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Seibertron's 2023 Year End Review: Best Transformers Toys and Media

Transformers News: Seibertron's 2023 Year End Review: Best Transformers Toys and Media
Date: Friday, January 5th 2024 3:06pm CST
Categories: Site Articles, Editorials
Posted by: william-james88

Discuss This Topic · Permanent Link
Views: 61,542

Seibertron's Year End Review


It's time to look back at 2023 in all things Transformers. Below you will find the picks from staff members Scotty P, D-Maximus Primal, Bounti76 and myself, william-james88, for the toys we found best in various categories along with our favourite bits of Transformers media and what we look forward to most for next. Please let us know your pics too. And now, on with the list!

Best Overall Transformers Toy

Deathsaurus is beyond a shadow of a doubt the toy of the year. While it was indeed much pricier than any toy his size in a Generations line, this toy showed what the designers at Hasbro could do if they had all the budget they needed to make our beloved toys as great as possible. And they didn't disapoint in any way. I love this toy and wish every Transformers fan could experience him. -william-james88

BURNING CHAINCLAW LET'S F****** GO jk it's Haslab Deathsaurus, soaring to the top of my 2023 pile at the very last minute. Part of my brain is screaming at me that this choice is pure recency bias. It may prove to be, but right now I'm more confident than not that it's the correct choice. Deathsaurus reminds me in many ways of the toys we saw from around 2005 - 2010. He's big, is (mostly) made from materials that feel solid, has tons of satisfying, clicky ratchet joints, and generally looks how I personally want Transformers to look. Best of all, and this is what nudged him past Suiken at the last minute, Deathsaurus looks great on a shelf while also including massive amounts of optional, well integrated play value. There's a plethora of stuff to do if you want to, and if you don't, you can slap that stuff on the back of his chair or in most cases, on his back.
Take your Victory lap, Deathsaurus, Eaglebreast and Tigerbreast. You've earned it.
-ScottyP

ROTB Optimus Prime. I managed to get one from Pulse, and he's fantastic. Tabs and fits together well in both modes, and it's fun to transform. -Bounti76

Legacy Armada Optimus Prime - This toy hit my hands, and I knew from there that this was the best things would get this year. He is so good, just so good! The alt mode screams power and bulk, and I love it. Main robot mode is very solid, very good looking, very well painted and molded, it is just lovely. And then the super mode is just so awesome. They could not have nailed this any better. and the fact that he is compatible with the old Overload is just the cherry on top. Well done team, this one was perfection incarnate. -D-Maximal_Primal

Transformers News: Seibertron's 2023 Year End Review: Best Transformers Toys and Media

Best Legacy Toy

Sicko-Mode Powerlinx Hot Shot with Jolt. Take a fun Hot Shot, make it three times faster, give it extra guns and finally include a Mini-Con with an Armada toy homage and you get a super fun afternoon. This is the one Armada themed release from this year that tops its forebear in every possible way. -ScottyP

Tarn. I've wanted a toy of Tarn ever since I saw the design. I always appreciated that Alex Milne designed the character in a way that you could see exactly how it would work as a toy and I admit, I thought of getting a third party version many timed (but the total cost was always prohibitive for me). I'm glad I waited, because Hasbro aced it with this version. Looks like the comic character come to life. -william-james88

Tie between Nemesis and Antagony. Nemesis' altmode is straight out of the G1 cartoon, and they managed to make her robot mode look surprisingly good considering the starship was the priority for the toy. And I'm a sucker for obscure fembots, so Antagony definitely fits that bill, while wearing the mold better than Inferno, IMO. -Bounti76

Prime Dreadwing - After the first year of Legacy, the Prime figures were definitely the weakest link, with pretty poor efforts overall. This year, they shined. Skyquake was really good, and a lot of fun, but then they repainted him like Dreadwing, who is one of my all time favorite Decepticons, and I screamed. He is good, he is beautiful, and I am thankful my boy got another toy. -D-Maximal_Primal

Transformers News: Seibertron's 2023 Year End Review: Best Transformers Toys and Media

Best Studio Series Toy

SS86: Snarl, Movie SS: Noah Diaz. Snarl is just great, and yes I wish the gold matched the other dinobots, but outside of that I couldn't ask for more from a Generations incarnation of Snarl. Well, maybe a gun, but aside from that, yes, entirely satisfied. It was a tough choice between this and Magnus, but my love of dinobots won out. I wasn't sure how granular answers in this category should be, but Movie SS and SS86 feel like two entirely different toylines, so I'm picking a separate Movie entry and that is Core Class Noah Diaz. Yes, really. This is a fun toy that takes some liberties with the film's exo-suit, but do you care? Not when it's this fun. It even avoids the weird no-face of recent things like the SS86 exo-suit by just painting over the visor. Maybe not an ideal solution, but better than a bad one! The rest of Movie Studio Series was disqualified for not being very fun. - ScottyP

SS Rhinox. This line felt off this year due to having toys based on non final designs for ROTB and making missteps with every single release of the Gamer Edition subline. But voyager Rhinox turned out awesome. Hasbro was able to make a last minute change to the colours right before it hit the stage of mass production, making this the most accurate ROTB toy this year, and thus the epitome of what the line is meant to be, accurate figures from the live action films. -william-james88

SS 86 Brawn. Another "stepped-out-of-the-cartoon" design, with a cool altmode and the perfect size to fit in with the other Deluxe "mini"bots. -Bounti76

This is probably my hardest category this year. SS was super polarizing this year for me, between Mirage AKA my favorite movie character, Gamer Megatron, and SS86 Snarl being my 2 biggest disappointments of the year, yet RotB Bee being the best SS Bee figure, Gamer Prime rocking out, core Noah being far superior to any other core, it was hard. But for me, Leader Scourge will be my pick. I loved Scourge in the movie, and his toy is pretty solid. It has a slenderman feel to it, with that awesome claw and grill chest. He is fun to pose, and he can look menacing in many different ways. He is just good, I liked him a lot. -D-Maximal_Primal

Best Earthspark Toy

Deluxe Nightshade, pick your deco (Hasbro or Takara). Not since Transformers: Prime, at least generally speaking, have the design teams for Transformers toys needed to make sleek, stylistic, potentially impossible character designs into toys. Sometimes these aren't successful but in the case of Nightshade, they knocked them out of the park. It's also been entirely too many years since an owl was used for an alt mode. The combination of novelty from that non-traditional alt mode plus a surprising level of quality and fun makes for the best output of the Earthspark lineup so far. - ScottyP

Warrior Thrash surprised me as it fit the bill of deluxes of old. I really like motorcycle Transformers since they usually give you a sleek robot with an imaginative transformation and that it exactly what we got. -william-james88

Nightshade. Transformation is a bit more intricate than I expected for an Earthspark toy, but they have a decent robot mode, and their owl mode is unusual and unique. -Bounti76

Warrior Jawbreaker - I adore Jawbreaker in the series, and his toy is no exception. It is fun but simple, elegant yet well painted. I adore him, he is cute and fun. They managed to make a great warrior here that wasn't compromised. -D-Maximal_Primal

Transformers News: Seibertron's 2023 Year End Review: Best Transformers Toys and Media

Best ROTB Toy

Takara Optimus Primal. The "mainline" for Rise of the Beasts was surprisingly fun, and while not totally devoid of segments overly hampered by one-note gimmicks, it was a big improvement over the Bumblebee movie's tiny, mostly soulless effort. The main standout from the line has to be Takara's $60-ish Optimus Primal, a big rendition of the Maximal leader that fits right in with the "Leader Class" of years gone by and even the Legendary Optimus Prime they put out for the Bumblebee movie. A great sculpt, fun transformation, and even excellent compatibility with the Beast Battle Masters all adds up to what Transformers could be more often, if only they weren't so darn expensive. - ScottyP

Optimus Primal seems to have gotten the preferential treatment in the ROTB line, with most of his figures being the best of their specific class. The voyager, for instance, was the best of the three, and I really like that deluxe sized weaponizer figure. That was an excellent option for younger kids, providing an easy transformation but still providing good old ball joint articulation from the later Beast era. -william-james88

Voyager Optimus Prime - I am an oddball here, but i didn't like the SS (Buzzworthy Bumblebee) voyager that much. but the main movie voyager? That one was super strong. I like him a lot! It has some really nice little cues here and there that make him proportionally a little better looking than the movie model (which needs smaller thighs, more abs, and less square shoulders) and just makes him a superior toy. I love him, he definitely stood out this year. -D-Maximal_Primal

Transformers News: Seibertron's 2023 Year End Review: Best Transformers Toys and Media

Best MP Toy

MPG-04 Suiken is the best of the very slim roster of MP toys released in 2023. All of the Trainbots have had a high degree of elegance in their designs, but the execution hasn't always been on par - just search the internet and social media for pictures of Yukikaze's knees. Suiken and the extremely similar Seizan offer both, in my opinion, with Suiken winning out for a unique color scheme and a headsculpt that completely nails the era the character comes from. The backpack kibble may be an issue for some, but for me it's super easy to just take it off and set it to the side if a slimmer profile is desired.
Honorable mention to MP-57 Skyfire, which would have won this if Takara Tomy hadn't designed him with exploding feet in service of a gerwalk mode that we don't need in Transformers because this isn't Macross and this figure doesn't even use the G1 toy design and ohmygodwhatweretheythinking :BOOM:
-ScottyP

MPM Bonecrusher and MP-56 Trailbreaker. I really tried to pick one of them, I did, but I just could not do it, they are so utterly different and accomplish things so completely different. They are just really good. Trailbreaker makes a great cartoon Trailbreaker, with some cool effects and a nice alt mode. Bonecrusher is huge, posable, but perfectly balanced with wonderful flame effects for movie scene recreations as well as a the highly posable claw and weathering. They are both top notch, and they both deserve a mention. -D-Maximal_Primal

Best TF Media

Earthspark, which probably edged out Rise of the Beasts for me just due to length as there's more here to savor. An entire team of totally new Transformers in a show with a decent budget? When do we get more? The villains of this entry scrape the barrel, but the rest is the most fun you can have with Transformers this year. - ScottyP

I really enjoyed the first comic from the new series. You can read my review here: /transformers ... und/47912/ -william-james88

Rise of the Beasts. While not as good as Bumblebee, still a solid follow-up with some actual good character development for the Autobots, and great voice acting work for the Autobots, Terrorcons, and Maximals. -Bounti76

Skybound comics - This one was also a surprise, I really enjoyed Rise of the Beasts, but the new skybound comics are just so strong. I was very wary of them, but then I heard about issue 1, decided to read it, and now I am hooked. This comic is so good you guys, they know what they are doing. It is a blast, and I cannot recommend it enough.
-D-Maximal_Primal

Transformers News: Seibertron's 2023 Year End Review: Best Transformers Toys and Media

What you are looking forward to next year?

Titan Tidal Wave, and hopefully, Hasbro CEO Chris C. (whose entire name I can't type because of the profanity filter, which is honestly kind of hilarious) being fired.
-ScottyP

Magmatron, easy. I never had the original figure but always wanted it since I love Dinosaurs. And now I will own the ultimate version of that figure with modern articulation (a big weakness of the original). -william-james88

Honestly, not a lot of what has been revealed so far interests me, so I hope Hasbro has some amazing things coming up for the 40th Anniversary of the brand. -Bounti76

I am gonna say 2 different Masterpiece releases next year, specifically MPG Kaen and MPM Brawl. Kaen will finally complete Raiden, a project I have long been waiting to complete, ever since it was announced really. And Brawl will, with the exception of the Frenzy we really need, complete the MP 07 movie cast, which I am so excited for! Especially since the cons have been really solid, with Bonecrusher proving to be such a solid entry this year. -D-Maximal_Primal

Top 10 Best Transformers Mini-Con Molds + Ranking for all 100 Mini-Con Molds

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for all 100 Mini-Con Molds
Date: Sunday, December 25th 2022 6:10pm CST
Categories: Site Articles, Editorials, Top Lists
Posted by: rikkomba

Discuss This Topic · Permanent Link
Views: 123,526

Hello everybody! Welcome back for the third and final part of this series focused on mini-cons.
You can find part 1, focused on Mini-con teams, here, and part 2, focused on mini-con partners, here.

This year marks the 20th anniversary of what has been one of the most influential Transformers toylines ever created, whose wild success eventually opened the door to investing in the Bayverse.

Armada introduced us to Mini-cons as the “third faction”. Spawn of Unicron and pokemon of the week, these tiny robots were hunted down by both Autobots and Decepticons as “power ups” for larger Transformers.

Mini-con toys came in two flavours: teams, sold, in 3-packs, and partner Mini-cons sold together with their bigger partner. After journeying through teams and partners, we are finally at the final showdown: which are the top 10 Mini-cons, when taken as standalone toys?

In this list we won’t focus on “team’s theme” or “partner integration”, but on the toy in itself, in the context of still being a powerup for larger ‘bots.
1-20 scores were given for:
Alt mode: how cool is the alt mode, how well designed?
Robot mode: how cool is the robot mode, in the context of a tiny toy?
Powerlinx credibility: just by itself, how credible is this Mini-con as a powerup?
Engineering: how well was this Mini-con built?
Transformation: how original and well executed is the transformation?

Then those scores were added together to give a score on 100 which is what you will see on all the entries throughout the ranking.

The list includes:

- all 63 individual molds from Mini-con teams: 33 from Armada, 3 from Energon, 6 from Cybertron, 18 from Classic and 3 from Thrilling 30;
- all 35 partner Mini-con molds: 21 from Armada, 4 from Cybertron, 1 from Universe 2.0 and 9 from Power Core Combiners;
two molds with toys which were at some point called Mini-cons: Cybertron Laserbeak, and Generations Cyclonus’ Nightstick.

This gives a grand total of exactly 100 Mini-con molds.

Because of the number and variety of Mini-cons listed, in case of tied scores the placement in the list is down to personal preference.
Which are the top 10? Which is the single worst Mini-con out of 100?
Let’s get started!

#10. Transformers Armada Thunderclash (85/100)
20/20/5/20/20
Iconic alt mode, original transformation, not very credible as a power up, also because of how its port is positioned.
Team: partner, with Armada Skywarp
Versions: 5

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds


#9. Transformers Armada Gunbarrel (Glide) (86/100)
18/14/20/20/14
Six-barrelled cannon and bomber, some challenges with articulation in robot mode but overall solid targetmaster.
Team: Air Military Team
Versions: 9

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds


#8. Transformers Armada Leader-1 (Barrel) (87/100)
14/15/20/20/18
Iconic triple-changing mini-con, simple but effective engineering and transformation.
Team: partner, with Armada Megatron
Versions: 3

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds


#7. Transformers Classics Dreadwing (88/100)
20/14/14/20/20
Excellent beast mode, it could pass as a shield with its wings closed, why not.
Team: Classics Predator Attack Team
Versions: 4

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds


#6. Transformers Armada Terradive (Recon) (89/100)
20/20/20/13/16
Excellent targetmaster to give Starscream some Wolverine claws, hampered by bad engineering and overall fragility.
Team: Air Military Team
Versions: 9

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds


#5. Transformers Cybertron Safeguard (Roots) (91/100)
Safeguard is possibly the best Mini-con to come out of Galaxy Force. While it does not activate any real feature, being more of a targetmaster partner, Safeguard’s inherent coolness makes it stand tall among so many power-ups.
Alt mode (20/20): literally a flying laser cannon, cool enough to get a pass.
Robot mode (20/20): articulated, cool looking and well proportioned.
Powerlinx credibility (20/20): possibly the most credible arm-mounted powerup.
Engineering (16/20): durable, stands easily despite the massive backpack.
Transformation (13/20): effective, but simple.
Team: partner, with Cybertron Vector Prime
Versions: 5

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds


#4. Transformers Armada Makeshift (Twist) (92/100)
Makeshift is a great mini-con triple changer, with two excellent alt modes and a passable robot mode.
Alt mode (16/20): iconic and unique, Makeshift’s alt mode looks so peaceful… until it’s transformed into its third mode, a double tri-barrelled rotating machine gun!
Robot mode (16/20): its gun-hands are a bit distracting, could be worse.
Powerlinx credibility (20/20): how cool is this?
Engineering (20/20): robust and durable, with thick transparent plastic.
Transformation (20/20): simple and effective across three modes.
Team: Emergency Team
Versions: 10

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds


#3. Transformers Armada Stormcloud
(93/100)Stormcloud not only makes for an excellent power-up, but is also a great, fun TF toy on its own.
Alt mode (17/20): great looking speedboat with a giant, giant missile on top
Robot mode (20/20): articulated - even more than the “highly articulated” Street Speed Team members - stable and cool looking, despite the giant, giant missile.
Powerlinx credibility (20/20): one of the best.
Engineering (18/20): very well designed, more effort than in many other cases.
Transformation (18/20): simple, and very effective.
Team: Sea Team
Versions: 6

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds


#2. Transformers Armada Waterlog (95/100)
Waterlog is at least as cool as Stormcloud, with a slightly more interesting transformation.
Alt mode (20/20): a great hovercraft mode, with a giant, giant missile
Robot mode (16/20): well proportioned and decently articulated, with a great arm-mounted weapon - the giant boots are still needed to give it stability
Powerlinx credibility (20/20): excellent power-up.
Engineering (20/20): stable and robust.
Transformation (19/20): original transformation for a mini-con, well executed.
Team: Sea Team
Versions: 6

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds


#1. Transformers Armada Bonecrusher (Bomb) (99/100)
Bonecrusher is the pinnacle of mini-con molds, with an original alt mode, a unique transformation, a cool looking robot mode and great credibility as a power-up. Bonecrusher wins under all dimensions, and any TFan should own a copy of this mold.
Alt mode (19/20): unique and well designed - it’s a shame the first is so visible.
Robot mode (20/20): this mini-con means business.
Powerlinx credibility (20/20): an excellent power-up with a giant, giant missile
Engineering (20/20): the best engineering of any Mini-con toy out there. Solid and durable.
Transformation (20/20): the most original transformation of any Mini-con toy out there.
Team: Land Military Team
Versions: 6

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds

Bonecrusher confirms the strength of the Land Military Mini-con team (see part 2). And now, as we go through all remaining 95 molds, we’ll finally find out: which is the worst mini-con ever forged?

