Transformers TCG Devastator Deck Found in Barnes and Noble
Monday, April 8th, 2019 6:13PM CDTCategories: Game News, Collectables
Posted by: ZeroWolf Views: 12,384
As the name suggests, this deck is centered around the powerful Decepticon combiner Devastator and is playable right out of the box. The deck was available at the store for $24.99.
Omega Scoopreme has kindly sent us pictures of the sighting, including the receipt showing where they purchased it. As this was due for release at the end of March, it's more than likely that you may have a Devastator Deck lurking on shelves near you now!
Will you be picking up this deck to add Devesator to your collection? Let us know in the Energon Pub and stay tuned to Seibertron for all the latest news and reviews!
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Posted by wolverinetodd on April 8th, 2019 @ 6:26pm CDT
Posted by SGMLordMirage on April 8th, 2019 @ 7:37pm CDT
Posted by Bumblevivisector on April 8th, 2019 @ 9:47pm CDT
I believe those were my first ever bought-online picked-up-in-store purchases (Metroplex at Gamestop), and I got each at nice discount: 15% off coupon at B&N, and Metroplex was only only $13 and change! As usual, just assumed I was the last to know.
Posted by PerfectVision on April 9th, 2019 @ 6:29am CDT
badA X 1
He's completely ruined by the Predaking and his permanent anti heal,menasaur has zero chance to stop him.The extta KO?Just put the damage on low HP dude(brave attack in second).
I rewrite the anti combiner
Cornered X 1
The idea of the sonic is to prevent the use of the enigma without loosing card for Bomb11.
Posted by Nathaniel Prime on April 9th, 2019 @ 11:47am CDT
Here's the source: https://www.ign.com/articles/2019/04/08 ... 517d0019b5
Posted by PerfectVision on April 9th, 2019 @ 12:31pm CDT
Posted by ZeroWolf on April 9th, 2019 @ 12:54pm CDT
Posted by Iron Prime on April 9th, 2019 @ 12:58pm CDT
ZeroWolf wrote:What's a micro master? Not that card as that's clearly a battle master...
Basically a normal TF but on a normal-sized game card instead of a larger one. The original IGN article has one. Look for "Private Red Heat".
Posted by william-james88 on April 9th, 2019 @ 1:12pm CDT
Here is what Drew Nolosco, Transformers: TCG Brand Manager had to say:
Each War for Cybertron: Siege pack will have two character cards in it: one large character and one small character.
We will see some characters never been shown before in their original Cybertronian incarnations.
Transformers is 35 years old this year. The age of youngsters being raised by the original generation of Transformers fans is such that they're at the point where parents are teaching them games, bringing them up as geeks and gamers.
Each generation can enjoy this game at level that's appropriate for that age.
We also have an image of the Warpath card:
Posted by Dannshinigami on April 9th, 2019 @ 1:21pm CDT
Posted by Rodimus Knight on April 9th, 2019 @ 1:36pm CDT
The bonus's on the bottom look nice, but the text just seems wordy.
Posted by Kyleor on April 9th, 2019 @ 2:11pm CDT
Rodimus Knight wrote:Okay, I'm not a big card gamer, so maybe someone can correct me if I'm wrong here, but does the Ultra Magnus Armor card basically translate to "-1 damage from a non weapon attack"
The bonus's on the bottom look nice, but the text just seems wordy.
They have to be wordy because:
-people are dumb/won't read things properly and don't understand unless it's wordy
-people are smart/sneaky and try to misinterpret things in their favor (cheat), unless it's wordy to eliminate any wiggle room or grey area
Posted by vinny1121 on April 9th, 2019 @ 3:23pm CDT
Posted by Survivefan23 on April 9th, 2019 @ 4:28pm CDT
Posted by #Sideways# on April 9th, 2019 @ 8:36pm CDT
Oh, hello there! Fancy meeting you here. What have I been doing since the last set? Oh, you know, the usual. Work, sleep, ritualistic sacrifice of virgins to Sergeant Kup to bring bountiful offense and defense flips.
