OPENING
I have a wide array of new reveals for this article! Including one revealed by some guy's YouTube channel by the name of Nanomachines... Wait, that's me! You read that right! Wizards saw fit to send me a character card to show off and dive into on my channel, with a link I'll put below if you'd like to literally hear my thoughts on it. But, until then, let's dive into the reveals!
CHARACTERS

"The name's 'Warp. Skywarp."
Sergeant Skywarp is another rare coming out of Siege 1, and he certainly has the power to back up that title. Simply put, he has a ton of synergy with Secret Actions, with both of his abilities refunding their use. Of course, the Secret Actions we've seen aren't the greatest, nor are they the most impactful, but Skywarp is just one of those cards that will forever get better in a constant climb of power so long as they keep printing Secret Actions.
Okay, so, why do I feel that way? I mean, sure, his stats aren't that great by any stretch of the imagination, and his cost isn't something that makes him entirely splashable into just any list. But, if you consider his utility abilities creating a fantastic Secret Action engine, you realize that he has fantastic potential. Now, it is currently unknown whether or not you'll be getting much use of him currently given the fact that the Secret Actions we know of are limited in use, especially with how Actions work in this card game, but I can definitely see him being a huge mainstay in certain future archetypes if the Secret Actions we get will allow.
I mean, consider: What if we got, essentially, a Counterspell or a Power Spray? A Secret Action that says, "Negate your opponent's next Action" or "Scrap the Upgrade your opponent attaches" or even "Negate the next character ability your opponent activates"? Skywarp would not only be able to refund your playing of that card, but also return them to your hand at any time. Plus, you can play him in a Tall list alongside Shockwave to extend your hand even further to play even more Secret Actions.
Now, again, this is all speculation. If you couldn't tell, I am wearing a tin-foil cap. But, it isn't too far-fetched that any of those could be printed. I'm just saying, but Skywarp might just be the engine that makes a lock deck go around.

"I'm blue / Da bo de da bo die
Da bo dee da bo die / Da bo dee da bo die"
Da bo dee da bo die / Da bo dee da bo die"
I was about to say that Chromia is like the weird, estranged daughter of her Wave 1 iteration, but that wouldn't be entirely correct, now would it? This Chromia is entirely unique, especially with her robot mode. In fact, she's the only character who draws you cards when you are attacked so that you may use them on your next turn like a Security Console.
Of course, her stats are not the best, and she relies upon the armor that you will no doubt be playing through her vehicle mode effect, but sadly her stats are not good otherwise. In fact, a simple Bashing Shield will open her up for massive damage. This is somewhat amplified by he rather awful offensive stats, and even worse defense. Her HP is good, and she is a Specialist, but that's pretty much the end of her usefulness.
That being said, her armor ability is pretty alright, but I can't see her being played that much. Although, every ounce of me wants to build a full "fembot" team. How would I do that, you ask? Well...

That's a car? She turns into a car? Sure. We'll go with that.
There are so many things to unpack with Elita, much like my previous girlfriends.
First off, let's look at the obvious: Her stats. Her offensive stats are somewhat middling, and her defense stats are about as bad as you can get, but her HP is one of the highest in the game outside of Combiners. In fact, outside of larger characters, I believe she is tied with Magnus as having the highest HP in general. She's also a 12 Star Specialist, which means she can do Specialist things as well as use Car-based effects including Start Your Engines. But that is not her strongest suit.
Well, let's look at her vehicle mode. She has a "Sludge" effect, where you can move as much damage from one of your characters to her as you want as long as it doesn't KO her, making her a fantastic partner to smaller characters. But, even that is not her final form, her strongest ability.
What is her strongest suit, you ask?
Well, let's take a look at her robot mode for a clue. You see, her robot mode has the effect of whenever she's KO'd, you essentially activate a "free" Leap of Faith, playing the top two cards of your deck. So, if you look closely, it also turns "I STILL FUNCTION!" and Peace Through Tyranny into Leap of Faith added on to their already powerful effects. So, in a Car list based around Elita, you can use her as a sort of "sacrificial lamb" where you can let her soak up a ton of damage through her vehicle mode, and once you're done doing that, you can use her to play more cards out of your deck.
I think you can guess where I'm going with this. Elita is a Specialist Autobot who is over 6 Stars who also plays a bunch of free cards when she's KO'd. Infinite can go infinite very easily with this effect, and with the right partners, you can force your opponent to attack into her massive HP. Now, with Red Heat, infinite has a practically confirmed comeback into the metagame, albeit with quite a bit of clunk given the current partners. With Elita, there is 100% another infinite archetype with her as the centerpiece.
Now, whether or not Red Heat is nerfed by the existence of another anti-Micromaster character or upgrade remains to be seen, but regardless, Elita will definitely be a mainstay in that archetype. Regardless of that, I still think that Elita can definitely see a lot of play in a Car list that wants to build around her. Something else you can pair her with is -- unsurprisingly -- Optimus Prime: Battlefield Legend, or in a twist of fate, Megatron: Living Weapon, essentially acting as a battery to her larger friends, essentially increasing their HP to a staggering level.
There's a whole lot to love about Elita, and I don't think this is the last we've seen of her.