#11, Overcast (Cybertron), (84/100)
13/15/20/18/18
Great power-up as dual missile launcher, but the giant missiles don’t work in alt or robot mode.
Team: Giant Planet Team
Versions: 3

#12, Steel Wind (Classics), (83/100)
20/13/10/20/20
Original transformation, and I guess it’s somewhat credible as “arm-mounted bomb launcher”. Proportions in robot mode are iffy.
Team: Classics Clear Skies Team
Versions: 6

#13, Firebot, (82/100)
20/8/20/16/18
Great, kawaii triple changer, with an excellent targetmaster mode as missile pod.
Team: Emergency Team
Versions: 10

#14, Jolt (Cybertron), (81/100)
20/20/1/20/20
Excellent TF toy, terrible power-up.
Team: Cybertron Recon Team
Versions: 8

#15, Longarm (Cybertron), (80/100)
20/20/0/20/20
Excellent TF toy, no credibility whatsoever as power-up.
Team: Giant Planet Team
Versions: 4

#16, Nightscream (Classics), (78/100)
20/18/0/20/20
Great Dragon TF, notable for having its Dragoyell repaint as one of the most elusive Mini-cons ever; terrible, terrible as power-up.
Team: Classics Clear Skies Team
Versions: 5

#17, Thunderwing, (78/100)
20/12/6/20/20
Fun triple changer toy, but… is it a rotating shield? A shuriken? Not very convincing.
Team: Air Military Team
Versions: 9

#18, Liftor, (78/100)
10/20/8/20/20
The Tiny God of mini-con toys, with possibly the best robot mode of any and all Mini-cons, not very convincing for the rest.
Team: partner, with Armada Smokescreen
Versions: 2

#19, Inferno, (78/100)
14/14/14/20/16
Solid in all three modes.
Team: partner, with Armada Thrust
Versions: 4

#20, Comettor, (78/100)
20/16/12/14/16
Unique modes and transformation, not very threatening as a power-up.
Team: partner, with Armada Jetfire
Versions: 4

#21, Firebot (Classics), (78/100)
16/20/14/14/14
Very cool looking robot mode, OK for the rest.
Team: Classics Night Rescue Team
Versions: 4

#22, Stripmine, (76/100)
13/17/12/18/16
While partner interaction with Quickmix was great, on its own Stripmine is much weaker in all modes.
Team: partner, with Cybertron Quickmix
Versions: 2

#23, Sky Blast, (76/100)
20/16/0/20/20
Fun, original rocket mode, not great as a powerup…
Team: Space Team
Versions: 6

#24, Heavytread (T30), (76/100)
20/12/20/12/12
Simple, chunky tank TF, nothing to write home about.
Team: Thrilling 30 Assault Team
Versions: 1

#25, Buzzsaw, (76/100)
20/10/20/12/14
Fun, original alt mode, mediocre robot mode.
Team: Destruction Team
Versions: 9

#26, Jolt, (76/100)
20/20/0/20/16
Spinning blade? Not really - but it’s a nice little TF toy on its own.
Team: partner, with Armada Hot Shot
Versions: 2

#27, Grindor (Classics), (74/100)
20/14/0/20/30
Unique car mode, original transformation, not much of a power-up, still quite nice.
Team: Classics Dirt Digger Team
Versions: 3

#28, Blackout, (74/100)
20/18/14/12/10
Iconic Mini-con, two modes and a half, simple but very well thought out.
Team: partner, with Armada Demolishor
Versions: 5

#29, Oval, (72/100)
20/20/0/16/16
Street Speed team members have the same thing in common: nice car modes, mediocre robot modes. Oval is the best one of the three.
Team: Street Speed Team
Versions: 8

#30, Wind Sheer, (72/100)
18/14/0/20/20
Iconic alt mode and fun transformation, not much of a power-up.
Team: partner, with Armada Wheeljack
Versions: 3

#31, Oil Slick (Classics), (70/100)
20/20/0/10/20
Fun little TF toy, not much of a power-up - most common case for Classics mini-cons.
Team: Classics Dirt Digger Team
Versions: 4

#32, Dead End, (70/100)
20/12/14/12/12
Here comes the pain. Unicron’s favorite antibody is as mean as its role requires - coming packaged with a massive gun only helps in its job. Considering the challenge of turning into a sphere, Dead End is one of the most ambitious designs - a qualified success.
Team: partner, with Armada Unicron
Versions: 7

#33, Heavy Load, (69/100)
17/17/7/14/14
Original alt mode, well articulated robot mode, it just sucks as a power-up.
Team: partner, with Cybertron Menasor
Versions: 1

#34, Strongarm (Classics), (68/100)
20/14/0/16/18
One of the most peculiar transformations ever, it’s less successful than e.g. Bonecrusher, but still manages to stand on its own.
Team: Classics Night Rescue Team
Versions: 7

#35 Wreckage, (68/100)
14/12/20/12/10
Excellent power-up, fun alt mode, OK-ish robot mode. In this vein, Cybertron Overcast is better.
Team: Land Military Team
Versions: 6

#36, Windshear (T30), (68/100)
20/20/8/0/20
Extremely fragile, Windshear has possibly the worst engineering of any mini-con class toy. It’s a shame, because its modes look pretty great.
Team: Thrilling 30 Assault Team
Versions: 1

#37, Rollbar, (66/100)
20/16/0/14/16
Original, satisfying transformation, a fun little toy on its own.
Team: partner, with Armada Scavenger
Versions: 2

#38, Knock Out, (66/100)
12/12/20/12/10
The weakest of the three members of the Land Military Team, still a great power-up.
Team: Land Military Team
Versions: 6

#39, Throttler (PCC), (64/100)
0/14/20/16/14
PCC Mini-cons don’t really have any alt mode, and rely on their strength as power-ups. Throttler, with its unique alt mode as a drill, is the most interesting PCC mini-con.
Team: partner, with Power Core Combiners Sledge
Versions: 3

#40, Rollout, (64/100)
12/12/4/18/18
A core class toy by today’s standards: Armada Overload sold at the Max-con price point of $20, and a core class Rollout would easily cost $15 by itself, today. Would it be worth the money? By itself, probably not.
Team: partner, with Armada Overload
Versions: 7

#41, Reverb (Cybertron), (63/100)
18/20/0/14/11
A micromaster car: competent, with a fun transformation, but nothing special.
Team: Cybertron Recon Team
Versions: 8

#42, Beacon (PCC), (62/100)
0/20/16/14/12
PCC mini-cons are often great for fan-modes. Of all 100 Mini-con molds, PCC Beacon is the most fanmode-friendly, a great source of fun - with some imagination.
Team: partner, with Power Core Combiners Steelshot
Versions: 4

#43, Runway (T30), (62/100)
10/16/14/12/10
Iffy proportions, iffy alt mode, overall it’s OK but nothing to get too excited about. At least thrusters can be used as an arm cannon.
Team: Thrilling 30 Assault Team
Versions: 1

#44, Sonar, (62/100)
10/20/0/16/16
The Star Saber is made of three little airplanes - and Sonar is the most interesting of the three.
Team: Air Defense Team
Versions: 12

#45, Crumplezone, (61/100)
15/10/8/18/10
A great partner and complement for Armada Cyclonus, but does not stand up well on its own.
Team: partner, with Armada Cyclonus
Versions: 4

#46, Nightstick (Targetmaster), (60/100)
0/20/0/20/20
One of the two “Mini-con because they say so” entries, Nightstick is not necessarily worse than many Classics or PCC Mini-cons. The lack of a Mini-con port just makes it less versatile.
Alt mode (0/20):
Robot mode (20/20):
Powerlinx credibility (0/20):
Engineering (20/20):
Transformation (20/20):
Team: partner, with Generations Cyclonus
Versions: 8

#47, Waterlog (PCC), (60/100)
10/20/20/8/2
A cheater - its wings suggest some alt mode, but no. Still, a fun power-up.
Team: partner, with Power Core Combiners Undertow
Versions: 3

#48, Dune Runner, (60/100)
20/16/0/14/10
A fun toy, with a fun gimmick for its machine gun.
Team: Adventure Team
Versions: 6

#49, Iceberg, (54/100)
20/12/14/6/2
Sometimes less is more - and Iceberg really plays it safe. The original alt mode rescues it somehow. Its boosters can act as a double cannon, why not.
Team: Adventure Team
Versions: 6

#50, Ransack, (54/100)
20/10/14/8/2
Rope and hook gimmicks came at great cost in Armada, just see Armada Smokescreen. Ransack also suffers from balancing its budget, with the simplest transformation of the entire Unicron Trilogy.
Team: Adventure Team
Versions: 6

#51, Swoop (Classics), (59/100)
13/13/0/13/20
A competent dinobot micromaster. As we move into the second half of the list, most Mini-cons we encounter are still OK toys on their own - just bad Mini-cons.
Team: Classics Dinobot Team
Versions: 5

#52, Incinerator, (59/100)
20/13/12/8/6
Nice car, with engineering taking shortcuts, putting most of the alt mode on one arm. Maybe it can be a melee weapon - maybe.
Team: partner, with Armada Blurr
Versions: 3

#53, Dualor, (58/100)
16/14/20/4/4
Redundant alt mode, simple transformation, but competent overall.
Team: Destruction Team
Versions: 9

#54, Astroscope, (58/100)
20/12/0/12/14
A satellite mode is already cause for celebration, but this mold’s fragility holds it back. Not something you could ever give to a child.
Team: Space Team
Versions: 6

#55, Laserbeak (not a cassette), (56/100)
8/18/0/20/20
Nightstick’s partner as an “intruder”, Cybertron Laserbeak is more of an accessory than a toy - less interesting than a G1 cassette, and not even much of a power-up.
Team: partner, with Cybertron Soundwave
Versions: 3

#56, Bomb-burst (PCC), (56/100)
0/20/20/8/8
One of the best PCC Mini-cons, and one of the most credible Mini-cons in general as a power-up: despite its simplicity. Bomb-burst is straight out of the PS2 Armada videogame.
Team: partner, with Power Core Combiners Salvage
Versions: 4

#57, Razorbeam (PCC), (56/100)
0/16/20/10/10
One of several “targetmaster PCC Mini-cons”, Razorbeam is only mildly interesting.
Team: partner, with Power Core Combiners Darkstream
Versions: 3

#58, Deepdive (Cybertron), (56/100)
20/8/20/4/4
The submarine mode is cool, but when it comes to engineering and transformation, they didn’t even try.
Team: Giant Planet Team
Versions: 4

#59, Sparkplug, (55/100)
20/10/1/10/14
Sparkplug is yellow, awkwardly shaped and useless: it reminds me of G1 Bumblebee, and for this reason I was very tempted to give it a perfect score: 0
Team: partner, with Armada Superbase Optimus Prime
Versions: 5

#60, Jetstorm, (54/100)
14/14/0/10/16
Another little airplane, and possibly one of the most fragile Mini-cons out there.
Team: Air Defense Team
Versions: 12

#61, Longarm, (54/100)
20/12/0/12/10
A homage to Micromasters from inception, it succeeds in this regard - nice micromaster, bad Mini-con.
Team: partner, with Armada Red Alert
Versions: 6

#62 Drill Bit, (54/100)
8/14/18/6/8
Drill Bit took Leader-1 and removed any and all ambition from that concept. I am not surprised that Legacy Metroplex omitted Drill Bit entirely.
Team: partner, with Cybertron Metroplex
Versions: 2

#63 Rook and Crosswise, (54/100)
20/8/0/14/12
Dead End’s lost cousins, they only really work together - the novelty of their combination has its merit, but they only work as complements for Armada Sideways.
Team: partner, with Armada Sideways
Versions: 4

#64, Backtrack, (54/100)
20/14/0/12/8
At this point, almost two thirds into the list, we can start finding Mini-cons which have fewer and fewer redeeming qualities. Backtrack is one of these - Oval is a far superior alternative.
Team: Street Speed Team
Versions: 8

#65, Spiral, (53/100)
20/14/0/12/8
Boring, boring, boring.
Team: Street Speed Team
Versions: 8

#66, Dirt Rocket (Classics), (52/100)
20/16/4/2/10
Another spectacularly fragile mold, with hair-thin biceps which often break up during the first transformation attempt. While its two modes are OK, it’s a lazy, unrefined design.
Team: Classics Dirt Digger Team
Versions: 4

#67 Overbite (Classics), (52/100)
20/12/0/12/8
Wolves make for terrible, terrible pets, and even worse power-ups.
Team: Classics Predator Attack Team
Versions: 5

#68, Terrorsaur (Classics), (52/100)
16/16/0/10/10
Great homage to Beast Wars Megatron, not a great powerup.
Team: Classics Dinobot Team
Versions: 6

#69, Pinpoint (PCC), (52/100)
1/20/19/8/4
Effectively a homage to G1 Powermasters, with a piss-poor color scheme.
Team: partner, with Power Core Combiners Leadfoot
Versions: 4

#70, Grindor, (50/100)
8/14/0/14/14
It’s a skateboard - and it could have been much, much worse.
Team: Street Action Team
Versions: 6

#71, High Wire, (50/100)
20/14/0/14/2
It’s a BMX bike, and… no, really, no, this doesn’t work.
Team: Street Action Team
Versions: 6

#72, Airlift (PCC), (50/100)
0/18/2/6/6
Yawn.
Team: partner, with Power Core Combiners Sky Hammer
Versions: 4

#73, Prowl, (48/100)
20/8/8/8/4
Personally I love Armada Prowl’s car mode, but its other two modes are really bad.
Team: Emergency Team
Versions: 10

#74, Divebomb (Classics), (48/100)
20/2/14/4/8
Fun concept, and terrible, terrible engineering - this is something one would create with LEGO. Also, they really need to stop integrating rocket launchers and other weaponry into the robot head, it’s just bad.
Team: Classics Night Rescue Team
Versions: 6

#75, Refute, (47/100)
8/2/15/14/8
Great homage to G1 insecticon, inexplicable for the rest - comedy value at best.
Team: parter, Armada Hoist
Versions: 4

#76, Highwire (Energon), (46/100)
10/14/0/10/12
Better than its Armada version in some aspects, but it doesn’t even have cuteness to save it, this time.
Team: Energon Street Action Team
Versions: 6

#77, Sledge (Classics), (44/100)
14/10/0/10/10
Original, fragile, awkward, not the brightest design out there.
Team: Classics Demolition Team
Versions: 6

#78, Runway, (44/100)
16/10/0/10/8
Runway sucks as a robot - its arms are truly terrible.
Team: Air Defense Team
Versions: 12

#79, Oceanglide, (44/100)
0/6/20/10/8
The weakest member of the Sea Team, and one of the weakest alt modes of all Mini-cons.
Team: Sea Team
Versions: 6

#80, Drill Bit, (44/100)
6/4/20/4/10
Fun alt mode, completely botched robot mode.
Team: Destruction Team
Versions: 9

#81, Nightbeat, (43/100)
20/1/10/6/6
This might come as a surprise: Armada Nightbeat is not the weakest mini-con mold, despite its horrifying robot mode - even Universe downgraded its repaint as “Seek and Destroy Drone”, they didn’t dare call it a Mini-con. Not only its alt mode is well executed, but as a power-up it somehow works as a jetpack.
Team: partner, with Armada Side Swipe, or A.S.S.
Versions: 2
imagine it as flamethrower in reverse

#82, Dirt Boss, (42/100)
14/8/0/10/10
A boring car mode, an ugly robot mode, Dirt Boss doesn’t really shine.
Team: Race Team
Versions: 8

#83, Groundspike (PCC), (38/100)
0/8/18/8/4
Groundspike has one of the best Mini-con integrations of all PCC Mini-cons, but it only really works together with its partner.
Team: partner, with Power Core Combiners Heavy Tread
Versions: 4

#84, Caliburst (PCC), (38/100)
0/8/18/8/4
Visually more interesting than other “PCC turrets”, with a terrible, ugly robot mode.
Team: partner, with Power Core Combiners Huffer
Versions: 3

#85, Sureshock (Energon), (36/100)
20/6/0/4/6
A four-wheeled bike, perfect for faceplanting - just like its robot mode’s design.
Team: Energon Street Action Team
Versions: 6

#86, Thunderwing (Classics), (36/100)
14/4/0/4/14
Tom Cruise would probably get offended - fun transformation, but overall a terrible design
Team: Classics Clear Skies Team
Versions: 6

#87, Broadside (Classics), (36/100)
20/2/14/0/0
One of the ugliest robot modes of any TF toy, Broadside’s hips are just under its chin. Moreover, Broadside cannot stand on its own. Who approved this thing?
Team: Classics Demolition Team
Versions: 5

#88, Ramjet, (36/100)
14/2/0/10/10
Armada Ramjet was entirely designed for a specific gimmick, much like Armada Nightbeat. No Tidal Wave, no party.
Team: partner, with Armada Tidal Wave
Versions: 2

#89, Sure Shock, (34/100)
20/4/0/6/4
It’s a Vespa! And it sucks.
Team: Street Action Team
Versions: 6

#90, Over-run, (33/100)
13/6/0/8/6
Over-run is effectively a rifle with wings. More of an accessory than anything else.
Team: partner, with Armada Optimus “Bendy” Prime
Versions: 5

#91, Swindle, (30/100)
20/2/0/6/2
Swindle somewhat worked as Starscream’s partner, but as a standalone toy it’s a bit of a stinker.
Team: partner, with Armada Starscream
Versions: 7

#92, Six-Speed (Cybertron), (28/100)
20/4/0/3/1
Possibly the most boring car mode in the entire Unicron Trilogy.
Team: Cybertron Recon Team
Versions: 8

#93, Wideload (Classics), (26/100)
9/0/10/0/7
Ugly in robot mode, forgettable in alt mode.
Team: Classics Demolition Team
Versions: 6

#94, Downshift, (25/100)
20/2/0/2/1
Downshift is similar to Six-speed, with a far more horrifying robot mode and worse engineering.
Team: Race Team
Versions: 8

#95, Mirage, (23/100)
10/4/0/5/4
Mirage is similar to Swindle - only worse.
Team: Race Team
Versions: 8

Here we are: 95 entries later, we start the countdown for the worst 5 Mini-con molds ever! Are you scared? You should.

#96, Knockdown (Classics), (22/100)
Alt mode (10/20): knockdown is less of a dinobot, and more of a frankenstein monster.
Robot mode (4/20): most of this robot mode is a cow split in two.
Powerlinx credibility (0/20): of course.
Engineering (4/20): it must have taken a good 4 minutes to design Classics Knockdown, points for the effort.
Transformation (4/20): I just want to forget this exists.
Team: Classics Dinobot Team
Versions: 5

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds

#97, Payload, (18/100)
Alt mode (6/20): one of the least ambitious alt modes ever designed, it’s just there.
Robot mode (4/20): I assume this is some micromaster homage? Not brilliant.
Powerlinx credibility (0/20): of course.
Engineering (6/20): no engineering, just regrets.
Transformation (2/20): it does transform, yes, it’s something that happens.
Team: Space Team
Versions: 6

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds

#98, Snarl (Classics), (16/100)
Alt mode (12/20): it’s a kitty… puma… panther? I think it meows.
Robot mode (0/20): Classics Snarl’s robot mode is so ugly its designed should be banned from ever approaching a cat again.
Powerlinx credibility (0/20): of course.
Engineering (0/20): no engineering, just pain, suffering and lots of sadness.
Transformation (4/20): Classics Snarl can be classified as an ass-former.
Team: Classics Predator Attack Team
Versions: 5

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds

#99, Universe 2.0 Jolt, (15/100)
Alt mode (4/20): Universe 2.0 Jolt transforms into a helicopter, a helicopter made with spit and glue.
Robot mode (4/20): Universe 2.0 Jolt has a robot mode. Now that you know, no need to verify for yourself.
Powerlinx credibility (1/20): Universe 2.0 Jolt can be used as a shield, possibly while still alive.
Engineering (01/20): cheap, cheap, cheap, Universe 2.0 Jolt is nothing more than an insult to the Unicron Trilogy.
Transformation (02/20): yes, Universe 2.0 Jolt transforms. It also sucks.
Team: partner, Universe 2008 Hotshot
Versions: 3

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds

#100, Grindor (Energon), (10/100)
Alt mode (8/20): I am pretty sure that Energon Grindor transforms into a Cybertronian Turd.
Robot mode (0/20): Energon Grindor’s robot mode should be fixed by activating SafeSearch.
Powerlinx credibility (1/20): it deserves a 20, in that enemies will probably run away laughing.
Engineering (1/20): Energon Grindor had elbows and ankle articulation - and nothing else.
Transformation (0/20): this is something you don’t want to test.
Team: Energon Street Action Team
Versions: 6

Transformers News: Top 10 Best Transformers Mini-Con Molds + Ranking for 100 Mini-Con Molds

And here we are: all 100 mini-con molds, ranked. Between Armada Bonecrusher and Energon Grindor, mini-cons have brought incredible variety in their alt modes, transformations and gimmicks - a testament to the incredible creativity Aaron Archer and the Armada design team brought into our hobby.
As we celebrate Armada’s 20th anniversary, it’s an excellent time to revisit many of these molds - today is best time to get started with Mini-cons

Thanks for making us company in this celebration, looking forward to read your comments.
19 years later, still yours,

Rikkomba

Top 5 Best Transformers Mini-Con Teams

Transformers News: Top 5 Best Transformers Mini-Con Teams
Date: Sunday, September 4th 2022 2:14pm CDT
Categories: Site Articles, Editorials, Top Lists
Posted by: rikkomba

Discuss This Topic · Permanent Link
Views: 109,612

Every month now, Seibertron.com brings you a Top 5 list related to all things Transformers written by the main editor or a guest. These are our opinions (just like movie or game reviews hosted by sites are still just the opinion of one person) so what matters most is what you guys think of the topic or list, and I hope to see your own lists or comments on omissions and ranking. Let's have fun! All previous lists can be found here.

