The reveals come from the Official Transformers Trading Card Game Facebook page and Vectorsigma.info.
As always, over to #Sideways#:
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"I have an army."
"We have a Hulk."
"We have a Hulk."
The Transformers Trading Card Game Facebook page is back at it again with these reveals, with card scans courtesy of VectorSigma.info and this time, we have Menasor! But that's not all, Menasor doesn't come alone -- he comes with all his composite parts, and more! But don't just take my word for it, let's take a look!
__________CHARACTER CARDS__________
Whoa! Yeah! Kickstart my Spark; hope it never stops!
Motormaster is the leader of the group, and he's arguably the most interesting of the bunch. He has painfully average stats when it comes to combiners, especially when you consider Motormaster is a rather powerful brute in canon, but his stats are definitely not what makes him special.
He has a very special ability in his Truck mode that keeps your entire team safe from indirect damage, from -- at least insofar as the wording of the card -- pretty much everything. Character Card, Action Cards, Upgrades, nothing can touch your team. Sadly, the only thing he can't protect is himself, as he states "other characters" instead of "all characters". This means that your opponents can target him with Plasma Burst, One Shall Stand and other indirect damage to try to remove him from the field if you're facing something spread-based.
Of course, that's fairly uncommon, with Planes and Double Prime being the only things that can effectively pull it off consistently. A lot of other decks seem to dead draw a lot with them, or worse. Although, as a side-note, Insecticon decks that play Barrage do play a bit of indirect damage in them to trigger his robot ability, which could be enough reason to play Motormaster in itself, but that's just pure conjecture.
But that is only in terms of his splashability in other lists, or perhaps in the mirror-match.
What makes him great for his archetype is his robot mode ability, which can redirect not the damage, but the entire attack to another one of your characters so that they can take the attack instead. Now, generally, it might be for the best if you just let Motormaster just take the hit, but in some cases, when you have a high defense partner for him on your team, you can definitely allow them to be the fall guy.
It's worth noting that in his Truck form, he is not technically Melee, Ranged or Specialist -- he's just... There. Whereas this shouldn't be a deal-breaker, it should go into your play as you wouldn't want to accidentally play a Power Sword when you couldn't.
All in all, his stats might not be the best, but his utility -- albeit meta dependent -- is great at keeping your team alive. Several decks will find him to be a high-priority target, which in Stunticon decks you'll find it easy to redirect that damage to one of your pawns. But who could possibly fit that "fall-guy" bill?
This whole character-swapping thing is a real... Wild-ride. Eh? Ehhh?
Hey, look, a fall-guy!
But in all seriousness, Off-Road has the highest defense out of all the ne'er-do-wells and that makes him all right in my book. Whereas he also has the lowest HP out of the whole group while also being tied for the lowest attack in vehicle mode, something you can easily pull off with him is the ol' switcheroo. With Motormaster attacking first, you can swing for more damage with him and still have the high defense that Off-Road can supply.
Ability-wise, he has a fascinating kit that makes him another anti-meta pick. Whereas his robot mode leaves a bit to be desired, his vehicle mode is as anti-Car as I've seen in this game, directly dealing damage specifically to them, damaging them through their "extra attack" playstyle. Of course, this is one thing that makes him annoying in the mirror, as he deals damage indirectly to Car lists, something that Stunticons have in spades.
But the thing is, that's also what makes Motormaster so important to keep alive in the mirror, as his ability and his ability alone keeps Off-Road and other oppressive anti-Combiner spread cards from dealing too much damage to your field.
Off-Road's robot form isn't nearly as impressive as his vehicle form, as it heals one damage from you when you Transform to robot mode. But, that being said, there is a time and place for that ability. You see, when you have as high of a defensive stat as Off-Road does, you're probably not going to get one-hit, especially with a Reinforced Plating on his person. That's what makes him impressive in terms of survivability. Being a Truck, and in a list that plays Cars, you can abuse Team-Up Tactics to its fullest extent.
In the case of Off-Road, you can use it in tandem with his robot form ability and heal a total of 3 damage, half his health pool. Now, that won't come up all the time -- remember, having three damage on you implies that you blocked at least six damage, not counting flips -- but having the ability to heal three damage is definitely better than not having any ability at all. Speaking of which...
A nervous wreck.
Hey, a vanilla!
Well, not exactly. See, whereas Motormaster, Off-Road and all his other compatriots expand their palate of exotic spices with flavors of keywords and interesting abilities, Breakdown is something approaching British food. Not overtly bland per se, but he comes really, really close.