"RED A-LERT! WEE WOO WEE WOO WEE WOO!"
This reveal is brought to you by... Wait, it's brought to you by me!
That's right, Wizards sent me an exclusive reveal so I can show it to you on my YouTube channel! I'll drop the link below so you can hear my rather long-winded thoughts on him:

Tote the GOAT.
Tote is surprisingly interesting in decks that play a lot of cheap attackers, being a "free" untap effect for one of your other characters. I mean, sure, he's effectively useless on the stat front, but you're never going to play a Micromaster for their stats.
Now, when I say, "you'd use him in a cheap attacker list", I really mean lists that play cards like Demolishor or Ransack. A cheap, five or six star attacker who swings for way more than they should. You deal a whole lot of damage with certain characters, and you have characters like Tote as support to keep them swinging. The fact that Tote is only four stars makes this idea even better, making it possible to cram as much value in your list as possible.
Now, you do need to play black pips in order to make use of him, but there are several good black pips that I could see you playing to use for both their effects and for his, like RR Disruptor Blade or Device Virus.
The thing is, he's a one and done -- your opponent is likely to KO him or his target, and then you're left with nothing. You really need to ask yourself one question: Is he worth the point investment?

"Nani?! Kansei dorifto?!"
Detour is a very good card.
For starters, he is a four star Specialist Car, meaning that he can use all the Car cards that can untap him. This means that you can use something like Start Your Engines to transform him, untap him and reuse his tap effect next turn. Played in Cliffjumper, you can draw a card for transforming him, tap him to draw two more cards, then use a Field Communicator to potentially draw even more cards.
Speaking of Cliffjumper, you can pretty much guess that Detour is going to be targeted by your opponent for a cheap KO. Cliff especially makes playing the tiny Micromaster well worth it, that when Detour is KO'd, he can fuel Cliffjumper's offensive stats. This makes Detour one of the best car Micromasters not only for Cliffjumper lists, but also one of the best for regular Car lists. Roadhugger may still be on the top of that proverbial ladder in terms of power, but it's good to know that there's a lot of value to be found elsewhere, too.
Detour has a lot of value in a tiny package, and whereas you can at least use him as a nice point filler in other lists, Cliffjumper is the one who will find Detour the most appealing because of his point cost and Specialist nature. Detour is definitely not going to survive any damage whatsoever, but you can pretty well see the value -- like Roadhugger -- that he's going to give you until that happens.

He's pretty fire.
The...? The Firecons? Jinkies, that's a deep dig. Revealed in a recent article by Kotaku, the Firecons, i.e. Sparkstalker, Flamefeather and Cindersaur, have each been modernized by the guys over at Wizards who even got to spearhead their modern redesign! The article is an interesting tidbit into that development, and you should definitely read it if you'd like a peek behind the curtains.
But, let's go through them one by one and see what they're made of!
First off, Sparkstalker is a moderately costed character with moderate stats, but there are two fantastic things about him that make him a very interesting partner in aggressive decks. The first of these is his impressive draw effect in his robot mode, effectively refunding whatever cards you played on that turn with a Draw 2 when you flip three orange pips. Now, if you haven't played much aggro, you should know how easy it is to flip three orange pips between Bold effects, white pips and double orange pips. In fact, I'd be shocked if you didn't hit the Draw 2.
Sparkstalker's second form of value comes from his great vehicle mode transformation effect, scrapping an Armor so that his teammates can continue to pop off. He isn't the best outside of Firecons, but he's certainly playable in aggro lists that needs just a bit of draw power. Plus, his vehicle mode effect is quite a bit useful in other aggro lists that don't already play a few Bashing Shields. You can't really go too wrong with him, especially with his powerful draw. That being said, of course, the Firecons love him the most, but it's good to know that he has a home elsewhere.
You'll find that all three of them have a great alternate mode effect that fits well with the archetype, with the potential for a nutty amount of power with the playing of a Roll Out. But don't just take my word for it! Let's dive in to the next two:

Ah, I see he's a Ravenclaw.
Flamefeather is an extremely thick boy and I love him.
So, let me explain what he does real quick so there's no confusion. Basically, when defending, he turns all orange pips into blue pips to a cap of five of the converted pips. This does not include any blue pips you flip (from a Roll Out, for example), making his potential defensive capabilities astronomical. I mean, consider: You fill your deck with orange, double orange and half n' half cards, you could potentially deny a massive amount of damage through Flamefeather.
But that's not to say that he lacks offensive power. Even though he has a mediocre offensive stat, you are playing aggro, and that means that you're going to be able to do a massive amount of extra damage with your weapons and your heavy orange deck. You're not going to be doing the most damage with him, but it isn't like he's an invalid target for some of your resources. Plus, when you have Sparkstalker refunding that expenditure with his draw during the next turn, you're free to use him how you please.
And, when you're done with that, you can flip Flamefeather to his vehicle mode, using his ability to add just that much more Bold than you're already going to be adding with your Supercharge and Power Punch. Unfortunately, this bird-brain doesn't have too much potential outside of Firecons even with his damage denial effects and his Bold, something that's amplified by the stipulation in his vehicle mode that his Bold is only applied to Firecons.
To be frank, I don't think he'd be played all that much outside of Firecons anyway unless one wanted to pair him with Flamewar or something similar to that composition. Although, there is nothing stopping you from doing that, anyway, it's just that he won't be as effective as he could be in a pure Firecon list.

"Oh, no, they say he's got to go / Go, go, Godzilla!
Oh, no, there goes Tokyo / Go, go, Godzilla!"
Oh, no, there goes Tokyo / Go, go, Godzilla!"
Cindersaur gives you free damage and Actions and I literally can't think of many things better than that.
So, if you couldn't tell, Cindersaur really likes orange pips and high Bold. When you attack with him with a Bold card having been played, you have a chance to deal a massive amount of damage between the flood of orange pips you'll be flipping and the free damage you'll be getting when you do. In fact, if you only flip the base four orange needed to activate his ability, you'll be dealing a total of nine damage when you count the two direct damage you'll be dealing. Since you can flip that without a weapon through a lucky white pip, you can imagine what kind of damage you'll be dealing when combined with a weapon or an Action.
Cindersaur's value doesn't end there, however -- in fact, his best value comes from his vehicle mode! Playing a free orange-pipped Action is impressively powerful given that cards like Supercharge or Reckless Charge both have their respective pips. But, I'd like to point something out: When you flip to Cindersaur's alternate mode through the use of Roll Out, it effectively refunds your Action for the turn with the ability to use a damage-boosting Action to boost your damage more than Flamefeather already will be boosting you.
With all of this in mind, Cindersaur is a lot of value for the Firecons in one package. In fact, you might even play him in other aggressive lists to make use of that free Action that he provides in the late game and the offensive power when properly equipped. But that being said, wouldn't you rather just play the whole of the Firecons to work with their synergy? I mean, just consider: Flamefeather is very good for Firecons, and you may as well take him along because you're playing one already. After that, you could always play two smaller characters to take up Sparkstalker's slot, but why? Wouldn't you rather keep that draw power and Armor-scrapping in your aggressive deck?
I think we might be seeing the rise of a standard-sized Insecticons in the Firecon strategy. They're thick enough to take a hit or two in order to take them down (especially in the case of Flamefeather), and they're powerful enough offensively to make their opponents... Ah, feel the burn if you will. Now, their stats across the board could be just a little higher to make me comfortable saying that they'll be a meta mainstay, but that being said, they are a full team of themed characters with interesting and potentially powerful abilities; I'd be surprised if we didn't see them at a tournament or two!
BATTLE CARDS