Top 5 Best Transformers Minicon Teams + All Minicon Teams Ranked

Hello everybody! It’s good to be back. This year marks the 20th anniversary of what has been one of the most influential Transformers toylines ever created, whose wild success eventually opened the door to investing in the Bayverse.
Armada introduced us to minicons as the “third faction”. Spawn of Unicron and pokemon of the week, these tiny robots were hunted down by both Autobots and Decepticons as “power ups” for larger Transformers.

Minicon toys came in two flavours: teams, sold, in 3-packs, and partner minicons sold together with their bigger partner. Partner minicons will be ranked in the second part of this celebration.

This first top 5 will focus on Armada mini-con teams were sold in 3-packs, each with a dedicated theme. Minicons have been defined as “feature-activating micromasters.
In ranking these teams, 1-10 scores were given for:
theme execution: how well does the trio represent its unique concept?
gimmick: how well implemented is the team’s gimmick?
power-up credibility: how credible does the team look when powerlinked?
engineering: how well was this toy built?
transformation: how original and well executed is the transformation?

We also add a couple of completely arbitrary notes on best partner for powerlinking, and best repaint out of many (MANY!) available. The list includes all 21 minicon team molds: 11 from Armada, 1 from Energon, 2 from Cybertron, 6 from Classic and 1 from Thrilling 30.
Let’s get started!


#5 Armada Race Team

Score: 43/50
Theme: 10, a nice variety of racing cars, no doubt
Gimmick: 10, the Skyboom shield combiner gimmick is great fun, and it doubles up as a “flying thing” which is fun by itself
Power-up: 10, the shield looks great in the hands of most ‘bots
Engineering: 6, the individual robot modes are quite sacrificed for the Skyboom combination

Transformation: 7, one of the three members, Mirage, barely transforms
Best partner: Smokescreen or Hoist
Versions: 8
Best version: Armada Road Assault team, which looks great with a variety of holders.

Transformers News: Top 5 Best Transformers Mini-Con Teams

Transformers News: Top 5 Best Transformers Mini-Con Teams


#4 Armada Air Military Team

Score44/50
Theme: 10, no doubt about what these planes are about
Gimmick: 10, they handle triple-changing at minicon scale very well
Power-up: 10, an excellent homage to G1 targetmasters
Engineering: 7, Terradive is prone to breaking - you can be careful, but it’s way too fragile
Transformation: 7, it does the job for all members, but it’s not revolutionary
Best partner: Armada Starsceam
Versions: 9
Best version: Galaxy Force Calibur Team, remolded and repainted to be paired with GF Sonic Bomber

Transformers News: Top 5 Best Transformers Mini-Con Teams

Transformers News: Top 5 Best Transformers Mini-Con Teams


#3 Armada Space Team

Score: 45/50
Theme: 10, they went above and beyond with an additional “ground transport” combination of two members
Gimmick: 10, the combination into the Requiem Blaster is well executed, with a stable weapon which can be comfortably handled by most TFs
Power-up: 10, a blaster for every season
Engineering: 7, the satellite is prone to breaking or losing pieces
Transformation: 7, one of the three is at G1 micromaster level of simplicity
Best partner: Armada Megatron (if you don’t know why, ask Smokescreen)
Versions: 6
Best version: The Umbral Blaster made up of the minicons from the 3 different mini-con vs packs (to go with TFCC Timelines Astrotrain)

Transformers News: Top 5 Best Transformers Mini-Con Teams

Transformers News: Top 5 Best Transformers Mini-Con Teams


#2 Armada Sea Team

Score: 48/50
Theme: 8, this is indeed a Sea team, but the terracotta colors are truly baffling. The Micron Legend original X-Dimensions release and its DVD version make this set worthwhile..
Gimmick: 10, three boats which double up as rocket pods for their partners
Power-up: 10, three credible weapon attachments
Engineering: 10, all three minicons are well built and sturdy
Transformation: 10, three diverse transformations, including an excellent one
Best partner: Micron Legend Shockwave (the purple version)
Versions: 6
Best version: Micron Legend X-Dimensions Sea Team (of course!)

Transformers News: Top 5 Best Transformers Mini-Con Teams

Transformers News: Top 5 Best Transformers Mini-Con Teams


#1 Armada Land Military Team

Score: 49/50
Theme: 10, three military vehicles which mean business
Gimmick: 10, three excellent rocket pods, with a well-designed pressure-based gimmick
Power-up: 10, possibly the most credible minicons for powerlinking
Engineering: 9, all three minicons are well built, with minor issues for Knockout’s legs
Transformation: 10, Bonecrusher has possibly the best transformation of any Unicron Trilogy toy
Best partner: Armada Demolishor (of course!)
Versions: 6
Best version: Armada Night Attack Team, to go with… anything, really, it’s just that good.

Transformers News: Top 5 Best Transformers Mini-Con Teams

Transformers News: Top 5 Best Transformers Mini-Con Teams

With the top 5 done, let’s find out which is the undisputed worst minicon team ever made as we rank ALL remaining teams!

#6 Armada Air Defense Team (42/50)
6 / 9 / 10 / 9 / 8
Iconic because of the Star Saber, but with an uncertain theme overall
Best partner: Armada Starscream or Micron Legend Hot Rod
Versions: 12
Best version: Air Assault Team, to go with Armada Galvatron

#7 Classic Night Rescue Team (41/50)
10 / 8 / 7 / 7 / 9
Original and partly awesome transformations, possibly the best post-Armada minicons.
Best partner: none - most Classic minicons don’t really work well when powerlinked
Versions: 6 Divebombs, 4 Firebots, 7 Strongarms
Best version: Classic

#8 Thrilling 30 Assault Team (40/50)
10 / 10 / 5 / 7 / 8
A great homage, reimagining Armada Perceptor at deluxe scale, with uneven engineering.
Best partner: none - these three are just too large for powerlinking
Versions: 1
Best version: T30

#9 Armada Destruction Team (38/50)
8 / 10 / 5 / 7 / 8
Together with Armada Cyclonus, the Destruction team represents all the best aspects of Armada. It’s a shame that Dualor got one of the most boring alt modes.
Best partner: Armada Cyclonus
Versions: 9
Best version: Micron Legend Space Galaxy Destruction team, to go with Energon Cyclonus

#10 Armada Adventure Team (37/50)
10 / 10 / 7 / 6 / 4
Meant to be the equivalent of the Destruction team for the Autobots, Armada Hoist’s cost-cutting led to losing its gimmick, limiting the value of this team. The micromaster-level transformations don’t help making them relevant, even if the theme is well executed.
Best partner: none
Versions: 6
Best version: Cybertron Lunar Assault Team, with Universe Ransack

#11 Armada Emergency Team (36/50)
10 / 7 / 7 / 7 / 5
Another great G1 targetmaster homage, ruined by the second worst minicon ever made - Armada Prowl.
Best partner: Armada Red Alert
Versions: 10
Best version: Armada, with Armada Red Alert

#12 Classic Dinobot Team (35/50)
10 / 10 / 1 / 7 / 7
Great homage to G1 Dinobots and Beast Wars but very weak as minicons.
Best partner: none
Versions: Terrorsaur has 6, others have 5
Best version: Rise of the Fallen (G1 repaints)

#13 Cybertron Recon Team (34/50)
6 / 10 / 3 / 8 / 7
Almost a celebration of minicons by itself, with two great transformations - but not really made for powerlinking.
Best partner: none
Versions: 8
Best version: Galaxy Force Micron Booster v3 repaints

#14 Classic Demolition Team (33/50)
7 / 10 / 6 / 3 / 7
Nice variety of alt modes, with some of the weakest engineering across any minicons.
Best partner: none
Versions: Broadside has 5, others have 6
Best version: G1 Micron Booster v4 with Universe Heavy Load

#15 Street Action Team (32/50)
10 / 10 / 1 / 6 / 5
Armada Perceptor is an iconic combiner and can hold Hotshot’s engine gun, but the individual robots suffer because of it - more than for most other minicon combiners. Very original and unique alt modes, points for audacity.
Best partner: none
Versions: 6
Best version: Micron Legend Magna Convoy DX Fembot version

#16 Cybertron Giant Planet Team (31/50)
1 / 5 / 7 / 10 / 8
Interesting little Transformers with great engineering, but not really great for powerlinking, and with a non-executed theme.
Best partner: none
Versions: the airplane has 3, others have 4
Best version: TFCC Timelines with Astrotrain

#17 Street Speed Team (27/50)
7 / 7 / 1 / 6 / 6
Easily the worst Armada minicon team, it betrays the core concept with tiny cars which make no sense whatsoever in the context of powerlinking, with an “articulation” gimmick which adds very little value, and a boring, uninteresting colour scheme.
Best partner: none
Versions: 8
Best version: Armada Beast Wars Transmetal repaints

#18 Classic Clear Skies Team (25/50)
10 / 1 / 3 / 5 / 6
They all fly, with some original transformations, but once again failing at powerlinking.
Best partner: none
Versions: Nightscream has 5, the others have 6
Best version: G1 Minicon Team (Japanese exclusives Sling, Glide and Dragoyell)

#19 Classic Predator Attack Team (25/50)
10 / 1 / 1 / 5 / 4
They are all predators, and they all suck in terms of engineering or powerlinking.
Best partner: none
Versions: Dreadwing has 4, others have 5
Best version: BotCon 2008 Shattered Glass Predacons

#20 Classic Dirt Digger Team (21/50)
1 / 7 / 1 / 6 / 6
Armada showed us that original, diverse transformations were possible even at minicon scale. The Dirt Digger team, combining simple transformations with misassembly and breakage, was made to remind us that times had changed.
Best partner: none
Versions: Grindor has 3, others have 4
Best version: Classic, if you must

#21 Energon Perceptor (Energon Street Action Team) (20/50)
1 / 6 / 1 / 6 / 6
Energon didn’t give us many minicons, but it gave us was memorable: the Energon Saber, a great remold of the Air Defense Team, and Energon Perceptor, one of the most abysmal concepts ever devised in almost 40 years of Transformers. 20 years later, I still can’t imagine how this concept got approved. Energon Perceptor is so bad it’s not even funny.
Best partner: none
Versions: 6
Best version: Japanese exclusive Stealth City Team

This wraps up our minicon team ranking. We hope you enjoyed this article more than I enjoyed Energon Perceptor.

Top 10 Best Transformers Action Figure Hauls of 2019

Transformers News: Top 10 Best Transformers Action Figure Hauls of 2019
Date: Sunday, January 5th 2020 12:06pm CST
Categories: Site Articles, Editorials, Top Lists
Posted by: D-Maximal_Primal | Credit(s): D-Maximal_Primal

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Views: 82,574

Another year, another round of toys! 2019 offered up not only some excellent new figures, but it also provided collectors of all ages plenty of opportunity to collect older figures as well.

And that is what we will be focusing on today. Today, I will be sharing with you the Top 10 Transformers that I collected last year, and then you can comment on the hauls as well as share your own Top 10 of 2019! And remember: any figure you bought from January 1, 2019 through December 31, 2019 is fair game for your lists! And the figures don't have to be ranked based on being technically good, they should also be ranked on how much joy they gave you.

So here we go!

10) Transformers 2007 Movie Premium Optimus Prime

This was the figure that I was hunting when I went to TFcon D.C. this year, which was also my first ever TFcon. And it was a great experience! If you haven't gotten to go to a convention like this, I highly recommend you do.

But back to Prime: I have the leader Allspark Power Nightwatch version of this mold from the 1st movie, and it is my all time favorite Transformer, the one I could not give up ever. And I wanted to find the version with the sword, very badly. But throughout the Con, I could not find a hint of it, anywhere. And then, when me and my buddies were getting ready to leave, I ran to grab one final autograph. And after getting that, I saw a Prime on top of a pile at a table; it was the Leader with a gun; underneath that, a 2nd of the same Prime; and then, somehow, at the bottom of the pile, was a 3rd Leader Prime, and it was the one with the sword.

I got him! It was a great find, and one I will cherish not only since it is a good figure, but also because of the circumstances of the score.

Transformers News: The Top 10 of 2019 - The 10 Best Figure Hauls of the Year

9) Studio Series Dark of the Moon Optimus Prime

This one ends up on the list not for being the best Studio Series figure, but for being the one that I had been hoping to happen for 8 years.

When I saw Dark of the Moon, all I wanted was a Prime with a trailer that turned into a combat arsenal and flight tech, and it finally happened. And while it does leave some to be desired in terms of trailer detailing/paint, it is still a joy to finally get this set as I had always wanted and envisioned it.

Transformers News: The Top 10 of 2019 - The 10 Best Figure Hauls of the Year

8 ) Ghostbusters / Transformers Ectotron

At the beginning of this year, we knew a Ghostbusters MP-10 was coming out, but we had no idea this wonderful thing was coming. And it was the most fantastic surprise ever. Not only is it a wonderful crossover of 2 franchises I love, but it is also a very very good figure in and of itself. Ectotron is a wonderful figure that is so full of fun stuff, least of all being the first ever Transformer with a Proton Pack.

Ectotron was probably the greatest surprise of 2019, and is one of the best of the year, retro-hauls and all.

Transformers News: The Top 10 of 2019 - The 10 Best Figure Hauls of the Year

7) Siege Omega Supreme

This was a late entry to my collection this year, but ever since I have gotten him, I can't stop messing with and talking about him. Omega is the Titan that we have always deserved, he is of great quality and posability, with intricate detailing and some great paint work. Not to mention his transformation is really fun and his alt mode has so much playability. Omega is a fantastic figure, and one that everyone should get if they want a Titan figure.

Transformers News: The Top 10 of 2019 - The 10 Best Figure Hauls of the Year

6) Studio Series Rampage

My Studio Series figure of the year. Rampage this year was a lot like Jazz from 2018 - He is immensely fun. He is the best figure, technically? No. He doesn't even have elbows. But is he ridiculously fun, and also forms a leg to a massive combiner? Absolutely. Rampage is a wonderful Decepticon figure, and is one of the best Studio Series figures of the year, and one of the best figures of the year.

Transformers News: The Top 10 of 2019 - The 10 Best Figure Hauls of the Year

5) Siege Smashdown

I cannot stop singing the praises of this figure. For a $6 figure, this thing delivers so much. For one thing, a Minotaur that turns into a Hammer. That is brilliant. And then, a hammer, the one sole hammer that we have got in the battlemaster class, one of the few melee weapons, and one of the few hammers we got in the decade. Hammers are rare in Transformers, and I love every single one of them.

This is a figure where you can get 5 of them (like me) or more, and not feel like you've wasted money. Get as many of them as you can. And with a re-release coming in Earthrise, it's evident Hasbro recognized how good Smashdown is.

Transformers News: The Top 10 of 2019 - The 10 Best Figure Hauls of the Year

4) MPM-8 Megatron

While I ranked Smashdown as the figure of the year, Megatron is the most important figure of the year to me. This was a masterpiece of my first ever Transformer, and it was a perfect update. This is a huge figure that impresses in so many ways, not least of which is the fact that he is combiner sized and heavy as heck. He is wonderfully painted, and the sculpting is perfect. This was the update I really wanted my first Transformer to have, and it was delivered upon perfectly.

Transformers News: The Top 10 of 2019 - The 10 Best Figure Hauls of the Year

Transformers News: The Top 10 of 2019 - The 10 Best Figure Hauls of the Year

3) Armada Powerlinx Jetfire

The final 3 on my list are older figures, and those 3 start with Jetfire. I have recently been getting into the Unicron Trilogy, and bought a lot from those lines this year. Armada Jetfire was one of the very first figures I got this year, and it should say a lot that one of the first is in the top 3 of my year-long list.

This Jetfire is really good and really fun. For one thing, he is a massive shuttle, and he forms a great giant robot from that shuttle. The Powerlinx colors are great on him, and I love the faceplated head. And then he forms the pants to a giant Prime. This is an insanely fun figure by himself, and he's a team player too. I could not be happier to have him.

Transformers News: The Top 10 of 2019 - The 10 Best Figure Hauls of the Year

2) G1 Dreadwind and Darkwing / Dreadwing

This was a pair where the story is as important as the actual find. This was a 1:00 AM Friday night hotel find at TFcon D.C., where both of these, as well as a G1 Slapdash and Flywheels, were up for a barter for a half hour, with some help from a friend of mine from the Podcast. Finally, after a half hour, I got the price I wanted, and suddenly I had 3 of the Powermasters in one go, and these 2 are the greatest of that. I now have 5 of the Powermasters, including all 3 Decepticons, and plan to finish that entire team this year.

But back to these 2: not only was getting them a highlight, but these 2 are pretty dang good by themselves. The robots and jets are really good, and then the combined jet mode is really fun and bonkers. It's a sign to me that G1 still has some pretty nice tricks up its sleeve, and I love the entire Powermaster team/concept.

Transformers News: The Top 10 of 2019 - The 10 Best Figure Hauls of the Year

1) Cybertron Defense Red Alert

I will be fully honest, this one was a huge surprise to me. Whenever the Siege Selects Cybertron Defense Hot Shot was revealed, I ended up getting the original from a Twitter friend, and once getting him, I decided to get the other 2 members of the team if I could. And late Saturday night at TFcon, I found a boxed Red Alert and scored him for a great price with the last of my cash (and some help from previously mentioned friend/podcaster).

And wow, this figure is so good. So so good. This is a large toy that has some great weapons, poses pretty dang well, and is just fun. And that chest and head sculpt are fantastic. This is the figure of the year for me, special both for how I got it, and for just how dang good the toy itself is. It is pure joy.

Transformers News: The Top 10 of 2019 - The 10 Best Figure Hauls of the Year

Honorable Mentions:

- Classics Optimus Prime

This was another TFcon haul, and while it was not a Top 10 of the year, it is still a great toy that is fun to mess around with and is a good toy all on its own. It feels good to experience a mold so many have had such high praise for.

- G1 Pretender Jazz

Also TFcon haul, this one was complete and a surprise to find for his price. After some Toyhax stickers, he is nearly perfect, and is a wonderful Pretender addition.

- Cyberverse Ultimate Grimlock

I got 4 Cyberverse figures, and this Grimlock is a great toy. He is one of the best Grimlocks we have ever gotten, and he's a great Cyberverse toy. He also has a fun gimmick. This is a toy that Cyberverse needed, and it's one I am glad to own.

- G1 Powermaster Prime with Apex Armor

I got this figure in the fall, and it was wonderful. This G1 toy is incredibly fun, with tons of great features and gimmicks. Every mode has something fun about it, and it is a large great toy.

"Flipping Out" -- TFTCG Reveals and Strategies

Transformers News: "Flipping Out" -- TFTCG Reveals and Strategies
Date: Wednesday, October 9th 2019 9:29am CDT
Categories: Toy News, Site Articles, Game News
Posted by: #Sideways#

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Views: 65,589

FLIPPING SIDES

So, this is going to be something of a doozy of an article. To put things in a nutshell, I've been granted to release a brand new card by the wonderful guys and gals over at Wizards of the Coast! That said, and with the frankly stunning amount of reveals we've had over the past week or so, I'm going to trim down this article to go over a few of the highlights instead.

But those highlights are a bit cherry-picked, you see, as most of the characters have the distinct pleasure of having at least minor synergy with the card that I am about to reveal. See if you can tell which ones! But, how can you if you don't know what the card is? Ready to see it?

I give you... Showing Off!

Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
Flipping out.


I revealed this card on my YouTube channel, Nanomachines! If you'd like to hear my opinions on this card, or at least want something to listen to for the next few minutes, please check out the video below!




CHARACTERS


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
"Tank?" Ratchet and Ironhide said at once, one out of confusion and envy, and the other the product of Ironhide's poor hearing.

Crosshairs is a guy with a lot of potential on his shoulders.

Sure, Crosshairs doesn't have a whole lot of offensive punch for a guy known for his guns, but when you consider the Battlemasters we've had lately like Sights or Turbo Board, you start to see how his prowess is not defined by the offensive power of his guns, but in the thickness of his Armor.

