, and he doesn't have the draw power of Cosmos or the defense of Prime to get himself there, either.

That said, though, Hot Rod might actually work well with either of the other Reshufflers, so there's that thought, at least. Regardless, Hot Rod has a massive amount of potential and you can get a lot of value out of him if the deck is right. I'm looking forward to seeing where he goes from here.


Image
"Black and yellow, black and yellow, black and yellow... Yellow and black! Let's mix it up a little!"


Nova Storm is here, and she's a she! This shouldn't come as too much of a shock, but I adore female transformers, and I have been kind of sad that the only female Seeker, it seemed, was Slipstream. That said, though, I wish that they had given Nova Storm more visual signifiers to signify the contrast, given the fact that she looks effectively identical to Sunstorm.

Regardless, she's a bit of a wonky character, sadly. She has a lot of synergy with black pips, which aside from making me hope that this signifies a bit of a boost to black pipped cards, also effectively makes her usability a bit... Limited. Sure, at 7 stars, you can use her with Acid Storm and Ion Storm to put the three Rainmakers at 25, but why? Ion Storm and Acid Storm love the inclusion of Flamewar to make their defensive trifecta as bulky as possible, and there's little room for the inclusion of someone who is more of a DPS than a wall, and someone who uses pips that probably won't even be included in the list to be perfectly frank.

So, where does she go, then, if her teammates don't need her? Well, I'd wager that the best place for her is -- aside from a bulk bin -- a plane deck that focuses on Action and Upgrade-based damage, not outright damage. You see, since she can move a damage from herself to one of your opponents, she can combo rather well with Bombing Run. Her moderate to high damage can make her potent in an aggro list that runs Air Commander Starscream from Wave 1, and her damage movement ability pairs well with his. You would need a six star character to pair with them, still, and it would likely be a Micromaster plane like Storm Cloud or a Bravery plane like Fireflight, but the long and short of it is that there is a potential home for her.

Nova Storm's Pierce 3 is nothing to shake a stick at, of course, and orange/black cards are most certainly a thing, but I do wonder if she'll struggle to make her way out of the bulk binder to show it off. Either way, I like yellow, planes and female Transformers so I guess this makes her the best card that has ever been printed. Aside from that, though, I doubt her usefulness.


Image
"It's simple. We, uh, kill the Rat Man."


Ratbat is actually kind of insane. He's not the best in monochrome decks, of course, but in blue/black decks or balanced decks, he's rather invaluable. You see, in defensively-geared decks, healing is kinda busted, and whereas he's going to be Priority Numero Uno on your opponent's hit list when they realize how powerful he is at keeping his friends alive, you're still going to get at least one or two heals out of the guy when you pair him with Major Soundwave.

Major Soundwave in general is full of untapped potential, mostly thanks to Ravage being about as useful as an umbrella made out of toilet paper. But, when you create a colorful deck that caters to the defensive capabilities of Soundwave's massive HP and moderate defense alongside Ratbat's healing and Laserbeak's consistency, you start to realize how potent that they could be as a team.

Soundwave not only boosts Ratbat's "meh" survivability in his starting mode, but untaps Ratbat so that you may use his healing ability a second time before the untap phase and that's without even considering the use of Micro Capacitor. If you build your deck with enough Blue/Green, Blue/Black and Orange/Blue cards, Ratbat will be incredibly consistent in his healing, allowing you to survive far longer than you would have initially thought.

Of course, this is not infallible. You still need to do damage, and on a team with Laserbeak, Ratbat and Soundwave, you're looking at one (maybe two if you consider Laserbeak's Pierce) attacker that you're going to be riding on. You still need to kill stuff, you know! You are also sitting at a cringe-inducing 22 stars, which of course opens up the use of three Fuel Cache to potentially use on Ratbat, but it also means you're lacking the ever-important Flamewar that you should be playing as a defensive deck.

Is it worth it? Probably. Does it have potential? Of course. Is it good?

I have no idea.


Image
How'd he get so strong? "Train"ing.