Another day, another time I wished we had more Flamewar figures...
Remember when I said that playing all Motorcycles had no real point to it? I've never been more glad to be wrong.
So, in case you needed an explanation on what Pop A Wheelie really does, basically think of it like a baby All Out Attack. You can attack twice that turn, but only if the extra one was a Motorcycle, put simply, in their vehicle mode. This is both very good and very mediocre, and I'll tell you why.
First off, it's fantastic because there are going to be many points where you have to attack twice in order to get a KO on a very important character, or on a character that has a Force Field or a similar effect. Further, in matchups like Insecticons or Combiners where the characters are notoriously fragile, you can potentially score two KOs in one turn, sometimes being able to KO an untapped character after KOing the only tapped character. To make things even better, you can play a Bravery and attack with that character to potentially save a damaged teammate, forcing your opponent to attack the newly tapped character. Furthermore, in the Motorcycle list, W1 Flamewar has the ability to give all of your characters Bold 1 until end of turn, and when you get to attack multiple times in a turn, you're going to start seeing that effect pile up.
Now to the down side. Remember how you have to be in your Motorcycle mode to get that spare attack? Well, if you remember, many vehicle modes have a middling to mediocre attack stat with few exceptions. Meaning, the attack you're going to get is not likely to do much without weapons and high orange counts in your deck. This is not to say that playing an all orange is a necessarily bad thing, it's just that it limits your options. Plus, Pop A Wheelie somewhat necessitates the extra character to be upgraded, and that can be a difficult balance to strike.
But that being said, I think it should go without saying that getting another attack during your turn is a very good thing that can swing entire games. Even more than that, imagine when all characters are untapped and you're able to KO one of your opponent's fresh characters out of nowhere before they can use it to attack you. Or perhaps just eke by a KO on a character that will certainly demolish whomever they're about to attack, like a Cosmos or a Nemesis at the end of their deck.
All in all, I love Pop A Wheelie. It's a great boost of power to the Motorcycle archetype and it adds a nice layer of synergy between the 'cycles. Even Chromia can get in on the action by returning Pop A Wheelie from your Scrap to your hand to be used on that turn or the next. Whether or not Motorcycles will be next in line to try and dethrone Insecticons as the premiere aggro deck remains to be seen, if aggro is even the best way to play Motorcycles (though if I recall correctly it was mentioned offhandedly by the developers that it is), but I know one thing: More attacks = More damage, and that's always a good thing in my book.

"For the last time, Arcee, use the seats! I said, 'USE THE SEATS'!!"
Heroic Team-Up is the best Autobot Action. There; I said it.
It may be a Star Card, and that innately limits how many decks you can play it in, but its effects are so good that it makes me want to play it in almost every deck. First off, half-n-half pips are always welcome no matter what, and it being an Action in an Autobot list makes it easy enough to pull off in a turn through Confidence and other Autobot Action love. There are plenty of decks that love the extra damage that Heroic Team-Up can give them, but I think the one that can make the most of it is Cars.
For your consideration, Cars. You have access to high draw, meaning you'll be able to draw into your Heroic Team-Up, and the Car character pool is deep enough for you to shave off enough points to play a good portion of them. But perhaps the greatest reason of them all is that you have access to Turbo Boosters, an untapping effect in an Upgrade instead of the normally Action-based untapping effects. This allows you to use a Heroic Team-Up to tap a character, then Turbo Booster them to untap them, then use an extra Action effect like Mirage's alternate mode ability to use a second one and tap that same character a second time, adding even more damage to one of your characters.
Now, this is not going to happen all the time, of course. But it is nice knowing that a crazy combo like that can happen, and the mere presence of Turbo Boosters will save you a lot of heartache by refunding the tap effect and preventing your opponent from punishing your overextension.
Cars, of course, is just one of several different archetypes that would love to have Heroic Team-Up, including decks that play Battlefield Legend, Alpha Trion or other characters that would like an extra boost in damage. To be perfectly frank, the only bad thing I have to say about Heroic Team-Up is that you can't play it in everything. Will it trump Leap of Faith as the best Star Card? Not likely, but that's like asking "Will any movie series ever come close to the success that Marvel has?" -- some hurdles are just too high to leap.
Be that as it may, Heroic Team-Up might just give Leap of Faith a run for its money in Autobot lists, especially with ones with fewer stars to spare. You can't beat half-n'-half pips and their value, after all.