This might seem obvious given the fact that he has, well, two Armor slots. But when you consider the fact that you could flood his team with characters like Nightstick, Sights, Vanguard or Turbo Board, all of which giving him +1 Defense at the least, you start to realize just how strong his defensive capabilities are.

Let's do some quick math. With Nightstick and Sights on his person, he gets +2 Defense from them alone. This, combined with the fact that he gets +2 Defense from his own ability, total in 4 Defense before your Armor. Oh, yeah, I forgot to mention: He has two Armor slots, and with his synergy with the ever-powerful Hunker Down, you can spam Armor on the guy like there's no tomorrow. I mean, with the newest Tank-exclusive Upgrade, Composite Armor (see in the Battle Card Section) which gives +3 Defense, combined with a Blast Shield, you have a total of 9 Defense before you flip, which is frankly nausiating.

Now, is that practical to set up? Probably not, to be frank. You're not doing too much damage to pressure your opponent out, which means your opponent is going to be able to take their sweet time while they build up something big to deal more damage to you than you're likely able to handle. Still though, with the use of Vanguard, Nightstick and friends, you can count on your defense being able to withstand most basic attacks.

Most.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
You spin me right round / baby right round
Like a record baby / Right round, round, round

Spinister is very, very good. How? Well, let me jump into this guy by telling you why Battle Masters have such good value.

You see, when you play Transformers, you're usually not going to want to swing with a character in alternate mode. It's inefffecient, it's low damage and honestly it usually ends up putting one character at risk. Battle Masters turn that on its head. Given the fact that they start in their most efficient mode, and since they are effectively unpunishable when you KO them via an attack, you are free to just swing with them at will.

Since you can swing with them at will, you can transform one of your other characters beforehand, making your life easier in terms of crucial flipping time. That's also where Spinister comes into the picture. Given the fact that your first turn will usually involve flipping another character and swinging with a Battle Master, Spinister turns that advantage into an even greater one given his robot mode effect. I mean, just imagine on the first turn of the game, swinging with Lionizer for more damage than he already does. That's what makes Spinister so strong.

Making matters better, when your Lionizer (or whomever else you're playing him with) dies, you can attach them to Spinister, not only giving him a solid attack boost but also being the secondary weapon to whatever card -- like Grenade Launcher -- you wanted to play. This means that the clapback from KOing your Battle Master is even stronger than ever before, and I honestly cannot wait to see where Spinister will go.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
"To punish and enslave..."

Barricade is freaking awesome.

So, simply put, he makes every blank pip in your deck infinitely more consistent. Given the fact that he can not only pull potentially bad cards out of your deck, making your deck more consistent flip-wise, but he can also use them on-demand. I mean, just think about it:

You have Barricade and Prowl alive after Wheeljack died a horrifying, early death. Now, you realize that you've probably lost the game in terms of staying power, but you also realize that your opponent is completely tapped out with Prowl being the only untapped character. Barricade has an I STILL FUNCTION! underneath him, and you realize that you can use the Start Your Engines in-hand to start off an impressive combo.

So, you play the Start Your Engines, untapping Barricade and flipping both he and Prowl to alt mode, activating their effects. You choose Barricade to activate first, bringing an alternate mode Wheeljack back from the dead, and Prowl's effect activates afterwards, giving all of them Bold 2. Then, you flip Wheeljack into robot mode and swing with him, Prowl and Barricade all at once, dealing disgusting damage to your opponent's field and their ego.

Sound like a fantasy? Not so. This is something you can pretty much count on happening with Cars, and was Cars' entire raison d'être, but the biggest problem was doing it all at once. Bumblebee from Wave 2 is oft regarded as the only out to this combo usually, as he plays an Action when you flip him, but now? Now there's a new sheriff in town, and this town isn't big enough for the two of them.

With 'Bee and 'Cade fighting for that same spot, it's easy to see their rivalry coming through even in the card game. But, with Barricade's lower point cost and higher consistency, I think there isn't much mystery on who my money's on.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
Hooked.

Lockdown is really, really neat. He channels his inner Nemesis Prime while also having access to every Car card in the book. He might seem a bit difficult to pop off with, but I would put good money on that not being the case. Allow me to explain for a moment.

You see, when you use Lockdown with cards like Coup, Contract Contingency and Dual Wielding, you're going to start amassing cards beneath Lockdown farily quickly. Given the ease of such buildup, you'll find that you're also going to be drawing quite a few cards as well, which can facilitate that growth in much the same way, drawing into your Bounty-triggering cards and highly damaging cards like Dual Wielding.

I aboslutely adore the potential that Lockdown has, and at 10 Stars, we can tell that he's not exactly cheap, but he's not expensive, either. We can play several characters alongside him to promote his growth, and we can play him in several different archetypes. Whether you want him in a blue/black list or an aggressive list, you'll find that his powerful effects can only grow with time.

Lockdown has the potential to raw carry games, and when you consider the fact that he also opens up the use of certain Mercenary cards, you'll find yourself with more potential partners with him than you'll know what to do with.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
"What a load of junk!"

Detritus is the first Rare Mercenary that we have in the game and... Well, he's sadly not that great. But he could be!

His stats, his point cost and now his effects just aren't that good. Mercenaries need to be able to do damage to characters in order to actually use their powerful Bounty effects, and unfortunately neither his damage, Star Cost nor his Bounty Effect are good enough to warrant his introduction into many -- if any -- roster.

But hey! He's the first Junkion in the game, and he's not carrying around Wreck-Gar's severed head yet, so let's give him a fair shake and see what bubbles to the surface. Given the fact that Detritus is a healing character with a likely defensive playstyle, one could play him in a defensive list, abusing the black pips that Mercenaries ever so adore to make him able to trigger his Bounty effect multiple times over the course of a few turns. Through the use of Contract Contingency especially, you'll find that Detritus can heal quite a bit.

Plus, when you consider that you could play him with cards like Dazzlestrike, Ratbat and other healing characters, you might be surprised how long he sticks around.

Healing is a tough balance to strike. Either you're like Pokemon and have intense healing cards that can be everywhere and can be oppressive at times, or you're like Transformers, where healing is pretty much the least used mechanic in the game outside of certain niche scenarios. Here, though, I think there might finally be a good balance between solid healing and fair tactics.

But, you have to ask the question whenever a healing card comes out: Is it enough? Personally, I don't think he has enough on his own to warrant it -- but hey! We'll get more healing cards later. Plus, it isn't like you don't have Team Up Tactics to help you out in the meantime.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
"Octan Company is the greatest! They make gas, oil, news companies, security cameras, voting machines... Wait."

Octone is the first Mercenary Super Rare there is, and boy do I think he has some potential. Why? Well, for one, his stats are very solid, his abilities are good and his Bounty is good as well! Sounds simple enough? Well, there's actually a few other reasons that I like him.

You see, Octone can start the game in his most effective mode, his Truck mode, given how many Autobot-focused decks are running about these days. This mode gives you a powerful attack stat, powerful HP and moderate defensive capabilities to make him extremely hard to remove -- and hard to withstand -- from the get-go. Even if your opponent is running all Decepticons, you can flip him to his Plane mode to deal even more damage to them given the fact that your opponent has to ping one of their Decepticons for one damage. This can compound itself if you happen to activate his Bounty effect during the course of a game, sending two more damage their way.

Octone, best of all, doesn't really warrant a list one way or another. You could run him aggressively and use busted cards like Dual Wielding, or you could run him defensively to abuse his large health pool. The point being, it doesn't matter how you run him, just that he is strong no matter which one you choose.

That said, in terms of 13 point cards, I think we know someone else who has just as much value if not more value than Octone, do we not? Something, something, Battlefield Legend? Oh, yeah. Still though, he's a quite solid card. But you need to ask yourself if you'd rather run him or Battlefield Legend -- those 13 stars aren't going to choose for you.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
"I dunno, Sprocket; I don't think ninjas are as stealthy as we think they are. Sprocket?"

Nightbird is a very strong promo card.

We haven't seen a good promo card yet, as the only one that came close was Omega Supreme and he's only usable in super niche concepts. But with Nightbird, we get not only a powerful vehicle mode effect, but a strong Bounty effect all wrapped up in the cheapest Mercenary on the market at the moment. By the way, did I mention that she's a Car? Because she's a Car.

Nightbird allows you to use a variety of Mercenary-exclusive cards, like Opportune Repairs, and can be splashed in various lists that need a Mercenary that isn't going to eat up most of their points. In fact, Nightbird has so much value in her that I think that, at the moment, she's probably the most useful Mercenary to have on your team.

Plus, if your opponent is playing a ton of Actions during their turn through Barricade, Brainstorm, Multi-Mission Gears and so on, she punishes their greediness by placing quite a few damage counters on your opponent's characters at will. Plus, when you finally soften up your opponents enough, you can play some extra cards with her Bounty effect.

In fact, in a Car setting, you can use her Car nature to untap her until you would attack with all of your characters at once. Then, while you do so, you get to use one of your opponent's Reckless Charge from their Scrap Pile to boost your next attack! Sure, it might not be the most reliable ability, but it's certainly the only one of its kind.

Truly, Nightbird earns her keep in many different ways. But personally? I'm just excited to have a promo that's actually good for once!


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
21!

So, remember when I said that healing in games are either great or awful? Blackjack is the epitome of the latter.

You see, when you use a team of Micromasters like Blackjack wants (much akin to Powertrain, in fact), you'll find that you're going to be fairly frail, regardless of if you're playing blue or not. I mean, your other Sports Car Patrol characters have either 6 or 7 HP and either 0 or 1 defense, meaning they're not going to defend much even if you try your very hardest, with Flamewar as an ally and a stockpile of armor.

I just can't help but to feel as though Blackjack's ability could have been better, especially considering Powertrain's effect turning his allies into DPS machines. Perhaps one could use Vanguard instead of Flamewar in an attempt to buy their safety through his effect instead of sheer willpower alone?

Looking at his robot mode, however, I could be persuaded to like his minor stat change over Powertrain's. Having more damage while still having 4 defense at maximum isn't exactly awful, and using Roadhugger's damage boosting effect isn't half bad either. But when you consider the fact that not only does Powertrain give his entire team Bold but also has synergy with more -- and better -- Battlemasters does it become apparent that Powertrain's Off-Road Patrol will be far more viable than Blackjack's Sports Car Patrol.


BATTLE CARDS

Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
Armored to the Gills


Composite Armor is quite possibly one of the best Armors in the game. Not only does it give a monstrous +3 Defense, but it also gives +1 Attack and deals damage when you defend with it. I mean, sure, it scraps itself after you defend with it, but holy crap man. Hunker Down, obviously, would make this card not just easy to reuse, but also extremely powerful for certain characters. Let's go over some of those combos, shall we?

Lord Megatron is the first of these, as you can mill more cards from your opponent's deck when you use a Hunker Down, but you also have the effect of boosting your Attack when your opponent reshuffles their deck, as well. But, personally, I think one of the most powerful uses for this card is with Demolishor.

Demolishor, with his extra flipping effect, prizes having more defense when you attack. Let's show you this with an example. Let's say that you play a Power Punch on him for turn, and then play a Hunker Down to attach a Composite Armor. Demolishor already flips six cards when he attacks neutrally, but with a Composite Armor on him, you flip three more cards. Then, with that Power Punch, you'll end up flipping three more cards, putting him at a monstrous twelve cards in total, and that's not counting any white pips in your deck.

Did I mention that you already boosted his attack by +1 beforehand thanks to Composite Armor? Because you already boosted his attack by +1 beforehand.

Composite Armor is kinda insane. When you consider the implications of that absolutely disgusting +3 Defense, plus everything else about the card, there is absolutely no reason that you wouldn't want to run this card in every Tank deck you have at your disposal, regardless of the pip color.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
Always read the fine print.

Contract Contingency is a downright necessary card for decks that run Mercenaries. You might find that Mercenaries won't be able to use their Bounty abilities all too often -- especially since it requires the death of a character to activate. Lockdown, Detritus and every other one won't pop off as hard if they can't use their Bounty effects, and Contract Contingency makes that possible.

Lockdown especially will find Contract Contingency even more of an auto-include than before. Given the fact that it not only allows you to build his stock of cards beneath him, Contract Contingency also boosts his damage whilst being a double black card, making the base 4 damage that easier to get. You'll be boosting Lockdown, healing Detritus, playing cards with Mudflap, poking with Octone and... Well, doing Mercenary things with your Mercenaries!

Contract Contingency is an auto include in pretty much any list that runs a Merc, and there's no two ways around it.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
"Et tu, Brutè?"

Something else that might find its way into a few Mercenary lists is Coup. With Coup, you can use effects like Octone's or Lockdown's as a form of clap-back for one of your characters being KO'd. Certainly interesting when you consider how vital Bounty is to playing Mercenaries, but something a little more interesting is... Well, how it actually works.

See, this is a pretty non-controversial card. If you're playing some cheaper, more malleable Mercenaries like Mudflap or Nightbird, you'll like it because you're able to play more allies to make Coup use your Bounty effects more and more. But, something that I'm wondering about is when it can activate.

You see, the way Coup reads states that it doesn't matter whose character is KO'd -- just so long as a character is KO'd. This could even mean, from what I've seen here, that it could potentially activate on your own turn through your own KOing of a character, either yours or your opponents. Now, I could be misreading this thing (it wouldn't be the first time, amiright?), but my money is on my instincts and my instincts are telling me that I'm right.

So, where does that leave us?

Well, you could use Coup to bolster your own effects, like Octone, Nightbird or Lockdown when you KO one of your opponent's characters during an attack. If you'd like to be even spicier, you could potentially play Coup through Laserbeak's tap effect, allowing you to play Peace Through Tyranny to use one of your own characters to fuel Bounty triggers.

Of course, it might not work that way, but either way it still isn't an awful card to fuel some Bounty triggers on your opponent's turn, especially considering how important it is to certain characters like Lockdown. It might not see too much widespread play, especially if I'm wrong about it, but I'm still interested to see where it might end up in the long run.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
"Never do with one gun something that you could do with two."

Shoulder Holster is actually really quite interesting in aggressive decks. Sure, it's a blue pip, but when you consider that certain cards like Jetfire can take full advantage of it, there could be some fascinating combos you can pull off with it. Let's go over some examples.

Like I said before, Jetfire can be something of a monster with both Shoulder Holster as well as Defensive Configuration as options, where you can get free Upgrades on him in either aspect. Now, regardless of optimal pip usage for the moment, we can still abuse Jetfire's ability to play Shoulder Holster in order to play a free weapon. This can open up your hand to play a second weapon on him, potentially stacking a second, heavily damaging weapon on him to deal a potentially disgusting amount of damage through potentially double stacking Grenade Launchers or Power Punch.

But the best deck that will love every moment of Shoulder Holster as well as Defensive Configuration is the always Upgrade-hungry Omnibots. Since you can play either card with Overdrive, you'll find that your first turn will have far more burst than you're used to, potentially exploding more Upgrades on the first turn to facilitate your characters board presence. I mean, there is always the chance that you whiff the extra Upgrade off the top of your deck, of course, but either way you're still getting an extra Weapon or Armor slot, y'know?

I really quite like both Holster and Configuration. They're inconsistent, of course, but when they're used in tandem with interesting cards like the Omnibots, things become more interesting. I mean, just think of how you could use Shoulder Holster to play a Multi-Tool! Sure, you're not exactly gaining anything stat-wise -- pretty much nothing at all, for that matter -- but you're getting Upgrades on the field to fulfill other effects like General Megatron or Equipment Enthusiast.

It might not have immediate gratification, of course, but its combo potential cannot be ignored.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
"Cheers love! The cavalry's here!"

Dual Wield is the best Mercenary card. Period.

You like that Grenade Launcher on Lockdown? You do? Sick! Well, how about we give him another one from your Scrap Pile? Yeah, that sounds pretty neat to me. So not only does this open up the possibility to swing with two weapons at once, but it also opens up your Upgrade for turn to be something that's not a Weapon -- in other words, Force Field.

Dual Wield allows you to not only play it hyper-aggressively, but it also allows you to play it defensively as well. Remember, even though your extra weapon slot disappears at the end of your turn, if you only have one Weapon on one of your characters, it won't disappear with the slot if it's a weapon like Energon Axe. This means that you can use a scrapped Weapon from your Scrap Pile while also playing an Armor from your hand to buff a Mercenary to the gills in a single turn without breaking so much as a sweat.

I'm not exaggerating, and even though flexing my hyperbole muscle is one of my favorite pastimes, I'm dead serious when I say that Dual Wield will shape the Mercenary format.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
Wow, the reboot of The Puppet Pals Show is really intense.

Crude Club is one of those super hot combo cards that you just know will be the centerpiece of a super neat strategy. When you consider the fact that Shoulder Holster, Extra Padding, Attack Drones and Dual Wielding can all increase Crude Club's effectiveness, you start to realize how strong this card can be in combo decks.

Crude Club does +1 for every Upgrade on that character. So, let's try to do as much as possible with some quick math: Three Extra Padding, one Shoulder Holster, three Attack Drones in one weapon slot, one Crude Club in another slot, and with a Brainstormed double Dual Wielding, we can play both of our other Crude Clubs in both other slots. This runs a quick calculation of the following:

3 + 1 + 3 + 3 = 10 Upgrades in total. Now, let's factor in the damage that those Upgrades can do on their own as well: +3 Damage for the Drones, +10 damage for each instance of the Crude Clubs, all pieced together to create an unholy final score of: +33 Damage!

Imagine getting that in a game. If you pulled this off against me, I'd be hard pressed not to just sign the match slip the moment it happened. I mean, you probably deserve the win at that point. In fact, I think you could probably do more damage thanks to more Brainstorm chaining and Cargo Trailers instead of the Shoulder Holster. Who knows? Maybe someone can come up with more impressive numbers using Predaking or perhaps Dreadwing? All I know is that Crude Club should not be underestimated, and I think, understated.

I don't think that it'll be practical to pull off, but Timmy's and Johnny's rejoice! A brutal combo card your way comes!


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
We three, we're not a crowd / We're not even company
My echo, my shadow, and me.

Wedge Formation is... Well, it's something all right.

To be perfectly frank with you, the effects of Wedge Formation has some of the least value I've ever seen on a card. On one hand, it's still not the worst card effect out there -- that Raspberry Award probably goes to Rest and Relaxation -- but it certainly does a whole lot of things to get nothing out of it.

I mean, sure, you're drawing a card, you could maybe heal something from one of your characters, and Plan 1 isn't necessarily a bad thing, but when you consider the fact that cards like Diagnosis does effectively the same thing but on a more neutral white pip, you can see how I'd be hard-pressed to find a spot for it on its card effects alone.

However, it should be clear enough at this point that this card's value clearly comes not from playing it from your hand, but using it in more niche strategies. With three pip colors on it, you'll find that cards like Blowpipe and Grapple want to play as many as possible in order to activate their effects. But, perhaps there is another reason to run it?

You see, Overwhelming Advantage requires you not just to have every color combination possible Upgraded on a character, but also flipping the same amount of colors on your attack. When playing at least one Decepticon on your team, you can use Overwhelming Advantage to Plan Wedge Formation on the top of your deck to make your flips that much easier. It would be all too easy to deal massive damage to one of your opponent's charactes.

Perhaps Overwhelming Advantage is simply too niche of a strategy to pull off correctly, but when you consider how easy it is to flip all of the colors in the game when three of them are taken up by Wedge Formation alone, I start to wonder if Overwhelming Advantage might just work after all.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
Hot Rod and Octone's normally jovial Skype call suddenly got heated when Octone accidentally called Hot Rod "Hot Shot".

Valuable Contract is... Okay I guess? I mean, it's not going to win any awards, and Star Cards are strictly okay at best, but with cards like Contract Contingency and Coup, could this card actually be the start of an interesting combination? Let's dive in and find out!

So, with Valuable Contract, it might seem odd, but you don't need to use it on a Mercenary. In fact, it might be better not to use it on a Mercenary in order to get the full use out of your Bounty activations. Regardless, what would be the best use of Valueable Contract and how would you make the most of it?