Yeah. The usual.
But unlike me, the guys over at Wizards of the Coast have been hard at work! This time, they started a new set with plenty of new mechanics including Targetmast-- Erm, Battle Masters and Micromasters! All of this information comes thanks to an exclusive article by IGN and a startlingly adorable Facebook note by the TFTCG page, in which they reveal juicy details about the next set -- from Secret Actions, Wave 4 announcement to several new cards!
Of those cards that they revealed, none could size up to the astounding shock, excitement and anticipation than the announcement that Soundwave will not only be in this set but that he will incorporate the new mechanics held within. My guess -- since we don't have a card of him to show just yet -- is that he is going to incorporate the new Battle Master mechanics with his cassettes. There is good reason for this, and I think the best way to tell you why is to show you.
Targe-- Battle Masters, rather, are fascinating and are seemingly infinite value. You start out in robot mode, and whereas at least Firedrive's stats leave something to be desired, you can at least deal chip damage with him before Firedrive inevitably becomes a powerful weapon to whomever you attach him to. You're more or less confirmed to get that value out of a Battle Master as your opponent can -- in a vacuum -- only KO one character per turn. This more or less confirms that you will have access to their weapon modes, and if Firedrive's weapon mode is anything to go by, they look like they're going to pack one heck of a punch.
An interesting thought to think about is using Firedrive with Thrust and another nine star partner. You can eventually attach Firedrive to Thrust, discard several cards from your hand to give Thrust a boost in damage and then pass that damage on to another threat for potentially massive damage.
Now, my favorite part about Firedrive in particular is that he's a Weapon. There is plenty of Armor scrapping nowadays, but there is virtually zero weapon scrapping cards that are played enough to threaten Firedrive, meaning that if you're careful, you can get several uses out of him once he's a weapon. That's fantastic value, to be perfectly frank with you.
Something else that I would like to touch on is that Firedrive is partnered -- in-universe -- with Hot Rod as his Targetmaster ally. I mean, even Firedrive's name is a sort of wordplay on Hot Rod. It would surprise me greatly if we did not see a Hot Rod card in Siege, just judging from WOTC's track record.
All in all, I love the idea of Battle Masters. More importantly, I love the idea that Soundwave's cassettes also being Battle Masters that turn into Cassettes to synergize with Soundwave once attached. They're really quite impressive, and I can't wait to play with them.
Micromasters! Oh, goodness me, why didn't I see this coming? It seems so obvious in hindsight. So, for those who don't know card measurements, these Micromasters and Battle Masters are both the size of a standard Magic The Gathering card. This means that you pull them not as a replacement of a standard character, but alongside your battle cards. That's a good thing, too, because sometimes the Battle Card unpacking was a bit underwhelming compared to the character reveal.
Now, as for Red Heat, we can see that he has some rather interesting traits that can make him an interesting addition to a team. For one, he's a five star Truck which means he can use Truck-based support like Cargo Trailer, but perhaps more importantly he's a Specialist that is virtually untargetable by your opponent on the first turn of the game thanks to his innate Stealth whilst he's untapped. Even moreso, his utility in robot mode is some of the most fascinating abilities for a five star character I've seen to date. You have a fantastic -- and somewhat disconcerting given recent meta developments -- ability in your robot mode: A pocket Swap Parts.
So, here's a little context as to why I'm a bit disconcerted about this otherwise mediocre ability. Normally, Swap Parts is a slightly "meh" effect where you can perhaps move a weapon or an Armor. But here's the thing. Swap Parts and other "move" effects reactivates the "put" abilities of Upgrades, including things like Rapid Ascent, Cooling Vents, Drill Arms, but chiefly in recent days it was discovered that when you have a team of Specialists, you can move Field Communicators and Multi Mission Gears to play a stunning amount of free Actions and Upgrades from your hand and deck.