"Power flows to those who know how to use it. Desire alone is not enough."
Finally, Decepticon Leaders get their day!
Callous Leadership is a shockingly powerful "healing" card that can be used to help your larger, more important characters online. For instance, Shockwave, Soundwave or Megatron -- Living Weapon; all necessitate a list being built around them, and all would very much like to stay alive. Living Weapon takes up a lot of investment to swing with effectively, and Soundwave kinda makes the entire Cassette archetype go around. Using Callous Leadership, you can move that damage to a squishier character to make the damage meaningless or to transfer it to a character that you managed to I STILL FUNCTION! to wipe away the damage entirely.
This massive amount of healing can be compounded with cards like Cooling Vents that heal one when you attach them or characters like Red Alert or Arcee who heal your characters when you Transform them. As I spoke about in my Red Alert video, healing can stack in the same way that damage can. It's usually not as powerful as simply damaging your opponent because there is so much burst damage in the metagame that it becomes a bit irrelevant to heal anything.
But, Callous Leadership allows you to heal off your more important characters with a huge burst of healing, much better than the healing over time effects that we've been accustomed to. I realize that it's technically not healing per se, but when you move damage from an important character to an unimportant one, you can effectively call it "healing" from there. I can't wait to find out how much this will be played, especially when you consider the power that large Decepticon Leaders like Starscream or Megatron hold -- and how frustratingly unkillable they're going to feel when you heal off over half the damage that your opponent dealt to them.

"This is Major Tom to Ground Control / I'm stepping through the door
And I'm floating in the most peculiar way / And the stars look very different today"
And I'm floating in the most peculiar way / And the stars look very different today"
Unconventional Flying Object -- UFO for short -- has probably the most hilarious artwork of anything in the game. Just the mental image of Alpha Trion just supermanning it through the atmosphere gives me a good chuckle.
But, anyway, UFO itself is a pretty neat little Action that literally every Spaceship will love to see. Whereas Rapid Conversion was a good little card that most Spaceship lists like Cosmos played, it always felt lacking because you still needed more Transformations in a turn than you were given. Further, you can use UFO in Cosmos to burn through your deck even faster, then to use his robot mode's ability in the same turn. With Alpha Trion, you can use it as a sort of "junk hunt" effect where you can simply replace it with a card from your Scrap Pile. With Shockwave -- Cybertron Commander? You can essentially use it as a Testify, then still having the transformation to flip him to robot mode in order to punish your opponent's large hand.
Now, does this make Cosmos or Shockwave suddenly good? No, I don't think so. But, does it make them better now that you can use their flip effects more effectively? Oh, absolutely. I think Cosmos in particular has to get a second look after Siege comes out -- his value it simply too high to ignore, and I think UFO will make that obvious for all to see.

"You did it, Scoob! You caught those spooks!"
And just like that, the Firecons were captured and hauled away. No one saw them again!
Anyway, just in case you wanted another card other than Acid Storm to utterly demolish Dinobots or Firecons, look no further than Dampening Field. Dampening field, Secret Action 2 of apparently 8, is a doozy for Bold decks or other aggressive archetypes because it effectively turns off their Bold or other flipping effects like Kickback or Demolishor.
Even better, it's a white pip -- meaning, you don't need to force yourself to play blue pips in an orange deck or orange pips in a blue deck to tech in Dampening Field. In fact, I can see playing this in Insecticons for the mirror matchup just to effectively confirm one of my character's survival without taking up an Upgrade attachment for the turn in Force Field, their Bold notwithstanding. Of course, Grenade Launcher and Reckless Charge can both be used regardless of Dampening Field, but it's an interesting thought regardless.
I can see a lot of decks playing Dampening Field to slow down the meta, forcing their opponents into moments of weakness, potentially forcing them to whiff KOs that they normally would have been confirmed. I am extremely excited for it, in fact, and even moreso when you consider all of the Secret Action support we have in this set in Laserbeak, Shockwave and Skywarp to name a few.
Could Dampening Field slow down the meta through its presence alone? Maybe, maybe not. I think aggro decks are still going to be the best kind of deck out there at the moment, purely because they chase the win condition the fastest. Plus, it's always fun to flip half of your deck and look at all the pretty colors as you blatantly murder your opponent's characters. However, I have a feeling that Dampening Field might just have something to say about that.