Well, let's say that we can use cards like Coup and Contract Contingency to activate Valuable Contract's Bounty effect. If you do, you can grab far more Star Cards from outside the game than normal. In fact, you'll probably be able to do so almost every turn given proper draw support. What could you possibly grab with Valuable Contract's effect if you did manage to pop it or something similar off every turn? Well, let cut to the chaff and let me toss out a neat idea that I just had.

Okay, so, Hot Rod can be used to build up a slow yet powerful control effect when he gets a card beneath him, right? Plus, when he has full HP, he has Safeguard, making his bulk that much better. So, how do we capitalize on this? For one, we can use cards like Blast Suit to reduce your opponent's damage by an astronomical amount, but I think more importantly, you could also use Heroic Resolve turn after turn if you were able to stream Bounty effects and/or Unleash Potential. Plus, since it goes to the KO pile after using it, you could run an aggressive version of the deck and not have to worry about shuffling a bunch of blue cards back into your deck.

But what might make it viable is through the use of Needlenose. With Needlenose's damaging ability, we are able to ping our opponents for a bit of damage every turn since we are effectively trying to play one of those cards every turn, and to facilitate that end, Needlenose can also return Blast Suit and other Star Cards from your Scrap to your hand to be used again. The end result of this is by being mostly able to stream Heroic Resolve and Blast Suit every turn, increasing your survivability exponentially, especially considering Hot Rod's double Action ability.

I don't know, it's just an idea that I had randomly. But the point being, Valuable Contract is of cardinal importance to that combo, and I honestly wonder whether there are other combos out there with it or not. After all, Wizards keeps making more Star Cards and people still seem reluctant to play them. Perhaps at one point they'll end up making a broken one and cards like Valuable Contract will be the catalyst to another broken combo deck?

Who knows? It's just a thought.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
"Oh, well there's your problem!"

Opportune Repairs is exactly the kind of repair card that I have been wanting. Healing one damage isn't great, healing two for the cost of a pip just feels awful, but Opportune Repairs healing three whilst still having a useful pip? Yes, please!

First off, I'd like to say why I love this card. Remember what I spoke about briefly in my last article? Safeguard is a very good effect, and when you play Safeguard Cars, or The Safety Dance as I'm starting to call it, you're going to have a lot Safeguard on the field to play with, and with it, more opportunities to heal off your characters.

See, that's what I love the most about it. Safeguard protects your character by capping the damage they would take from an undamaged state to (usually) three damage. Now, with that said, you can use healing cards like Opportune Repairs to heal off those three damage counters, reactivating Safeguard and giving that character another clean attack. So long as your opponent doesn't play any non-combat damage cards and you draw enough healing, Safeguard will keep coming back.

The Safety Dance can play several different Cars to take advantage of their Safeguard abilities, namely Hot Rod, Smokescreen and Greenlight, all equating to 24 Stars in total. But, since Opportune Repairs requires a Mercenary on the field in order to use it, you might want to play Deadlock, Nightbird or even Lockdown to fill that slot -- all piecing one little bit of their own power or utility to help out in your ultimate goals of outlasting your opponent.

Plus, they're all Cars, so... Yeah, it kinda works out.

Either way, I'm not quite certain that Opportune Repairs will be played in anything else that doesn't at least play instances of Safeguard. Safeguard is such a good ability, though, that Safeguard cards could be splashed into other lists rather easily, and if they are, you can bet that Opportune Repairs will be first on my list to try to work in.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
"Are you Sarah Connor?"

Similar to Opportune Repairs, but lending itself to a startlingly great damage boosting Action, Opportune Offensive is a lot of power in a little package. It's like a better version of The Bigger They Are or Heavy Handed -- one that only requires your own team composition to grant Pierce and a damage buff. I mean, just off the bat it's a way better version of Leap Into Battle, and it even has better pips to boot. The question changes from "Should I use this card?" to "Who should I use this card with?"

In fact, the same characters that Opportune Repairs would want to play might be quite fine to play in a blue list alongside Opportune Offense, except perhaps playing Detritus as well since healing is almost always better in a defensive circumstance than an offensive one. Lending to that idea, the fact that Opportune Offense grants a Pierce buff alongside a blue/black pip coloration shows us that the best place for it is in a blue/black list.

So, to that, I simply have to say that it's kinda impossible to say what it's good with because it's such a universal card. I mean, what else do you want from it? It makes you do more damage and Pierce! It's great!


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
Sometimes the light's all shinin' on me / Other times I can barely see
Lately it occurs to me / What a long, strange trip it's been

Seven damage. Wow. That sounds like a lot, doesn't it? I mean, just think about it! You're doing so much more damage than you would otherwise, right?

Can you feel my sarcasm?

Okay, so this sounds like an amazing card, and for characters like Tote or his other Micromaster friends who start with two or three Attack, then 4-Wheel Drive seems like a strong addition to the deck, and it is. But, when you consider all of the other Trucks who start off at four or five attack, you're not going to get any value out of 4WD that you would otherwise get out of a Leap Into Battle of all things.

4WD may seem incredibly strong, but when you realize that playing a Leap Into Battle gets you effectively the same thing and you get to attack with that character in robot mode, I can't really get too much behind it outside of Powertrain or similarly small decks. Perhaps I'm just being overly critical and a bit of a pedant, but I just can't see this being used as well as Leap Into Battle or some of the other cards like Opportune Offense.

Again, maybe it's just me, but I can't help but to feel that there's less to this card than meets the eye.


CONCLUSION

As always, it is such an amazing feeling to help release cards to the public. I certainly love making all of this content for everyone, and getting to show off new stuff while I do makes me absolutely swoon. Thanks again to Wizards of the Coast for allowing me the opportunity to show it off, and thank you for reading and watching it!

As for the recent reveals, I'm sorry that I couldn't get to all of them in one article like last time. Honestly, though, it was kind of... Well, bloated. Like me. Oof.

Anyway, in all seriousness, I am absolutely ga-ga over the Mercenaries. I think they're a fantastic addition to the game, and they really spice up the dulled Faction system. I really hope that we get more reasons to play all Decepticons, Mercenaries or Autobots soon, though! With all of these faction-specific cards, though, I think that's closer than we think.

What do you think? Are you flipping out about Showing Off? Hooked on Lockdown? Or maybe you're ready to hit with Blackjack? Let me know in the comments below, and I'll see you next time!

"Planes, Trains and Automobiles" -- TFTCG Siege II Strategic Analysis

Transformers News: "Planes, Trains and Automobiles" -- TFTCG Siege II Strategic Analysis
Date: Wednesday, September 25th 2019 8:21pm CDT
Categories: Site Articles, Game News
Posted by: #Sideways#

Discuss This Topic · Permanent Link
Views: 52,102

Planes, Trains and Automobiles


So, lately, if you hadn't noticed, there were a few cards that were revealed over the past week or so. Not only were there literally dozens of cards that were revealed, but there were also several things that happened over the past week -- including the European Energon Invitational!

At that Invitational, the meta almost completely shifted from the aggro-dominant to a more aggro neutral meta, with a seemingly even balance between aggressive as well as defensive decks. This far more varied meta is a welcome one, especially given the fact that defensive decks usually have to be far more inventive in terms of dealing damage than the more simplistic aggressive ones. It makes for a far more interesting viewing experience in most cases, at least.

That said, the defensive decks that did extremely well were almost entirely comprised of Major Shockwave decks that out-consistency'd their opponents through the use of his intensely defensive compatriots and supporting them with defensive Secret Actions. As it so happens, the deck that eventually won was not aggressive, however.

You see, even though four of the top eight were Major Shockwave decks, the winner of the overall tournament was that of a Blaster/Firedrive combination that used Blaster's knack for playing extra cards and Steeljaw's innate Bold effects to combo together damaging Actions, Upgrades and everything in between to deal a shocking amount of damage. Of course, with Blaster you can also run Ramhorn to add a nicely defensive side to the deck, playing free Force Fields.

As far as the development of the late Siege meta, I've noticed something of a pendulum swing in terms of deck styles. First, it started off with everything being defensive all the time. Second, everyone remembered "Oh hey, Battlefield Legend is pretty strong" and then the whole format went orange. But now, it seems everyone has realized just how strong defense is again -- and how good aggro is as well. In this peaceful harmony, it seems that defensive and aggressive decks can get along with the swing card becoming Press The Advantage.

Press, as I've mentioned in the past, is one of the strongest cards and one of the biggest reasons that the aggressive metagame came to be. The question isn't if an Autobot deck can make headway against a Decepticon deck, it's how much.

Will these reveals change that? Let's find out!


CHARACTER CARDS



Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
People all over the world / Join hands
Start a love train / love train


Astrotrain is kind of insane in almost every single way. I absolutely adore this guy -- not only can he completely carry a game, but he can also survive far and away longer than most. Let me explain by going through the basics of what the developers no doubt intended for him: Pokemon.

Pokemon involves evolving a Pokemon from Basic, to Stage 1, to Stage 2 over the course of three turns while using Energy Cards to power up a character little by little. The more Energy, usually the stronger the character. When we look at Astrotrain, though, we get the sense that Astrotrain follows that same game curve. On the first turn, you're going to have the ability to attach one Upgrade to him, activating his Spaceship effect. Then, on the next turn, you are supposed to attach a second Upgrade to activate his second effect. Then, when you use a third Upgrade to activate his Robot Mode.

At least, that's what you're supposed to do. See, there happens to be a very, very strong card by the name of Extra Padding. Extra Padding creates a nutty, nutty combination, being that you can place them all at once, or at least come close. When you do hit that magic number -- and you will hit that magic number -- you will be blessed with a four defense, nine attack behemoth in a defensive deck that will make him defend even farther. Mind you, that's pretty much comparable or in some cases better than Nemesis Prime after reshuffling your deck.

The best part about it, though, is that he's also a Decepticon Leader. That means that you can use Callous Leadership to move 5 damage counters from him -- effectively making him live far longer than normal, especially with a base attack of four and whatever Armor you've slapped on him. This isn't even counting whether or not you're playing Flamewar and/or Ravage alongside him, boosting him to heights never before seen.

He swings for a massive amount, and can take even more. Astrotrain is a character with boundless potential, and I don't think that it's a question of if we will see him, but when.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
You won't be taking the Brunt of your opponent's attacks! Right? Right?


Brunt is... Interesting. On one hand, he seems to be a fantastically defensive card by all but turning off Bold, but on the other, he seems uniquely suited to being offensive as well. I would say that he would be fantastic in a balanced composition for that reason, but when you consider the state of his stats being as mediocre as they are, you begin to wonder if his cost begins to outweigh his benefits.

But that's not what Brunt is here for, right? How about his gun mode... Gun modes?

If you couldn't tell, this is the first dual-piece Weaponizer. You can choose to spread them around however you wish, with either one or both upgrade forms of Brunt on one of your characters. It is with these pieces that we begin to understand a few things. With once piece, we see that Brunt is not just an effectively permanent Grenade Launcher with his Weapon form, but also literally the best Armor in the entire game with not just a permanent Blast Shield, but also the added benefit of having Tough 1 on top of all of that. When you realize that you can attach both pieces to one character, however, one realizes the power level of Brunt is actually astonishing.

Let me put it this way. Have you played Overwatch at all? If you have, then you know about Ana, the support. She has an Ultimate ability called Nanoboost, where you can power up one of your characters so much that they sweep the entire enemy team. Brunt is the same way. You can use him to power up a character to the point that they become effectively unstoppable, giving them an astronomical attack boost and an almost insurmountable defense at the same time.

The only question at that point is, logically, who would be the best partners for him?

One could say that Battlefield Legend could be interesting, and by putting both Weapons onto him, he could be come effectively unstoppable. But I think that might be a little short-sighted, or at least a little obvious. I just don't think that a Weaponizer could do well in a Tall setting, but be sure to mark down this quote in your notebook because I might end up wrong later.

Nay, I think one of the better way to play this is in an aggressive list with the most oft-forgotten cards in the game at the moment: Demolishor. Demolishor loves having both three attack and Bold 1, but more than anything else, he loves having an Armor that gives him +2 Defense. Since he flips extra cards for each defense that he has, you will flip over Kickback-levels of cards whilst having one of the highest defenses possible in an aggressive deck.

The best part is? He's only 6 stars.

Brunt will only be usable in the kind of list that can support him to his fullest, if it wasn't obvious enough already. Since he's so radically different than everything else, you'll want to use him to his full power level. Admittedly, I don't know for sure if Brunt will ever see play if Cog's lack of usage is anything to go by, but when you consider that Brunt has potentially more value than Cog in the short run, it gets just slightly easier to see him in a team.

But just slightly.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
Hell hath no fury as a Weapon removed.


Dazzlestrike is not good.

Not only does Dazzlestrike completely suck at dealing damage in her(?) robot mode, but she also isn't exactly special in her alternate mode in terms of damage, either. Unfortunately, whereas she heals her user, she also damages them back to where they were whenever she's inevitably removed via an Enforcement Baton or something similar. Since it's in your best interest to attach a Battle Master near the start of the game, you'll find that the character that you're attaching her to won't be damaged.

This makes her effectively a negative to attach to anyone who cannot keep her, as whenever your opponent discards her from play they will effectively get to deal three damage for free off the play of an Enforcement Batons.

Now, remember when I said that she's not bad on a character who can hold on to her? Well, for your consideration, I give you Greenlight:


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
"Sombra, online."


Greenlight is... Interesting. Making use of her Safeguard isn't exactly difficult, but her green pipped ability is deceptively strong. Since it doesn't matter if it's an Action or an Upgrade, you get to play both to boost her attack to a formidable six while also playing two of the most powerful cards in recent memory: Bashing Shield and Press The Advantage.

Given that there are also other cards that can be used with green pips, there are potentially higher damaging combinations through the use of Focus Fire. Since you get to play three of them at once, you'll find that playing a Bashing Shield and your Focus Fire all at once will get you a solid eight attack and Bold 6.

Of course, the hardest thing about that strategy is, y'know, staying alive long enough to actually use it. With her Safeguard, you're almost guaranteed two turns to pull it off, but we both know that's not enough. You see, in her alternate mode, she has the effect that her Upgrades can't be scrapped from her. With this in mind, we know that we can attach a Force Field to her with absolute impunity. But, perhaps moreso than that, we can use Dazzlestrike to heal her just enough to use Safeguard again, and you can't be punished by removal effects until you're ready to pop off with her in her robot mode.

Is this a viable strategy? I don't know. Probably not? It just seems too tech-y to be pulled off, but who knows? I guess we'll never know unless we get the green light from the rest of the set!


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
"Can we Fixit? Yes we can!"


Fixit is one of, if not the best 4 Star character on the market. Period.

His extremely powerful, effectively universal draw mixed with competent stats (for a Micromaster, that is) make his value off the charts in almost every way. The simple fact of the matter is that, if you're running a deck that needs to dig for something in particular, or perhaps even moreso in a deck that runs more white pips than most, I can think of no better character to play for your money. He's just universally good -- he can scrap your opponent's useful green-pipped card -- like a Bashing Shield, Enforcement Batons, Enigma or all of the above -- on-demand, while also having the ability to net you a new hand of cards to play with.

Oh, yeah, all of this is without using your Action for the turn. Which brings me to the thing I want to touch on:

Since he's universal, there aren't that many decks that wouldn't want to take him along for that added consistency. But, there is a deck that can only work with him on-board, and that's W1 Shockwave. Shockwave needs to chain as many hand-scrapping effects as it can in order to place as many damage counters as possible. When you realize that Fixit can use his ability alongside a System Reboot for your turn, you realize that you can force your opponent to take roughly 8 damage for effectively free, not counting any card effects like Testify to put more cards in their hand.

With proper use of Bravery and similar effects, Fixit will be safe from attacks and Shockwave will be able to spread the love (by which I mean damage) far faster and far more consistently than anyone thought possible.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
I'm so ready to see some Anime Transformers fights again. I was born ready.


Is he good or just cool? Because I'm not so sure that he's good.

You see, he's got the look, and he's definitely got a sick power level in terms of raw stats, but when you consider the fact that he's 15 freaking stars, you gotta start to wonder if he's worth it or not. Metroplex, for example, has a lot of attention on him because of his even larger stats, but I've personally played him quite a bit and trust me, 35 HP sounds like a lot, but when your opponents swing for 13 a piece you start to wonder how long you're going to last.

Now, this General Prime -- typically called "Galaxy Prime" by most -- can avoid some of this by attaching Energy Pack (usually for free) and cards like Urban Camo to keep yourself alive more. But it begs the question, and I ask myself this question a bit too much from time to time, but consider this:

Is it enough to survive? Or do you want to live?

That wisdom is something I chew on in my own life, but with cards, it takes on a different meaning. What is "living" in a card game? Isn't remaining on the board enough?

Well, no. Galaxy Prime may stay on the field for a while, but he's so big points-wise that he'll likely be the only competent attacker on your team, making him not just priority #1 for your opponent but when he goes down, you'll lose the game almost instantly. Remember, he's got similar offensive power to Battlefield Legend, and Battlefield Legend only has 13 stars compared to Galaxy Prime's 15.

But, as a whole, I don't think that matters as much as I make it out to. Galaxy Prime has a lot of power in his kit, and I think he'll definitely be a force to be reckoned with on the battlefield, but in an innately Balanced deck, can you really count on him to pull through?


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
Somehow I just don't see an SUV making a high jump.


Highjump confirmed my suspicions! Given the fact that Highjump is a 4 Star character, the pattern of Micromasters holds true! That means that you can play the full team of Off-Road Patrol members, with the total cost of all four of them coming to a solid 18 Stars. That said, we know now that Powertrain can reach those high stats that we so desperately crave, and can also be played with a 7 Star friend.

But what about Highjump? Is there any place for him anywhere else?

Well, I mean, you can play him in a heavily black list to draw some cards, I guess, but why play him when you could play someone like Fixit? Regardless, he's a black-pipped card that can still make some use out of its inclusion if you have the black pips to support him.

But again, I ask you this: Why not Fixit?


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
"Impactor? I barely know 'er!"


Impactor is probably bad. But, when you consider that he could be used in Aggro Tanks alongside Demolishor, Flak and Starter Megatron, he becomes a little less awful. You see, since you can use the highly underutilized Hunker Down to flip your characters all at once, you get the benefit of Demolishor's draw and Impactor's momentary Bold 1.

Of course, since he also has Bold 1 in his robot mode, he'll be a little bit easier to have deal damage, but beyond that his usefulness comes to an end. In fact, you can't really justify using him as someone to spread a lot of Bold 1 when you realize that Flamewar would be straight better. I mean, she does the same thing but for 5 Stars, after all!

Why are all of these Wreckers so bad, anyway? I mean, Springer was bad in W2, Kup was bad in Wave 1 and now Impactor is bad in W4! The Wreckers are getting wrecked.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
Just in case you forgot that the Insecticons are good.


Kickback is insane. On one hand, his vehicle mode is the reciprocal of his Wave 1 iteration, being a busted force for defense on a blue Bugs team, but on the other hand, his robot mode makes standard Bugs even better.

First, the concept of Blue Bugs, the version of Insecticons with, well, blue. With bugs. There have actually been several potential candidates for Blue Bugs over the past few sets, most notably W1 Bombshell, Ransack and Chop Shop to name a few, but to make a long story short they focus mostly on tanking the damage instead of spastically run over your opponent as quickly as possible.

That's where this Kickback will surely find his footing the easiest, using both of his abilities to assist his allies. But what of his other abilities? Well, let me tell you a secret: His robot mode ability is actually super strong in a fully orange Bugs.

Why? Well, let me tell you.

You see, Kickback states that when one of your Insecticons flips at least one blue pip, you get to ping the defender for 1 damage. That doesn't mean that the pip you flip has to be exactly one blue pip. You could, for example, play Roll Out in your Bugs list to facilitate this ability. Having both blue and orange pips on the same card, Roll Out doesn't bog down your flips with any unnecessary blue cards, and you can still deal the free damage that Kickback is looking to pass out with them included.