This playstyle promotes an infinite combo, where you can play both I STILL FUNCTION! and Peace Through Tyranny in the same turn to essentially gain a free turn, and with potent draw, you eventually begin taking infinite free turns. Using Swap Parts, you can pull this combo off consistently enough, but something that is astonishing to think about is how consistent it makes the combo when you can use Swap Parts more or less whenever you want using Red Heat. His ability to avoid all damage on the first turn of the game is extremely powerful given the deck's fragile disposition, and when you consider that he's also an Autobot Specialist to cap off a team of Autobot Specialists... Well, you can tell where this is going.
The only thing that I would say is a deterrent of playing Red Heat in Infinite is the fact that he is only five stars, not the minimum of six that Peace Through Tyranny requires. If you are certain that your other Autobot Specialist can take a hit, then by all means. In fact, you could try building your list around that concept and you might find that you become even more consistent.
I digress from the main point. As a general whole, Private Red Heat isn't the best card for most lists. You won't be getting the full use of his Swap Parts effect, and in a lot of lists White cards are far fewer than other colors. But, that being said, there is a silver lining -- we know that he is part of the "Rescue Patrol" as per his trait, and that means that his Micromaster partner, Stakeout, will also be printed. We can assume the same about other Micromasters that will be printed, and perhaps more importantly, possible synergy. But until then, I can only see one list to play him in and one alone: Infinite.
Something else worthy of note is that you can only use one "tapping" effect during your turn, like Red Heat's. This means that you can't untap him through Ready For Action and use him a second time in the same turn. Of course, this is neither bad news nor good news -- it's just news. Make of it what you will!
With every move he makes another chance he takes / Odds are he won't live to see tomorrow
Secret agent man / Secret agent man
They've given you a number and taken away your name
Shockwave is a Major in this prequel set, and he is majorly interesting. If you notice something about him, you'll notice that his cost is titanic -- just like his stats. He has the highest stats of any non-Combiner Decepticon, and the highest point cost as well. This high point cost definitely limit the potential partners you can play him with, but interestingly enough, if you play him with Shockwave -- Cybertron Commander, you get 25 points on the nose.
The synergy isn't just skin-deep, either -- Major Shockwave can "dig" farther into your deck to pull out Decepticon cards and/or Secret Actions. Certain of these cards -- Bad Attitude foremost of these -- can be used to facilitate your playstyle. If your playstyle is to deal damage outside of combat, then Bad Attitude will be your best friend with both Shockwave. But here's the thing about that -- other than Bad Attitude, Swindled and Scoundrel's Blaster, there aren't that many uesful cards that Major Shockwave can use.
I mean, sure, you could make the case that Decepticon Crown could be in certain offensive builds, but look at it this way: If Decepticon Crown was on top of your deck, it would end up in your hand anyway thanks to its green pip, and you could say the same about Scoundrel's Blaster. The Decepticon-only side of this guy seems a bit mediocre, to be perfectly frank, especially since they still take up your turn plays.
To be perfectly blunt, he just isn't good enough on his own to warrant too much investment of time into Double Shockwave. But that being said, there is a silver lining.
Secret Actions are something brand new to the set, and whereas I won't go into too much depth on their intricacies here, I will tell you that they breed a very disruptive playstyle that no doubt will eventually have discarding effects. At the time of writing, we have only seen one Secret Action, and it's included in the Battle Card section of this article.
But to close things off, Major Shockwave has a little potential, but his expensive nature is going to be a major turnoff for a lot of people looking to make decks out of him.
Major Magnus is, on the surface, extremely mediocre. His ability damages himself, his stats are lackluster save his monstrous HP and he's expensive to boot. He has Brave, which is cool, but with only one defense, he'll be toast, right?
Well yes, but also no.
His vehicle mode ability sucks in an Ultra Magnus Armor from the deck, and as a little spoiler alert for later on in the article, UMA is an armor card that gives him +2 attack and +2 defense and reduces all non-attack damage dealt to him by one. Sounds insane, right? Well, it would be if it also didn't cost two stars to put in your deck at all and even better if it couldn't be popped by Bashing Shield, but that's a discussion for later.