The three most important words in the Cybertronian dictionary: Wheeljack, Wheeljack and Wheeljack.
Ever get one of your Battle Masters scrapped by some scrub and their Enforcement Batons? Ever sit down and wonder, just why was your opponent playing Scrapper Gauntlets of all things to scrap your hard-earned Battle Master? Have you ever been attacked by an Air Raid, like, at all? Then Quartermaster is for you!
Quartermaster allows you to reuse Battle Masters from the grave, drastically improving their overall viability and usefulness, but also allows you to move upgrades, reactivating Put effects and allowing you to move a Battle Master from one location to another. If you're like me and you're constantly on the lookout for things that can be broken, you're getting some alarms right about now.
If you remember Swap Parts and how oppressive that card was in the infinite combo deck, you see the words "move an upgrade" and you start to sweat. No worries here, though -- it's only one Upgrade, and unless the upgrade is the most broken upgrade on the planet (Hello, Cog) you won't be winning any games off the back of this card in that way at least.
That being said, cards like Lionizer or Aimless will get much better now that they have the power to come back from the scrap heap and reequip themselves. Now, every one of your characters have the potential to use Lionizer multiple times, and with his effects of Bold 4 and Plan 1 being as they are, I can't wait to find out how much he'll be played. Aimless, too.
Battle Masters in general were a bit inconsistent in the amount of value they give, but now? Now there's room for their power to spread to other characters, and that's about as good as you can imagine it to be and I, for one, am extremely excited about it. Plus, if your area is flooded with them, you can even tech in anti-weapon cards to potentially make your opponent whiff attacks with their Battle Master. You never know!

Not Leap Into Battle, rather, a light saunter.
For blue/black, Steady Aim could not be better. Trading out one of the extra damage for a black pip, Steady Aim has nearly all the power of Leap Into Battle and maybe even a bit more power given the Pierce. Blue decks usually need Pierce in order to do much damage unless they have a high base attack like Optimus Prime -- Battlefield Legend or Nemesis Prime, making the Pierce that one would get from playing blue/black extremely effective at keeping damage from falling too low.
The damage boost isn't going to be as high as Leap Into Battle, but it's definitely going to be just as useful. Put simply, there's really no reason not to play Steady Aim in a blue deck -- it's just one of those cards that will nearly always be good.

"If you are looking for the weak spot, just aim for the glowy bits and you can't be far from wrong."
This is just Steady Aim but with more words and less colors. I think, between the two, Steady Aim is slightly better because of the blue pip. You're far more likely to flip a card than draw it, and for that reason you're going to want the pips instead of the slightly more Pierce.
There's really not much else to say since the two cards are so similar. However, if you have room for both, I don't see why you wouldn't want to play both.

What a gas!
Similar to Combat Dagger, Smoke Cloak is a slightly less effective Reinforced Plating with a black pip. There really isn't too much to note on about it, other than the fact that it makes blue/black just slightly better. Pretty much, so long as there are blue and black combo cards, the better the deck archetype becomes and the more playable it will be.
I'm extremely excited at the notion of slower decks that would play cards like this because it diversifies the meta. It makes plenty of the more niche rogue decks better (especially because they aren't being one-hit every attack) and more combiners can be played. I'm ecstatic about the prospects of that notion, and thus, I am ecstatic about this card; not because of what it does per-se, but because of what it represents.

Hit or miss, I guess they never miss, huh?
Emergency Defense Field is a funky, funky card. On one hand, it's a worse Force Field. On the other, it's completely busted and makes certain archetypes way better.
Let me explain. You see, Force Field is usually better in most circumstances. The higher HP you have, the better Force Field is. If your opponent has to wade through fifty Force Fields to finally get the killing blow on your Nemesis Prime, you're probably winning that game. That being said, the lower HP you have, the better Emergency Defense Field is. For instance, you could attach it on a character that has less than 4 HP remaining to potentially defend them, or you could attach it to a character who has 8 or less HP in an attempt to force a two or more hit KO.
Now, the big problem is that EDF is not surefire. You see, if your opponent just so happens to hit an odd number at the wrong time, they totally dunk on you. You always run the risk of your opponent playing a Bashing Shield or something similar, but here, you run the risk of your opponent just attacking you through your shield just anyway.
For instance, if your opponent can easily hit 13 and up damage, and you have 12 HP characters, wouldn't you rather just attach a Force Field and avoid that high damage altogether, take your 4 and move on? Kinda thought so. I find the small damage that Force Field affords you is way better than essentially flipping a coin and seeing how well or how poorly your opponent flips cards. In fact, Force Field even has a white pip, and EDF doesn't have any pips whatsoever.
Either way, it isn't like you can't play both in lists that either really don't value their opponent's sanity or just like looking at pictures of Trailbreaker. It's a funky thing, but I'm really quite middling on Emergency Defense Field. You could probably play it in lists with small characters like Combiners (Devastator especially), but outside of that, I doubt it will be played all that much.