Even better, Roll Out isn't even a bad card in your deck given the powerful effects of Skrapnel, Chop Shop and Ransack upon flipping to their alternate modes. Given that he's an alternate 6 Star to include, you're likely to drop Ransack in your list for him. But something that I think is worth experimenting with, however, is dropping Barrage for him, instead. This allows you to play a Full Loadout, as well as getting just a little ahead on the Transformation game through attacking with Ransack in his alternate form first, transforming Kickback to take full advantage of him from the get-go.

Of course, that's just a spitball -- but it's still an interesting idea regardless.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
"Yesss..."


Lord Megatron will dominate any sealed event ever. With half decks, Megatron will get to activate somewhere close to every single round, sometimes more than once. He'll get to deal a frankly disgusting amount of damage at a similarly sickening pace. Remember, if you use weapons that boost his Attack stat, he'll get to deal more damage when your opponent reshuffles!

The thing I don't like about this guy, though (aside from the misprint saying that his alternate mode's attack stat is 5) is that his alternate mode is actually a bit useless. Milling your opponent is okay, for sure, but when you're milling your opponent for a maximum of five cards it's just... Underwhelming. That said, he is a Tank, which means in a non-sealed format, you can use Hunker Down to flip Megatron and mill your opponent for free, while attaching the ever-useful Armor.

As it so happens, though, Lord Megatron gets markedly worse in a constructed format. Given the fact that your opponent will have a far larger deck to play with, you'll have a far harder time finding value out of him unless your opponent is playing frankly moronic amounts of Bold and milling themselves regardless of Megatron's abilities.

I guess that's the real reason to run Megatron. Not as a strategy per-se, but perhaps as a deterrent. I mean, if your opponent realizes that they have to effectively KO one of their characters when they reshuffle their deck, don't you think that they might hold off on playing a Bold card or two?

Just a thought.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
"I don't like sand. It's coarse and rough and irritating. And it gets everywhere."


Sandstorm is sadly not as strong as his opposite, Astrotrain. Whereas Astrotrain makes his value known through sheer defensive willpower, Sandstorm seems to be a Jack of All Trades, Master of None.

He's got a little of everything, and a little for anything. His whole game plan is to be exactly what he needs to be for as long as it takes. I am certain that there will be games where you'll just keep him in his Car mode, or his Helicopter mode, or even flashing his robot mode here and there.

Simply put, I love the idea of running a deck that's incredibly versatile, where you can tech your deck or sideboard to counter everything. To that end, I'd like to point out that the Reflex Circuits, Covert and Sturdy Armor can all be attached to Sandstorm through careful planning of his alternate modes, giving you outs to more defense than your opponent will likely be used to, especially in Helicopter mode.

Unfortunately, his robot mode leaves much to be desired (much like the missing attack and defense icons on the bottom of the Helicopter mode) in terms of versatility and usability. Maybe it's just me, but I wish that it did something more than just ping someone for one damage. I realize that it's better than nothing, and that Major Shockwave is slowly becoming a Major meta mainstay, but other than him most Specialists are just supports instead of major threats.

Something I just realized, though, is that he's basically doing Springer's job from Wave 1, except way better -- and on a Common no less! I mean, think about it; Springer was supposed to be a Jack of All Trades as well, but he kind of sucked at his job a bit given the fact that he relied on Bold and Tough. Sandstorm, however, doesn't deal with any such things.

I guess it really is true what they say: Jack of All Trades, Master of None, but still better than a Master of One.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
Even here I get sidetracked.


Fixit may be the king of white, but Sidetrack is most certainly the king of orange. But, you might ask, didn't I just say that Fixit was the undisputed king of all Micromasters ever? What makes Sidetrack the best orange-based Micromaster and why doesn't Fixit simply take that cake?

Well, consider for a moment how many white pips you need to play in your deck to make Fixit anything close to consistent, and now consider for a moment just how many orange pips you might play in an aggressive deck. If you realize now how many orange pips are in your deck and how often they are going to be in your hand, you're going to realize how consistent that Sidetrack is going to be.

Plus, Fixit discards your hand, whereas Sidetrack can help build it instead. Sure, you are going to miss out on any Actions on the top of the deck, but honestly, who cares? They're going to be back in the deck after just a little while, anyway, and the short term benefits of putting a bunch of Upgrades into your hand shouldn't be discounted.

The only thing I actually dislike about Sidetrack is his extremely unfortunate HP. If you notice, he's only set up with 3 HP -- making him an ideal candidate for your opponent to play a One Shall Stand to take a free KO. You may think that people might not play it, but consider for a moment the fact that One Shall Stand has become an increasingly prevalent card in the metagame after Battlemasters came out.

This increasingly relevant and prolific card has become something of a mainstay for the metagame, and when your opponent can take a KO for effectively free on their first turn, you aren't exactly favored in that matchup, simply put. So with that said, is Sidetrack good at all?

Yes, still, he is a powerful utility for decks with the points to spare, especially in an aggressive Tank deck that wants to play Demolishor to his fullest potential. But beware -- your opponent might be just as glad that you're playing Sidetrack as you are.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
Okay, I'm just gonna say it: Flamewar with rocket-powered angel wings is one of the raddest things I've seen thus far.


Wasn't Sights an Autobot originally?

Anyway, Raider Sights is kinda mediocre. Sure, we basically shouldn't talk about most Batlemasters in terms of their robot modes because of how "blah" they are with few exceptions, like Aimless or Lionizer for example, but Sights just feels uniquely mediocre. I dunno, maybe I've just gotten a bit jaded to this kind of thing. But the real reason you play a Battlemaster (at least, usually) isn't their robot mode, it's their alternate mode.

Which is also kinda mediocre.

Focus 2 isn't really a sought-after effect, even worse given the fact that it takes 6 Stars off your team in order to run it, and the benefits that it provides outside of that aren't exactly amazing, either. I mean, sure, boosting defense on a Utility is pretty neat since you still get to use an Armor to do so, and in Blue/Black lists you wouldn't mind taking advantage of Focus in order to do your Pierce damage, so it's not that Sights is bad per-se, it's just that he's not as great as some other Battle Masters that boosts Attack and Defense for the same cost like Nightstick.

One thing that I should probably touch on, though, is using Sights on Siege Flamewar like the artwork advises us to do. Since she has an innate Focus 2, you can use Sights to boost that to Focus 4, making a balanced deck show you effectively whatever flips you want whenever you want them. It honestly doesn't even seem half bad, and with Pop A Wheelie making Motorcycles have a reason to exist, I don't think it would be a bad idea to use Sights if you had the spare points. But, that's the extent of what I'd expect to use him in, frankly, given the other options.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
"Go ahead. Make my day."


Six-Gun is kinda really neat. He's the kind of Weaponizer that I really enjoy -- the ones that force your opponent to deal with them, the ones that get so much value out of their robot modes that your opponents have to focus them -- which in turn activates their Battle Master or Weaponizer effects, and the clap-back from a suped-up character is painful at worst.

Six-Gun epitomizes this by having an extremely powerful character trait of being able to boost his own attack, comboing with other weapons already attached to him and Actions played from your hand. In total, you can create a massive amount of value out of his robot mode, and the best part is, you want your opponent to deal with him as well because his weapons are still powerful.

In fact, Six-Gun isn't likely to focus his Upgrades on the same character given the nature of Pierce and the powerful effects therein. Oh, and did I mention the fact that the Guided Missile Launcher can be placed in a Utility slot, meaning you can pair it with another weapon. This creates powerful combo potential in itself, and the Anti-Gravity Cannon also creates wondrous opportunities for smaller characters to deal damage to larger ones.

All of this being wrapped in a little shell of only 9 Stars makes Six-Gun a wonderful little package. Now, whether or not that will make him see play is still beyond me, but I can't help but to feel that Six-Gun is going to have a lot of potential value from his robot mode alone.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
"Purple haaaaze..."


So let's talk about Safeguard Cars for a minute.

Safeguard Cars (Safecars, if you will) kinda fixes the biggest problem I've found with Cars since launch: They lose when they die. Now, I realize that sounds a bit obvious, but let me explain. You see, Cars as a general idea is a simple one: Don't die, untap, attack at once. This strategy dies almost instantly when it faces something more aggressive than it, something like Bugs who can effectively OHKO one of your characters from the get-go. You see, you can't untap or attack with something that's, well, dead as it turns out, and it plunges your damage output through the floor.

That's why I love Safecars so much. You still deal similar amounts of damage through use of Press The Advantage, Grenade Launcher, all that ilk, but you are all but confirmed to survive whatever your opponent throws at you so that you can untap your characters how you wish. Plus, to make matters better, you'll still have enough HP to take full advantage of Force Field, with Greenlight being able to take its advantage to the fullest with her alternate mode ability.

Now, as for Smokescreen, I think he's an obvious addition to this archetype. Having 4 Attack in his alternate mode and potentially 5 Attack in his robot mode for the cost of 7 Stars makes him an easy inclusion for the archetype, despite not too many interesting things happening with his kit. This is not to say that other Safeguard Cars will be revealed, and perhaps they will be better than Smokescreen, but until that time I think Smokescreen is a great character to run for the archetype, even if his use is limited outside of it.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
I just can't think of any puns to CRACK, y'know?


Thundercracker is pretty neat.

So, Thundercracker makes something of a splash when you consider how much Pierce Power has been in Siege 2 thus far, his abilities are far more consistent than you might think. But, truly, is scrapping cards from your opponent's hand even that great? And is it worth basing an entire deck around when you're only doing Pierce damage? And who do you even play in such a deck?

Well, take for example the idea of playing Thundercracker, Nova Storm and Nightstick on the same team -- now that we have double black pips and more useful black cards, we can use their abilities far easier than initially thought. See, since Thundercracker chooses a card from your opponent's hand and scraps it, you can choose exactly what you want to scrap -- and Nightstick scraps another one afterwards. Then, afterwards, you can use Nova Storm's ability and Thundercracker's ability to move several damage counters from each of your characters at once. Plus, you'll have plenty of stars left over that you could use on Leap of Faith, or perhaps something like Pincer Maneuver.

Now, with all of that said, does Thundercracker have potential outside of that niche composition? Maybe. You see, since he has only 9 Stars, you can use him alongside a smorgasbord of smaller Planes where you can use Photon Bomb to set up a potentially disgusting amount of damage to be moved to one of your opponents. Let me explain with an example.

Thundercracker is 9 Stars, Storm Cloud is 4 Stars, Visper is 5 Stars, and we can toss in Skydive to flesh out the whole squad. Now, let's say for example that you start by going first and you just transform Thundercracker and swing with him. Then, after your opponent swings at you, you can use a Photon Bomb, spreading two damage to each character. That dealt a lot of damage to your opponent, eh? Well, how about a little more? Because, you can transform Thundercracker and reveal one of many double black pips in your deck to move every single damage counter on your characters (8 in total) to one of your opponent's character for a total number of 10 damage on one of their characters for an easily done combo.

Mind you, that's enough to KO a Bug or a Car for effectively free. What's not to love?

I think this isn't the last we've seen of Thundercracker. He's got a lot of potential in his alternate mode as well as his robot mode, and I think that it's going to be interesting to see whether or not those combos can come to fruition.

EDITOR'S NOTE: It has come to my attention that I appear to have misread this card, skipping over "one of" in terms of his flip ability. My apologies for the confusion, as this does change quite a bit of power in this Thundercracker and rather invalidates many of my points. Now, as it happens, I still stand firm on his potential in terms of damage movement and the new double black pipped cards that you will see at the end of the article; moving two damage from one of your characters shouldn't be taken lightly, and I do think that there is a significant level of potential with running him with Nova Storm given her damage movement abilities. That being combined with Bombing Run, you suddenly have a very deadly combination. Plus, you can't deny the usefulness of Bombing Run combined with Photon Bomb in terms of damage potential, especially in a four-wide setting.

Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
You too can stand up the Vanguard!


Vanguard is busted.

There are no two ways about it -- this guy is on the verge of being broken. Giving not just one, not just two, but all of your characters an effective Force Field that never goes away is just insane. I mean, sure, you need to flip a white pip, yada, yada, who cares? Just play more white pips if you're worried about it. The point being, you can block any useful amount of damage from someone by flipping one of many white pips that you'd play in your deck for a simple five stars.

To make matters better for defensive decks that might want to play him, you get a free +2 defense when your opponent inevitably targets him down. But here's the thing: Do you want to play him in a defensive deck at all? Because I'm actually quite certain that you'd want to play him in an aggressive deck given the circumstances. I mean, effectively turning all of your characters into Skrapnel certainly doesn't seem to be a bad thing, and pinging one of your opponent's characters for a bit more damage doesn't seem half bad, eh?

I mean, even with Decepticons -- the more defensive faction, oddly -- can benefit from this guy because of Callous Leadership. It and Vanguard both have the magic number of 5 damage to make use of their abilities, making Callous Leadership into something of a Max Potion for your Decepticon Leaders. The simple fact of the matter is that Vanguard enables literally everything to be live forever; Autobot or Decepticon.

That means that your opponent will invariably try their hardest to focus him from the get-go. Our little R2-D2 here certainly doesn't like being in the spotlight, and his stats reflect that, but when you consider the use of Stealthiness or Hiding Spot in order to protect him throughout the game, you're looking at a Battle Master that will only die when you want him to.

I think that Vanguard is busted enough to be warranted in any deck that can fit him. Literally any deck that can run him effectively probably should. I mean, who wouldn't want to live longer, right?


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
Augly Reflexes.


Acute Reflexes isn't that great.

You don't see it as a boost to your attack, and Focus 1 isn't a stellar boost to consistency, and the defense side of it could also be just an Urban Camo to serve the same job. I don't see this getting much play outside of maybe some decks that play a crapload of white cards, with Vanguard or Fixit for example.

I dunno. I could be wrong. But until someone proves that to me, I think I'll just binder it and move on.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
Back in black / I hit the sack
I've been too long / I'm glad to be back


Double black pips, boyos! Double black pips are not only real, but there are three different ones, meaning you can put a total of nine double black cards in your deck for your flipping pleasure. I think that this is exactly what black needed as a concept, since Pierce 1 here and there simply wasn't enough to warrant playing it overall. But now that we have full double black pips, I'm ecstatic to see where it goes. Will the black or blue pipped Bold cards see play to get to those astronomical numbers of Pierce that only Arcee could dream of? Who knows!

But until we find out, we need to take a look at the cards in their individual rights and see if there are any that you could actually play on your turn and not feel awful about.

Let's start it off with Crowbar, which has the nice effect of being a Grenade Launcher -- if that Grenade Launcher was terrible. I mean, you're going to be playing this for the pips, but really and truly, if you're attacking Crowbar during your turn instead of anything else, you're probably in a bad spot. I mean, Primary Blaster is a better weapon than this and it's, well, Primary Blaster. But, it's still good to know that if you draw it, you're not going to be exactly losing anything, unlike drawing an Improvised Shield in an orange deck, because you can scrap it so easily that it'll be back in your deck before you know it.

As for Minor Medic Kit... I think that it exists, and that's certainly not a bad thing. It's not going to exactly give you the "Wow!" factor that attaching something like Energy Pack or something similar is going to give you, but it's at least something, especially in a defensive deck. Unfortunately, if you attach it, you're not exactly going to have too many chances to scrap it outside of replacing it or letting the upgraded character die, which is kinda the opposite goal of the game in most cases.

As for Designated Target, it's everything I wanted and more. Given the fact that it has Pierce 2 in the deck as well as in your hand means that you're not losing any Pierce power by drawing into it, and you're still playing it from your hand to be reshuffled into your deck afterwards. Designated Target is also excellent in decks that can attack more than once in a turn, like with Cars or perhaps Motorcycles, given the fact that you are giving your entire team Pierce to play with. Of course, it is an Action, and there are certainly better Action-based damaging cards to play on your turn, but as far as double black pips go? I can't think of a better one to have in a deck.

Double black pips are fantastic news for the future of the color. I've been trying to get as many versions of black to work through the use of orange or blue counterparts, but many times I've felt that the black pips were simply a random side-effect that didn't give enough power to warrant its inclusion outside of a few niche character effects. Now, not only can you use those niche character effects easier, but you can also rest easy knowing that you'll have the amount of Pierce that you want, pretty much whenever you want it.

I mean, around a quarter of your deck will be made up of double black pips, y'know?

Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
Flipping out.


Triplechangers, for the most part, haven't been stellar. They've either been too goofy to pull off like Blitzwing, or they've been too inconsistent to be powerful, like Springer. But, the worst sin of them all, was that most of them had one useless -- or at least incredibly niche -- mode.

For Springer, it was usually regarded as his robot mode. For Blitzwing? Also his robot mode. For Sandstorm, his robot mode fits that bill perfectly, having a one-and-done effect that will leave you either defenseless to attacks or pillow-fisted for your next attack. At least, that's what it seemed like, until Conversion Engine came along.

You see, that's what Conversion Engine seeks to repair: Mode consistency. Let's take Sandstorm, for example. On one hand, you have a dismal robot mode with a useful alternate mode, each with their own advantages for separate versions of characters. Normally, you'd try to avoid his robot mode like the plague; but with Conversion Engine, you can consistently transform him to Robot Mode and then back to one of his more useful modes afterwards.

But, I think Bliztwing is one of the better ones to take advantage of this. Given the fact that you're not only hoping but praying that your top cards activate his flip effect as not to leave you high and dry in his frail robot mode, Conversion Engine allows just a little bit of leeway to allow you to flip him back to one of his alternate modes. It's just a little bit of consistency, just a bit easier to work with than it was before.

Now, does this card instantly make Blitzwing, Springer or anyone else instantly meta? No, probably not. In fact, Astrotrain could care less about this card, to tell you the honest truth. But does it mean that I won't be thinking just a little more about the Triplechangers of yesteryear? You bet your tailpipe I will.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
"Congratulations on your promotion, Admiral."


Involuntary Promotion is absolutely insane. It's basically an "I STILL FUNCTION!", but also... Not an ISF. It's a bit wonky, but it has the same if not more implications that ISF has.

Let me explain: Involuntary Promotion isn't just a one-and-done like ISF is, where it brings someone back, you usually attack with them, and then they go away. In this case, you get to bring someone back in total, while keeping the upgrades from the previous character. This means that, in decks where you have a very specific character that holds the entire deck together (Wheeljack in Cars, for example, where you could swap him with Bumblebee), you can simply swap out a lesser useful character for them and continue on your way.

It's a great card already, but the fact that it keeps your previously attached upgrades after the swap makes it even better for defensive decks. For example, you can, potentially, reuse Flamewar after she's KO'd, or you could bring back a character like Headstrong -- Upgrades already online thanks to your previous character.

Something else that I'd like to mention is the fact that you can use it alongside the Constructicons to boost your Tower. Let me explain this through an example: Your opponent goes first, and they happen to one-hit your Hook. That's when you laugh to yourself, give them a wry grin and tell them that they're a second-rate duelist with a third-rate deck, capping off your bravado by bringing back Hook and swapping him with Bonecrusher. In this scenario, you are not only bringing back Hook, a character with 7 HP, in exchange for a character like Bonecrusher, a character with 4 HP, but also boosting Devastator's HP by 3, potentially. But that's not all -- since you're KOing Bonecrusher, you're also building your tower by one level because it KO's Bonecrusher.

I'm always trying to find ways to make Constructicons meta. Does this fit the bill to push Constructicons ever-closer to being meta? Well, uh, yeah. It kinda does, actually -- but can it alone make Constructicons good? No. But can it make them better? Abso-freakin'-lutely.

Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
"This never happens, I swear!"


Now, I'm not gonna lie -- when I first saw this, I thought it was kinda awful.

I figured, "Oh, hey, look -- it's another card that doesn't realize that aggressive decks don't actually use more than one Upgrade!"

It took me more than a moment to realize that this card is not actually meant to counter offensive decks. You see, when you realize that defensive decks usually stack quite a few Upgrades upon them, you start to realize that this deck is for defensive Decepticons during the mirror match -- especially against decks that happen to be playing cards like Extra Padding, where they stack upon each other.