Powertrain is actually kinda busted when you think about it. Okay, let's be clear, here. Tote and Mudslinger have already been released and they're four and five star Micromasters, respectively, and High Jump hasn't been revealed yet (but they said that he was in the set on Twitter!), but we can make a few assumptions.

Given the fact that every Micromaster Team seems to be made up of one five star Micromaster and one four star Micromaster, we can assume that this release will be no different, with High Jump being a four star Micromaster. With that in mind, we can make some assumptions about Powertrain as well as how you can run him.

So, since Powertrain gives all of your Off-Road Patrol characters Bold 1 (which is insane), we would obviously want to put as many Off-Road Patrols on the same team as him, and assuming that High Jump is four stars, we can fit all four of them on the same team with seven stars left over. This means that you have four characters with room for a seven-star fifth, and in an aggro deck, I could think of no other character that I'd rather have than Lionizer.

Since Lionizer has Bold 4 to be shared with one of your characters, we can stack that alongside Powertrain, or use it on him. You see, that's the best part about Powertrain -- you get to stock him up with some powerful tools because, after everything is said and done and all of your other Off-Roaders are in the KO pile, Powertrain becomes something of a beast. With all three KO'd, he has a base 5 Attack and 5 Defense, making him one of the highest defense characters in the game, tying with Darkmount.

But that's not all that Powertrain brings to the table. Since Powertrain, along with all other Micromasters, has Stealth, you effectively force your opponent to attack Lionizer on the first turn of the game, which is always a good thing in my book.

Unfortunately, that's where his usefulness ends. You see, since he only boosts Off-Road Patrol, you can't effectively use him in... Well, anything. He's an Autobot Leader, yes, but so is Top Shot. You're not going to get the same value out of Powertrain as you're going to get out of Top Shot in anything other than Off-Road Patrol decks. But, in those Off-Road Patrol decks, no character is better.

As a side note, I can definitely see Off-Road becoming something of this game's Night March, which is a deck from Pokemon that was known for being extremely cheap to build and noticeably powerful in the right format. Whether that comes to fruition remains to be seen, but I don't think that this is the last time we've seen Powertrain.


BATTLE CARDS



Image
"Previously on AMC's The Walking Dead..."


Relentless Invasion seems actually busted. Well, at least it seems that way. I'm not going to pretend like I think that this one card that you get to play once in five games is going to change the meta, but, you have to admit that it's kind of insane value.

But more than that I cannot say. Since they're clearly including Trypticon-influencing cards in the main set, I can't make a proper judgement call on how potent Trypticon will be. I'm not super in love with the whole idea, and I rather figured that Trypticon would be more damaging when you considered what kind of character he is. Although, the concept of deploying based on an Action instead of flips does put a smile on my face.

I simply refuse to give any more thought to the matter until we've seen more of the set. As it stands, though, I think Trypticon is unique enough that people will play him regardless of what they actually think of his potency. He just seems incredibly inconsistent, and frail, to me -- but I could be wrong.


CONCLUSION


Siege II reveals are well underway, and the introduction of offensive Micromasters as well as powerful battle cards like Relentless Invasion make me swoon for the reveals yet to come. I'm looking forward to seeing whether Trypticon shapes up, or if he flops like I'm tentatively thinking he might, but I do know one thing: If he can make headway in this aggro metagame, I'll be impressed.

Since Hot Rod revealed Safeguard, however, I cannot help but to be a bit more excited about the pace of the game potentially slowing down with no doubt more characters and potentially Upgrades with Safeguard on them. I'm ecstatic to learn whether or not we'll be getting effectively Force Field 2.0, and I'm cautiously optimistic that we'll get one.

What about you? Are you looking forward to playing Hot Rod? Are you looking forward to figuring out where Nova Storm will fit in to a Rainmaker composition? Let me know in the comments below, and I'll see you next time!
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2037865)
Posted by Ultra Markus on September 11th, 2019 @ 7:04pm CDT
i almost thought this was a reveal for the next toyline :lol:
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2037866)
Posted by Stargrave on September 11th, 2019 @ 7:08pm CDT
"Siege II -- The Siegening"
:lol: :lol: :lol:
Brilliant!
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2037869)
Posted by #Sideways# on September 11th, 2019 @ 7:54pm CDT
Stargrave wrote:"Siege II -- The Siegening"
:lol: :lol: :lol:
Brilliant!