He's a lot like Divebomb in that he's a Specialist with low stats and a vanilla form. The good news is, like Divebomb, he's just as useful as a Specialist in the list. Field Communicator remains a very good card in Combiner lists, same with Multi-Mission Gear, and anyone that can use those cards are automatically boosted in my book. But the problem is, he just has no incentive to Transform into robot mode at any time other than last in line, likely in the KO pile.
I can't help but think that it was from design that all the power was in his vehicle mode, boasting an impressive ability that can turn an extremely dismal offensive flip that has two blue pips in it into a considerable offensive. Of course, this is one of only a few decks out there that can and will need to play a balanced pip number to supplement this ability and Drag Strip's, which will be discussed below.
In more ways than one, Breakdown adores all the Car support that you can play in Stunticons as he can bolster his own offensive abilities while still keeping in his car form. He thrives off balanced lists, as flipping both blue and orange make him deal damage that can't be ignored by most decks of the trade.
He's not very splashable in pretty much any list whatsoever, but he's great in Stunticons.
On his way to kidnap Penelope Pitstop. Again.
Remember when I said that this list thrives on balanced pips? Drag Strip aims to please in that regard, as he boasts some powerful draw in regards to his vehicle mode. His stats are also some of the highest in regards to attack amongst his peers, making him a powerful attacker for the deck in his robot mode.
Naturally, "powerful" is relative when he has 4 Attack compared to titans like Optimus Prime or Inferno's 8, but that's neither here nor there.
The real power that Drag Strip has is in his draw. He's another great attacker in his vehicle mode, like Breakdown, because of that potentially massive draw that you can have for more or less free. You're going to have a large hand quite quickly with this deck, and that's accentuated by Dead End, as well, but we're going to get to him.
Sadly, his robot form still is the weakest part to his kit despite it having the highest base attack of his teammates. Pierce 1 is low, and whereas Pierce stacks with -- potentially -- Scoundrel's Blaster, it's worthy of note that his virtually nonexistent defensive capabilities make him extremely unlikely to survive getting hit, so one might have to think twice about giving him a weapon that isn't a Grenade Launcher.
I mean, if it's going to get discarded anyway when he gets KO'd, why not just attach something that gives you more bang for your buck, right?
As for his splashability in other lists, I think he could definitely get a place in a Cliffjumper list. Cheap, disposable cars is what Cliffjumper thrives on, and when you're a five star Car that draw cards that can be used to boost Cliffjumper's damage? That's just too hard to pass up. Cliffjumper is a very uncommon deck to face, though, so Drag Strip might not find too much use outside of Cliff and Stunticons, but his draw effect is utterly nutty. Heck, I even want to try him in Sunstorm to give a draw boost, but that's an article for another time.
"Doomed Loner"? Big mood. Big. Mood.
If you thought that Drag Strip was the best car for Cliffjumper, let me introduce you to Dead End.
This guy is a depressed nihilist, but his draw ability only fills me with bubbly optimism. The guy has an easily accessible draw power that combos well with Drag Strip's draw, potentially netting you three cards on top of the cards you're already drawing with Actions, for turn and all the like.
He's such a good Transform target on the first turn, and to make sure you get the draw effect off, he has Tough 1 in his car mode. Whereas this won't save you in the long run, especially given the higher damaging counterparts we've seen especially out of the Volcanicus variety, it will at least save you turn one and that's really all that matters when we're talking about this doomed fellow.
Dead End is great at getting you into that card-advantage state so treasured by many decks by combining him with Drag Strip. Outside of that, he's not the greatest. Despite that, another deck that loves him is Cliffjumper, who already draws a card when you transform your Cars to robot mode. Using him, you draw two cards when you transform Dead End into robot form. Not bad if I do say so myself.
Like Drag Strip, Dead End will see limited use outside of Stunitcons, perhaps even less than Drag Strip in general. Despite my high praise of his draw effect's ease of use, his stats are about as dismal as his personality. Sadly, the only effect to play him is his draw effect -- you can sack him with Motormaster after that.
More used cars than Uncle Bobby B's.
Menasor is a big chungus. He's not as big as Volcanicus by far -- not even close -- but he's comparable to Metroplex in many ways. In fact, he's only slightly beefier than Metroplex insofar as having one more defense than him. But his abilities aren't just radically different than the metrotitan, but in a way, better than him.