With Backfire against a fully-loaded character, you're going to be dealing a solid three damage to them. Against a character with Extra Padding upon them, however, you're going to be dealing an extremely powerful five damage to them. Now, your opponent could play into this and simply not attach their Extra Padding, to which I ask you, is that not a win in itself? You are forcing your opponent not to play their most powerful cards simply out of the simple threat of a card that you might not even have in your sideboard!

The simple threat of it is what I love about it. Your opponent will be wary of making the mistake of putting down a card that they cannot remove from themselves, and you will reap the rewards.

Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
H A C K E R M A N


Decipher is a really, really weird card. There are specific sideboard cards like Backfire, there are specific mainboard cards like Bashing Shield, and then there are specific character-hate cards like Decipher. If you hate Major Shockwave with a fierce, burning, immolating passion, then Decipher is the way to go.

See, Major Shockwave can put out his fair share of Secret Actions, and he's incredibly defensive. That's where Decipher can make your opponent's day sour. Not only is Decipher a black pip, "Pierce"ing Shockwave's "major" defenses, but it's also a green pip. Since you can consistently put it into your hand when you need it, you can abuse your opponent's Secret Action play pretty much all game.

It's a mean, green, niche machine that won't do much against pretty much anything other than Major Shockwave. Take that for what you will, but if you're really, really afraid of that one matchup, then by all means, Decipher will have a sweet spot in your sideboard.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
Crosshairs officially doing more here than he did in The Rebirth.


Okay, so hear me out: This card could be good in a defensive deck.

Don't let that orange pip fool you into thinking that it doesn't belong! Even though it's the same thing as putting a blank pip in your deck, you gotta realize that being off-color doesn't necessary denote inconsistency. I mean, just look at it from the angle of you putting a blank pip into your deck and you'll be fine. But, all of that being said, when you look at the rest of the card, things start to get a bit spicy.

So, in a defensive deck that plays plenty of Armor, you can play a Defensive Configuration. Before you ask, no, you aren't really expecting to get the free Armor off the top of your deck: In fact, you're more after the second Armor slot -- the free Armor is just extra. I mean, have you seen a Dreadwing with a Reinforced Plating and an Extra Padding on him? How'd you like to have that on any character?

That's my point. But, with that said, I wouldn't be comfortable playing this alongside another blank pipped card. You're just flooding your deck with inconsistent cards at that point, so you'll have to decide between using Defensive Configuration or a truly blank pip in your deck. After all, Tough is the best way to get defensive value at the moment, and putting non-blue cards in your deck mustn't be taken lightly.

All of that said, Defensive Configuration certainly isn't for everyone. I mean, aggro decks won't like it at all, and Galaxy Prime might not find as much value out of it as people might think. But, in defensive decks like Major Shockwave, I think a dark horse might just be riding from the abyss.

As a side note, can you imagine a Dreadwing deck with two of these things on him? Four Armor slots, my guy. Four. Armor. Slots. Nightmare fuel, man. Nightmare fuel.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
Putting the "hide" in Ironhide.


So, this is basically the defensive form of Erratic Lightning, and it's kinda missing an important piece of the puzzle that made Erratic Lightning so good: The blue pip.

Okay, yeah, sure. You just read my Defensive Configuration piece and now you're scratching your head, but hear me out. On one hand, Defensive Configuration is an orange pip -- effectively blank in a defensive deck -- but it also has an extremely powerful effect that can bolster your defenses even further than before. But, get this: It doesn't actually make you lose anything for playing it. It's just a boon. Sure, it might take you a turn to get that boon, but you're still getting there.

Guarded Posture kinda feels like the opposite of that. With Guarded Posture, you're actually losing a bit of the ever-important attack stat. If you've played a defensive deck, you'd know this by heart: Your cards don't do any damage whatsoever. Sometimes, dealing damage comes down to one point of damage between defenses and when you decrease it, you're making your job a lot harder -- certainly harder than Erratic Lightning ever did for aggro.

Which brings me to the second problem I have with this card: Aggro doesn't care about its defense. Most characters in an aggro deck have one or two defense, and they most certainly don't care about getting OHKO'd. Guarded Posture cutting your attack makes your only win condition (i.e. KOing your opponent's characters) way, way harder to pull off, and that gives your opponent time to eventually overpower your defenses. Something, mind you, that is easier now that you play non-blue pips in your deck.

That's my biggest problem with it. If it had one of the two stipulations, either an orange pip or an attack decrease, it'd be busted. But since it has both, I can't help but to think that we have a better secondary Armor option that rhymes with Schblast Schield.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
Judging from the barrage of weaponsfire, I'd say that "hidden" part isn't going so well.


This card is broken.

I'm not joking. Hidden Fortification just made defensive decks way, way better, and Major Shockwave is chief of these. It'd be good if it was only Tough 2, but at Tough 3 you can combine it with your Armor to drown out any pathetic attempts at damage your opponent throws at you. The best part about it is, though, is that it's also a blue pip. The fact that it gives Tough 3 along with a blue pip makes it just insane. The fact that it's a common, too, makes it incredibly readily available for anything from a constructed deck to a sealed deck, as well.

I can't actually write much here because it's so universally good for blue that there really isn't a defensive deck that wouldn't want to play it. I'm serious; look out for this one.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
Pictured: Me telling my unsuspecting coworkers about the conspiracy of Skinwalker Ranch for the third time that day.


Jam Signals is another in a vast sea of defensive cards that have an orange pip. Some believe that this is meant to counter defense, and whereas it's a nice concept, playing effectively counterspells in an aggressive deck is almost never good. Simply put, you're already using all of your space for more aggressive cards, so you won't have the time nor space to play Jam Signals.

So, the question becomes: "Who does?" In a word? Defense. You see, it isn't uncommon to play a line or two of blank pips in your deck for their powerful effects. So, why not play an orange pip in its place if its effects are better than the other blank pips that you could play, especially if it helps you beat mirror matchups?

That's why I don't mind the idea of putting Jam Signals in a defensive deck's sideboard. Since many defensive decks can use cards like Heavy Handed or The Bigger They Are in order to deal damage to you, you can use Jam Signals to effectively remove that potential threat from play. I am a big fan of making my opponents regret existing, and Jam Signals helps with that.

But, I can't help but to wonder if it'll see any play whatsoever. Infiltrate sees some play, but I can't help but to see this card as being the odd, kookie uncle to a solid card. I mean, there will definitely be people willing to try it out, but I think at the end of the day, it'll likely be bindered.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
"I just invented perpetual motion!"


Kinetic Converter is a somewhat odd card that made me realize how Apeface is probably going to be the only one to want to use this (or the next) card. But, since we have no idea what Apeface will actually do, I'll go ahead and remark a bit solemnly about what uses that Kinetic Converter has, by which I mean it doesn't have any.

I mean, sure, you're effectively playing less cards in your deck when you look at it from the angle of you're playing a card to draw a card, but when Upgrade attachments are so, so important in this game, simply using Kinetic Converter to draw a single card is going to be firmly in the "inefficient" category.

Now, I'm being a bit harsh, here. That isn't to say that it doesn't have at least a little potential with some more niche concepts. For example, Metroplex is known to flip several times during a turn, meaning Kinetic Converter could draw you a fair amount of cards. Bluestreak and Blitzwing, too, flip themselves over per their attack, and thus you could use Kinetic Converter to facilitate draw; Cosmos could use it to draw cards after using a UFO; Cars, finally, can use it in tandem with Cliffjumper to get even more draw than normal.

So, where do these few limited cases leave us with Kinetic Converter? Isn't Data Bank just straight better despite being a white pipped Utility that draws you consistent cards in roughly the same amount of time for less commitment regarding your flips?

Yes, yes it is.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
"Throw me the idol and I'll throw you the whip!"


Kinetic Intensifier Whip is a similar card to Kinetic Converter in that it requires the use of your flips in order to get value out of, and the times where you can flip more than once can actually make this into a formidable card.

Let's put this in the context of Metroplex, for example. With Metroplex, you have the use of Escape Route to give you an extra transformation during your turn. You can use that to, from your robot mode, flip yourself to your alt mode in order to spit out another small guy, but for this example, let's say we spit out Scamper. This single flip has given Metroplex a Bold 2 from the Kinetic Intensifier Whip, but also given him Bold 1 thanks to Scamper. So, what next? Well, we simply transform him back to robot mode, giving him another Bold 2 thanks to the whip, and thus giving him a total of Bold 5 for simply playing an Action with a green pip.

That seems pretty good to me.

Remember, you also get the +1 Attack from the Kinetic Whip as a base, so you're actually going to be swinging really, really hard in the right deck. I mean, just think about Cars. With a Start Your Engines and a flip for turn, Wheeljack can suddenly gain Bold 7 in total -- utterly monstering anyone that turn. The same could also be said for aggressive Tanks through the use of Hunker Down and Impactor.

I think that the little whip that could is a little beast of a card, and I think that there's a pretty good chance that we're going to be seeing a lot of this little Common rather soon.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
Pictured: A brave Springer player futilely wades through an ocean of Insecticon players during the height of the Rise of the Combiners Meta.


What an interesting card. I am really not quite sure what to make of it, but Pincer Movement has immense potential in general.

Okay, sure, it has to be in a deck with three extra spaces to be even remotely consistent. But, when you consider the fact that you can pair it with All Out Attack or (depending on the deck) Pop a Wheelie, you're going to realize that you're going to have a lot more in the ways of multiple attack options than you used to. This seems like a generally strong deck concept given the nature of aggressive decks, especially the ones that use Battle Masters, that can't really take early KOs on untapped characters that well.

Now, in terms of specific decks that Pincer Movement would be useful in, I can't say that I have many ideas. On one hand, one could say that playing the new Kickback in place of Barrage in Insecticons could free up a spot for Pincer Movement, but the odds of you drawing that on any consistent basis is low at best, and Barrage already brings a solid amount of power to the list anyway, making his usefulness far greater that any single copy of Pincer Movement is going to give you.

In terms of other decks, there always is the idea of Motorcycles. Motorcycles, through the use of All Out Attack, Pop a Wheelie and now Pincer Movement could use all of these cards to target down opponent's characters early, hopefully removing them before the inevitable retaliation wipes the fragile bikes from the field. Pincer Movement helps with that because you're likely to be playing both Flamewar, and getting an extra attack is almost never a bad thing. Of course, you'd have to change the list to drop Chromia or Arcee for someone cheaper in order to play Pincer Movement effectively, but that's for you to decide on whether it's worth it or not.

In total, I think that Pincer Movement is a solid addition to the Star Card roster. Unfortunately, I do think that it will be inherently limited in its play given the nature of Star Cards in general, but that being said, isn't that exactly what you could say about literally every other Star Card in existence? Food for thought.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
It's called Point Position because they are pointing at a position.


This card is utterly nutty for blue/black decks. Given the fact that Point Position is a blue/black pip combination, this should be obvious. But, do you want to know a secret about blue/black decks? Most of them require the use of Bravery in order to function. The fact that you can play two separate versions of Bravery in your deck just makes me swoon.

Of course, it's not a direct reprint of Bravery since Bravery works all the time, and Point Position only works when tapped. But, that's pretty much the same thing, anyway, and you're probably going to draw a Bravery later on enough to replace it anyway. It's a consistency card, a redundant system that makes the plane just slightly safer to fly. It also helps that it's both a blue pip and a black pip, making both sides of the equation slightly more consistent.

It makes me wonder at whether or not we're going to see Omega Jazz come into the meta a little. Its most prevalent problem was getting your opponent to attack where you wanted them to, i.e. Jazz, and it also felt a little pillow-fisted when I played it. Perhaps the black pip and Point Position can make Omega Jazz' dreams come true! Or maybe the fact that black pips exist could also push it out of the meta altogether.

Who knows? But regardless, I think that Point Position is certainly a great card to keep your eye on. It'll surely be played in janky, defensive rogue decks left and right, and it might just make blue/black a bit more consistent than you were expecting.


CONCLUSION

There are so many good cards that have been revealed, and so many of them can start their own archetype. We haven't even seen the full set yet and I'm already ecstatic for the future. The only thing that I'm currently concerned with at the moment, however, is the health of the Sealed Format. Remember, it was just revealed that players will have to play a full three rounds of Sealed at the Energon Invitational, testing our mettle, creativity and maybe just little of our luck.

What about you, then? Are you looking forward to Lord Megatron potentially making the name "Lord Megatron" a household name? Or are you as smugly happy as I am at the thought of playing an Optimus Prime that happens to look like something very familiar out of the golden age of Transformers, the Unicron Trilogy? You can't fight me on this! It was the best!

But in all seriousness, I think that we're about to see more than a few archetypes rise out of this set, with Astrotrain being the one I'm looking at the most at the moment. He just seems like a wall of value to me, and even if he's half as good as I think he is, I think we'll see him as a meta contender for sure.

Let me know in the comments below what you thought as I slowly dip my hands into a large bucket of ice water so that they may simmer down. I mean, is anyone else's fingers currently burning and numb, or is that just me? I'm sure it's fine, and not the onset of carpal tunnel.

Anyway, I hope you enjoyed and I'll see you in the next article!

Top 5 Best Cyberverse Commander Class Transformers Figures

Transformers News: Top 5 Best Cyberverse Commander Class Transformers Figures
Date: Sunday, September 8th 2019 10:32pm CDT
Categories: Site Articles, Editorials, Top Lists
Posted by: william-james88

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Views: 75,229

Every two weeks, Seibertron.com brings you a Top 5 list related to all things Transformers written by me, your fellow editor. These are my opinions (just like movie or game reviews hosted by sites are still just the opinion of one person) so what matters most is what you guys think of the topic or list, and I hope to see your own lists or comments on omissions and ranking. Let's have fun! All previous lists can be found here.

Top 5 Cyberverse Commander Class Figures

Cyberverse didn't always refer to a Transformers cartoon. It once was a fun idea of a subline, which started in Dark of the Moon and continued into all of Transformers Prime. It had it's own sense of scale and even redefined those smaller toys. It was a contained smaller scale made up of Legion class and Commander class figures. While the Legion class was well known by fans (it was previously known as the Legends Class, let the confusion BEGIN!), the Commander Class was a new idea. It was made of figures that were a tad bit smaller than Scout Class figures and yet more complex than Legion figures. It could have been seen as the "new" Scout Class, especially since it replaced the ROTF Scout class initially, but then it developed into this nice sweet spot where you could use it for smaller versions of characters who were usually bigger than deluxes to then interact with the legion figures (like faction leaders and lieutenants). In short, this was a fun class which gave us some excellent toys and I want to share some jewels from this short lived Commander class.


5. Transformers Dark of the Moon Hatchet

I really liked this little guy due to the originality of the concept. It reminded me of Skylynx where you go from a vehicle to a more animalistic robot mode. And it was the only way to get what I found to be the one of the most original Decepticon designs from the film Dark of the Moon. They did an excellent job with this toy at the smaller Commander class scale where you feel the complexity was not sacrificed. Great looking tiny jet too!

Transformers News: Top 5 Cyberverse Commander Class Figures

Transformers News: Top 5 Cyberverse Commander Class Figures


4. Transformers Prime: Cyberverse Dreadwing

You want o know something nuts? I like this guy more than the voyager version. It is the perfect proof that you can still accomplish so much at a small scale. The voyager may be imposing, but his transformation is more complicated than it should be, especially for a bot who's legs aren't disguised in jet mode. Here instead, you get a very pleasant transformation with a great looking two modes, helped by the undercarriage being more compact in jet mode than with the voyager. I especially love how they made him scale with Megatron and the vehicon underlings.

Transformers News: Top 5 Cyberverse Commander Class Figures

Transformers News: Top 5 Cyberverse Commander Class Figures

Transformers News: Top 5 Cyberverse Commander Class Figures


3. Transformers Dark of the Moon Guzzle

This toy reminds me a lot of ROTF Bludgeon. Not just because they are both tanks, but because this is still to date the best toy of guzzle out there and a very loving homage while still being new and distinctive. Even though it is a movie toy, it has that same amazing energy of the classics line where you see a love for G1 and the want to bring those design cues back for a new era. It's a very inventive design, given the homage and an excellent mold.

Transformers News: Top 5 Cyberverse Commander Class Figures

Transformers News: Top 5 Cyberverse Commander Class Figures

2. Transformers Prime Beast Hunters Cyberverse Hardshell

I always felt this is one of the very best Commander class toy from the Cyberverse line, if not the best. It is too bad we never got a voyager Hardshell for our Prime collection but at least we can recreate his might and scale in the cyberverse line. The transformation is quite complex for a Commander class figure, to the point where an upscale into voyager could use the same transformations scheme and not feel in any way simpler than regular voyagers (but I would hope for some more articulation if it ever happened).

Transformers News: Top 5 Cyberverse Commander Class Figures

Transformers News: Top 5 Cyberverse Commander Class Figures


1. Transformers Prime: Cyberverse Ironhide/Huffer/Trailcutter

I know what it says for the state of Ironhide toys, but this is one of the top 3 best Ironhide toys we have ever gotten, and I include the Masterpiece in that. This is leagues better than the deluxe mold that also came out (which Hasbro only released as Kup). You see as a deluxe, Ironhide looks puny, but here as a Commander class, he looks perfect, towering over the smaller bots like Bumblebee and Prowl, ready to either lend them a hand or share some wisdom. He has a great look that really works with the Prime idea of merging the movie aesthetic with G1, where you have the movie alt mode and weapons but with a G1 helmet and chest piece. And unlike the deluxe, that chest piece is actual alt mode kibble from his truck mode and not a fake piece. Easily the best engineered Commander class figure I have ever seen and a toy I enjoy transforming so much I went and tracked down the other retools and redecos stemming from this mold. I cannot recommend this tough soldier (or any of his retools) enough for your tiny army.

Transformers News: Top 5 Cyberverse Commander Class Figures

Transformers News: Top 5 Cyberverse Commander Class Figures

Transformers News: Top 5 Cyberverse Commander Class Figures

"Con Job" -- GenCon Meta Predictions and Radical Ideas

Transformers News: "Con Job" -- GenCon Meta Predictions and Radical Ideas
Date: Tuesday, July 23rd 2019 2:46pm CDT
Categories: Event News, Site Articles, Game News
Posted by: #Sideways#

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Views: 54,259

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 Laser Cutlass (B)
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.

--

Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
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:

--

Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
"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. Plus, Battle Masters like Nightstick and Lionizer are frankly ridiculous at getting value, especially used in tandem with characters like Battlefield Legend or similarly strong characters.

That's why Enforcement Batons are so strong. You see, by using them as effectively a Bashing Shield for 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 Nightsticks, Lionizer 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.

Sadly, there isn't much in the way of removal for W-5 Blaster insofar as something as strong as Bashing Shield. With the advent of Personal Targeting Drone as well as Device Virus, one could make the case that simply using those would make an easy removal. That would be a lie, of course, simply because Personal Targeting Drone is awful. However, Crushing Size could be a savior in that regard. Getting to draw a card in the down-time of when your opponent is not playing a W-5 is quite a powerful effect, and being a white pip is certainly not a bad thing for consistency. But, that said, Crushing Size doesn't have a green pip, so you can be sure that you'll seldom have it when you want it.

Could Crushing Size be the savior Kickback has been waiting for?

Probably not. But it's a nice thought!

--

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:

--

Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
Upshift, amiright?


On the first turn, 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!

Top 5 Transformers Who Abandoned Their Faction

Transformers News: Top 5 Transformers Who Abandoned Their Faction
Date: Saturday, February 11th 2017 11:58am CST
Categories: Site Articles, Editorials, Top Lists
Posted by: D-Maximal_Primal

Discuss This Topic · Permanent Link
Views: 129,899

Every 2 weeks, Seibertron.com brings to you a Top 5 and occasional Top 10 list written by william-james88. But this week, we are gonna shake some things up a teensy bit. Guest analysis D-Maximus_Primal is here to give you a Top 5 list centered not on toys, but on the fiction that we all love to read and then buy the toys as a result. These are all the opinions of 1 person, so treat them as such as you read along. The point of these sorts of things is to have a lot of fun as well as get the community to tell us what you really think of the shape-shifting toys and characters that we all love. So strap in tight folks! All previous lists can be found here.