I came up with it after having a massive Siegezure.
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2037877)
Posted by PerfectVision on September 11th, 2019 @ 9:21pm CDT
Ratchet and Ultra don't have proper team,the first can work with Hotrod.

No Lio with Powertrain,the laser maybe,they try to create more Pdeck agressive ?The RR or powerS are easy weapons for Trypticon.

Cutewar5...Acidstorm+Thrust and Skywarp8 are replacement,not partners.

Scream11+Rollout is the worst character of this level,Hound9 and arcee8 or Shock11 are better(If it's still not clear,his magic require the system and the multimission,double-System is a dream,computerS exist too).

Nemesis is directly outclassed by Scream12,Novastar or Optimus12 in different ways.Cosmo is the only one with a endeck vaguely good.

Ravage is good with Laserbeak.Sound11 can swap team in theory,Ratbat require the secretD+scrounge plan or metal,originally,these cards must be placed behind upgrades you want absolutely,use the secretD instead.

The espionage is the main anti press.It's more or less a staple anyway.
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2037878)
Posted by #Sideways# on September 11th, 2019 @ 9:55pm CDT
PerfectVision wrote:Ratchet and Ultra don't have proper team,the first can work with Hotrod.

No Lio with Powertrain,the laser maybe,they try to create more Pdeck agressive ?The RR or powerS are easy weapons for Trypticon.

Cutewar5...Acidstorm+Thrust and Skywarp8 are replacement,not partners.

Scream11+Rollout is the worst character of this level,Hound9 and arcee8 or Shock11 are better(If it's still not clear,his magic require the system and the multimission,double-System is a dream,computerS exist too).

Nemesis is directly outclassed by Scream12,Novastar or Optimus12 in different ways.Cosmo is the only one with a endeck vaguely good.

Ravage is good with Laserbeak.Sound11 can swap team in theory,Ratbat require the secretD+scrounge plan or metal,originally,these cards must be placed behind upgrades you want absolutely,use the secretD instead.

The espionage is the main anti press.It's more or less a staple anyway.


Could you elaborate on these points without using nicknames, please? I would really like to respond, but I'm afraid you seem to have lost me somewhere in translation.
Re: TRANSFORMERS TCG Announces Organized Play: In-Store and Convention Events, Prizes (2037885)
Posted by Stargrave on September 11th, 2019 @ 11:11pm CDT
Wave 4 of the Transformers Trading Card Game, otherwise known as Siege II, is about to add a fierce sense of style to your deck. This Seibertron.com exclusive spoiler reveals the latest Battle Master card, Private Dazzlestrike. Now you can shuffle this cute and cuddly kitty cat-mmando into your deck who also doubles as a flaming Shadowsteel Iceblade of death helping you slice your opponents into frosty ribbons. Adorable!

Image

Dazzlestrike will be available with the rest of Siege II on November 8th, 2019. Enjoy the image and share your thoughts in the forum. As always stay tuned to Seibertron for all your Transformers news and more Transformers TCG spoilers as they're revealed.