So, with these innate boosts to his stats, he deals a considerable amount of damage and has a considerable amount of tankiness. I mean, at three defense and eight attack with added effects, he just seems like a better Inferno. Now, say what you will about Inferno and his viability, but his attack of eight is still monstrous, and his survivability is also still extremely high. So, think about that but imagine if Inferno actually did something other than damage. In fact, imagine if your opponent had to attack into him turn one instead of one of your squishier teammates!
That's the power of Ultra Magnus. Your opponent effectively wastes an attack on the first turn of the game while you opt to go second, forcing your opponent to attack him with no response for his powerful armor. I realize he comes at a premium, but I can't help but to like this guy for that reason. Well, that and his spreading effects.
But I fear that if your opponent has Bashing Shield or other removal effects, he'll just fall by the wayside. After all, without his suit, he's just a worse, more expensive Inferno.
Aimless is a Battle Master with a flair for the defensive. Coming from VectorSigma.info (or at least, that's where I got the picture after I couldn't find it online) we get our first look at Aimless! With an innate Tough 3 and a powerful ability in his weapon mode, he makes a strong first impression. Even with his mediocre innate defense, he still puts out a good amount of defense with his Tough 3. The only problem I see with him is his lackluster offensive power in his robot mode. Without Pierce, a Blue deck with attack numbers that low would be better off trying to defeat their opponents by boring them to death. He makes a good meat shield, but the trouble is getting value out of him other than that.
But there is a silver lining.
What he lacks in his offensive power in robot mode, Aimless more than make up for it with his powerful weapon mode. With the frankly silly ability to deal three damage regardless of attack damage or defense before dealing damage for his attack, completely bypassing Force Field, Skrapnel or other similar effects, he can make even the weakest character seem powerful. For instance, consider Demolishor in a balanced list -- he's not going to do anything on his own, but with Aimless attached, he can do a startlingly potent amount of damage given he will almost always trigger Demolishor's effect.
In closing, Aimless is a neat character that is tough to find early value with outside of being a meat shield. But, mid to late game, if you partner him with a character that has innate Bold or flips extra cards, you'll love him to death.
No, really, kill this guy quick to get his weapon!
Running as fast as they can / Iron man lives again
Two stars and this is all you get?
Magnus' armor seems really powerful when placed on Magnus, and its pips are always welcome in any deck, but when you realize that the frankly ridiculous cost of putting it in your deck followed by the fact that you can't even attach it to non-Autobots makes its usefulness extremely limited. Okay, I get it -- having an Armor that adds both offense and defense as well as reducing incoming non-attack damage by one seems really good, and it is, but for those two stars, would you not just rather take a Leap of Faith or similarly priced star cards?
Remember, Bashing Shield is kind of everywhere in offensive decks, so you'll get to use this card on Magnus on the first turn of the game, but without Spare Parts you can kiss this suit goodbye. It's for this reason that you can't use it on non-Magnus characters as easily as you could, say, on Magnus who attaches it to himself at the start of the game. You don't have time to attach a Spare Parts when you have weapons to worry about, as well as your opponents disruption.
Heh. It's almost like the developers only wanted Magnus wearing Magnus' armor! Who'd have thought it?
Anyway, it's way too expensive for what it offers outside of Ultra Magnus builds. Only take it if you happen to have way too many stars to burn.
Ever just want to play a totally harmless card face-down and make your opponent panic as to what horrible machinations you're planning? Ever wish that Incoming Transmission could rig cards defensively? Ever want to do both of those things at once?
No? Just me then? Well, uh... You're missing out, then!
Well, Secret Actions seem to be a weird mix of Trap Cards from Yu-Gi-Oh and Action Cards. Obviously, we can assume that Battlefield Report will be one of many Secret Actions in this set, and with the mechanic of triggering on your opponent's turn, we can assume the disruptive nature of the cards that you can use to mess with your opponent's turn.