"Look out! She's got a sword!"
"You idiot, we all have swords!"
"You idiot, we all have swords!"
This card is an over(under?)glorified Fusion Cannon of Megatron for small characters. There are good things about it, of course, but I just find it hilarious that a sword has the same destructive power as Megatron's Fusion Cannon.
Anyway, as to the playability of Laser Cutlass, you may find that certain Combiners really adore this card. For example, Aerialbots deal their damage through two means: Direct Damage and Pierce. They are a very defensive list that loves their blue pips, and I can see them absolutely adoring this card.
However, we have two very interesting cards for low damage Combiner teams that were printed in Rise of the Combiners that are way more consistent than Laser Cutlass: Noble's Blaster and Scoundrel's Blaster, both of which are Blue, deal more damage and have similar levels of Pierce. Oh, and they have green pips, too.
It really depends on what you're planning on doing. Sometimes you need redundant Upgrades or Actions to make things just that much easier to draw into them, but other times they can just end up making your deck inconsistent. I would say that Laser Cutlass as a whole is in the same niche as Scoundrel's/Noble's Blaster, with the only noticeable differences being that the Cutlass can be attached to anyone, not just a specific faction, and that the Blaster has a green pip.
Which one you play really depends on the deck you're playing and what you want to do with it, but until then my money is on Scoundrel's/Noble's for their consistency alone.

"Why worry? Each of us is wearing an unlicensed nuclear accelerator on his back."
Energy Pack is kind of nutty when you think about it in certain cases. I mean, think about it. Nemesis Prime has 16 HP; slap one of these bad boys on him, and he has a frankly disgusting 20 HP. Metroplex? Oh, he just has a tiny, teensy weensy 39 HP. Dreadwing? You can attach two of these things, giving him 32 HP in total. Jetfire can attach Energy Pack from the Scrap Pile and grow his HP whether your opponent likes it or not, and he has 15 base. Big characters get bigger, and smaller characters weep in jealousy.
I've oft thought about HP and defense as one in the same in most circumstances. If you're going to one-hit Kickback, you'll need to hit 10 damage, even though his HP is only 9. That's because his defense is only 1, and if you're going to OHKO him, you'll need to factor that number in. However, when your HP is higher -- for instance, Nemesis or Metroplex -- that defense is going to reduce a lot of damage over time because nobody is going to be able to one-hit you unless they're Predaking or Volcanicus.
So, when you add to your already titanic HP, you're also effectively adding on to your defense as well. The longer it takes your opponent to KO you, the more your defense is going to defend you. You're not going to always want it, of course; sometimes a Data Bank, a Field Communicator or something similar is going to give you more value in certain scenarios. But, that being said, you can't tell me it's ever bad to have more HP.
CLOSING
First off, sorry this article took so long to put out. It seemed like whenever I was just about done with it, more cards were revealed. I guess that's a good thing -- it helps keep me up-to-date and it keeps me honest!
As for the cards themselves, I am convinced that the Firecons are going to be a meta deck. I'm not quite sure what tier they are particularly, but I am convinced that they belong on the list. Motorcycles, too, have quite a bit of potential with Pop A Wheelie -- a "boost" they've been needing for quite some time now. I also can't wait to see where Elita goes from here; whether she's only playable in Infinite or if she's going to be a bodyguard for her partners is beyond me, but I just can't wait to see what people do with her.
Revealing a card for Wizards, as well, was definitely a highlight of my run in this community. I've been ecstatic to work with Wizards on it, and I've been super thankful that they allowed a tiny channel like mine to show off a reveal, a character reveal at that. I am constantly impressed by the transparency and openness that Wizards has been gracing the community with, and I am proud to help with that. I even got to flex on my Red Alert figures! Even the one that wasn't named Red Alert!
Of course, the grown video player shows my shoddy thumbnail work, but you can't win 'em all, right?
What about you? Are you fired up for the Firecons? Elated for Elita? Pumped up for Pop A Wheelie? Let me know in the comments below, and I'll see you next time!