Transformers and More @ The Seibertron Store

Visit our store on eBay
These are affiliate links. We may earn commissions when you purchase items or services through these links.
Visit shop.seibertron.com to buy "BATMAN #145 Cvr D 1:25 DC Comics 2024 0124DC004 145D (CA) Scalera (W) Zdarsky"
NEW!
BATMAN #145 Cvr D ...
Visit shop.seibertron.com to buy "DETECTIVE COMICS #1067 Cvr D 1:25 DC Comics 2022 OCT223312 1067D (CA) Doran"
DETECTIVE COMICS # ...
Visit shop.seibertron.com to buy "AMAZING SPIDER-MAN #88.BEY Marvel Comics 2022 DEC210931 (CA) Bradshaw (W) Thorne"
AMAZING SPIDER-MAN ...
Visit shop.seibertron.com to buy "BATMAN #141 Cvr F Bat Symbol Zur En Arrh DC Comics 2024 1023DC805 141F"
BATMAN #141 Cvr F ...
Visit shop.seibertron.com to buy "AMAZING SPIDER-MAN #57 variant Marvel Comics 2021 NOV200567 (CA) Mastrazzo"
AMAZING SPIDER-MAN ...
Visit shop.seibertron.com to buy "SAVAGE SPIDER-MAN #2 var 1:25 Marvel Comics 2022 JAN220883 (CA) Sandoval 220413A"
SAVAGE SPIDER-MAN ...
Visit shop.seibertron.com to buy "BATMAN #140 Cvr D Holiday Card DC Comics 2023 0923DC078 140D (CA) Mora"
BATMAN #140 Cvr D ...
Visit shop.seibertron.com to buy "BATMAN #145 Cvr B DC Comics 2024 0124DC002 145B (CA) Redondo (W) Zdarsky"
NEW!
BATMAN #145 Cvr B ...
Visit shop.seibertron.com to buy "BATMAN #404 Facsimile Cvr A DC Comics 2023 ptg 1023DC209 404A (CA) Mazzucchelli"
BATMAN #404 Facsim ...
Visit shop.seibertron.com to buy "DETECTIVE COMICS #609 DC Comics 1989 (A/CA) Breyfogle (W) Grant 230915A"
DETECTIVE COMICS # ...
Visit shop.seibertron.com to buy "DETECTIVE COMICS #682 DC Comics 1995 (A/CA) Nolan (W) Dixon 230915A"
DETECTIVE COMICS # ...
Visit shop.seibertron.com to buy "MILES MORALES SPIDER-MAN ANNUAL #1 Marvel Comics 2021 JUN210620 (CA) Jacinto"
MILES MORALES SPID ...
Visit shop.seibertron.com to buy "AMAZING SPIDER-MAN #74 var Marvel Comics 2021 JUL210533 (CA) Ferreira"
AMAZING SPIDER-MAN ...
Visit shop.seibertron.com to buy "BATMAN #131 Cvr B DC Comics 2023 NOV223376 131B (W) Zdarsky (CA) Quesada"
BATMAN #131 Cvr B ...
* Price and quantities subject to change. Shipping costs, taxes and other fees not included in cost shown. Refer to listing for current price and availability.
Find the items above and thousands more at the Seibertron Store on eBay
Transformers Podcast: Twincast / Podcast #348 - Uno
Twincast / Podcast #348:
"Uno"
MP3 · iTunes · RSS · View · Discuss · Ask
Posted: Saturday, April 20th, 2024

Featured Products on Amazon.com

These are affiliate links. We may earn commissions when you purchase items or services through these links.
Buy "Transformers Authentics Bumblebee" on AMAZON
Buy "Transformers MPM-03 Movie 10th Anniversary Figure Bumblebee" on AMAZON
Buy "Transformers Generations Exclusive Cyber Battalion Class Shockwave Figure" on AMAZON
Buy "Transformers Attacker 15 Kramer Action Figure" on AMAZON
Buy "Transformers Generations Power of The Primes Voyager Class Elita-1" on AMAZON
Buy "Transformers Studio Series 12 Voyager Class Movie 1 Decepticon Brawl" on AMAZON
Buy "Transformers: Bumblebee Movie Toys, Power Charge Bumblebee Action Figure - Spinning Core, Lights and Sounds - Toys for Kids 6 and Up, 10.5-inch" on AMAZON
Buy "Transformers Generations Power of The Primes Deluxe Class Terrorcon Blot" on AMAZON
Buy "Transformers Generations Titans Return Blitzwing and Decepticon Hazard" on AMAZON
Buy "Transformers: Bumblebee – Energon Igniters Power Plus Series Bumblebee" on AMAZON
Buy "Hasbro Transformers Generations Combiner Wars Deluxe protectobot Groove" on AMAZON
Buy "Transformers: Generations Power of The Primes Alpha Trion Prime Master" on AMAZON