But speculation aside, Battlefield Report seems to be a defensive Incoming Transmission that you can use after your opponent devoted resources to attack a character. This is good, too, given that you can opt out of putting more valuable double Blue cards on the top of your deck if your opponent is merely attacking a nearly KO'd character anyway. It helps you avoid wasting resources.
But, that's kind of it. It's not that great, to be perfectly frank. Drawing two then Planning one seems good, but there are just better draw cards out there. The only thing I can say to this is that it's good to see defensive Plan effects to make King Starscream even more viable than it already is.
It most certainly will not see play in many offensive decks, but in extremely defensive ones like Double Shockwave, Tanks or similar lists, I don't really see why you wouldn't play Battlefield Report unless space is an issue. It's not like they won't trigger the Secret Action effect, unlike I'm sure plenty of other cards we haven't seen yet. That said, I cannot wait to find out what other Secret Actions there are, and what they'll do! Imagine if there was a counterspell and how you might play around it! Well, a boy can dream.
You want to know a secret? I've always fancied myself a bit of a detective. I'm not going to lie, when I wrote a detective into a novel of mine, I ended up gleaning a few things from her. The first of which is to read into every detail, which is both a gift and a curse, and the second is to notice everything that's hidden in plain sight. So, when I saw the box that Siege is being carried in, I put those skills learned from a fictional character I created to good use.
From there, I happened to see a few figures on the side of the box. Intrigued and with a bit of a rush of adrenaline, I investigated a bit further. When I opened it up in GIMP, I did my best to scale, stretch and shear my way to answers, leaving me with a few clues on whom else is going to be printed in this set, character-wise:
From this picture it's pretty clear that we are going to be getting not just Hound, but it seems to be Sideswipe standing directly next to him! As it stands, we have no idea what they'll do. But, we at least know what they'll look like and that they're in the set!
Another thing that I noticed is that these characters have a peculiar naming convention. No, I'm not talking about "Major" Shockwave or "Private" Red Heat. I'm talking about, in the past, cards used to be "TITLE -- SUBTITLE" like Shockwave -- Cybertron Commander, or Optimus Prime -- Battlefield Legend. Now? Now they have multiple secondary names with Ultra Magnus -- Infantry + City Commander.
It's odd that there are multiple characters with "Infantry" in their subtitles, as well. It makes me wonder if this is a name at all, or if they're extremely well-hidden secondary traits for cards that state "for every character with Infantry in their name" or something similar. I dunno, I guess my tin foil cap is showing again, but I can't help but to see a pattern.
Boy howdy, do we have some nutty things happening. I'm not exaggerating when I say that this dwarfs the changes that Rise of the Combiners brought forward. Battle Masters and Micromasters both, Secret Actions and even more interesting mechanics from there. Whether or not Battle Masters will shift the meta is yet to be seen, despite their hype. Armor is easily removed, but so too are weapons. The problem was, no one really played cards to remove them because weapons were either discarded or they weren't as pressing of an issue that armor was.
Now that we have incentive to play anti-weapon cards, what will become of the metagame? Do you think that the age of Battle Masters and Micromasters are fast approaching? Will Erector ever get a card? I mean, I'd be happy with a promo card, even! Let me know what you think in the comments below, and I'll see you next time!
Posted by Nathaniel Prime on April 10th, 2019 @ 5:30pm CDT
According to the their page, these promo kits are only available for purchase through local WPN stores and those wishing to purchase them must contact their preferred retailers to have one ordered. For more details on the launch day event and the cards announced, check out their Twitter page at https://twitter.com/TransformersTCG?s=09
Posted by PerfectVision on April 10th, 2019 @ 10:58pm CDT
Posted by PerfectVision on April 11th, 2019 @ 12:47pm CDT
Fling X 1
Cofidence-Scrounge-Mining for Sludge-Spare-Testify-Stealth-Electrified-DataB-Pep-Enigma-Master-Bravery-Rconversion.
Posted by PerfectVision on April 17th, 2019 @ 11:47am CDT
Metroplex do armedH+sixshot+swap MISSION next turn instead,i suppose his special tap negate the opponent next attack ,so,it should be limited at one per game.