Here's the thing: Playing extra Actions on your turn is really insane. Much better than playing multiple Upgrades, especially when some Action cards can literally resurrect the dead, you can pull off some really cool combos with multiple Action effects. You can, for instance, play a Supercharge, then a Reckless Charge to deal frankly disgusting damage, or multiple disruption cards like Disruptive Entrance. I'm honestly fascinated by the prospects of playing multiple Actions in a turn without needing to play Brainstorm first, and I can't wait to find out what kind of broken combo you can do with that ability alone.
That double Action ability, combined with the fact that you draw two cards when you combine make Menasor's disruptive abilities potentially extremely powerful. Especially when you consider that you have been drawing extra cards with Dead End and Drag Strip, your hand will likely be Optimal at this point to allow some interesting plays.
Of course, that's not where it ends with this absolute unit. The immense thickness of Menasor's neck allows him to have Bold 1, Tough 1 and Pierce 1 all stacked on the same character. Whereas we care extremely little about Pierce 1 when you have a base attack of 6 and the potential to stack some heavily damaging Action cards, we do care about Bold 1 and Tough 1 stacking with our Power Sword and Body Armor already, giving him potentially Bold and Tough 4. With that amount of Tough on him, and hopefully enough remaining HP to give you some leeway, you can probably pull off some pretty long stands as Menasor while giving your opponent disruption of the likes they've never seen before.
That, combined with his already high Bold make him someone I'm very interested in seeing whether or not he takes a spot in the metagame up until now reserved for Metroplex. They are pretty similar, after all, but I think Metroplex is about to get a much-needed boost...
__________BATTLE CARDS__________
I must go! My people need me!
Escape Route is an intriguing Common Battle Card that's coming out of Wave 2, and I can't help but to wonder to what extent it'll be played if at all. There are certainly niche uses for it, for instance Dinobots might like the idea of digging for it with their massive Bold numbers to pull off some Grimlock flips on himself or perhaps some speedy Sludge plays.
But you know someone who would love this card way more than anyone else? Metroplex. Metroplex's playstyle requires you to play maximum copies of anything to net you multiple transformations in one turn. Roll Out, Rapid Conversion, they're all there -- but the problem was, if you whiffed them turn one you're pretty much at a massive disadvantage for the rest of the game given the fast-paced environment of Wave 1.
That's where Escape Route comes in. You see, not only do you get to dig for it with Metroplex's inherently high Bold numbers, you also get to make your turn one double flip that much more consistent by playing a third transformation card. I couldn't be more ecstatic -- Metroplex is a low-key favorite of mine. Something about playing with a card the size of an iPad makes me swoon, I guess.
But this card has limited use outside of Metroplex and Dinobots. Although, we haven't seen everything this set has to offer, so I can't exactly pass final judgement on it right yet, but it has enough potential to be a great card in certain niche scenarios. Most of the time you're going to want to transform into robot mode, but you never know what else this set has to offer to make this even better.
"Mr. 'E'. Mystery. A mystery can also be called an enigma.
Enigma. E. Nygma. Edward Nygma. The Riddler!"
Enigma. E. Nygma. Edward Nygma. The Riddler!"
An Enigma card is an Enigma card. Most of them are kinda useless in many circumstances outside of combination, as I have noticed. This one doesn't do too much that's special unlike the Predaking Enigma that drew a card and then played an Upgrade. The Stunticon Enigma draws two cards instead, which is cool, but I don't really think that makes it worth over-emphasizing on, especially since early game the card is a dead card in your hand. Only when you combine does the effect of having the card in your deck really begin to shine, and that's a shame.
But that being said, it's the most important card in the deck as if you don't Combine, you usually end up losing the game with your low offensive and defensive composite stats.
All in all, I'll give it a solid score of: Enigma/10. It's an Enigma -- it already merges five or six of your dudes into a bigger dude! What, you want it to do more than that?
They see me rollin' / They hatin'.
Stunticon Swagger is so freaking good. Okay, I know, it doesn't have a pip and that makes it kinda "meh" to put in your deck, but when you have an effect that's pretty much a pocket Acid Storm, you're going to get your value back multitudes of times over.
So, let me give you the lowdown on this card. When it says, "your opponent can't use Bold or Tough against the upgraded character" they mean it literally. You can't use Bold in an attack against the Stunticon that you're attacking, and conversely, you can't use Tough against the Upgraded Stunitcon, either. This card makes Dinobots cry even more than they do now that Acid Storm is being slid into certain decks to counter them. Even Insecticons hate this card, especially since Barrage is taken purely for his own Bold stacking ability.