Right now,Redheat is the only character who can use the pierce icon cards.It's gonna be a 2P/1W/2B/1W formation.
Posted by #Sideways# on April 18th, 2019 @ 12:49am CDT
Well, it happened. We lost a comrade. He burned bright, hot, and far too fast. If you don't know what I'm talking about, or have been keeping up with recent events with the metagame in the Transformers TCG, let me brief you on a little thing I like to call "Infinite Combo", or just "Combo" for short.
But first, let's talk a little about how the card game works to refresh your memory on this subject. Once each turn you can do four separate actions: Transform a character, play an Action, play an Upgrade, and then attack. There are certain cards that get around those rules in order to play more cards in a turn, such as Multi-Mission Gear from Wave 1 that allowed you to play a second Action when you attached it to one of your characters. Field Communicator is another example, which scraps the top of your deck, where you can then choose to play it if you would like.
But here's the thing: Whenever you swap or move Upgrades between characters, their "Put" effects reactivate. So, for instance, if you played a Field Communicator and flipped a Multi-Mission Gear, you could use that Multi-Mission Gear's effect to play a Swap Parts, reactivating both the Field Communicator as well as the Multi-Mission Gear.
To what end, you ask? Well, eventually you ramp up your upgrades and you begin to spam both Peace Through Tyranny and I STILL FUNCTION! in the same turn, being able to take infinite turns. You would then be able to play one Plasma Burst in the list, dealing chip damage over your effectively infinite turns to eventually win the game after your opponent has ideally only taken one or two turns in total.
Well, that's what could have happened. Earlier today, Wizards of the Coast made a Note on their official Facebook Page banning Swap Parts from Tournament Play effective on the 19th. This is the first time the game has been broken by the community, and the first time that Wizards has had to ban a card in the Transformers Trading Card Game.
What do you think? From my playtesting, Combo was effectively a hit or miss deck that could either be punished early into oblivion, or stomp things that weren't able to outspeed it. Insecticons had a good shot at it, same with Battlefield Legend. But, that being said, it rather ate Combiner decks alive other than Predacons. I realize the deck isn't exactly "interactive", as stated in their note, but I can't help but to think about how the deck might have been received by an older community, one with more cards at their disposal and a more established metagame. It's a controversial opinion, I know, but liking total control decks always is.
But, that's not all the news that we have today: The official Facebook Page, along with a Battle Card, revealed that all Battle Card artwork in Siege is actually original artwork made by the team, which is fantastic news!
This means that the guys at Wizards aren't just comfortable enough with their profit margins to put out their third and fourth set but also to use artists to add to their own stock of artwork instead of reusing comic artwork. I can't wait to see how that plays out with both potential stories to be told through the serialized artwork as well as what other projects might hold with that influx of funds by Wizards of the Coast!
But that's not all the information that we have. In fact, one might say that there was more to these reveals than meets the eye...
It's been too long / I'm glad to be back
Black pips are here, and now that they are, I can't help but to be excited for the prospects that they bring. If you didn't know already, here's a recap on black pips: Whenever you flip a Black pip, your character gains Pierce 1 for each instance of black pips that you flip, stacking on top of other instances of Pierce that you have. So, if you have a Noble's Blaster on one of your characters giving him Pierce 2, and during your attack you flip two black pips. That character would then gain Pierce 4 in total, combining the Pierce 2 you gain from your black pips with the Pierce 2 you have on your Noble's Blaster.
Now, whether or not RR Disruptor Blade is good given its reliance on black pips remains to be seen. Put it this way: In a blue list -- which one could say has one of the chief usage of Pierce in the game -- any pip that is not blue is one less defense that you're going to be able to flip. It's the whole reason playing a "balanced" list is usually frowned upon, with both orange and blue pips clogging the other's flips with the wrong color. So, with that ideology, would you not say that black pips belong in their own colored list? Or that playing the proverbial "Orzhov" black and white combo would be the way to go?