Here's the thing, though. Menasor is also a Stunticon, if you couldn't already tell. That means that his huge self can swagger like the rest of his composite parts, and that means he's just that much harder to take down. His massive defensive abilities have a perfect capstone with Stunticon Swagger, forcing your opponent to rely on boosting their attack stats instead of relying on Bold to do their dirty work for them.
It's worth noting that this card is also great against Nemesis Prime decks that rely on Bold and Tough to mill their decks faster. Whereas it probably won't really help as much as attaching a weapon would in the early game, it's certainly a great card to have attached to your Stunticons and it takes the cake in terms of my favorite support for a Combiner as of yet. It's just that good. Pip or not, this card makes me impossibly intrigued to see if Menasor can be as big and powerful as I think he can be.
"Careful. A cornered beast is where they're at their most dangerous."
As the developers described it, "Cornered!" is an anti-Combiner card. Being able to flip one of your opponent's hard-earned transformations back to their vehicle mode over and over can reduce even the most hardened Combiner player to tears as their entire deck seems to slow down to a crawl. But that's not all, you can also use it to trigger certain effects on your opponent's characters prematurely.
As per their weekly "Rules Roundup" that the guys over at Wizards of the Coast are doing, they recently answered a bunch of questions over a variety of topics. One of such questions was whether or not a flip ability triggered on your turn when you used Cornered! on one of your opponent's characters. That answer was an unequivocal "yes", which opens up a new can of worms in terms of potential play strategies to mess up your opponent's life.
You see, you can force them to flip when they don't want to. For instance, Nemesis Prime when they are about to reshuffle their deck, or perhaps Skrapnel where you can punish his low HP without his annoying robot mode ability. But more than that, you can abuse cards like Chop Shop too soon, discarding all their hard-earned Upgrades and avoiding the massive draw and healing-fest that was about to happen. There are countless levels of interplay that have come out of this new ruling, and it's definitely something to keep an eye on especially with a potential combiner meta.
This brings up an interesting point, though: Why would they counter something so quickly upon release? Combiners already have quite a few problems with speed, especially against aggro decks like Insecticons -- so why make things even more complicated for them? It's unfortunate, really, but it begs the question if we're going to see even more support for them in the future that the developers thought it a good idea to nerf them before release.
Just food for thought.
Either way, I think that this card is really great, if you couldn't tell. It memes hard on Combiners, despite only being able to target living members instead of the ones in the KO pile. It doesn't seem to be all that useful for aggressive decks (unless you think that teching it in might change an Insecticon matchup more than teching in indirect damage), but the usefulness of the green pip make it very interesting in decks like Double Prime or Cars with their very disruptive playstyles.
It'll almost definitely see play, especially with how powerful combiners can be -- but don't expect every deck to play it.
__________CONCLUSION__________
I, for one, welcome our new Car overlords.
In all seriousness, though, I do think that Car Control might make a massive comeback into the metagame with the advent of Cornered! and the Stunticon support. Whereas frail, Cars are untargetable half the time and it makes it very annoying for tall decks especially to try and beat.
I am slightly concerned that Cornered! might make Combiners unplayable unless they have a unique way of spamming out parts like Volcanicus can, but that remains to be seen and is really only a knee-jerk reaction I had when reading the card and the developers' intent behind it.
But all in all, I think the game is definitely going into a more diverse direction, and that is a very good thing for the metagame. I mean, no one wants to face the same three decks over and over, right? I can definitely see some impressive abilities to try and change up the metagame, especially on the part of the Stunticons. I can't wait to see what they can do with Stunticon Swagger, and I can't wait to see how Menasor will do under pressure.
Anyway, that's all for my ramblings. If you'd like to hear more of my ramblings, check out my YouTube channel where I upload content for the Transformers Trading Card game among other things.
Thanks for reading, and who do you think will come to the game next? Computron? Victorion? Superion? Bruticus? Let me know in the comments below!
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Is Menasor the Combiner for you? Let us know in the Energon Pub and stay tuned to Seibertron for all the latest news and reviews!

































