Well, that remains to be seen. I can definitely see it, especially in decks with Jazz, Mirage and similarly white-focused lists. But regardless of that, there is one thing for certain. If you are playing black pips, I don't see why you wouldn't want RR Disruptor Blade as an inclusion. Its damage output is high, and at worst case scenario, you can at least say that it's a slightly worse Grenade Launcher.
Oh, and one last thing, what on Earth does "RR" stand for? Rest and Relaxation? Are you killing your opponent with a blade that makes them tired? I am so confused.
I heard this card was the bomb!
Anyway, Erratic Energy Grenade is in the same vein as Bug Bomb is for Insecticons, but unlike the dud of Bug Bomb, Erratic Energy Grenade actually has a potential place in certain decks. It's wonky, and many lists will find its appeal discordant with their playstyle, but I think that a few decks will definitely like to have it on-board.
Now that I mention it, I'm actually really glad that Combo is now being pushed out of the format, because Erratic Energy Grenade would have likely been a great boon to its already high power level. I mean, think about it: During your turn, you would sometimes have to pass on playing a Plasma Burst because you ran out of Actions to play. With EEG being an Upgrade, you could play it easily on your turn, and since you're constantly KOing your own character through Peace Through Tyranny, you're able to deal a high amount of spread damage instead of Plasma Burst's "death of a thousand cuts" playstyle.
Of course, since Combo doesn't exist anymore, we have to ask ourselves if Erratic Energy Grenade is worth it in other lists. Well, in mainstream aggro lists, I can definitely see a case for it. Take, for instance, one of my favorite decks: Predacons.
I'm a sucker for their aggressive, yet nuanced playstyle, and their frailty is a natural side-effect of that. Their health pool is so low that they simply do not care about the damage over time that the EEG gives them, and Razorclaw certainly loves the concept of softening other targets for elimination. Insecticons could also make this case, as their similar glass cannon playstyle as well as their reliance on I STILL FUNCTION! to return to the field -- and to subsequently KO -- their characters could open up a consistent way to use EEG.
Now, with those examples aside, do I think that Insecticons or Predacons have the time to strap a grenade to their faces, or that enough space to force it into a list, especially when black pips do virtually nothing for them otherwise?
Frankly? Not really. Lists are very tight, and you'd have to be certain that Erratic Energy Grenade is worth it to put into your list. But that being said, I can definitely see it as an early game play, especially as an anti-Combiner tool.
This card might be good one day when we have more Secret Actions!
See, the problem with seeing what is essentially Brainstorm for Secret Actions is that we don't have any more Secret Actions revealed other than a simple draw and Plan effect in Battle Report. Of course, you could make the case that you could simply play two Battle Reports and draw more cards, but at that point, you're drawing the card you Planned, so what's the point?
Special Ops Mission will probably be as good if not better than Brainstorm is depending on the power of Secret Actions, but that's the thing: Unlike Brainstorm, Secret Actions only activate when your opponent does something. We can assume there will be other triggers than your opponent declaring an attack, but if there's not? Well, why not just play a similar Action card on your turn and use Brainstorm on your terms?
All of these speculatory questions won't receive much in the ways of answers. Yet, I can't help but to be optimistic. The prospects of disrupting your opponent on their turn has always appealed to me, and I look forward to seeing how Special Ops Mission helps with that.
This artwork really is fantastic. If you had told me that this wasn't from a professional comic or something similar, I wouldn't have believed you. You can really tell that this is a passion project for the guys over at Wizards, and I love what I'm seeing so far. Black pips, Secret Actions, Micromasters, Battle Masters... Well, what can I say, I'm a sucker for cool stuff.
Spoiler season is like Christmas for me -- and it can be for you, too!
What do you guys think of the black pips? Good? Bad? Almost virtually invisible on the card background? Let me know in the comments below, and I'll see you next time!
P.S. What does "RR" Disruption Blade even mean? Reid Richards? Rock n' Roll? Rainbow Rare? You're killing me, smalls!