Top 5 Transformers Who Abandoned Their Faction

Now when it comes to Transformers, we generally have the 2 opposing factions, whether they be Autobot/Decepticon, Maximal/Predacon, Autobot/Predacon, Rescuebot/Morbot, etc. We usually like to think of the characters being dedicated to one side and only that side, and eventually winning or losing to their respective rivals. But oh so often this is nowhere near the case. Transformers are not black and white; rather, they have so many shades of gray that there are times that you can never truly be sure of a character's true sides and motive. For this reason, we have many different characters that have left their respective faction, whether it be from anger, sadness, betrayal, confusion, and occasionally mind control.

The purpose of this list is to look into those many characters that have left their faction in favor of either another faction or to abandon factions altogether. The list takes into account how important to the overall story the Transformer in question is with his/her actions and how this changed the course of that Transformers Series.

5. IDW Thundercracker

Our list starts off with the blue version of the original Seeker trio. When it came to TV shows, Thundercracker never got a good rap seeing as how he was simply a look-alike to one of the bigger shows stars and basically was second bananas to most everyone else in the show. Now the comics have done him far more justice. Initially joining up with the Decepticons to fight against inequality and to rule by means of "Peace Through Tyranny," All Hail Megatron showed us a different Thundercracker. Thundercracker hated slaughtering people and he realized that the Decepticons were not fighting those worthy of their attention. Realizing just how lost they had all become, he abandoned his Decepticon counterparts as Megatron fell to Optimus Prime and Spike Witwicky to save the humans and Autobots still in New York city. He took a hold of the nuclear missile aimed at them, took it to space, and destroyed it. All he got in return was a blast to the face from an angry Skywarp.

He would go on to play pivotal parts in the 2009-2011 ongoing, serving as air reinforcement for the Autobots at times and even turning down an invitation to rejoin the Decepticons. After the war ended, he simply chose to live on Earth, away from Cybertron, until the Cybertronians returned, and he once again stood more Autobot than Decepticon, helping save the humans from a zombie Thrust/Ramjet armada, interpreting Buster the dogs speech to show that Blackrock was shady and that the Autobots were not bad, and even saving Sunstreaker from Galvatron's mighty fusion cannon after combining with him among others against his will.

Thundercracker has done a lot to make up for what he had been a part of, and has proven to be an honorable character that, while gruff, is a good person at Spark.

Transformers News: Top 5 Transformers Who Abandoned Their Faction


4. Prime Dreadwing

Dreadwing was always my favorite Decepticon from Transformers: Prime, and I'll tell you why: he was never a truly bad guy. He may have fought for the bad guy and he may have been an explosives expert who blew up people, occasionally without them even knowing it, but he had something that no other Decepticon had: Honor. He cared deeply for his brother, and when he felt his death, he flew all the way to Earth to look for who had killed him and he would avenge his brother. Once he arrived though, he showed a distinct difference from his fellow Decepticons. He served Megatron with honor, preferring to get his mission done and preferably do it as clean as possible, even if it meant letting some Autobots live.

As Season 2 went on, we saw Dreadwing, now serving as second-in-command, gradually progress as a character. He went on questionable missions with Megatron, such as stealing Liege Maximo's arm. He also began to see that Megatron was not as morally balanced as he thought, as he dealt with Megatron not only letting Starscream live, but also welcoming him back into his ranks with full repairs, all after finding out Starscream had revived his brother as a zombie. The final straw broke, He decided the Decepticons were no longer the right people for him, but he refused to join the Autobots. So he did the only thing he could: He stole the Forge of Solus Prime, gave it to the Autobots, tried to kill Starscream to avenge his brother, and finally falling to Megatron in response to his threat against Starscream, one of the saddest deaths in Prime. But, as a result of his actions, the Autobots were able to make it to Cybertron and thus prevent Megatron from gaining total victory.

Dreadwing proved to be a conflicted character, between his brother and the Decepticons. And he made the tough choice and he made it when it counted. He is the reason Prime even went on from this point for had he not, Earth would be simply a new Cybertron. His betrayal ultimately led to Earth's salvation.

Transformers News: Top 5 Transformers Who Abandoned Their Faction


3. Dark of the Moon Sentinel Prime

Now this is a character that had to make his impact fast as he only had 2 and half hours to do so, and an impact he did make. In the past, Sentinel Prime had proven to be a jerk when he was given characterization or Optimus Prime's predecessor when he wasn't given it. When we came into the movie, Sentinel was assumed to be the ultimate good, the thing that would turn the tide against Megatron and the new and all-powerful Shockwave! But then, Sentinel outdid both of them. Quickly. Without any sort of warning, he turns out to be Megatron's partner, kills Ironhide (and Mudflap and Skids technically), teleports an armada of Decepticons to Earth, seemingly removes and destroys the rest of the Autobots, and begins to enslave humanity, not caring even a bit.

While ultimately falling in battle, Sentinel made a huge impact in the movie-verse. For one thing, he was the first bot to turn out to be a bad guy. For another, he declared that he was the Autobots, essentially helping to set up the Autobots future troubles since they too could be the big bad that brings about Armageddon. But, probably biggest of all, he shattered Optimus Prime, showing him what he thought had to be done and doing it with no regards for others, and then almost succeeding with the side effect of destroying part of Cybertron in the process. Sentinel has proven to be the traitor to his kind that the movies will be known by (at least so far).

Transformers News: Top 5 Transformers Who Abandoned Their Faction


2. IDW Megatron

If you thought this one would be left off the list, then you really don't know how big this one gets. Megatron. An Autobot.

Yes that's right. How best to finish off a 12 issue crossover event that shattered the multiverse and set up Season 2 for both Ex-RiD and MTMTE? Make the big bad from Transformers lore a good guy. Yep, that'll work!

Megatron, finally realizing how far he had fallen from his days of peaceful reform, took up the badge of his friend Bumblebee and made it his own. In the 2 years and some odd months since, Megatron has proven to be an interesting character. He finds it hard to resist at first, letting slip his hatred for organics and his desire to see himself survive. But then the wake-up calls start hitting hard and fast. Within 6 months of each other, he finds out that the Universe would be vastly better had he not existed, and that he is responsible for so many dead that is is almost unfathomable. And then he is given the showdown with the very figurehead of his evil and the notion that he will not survive. And we see just how far he has come. He hates who he was and he hates seeing what he created. He now rejects violence and he simply wants nothing more than to make up for his past mistakes, something almost no one is willing to let him do.

And his actions have had far reaching consequences. As a result of what has happened, Galvatron has taken over and the Decepticons are in shambles, some even choosing to go the route of doing good or just trying to live on in the post-war era. Soundwave feels so betrayed that he turns the humans against the Autobots thanks to Megatron's defection. Even the Decepticon Justice Division now reforms for the sole reason of picking up where he left off, after killing him first.

So Autobot Megatron has shattered his own world, his home universe, and the fiction behind Transformers. The ultimate evil is now the good. This is almost good enough to make number 1, but there is a very obvious reason why Megatron is not #1...

Transformers News: Top 5 Transformers Who Abandoned Their Faction


1. Beast Wars Dinobot

This character was a no-brainer really. This Beast War combatant started out as a Predacon, became a Maximal, switched back and then returned to the Maximals, and everytime he did switch something significant happened. The first time he switched sides, he evened the odds of Maximal to Predacon, and would go on to make a big battlefield difference due to him being a warrior. When he switched back, he would harbor in the Golden Disk saga which would eventually lead to Megatron learning he was on Prehistoric Earth and that he could change history. And when he changed to Maximal one last time, he faced down his former Predacons and won, destroying the Golden Disk and severely damaging Megatron's plans, at the cost of his own life. And when he died, it was with honor and he proved to be one of Cybertron's greatest heroes.

Few Transformers characters have proven to be as popular and as important as Dinobot. He was a Beast Wars star and still is to this day. He is the ultimate example of a bot who changed sides, and in the end made the biggest difference he could while proving to be true to the side that he joined with and died for.

Transformers News: Top 5 Transformers Who Abandoned Their Faction


Honorable Mentions

Prime Knockout is worthy of note considering he is the only Transformers: Prime character to officially switch sides and he did so to help stop Starscream and enable the Autobots to actually fight back against Unicron in Predacons Rising.

Armada Wheeljack was also up for consideration, but ultimately while he and Hot Shot had a lot of issues and eventually he got mostly over them, he didn't play the pivotal role I felt the others played in their respective series.

Revenge of the Fallen Jetfire was also a pivotal character as he helped the Autobots actually find the Matrix in the movie and essentially revived Optimus and then gave him a power boost, but there was much more that could have been done with him. He needed a bit more to live up to his potential.

2016 Seibertron.com Year in Review - A Beastly Task

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task
Date: Friday, December 30th 2016 3:05pm CST
Categories: Site Articles, Editorials, Top Lists
Posted by: Va'al

Discuss This Topic · Permanent Link
Views: 218,059

One more day is left, and this year will be over. If you look at 2016, there have been too high a number of dark moments outside of the life on the boards. But when you look at what our hobby, our fandom, our world of robots have produced, we actually struck some very good chords this year, wouldn't you agree? It has been a year of anniversaries, a year of milestones, a year of beasts and movies and comics, a year of toys, a year of endings and beginnings -- I suppose it's only right that we take some time now to make it...

A Year in Review - Transformers 2016


Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task
Art: Kei Zama


That's right: we're back! We'll be taking a look at what happened since the end of 2015, a few categories at a time, as usual. Also, this dish is best served accompanied by a nice 2016 podcast episode. Trés joli.

Let's meet our hosts for the ride, then, shall we..? Introducing:

The Newsmongrels

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task
D-Maximus_Prime

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task
william-james88

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task
Kurona

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task
Bronzewolf


The Twincasters

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task
megatronus

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task
ScottyP

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task
Counterpunch

Our Gracious Over Boards

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task
Cobotron

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task
Burn

...this guy
Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task
Va'al


We've rejigged the categories a little, to include more topics to cover outside of just the toys:

Favorite 2016 Transformers: Combiner Wars/Unite Warriors

Favorite 2016 Transformers: Titans Return/Takara Headmasters

Favorite 2016 Transformers: Robots in Disguise/Adventure

Favorite 2016 Transformers: None of the Above Figure

Favorite 2016 Transformers Masterpiece Figure (Hasbro or Takara)

...and now: Figure of the Year 2016


Favorite 2016 Transformers Comics-moment

Favorite 2016 Transformers Show-moment

Favorite 2016 Transformers Game-moment

Favourite 2016 fan creation: art, custom, video, comic, fiction

...and now: Moment of the Year


What are you looking forward to in 2017 for Transformers?


Are we ready for a trip down a plastic-cluttered, packaging-filled, variant cover-littered memory lane? Here... we... go!

Favorite 2016 Transformers: Combiner Wars/Unite Warriors



Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


Cobotron - At first I thought Grand Galvatron. That whole set did a real number for my imagination, and the decos come close to the very best of the line. But the more I thought about it, the more I realized there was one other toy from the line that I spent more time playing with and building my own stories around. I spent hours "scrambling" to find the perfect team to accompany him, and in doing so discovered that there isn't really a single limb that doesn't look good on him. I think he is the very best torso bot of the line, and he goes by Voyager Sky Lynx. The proportions in torso mode are near perfect, and although some seemed to have issues with loose joints, mine does not. His dino-bird mode is equally as fun, especially serving as a mount for another warrior. And while he looks smashing combined with the G2 Aerial Bots, his best looking feature is still that amazing high collared lynx head sculpt. MEOW!

Bronzewolf - While most would regard the CW era as wave after wave of retools and repaints, it did give us, most importantly, a combiner system that not only worked but worked well, and looked good at the same time. The likes of this we had never seen before, whether in G1 or those awful Movie "Combiners". It also gave us some updated versions of our favorite G1 characters, my favorite of which is Sky Lynx. While it, like almost all other figures from CW, has its faults (namely the inability to separate into lion/bird modes individually). It's a gorgeous looking representation of a character that has gone under-appreciated since the G1 days.

megatronus - Coming at the tail end of Combiner Wars, Sky Lynx is, in this staff member's opinion, the most superbly engineered voyager of the line. He encapsulates all of his G1 wackiness while making for a no-hassle combiner torso - what's not to like? What put him over the top - and this is a perversely personal point - was the devilish difficulty finding him at retail. That made finally finding him that much more delightful.


Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


ScottyP - Grand Galvatron came in late and saved Unite Warriors, as well as all of G1. Let me tell you why...

Editor's Note - Redacted Content: ScottyP wrote about 12,000 words of fan fiction about Grand Galvatron here. It was, well, not very good. In fact, were we to publish it, the whole of civilization may be set back about 12,000 years. That's right - one year for every word. There was this mess about how to properly extinguish a campfire, a romance plot involving time travel and Jennifer Love-Hewitt, a continuation of Budiansky's Skullgrin story arc for some reason, and all the while it just never got anywhere in terms of plot or character development. I think Thundercracker's Josh Boyfriend screenplays are likely infinitely better than every last sentence of this junk that was written by a usually upstanding Site Admin. For the potential entertainment of readers, the last dreadfully melodramatic line is left intact below.

And so it was that Curse Armada Thrust looked wistfully into the deep vacuum of time and thought the only thought that mattered any more: "It was all just a matter of... time."

william-james88 - Part of me wishes this year’s combiners came out last year. I say this because there is no doubt in my mind that this year’s combiner wars toys were better than last year’s by a fair margin. The teams were more diverse in terms of molds and transformations and several had that extra premium feel in terms of paint apps. Yet, there was that mold fatigue that was hard to go against. I remember looking at my G2 Menasor and while I was marveling at the paint apps and tampographs (especially on G2 Wildrider), I didn’t really have this urge to transform the components or put them together simply because any mystery was already uncovered when I transformed the original. While maybe beautiful, redecos rarely have that same special feeling of discovering a new puzzle and with a combiner you get that for several toys all at once. But Grand Galvatron found a way to go against all that. The decos, and especially the two new heads, really went a long way into making this the stand out set of the entire line. To the point where I still felt I was experiencing something new even though they were all redecos (especially the jets). So, while I really like Unite Warriors Computron, I think the best combiner of the year would go to Grand Galvatron.


Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


Burn - Geez where does one start with this? Such a big line to choose from.

But for me, if there was one that really stood out it would be Computron. Not Hasbro or Takara though, a combination of them. (Something I did). While Takara went the extra mile with Nosecone, both did a fantastic job with Strafe (though Takara won there too).

Of course Hasbro gave us the plucky little wheel that could (melt) ... Scrounge!

Counterpunch - I could have turned my attention to the larger teams, particularly UW Computron, but Nosecone was such a delightful tooling that I felt he should get a nod all his own. It’s as if this base body was designed for our scientific drilling expert from the outset. The color choices, the blocky nature of the limbs, and the Japanese exclusive drill all pull together to make what is in my opinion, the nicest limb of the year in the CW/UW line.

D-Maximus_Prime - Hmm, kind of a difficult one for me really. I'm gonna have to say... Strafe. I love the Air Raid mold a lot and it really works for Strafe. Plus, he is the one Combiner Wars Technobot that got a good makeover and he can combine with Scrounge! Both Unite Warriors and Combiner Wars delivered good looking Strafe's, and I love this one. He is awesome. And considering the fact that I consider Computron to be the best Combiner we got from Combiner wars, Strafe is just so sweet.

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


Kurona - It's a really difficult choice for me, but I've really gotta go with Victorion. When I got her I couldn't stop being amazed with her; the remolding on each figure to make them more feminine was fantastic, it had my favourite CW Voyager, my favourite CW limb twice, Dustup really stood out from the rest of the Dead End mold uses as her own unique thing, the colours are great in person, the sword is absolutely phenomenal, the new feet and hands work so well... I can't stop going on about her. She's absolutely perfect, I'd say the only real disappointment is Jumpstream - I just don't like that Breakdown mold. But hey, car and leg mode are great so can't complain too much.

Va'al - Much like previous years, my toy habits are limited to very select figures at specific times. But I had been eyeing Victorion since her announcement, and the entire Hasbro team knew of my definitely-not-an-obsession with the set at BotCon, Earth Wars meetings, online... It uses one of the best torso molds in the line, it has the adorable motorbike that could, the sword is magnificent, and the Helitwins arrived to kick some sense into Alpha Bravo! Gotta love siblings...


Favorite 2016 Transformers: Titans Return (including Takara)


Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


Burn - While the end of Combiner Wars saw more and more repaints that I just wasn't interested in, it was off-set by the introduction of Titans Return. My initial stance was to ignore the likes of Blurr and Scourge who were already represented in my "Neo-G1" collection. But I grabbed them anyway. While not blow my mind impressive, they were okay.

But then there were the others. Hardhead was a fun figure. As was Chromedome. But the two stand out figures for me, and these only recently joined the collection, were Brainstorm and Triggerhappy. These guys look fantastic in both modes. Not to mention how great they are at different poses. If you have the chance, grab these guys. Totally worth it!

megatronus - Deluxe Brainstorm. No ifs, ands, or buts about it. While TR voyagers thus far have been fairly clunky with the occasional inspired touch, the deluxe figures have stolen the show. Of these, Walgreens-exclusive Brainstorm is best in show. Between the original mold, color scheme, streamlined transformation/alt mode, and remarkable poseability, Brainstorm checks off all my boxes. I remain amazed that I could be so sullen over mold-mate Blurr, but so ecstatic over Brainstorm... do you believe in magic?

Bronzewolf - So many excellent figures to choose from. Mindwipe is pretty good, with an engaging transformation with a great looking robot and bat mode. Takara PowerMaster Convoy looks stunning in robot mode and in truck mode, with a cab that looks just spectacular.

But my favorite had to be the Blurr/Brainstorm mold. Walgreens Brainstorm has amazing tampos and color scheme. They look slightly faded and yellowed, making it look like a vintage toy, which, for me, is awesome. The proportions of the mold are really good, and it just looks incredible on a shelf. Really a highlight so far of the TR line.

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


Kurona - The Titans finally returned! ... with bad UK distribution. And a ridiculous price hike in the UK. And while my own personal funds are declining. I'm poor, guys.

Anyway, this meant I was only able to get Chromedome, Weirdwolf Wolfwire and Buzzsaw (totally counts). I love them all, the Titan Master integration works really well, and I'm glad I finally have a Chromedome for my Lost Lighter shelf. Buuuut, much as I like Domey and much as I'm surprised at how much I've been liking Buzzsaw, it has to go to Wolfwire. Absolutely incredible figure, especially in wolf mode - that's what really sells him. They really went to town on that because there's no molding or paint app choices (Titan Master notwithstanding) I'd change, and standing on his own or among a bunch of other random 'cons he just looks really cool and unique. Oh, uh, the robot mode is cool too. But the wolf is amazing!

Cobotron - My absolute favorite gets a spot further down the line here, so I'll put my #2 in this one. The honor goes to Wolfwire Weirdwolf. I love it when a toy can achieve a nice deco simply by using it's plastic colors to do the work. Wolfy here does that. He also hits a few of my other Transformers sweet spots like, beast mode, and a sword. He is a well made figure with an awesome robot mode, an even better alt mode, and a pretty fun and interesting route to get from one to the other. The Headmaster gimmick goes a long way for me on all the figures from this line, but the idea of a little bot driving a giant robotic dire wolf just really turns a key for me.

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


D-Maximus_Prime - Cerebros. No, really. That dude has so much character in him despite the fact that he turns into a head. He really does look awesome, poses really good, and he is the middle guy in the double Titanmaster gimmick. Plus, his head mode and his individual head sculpt are both amazing.

Shout out to Blurr. He will the favorite of many, but Cerebros wins for me.

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


ScottyP - This pick was almost Cerebros because that toy/Reflector Pre-tool is great, but I'm giving the nod to Highbrow. I'll go with the Takara Legends version for the superior paint/color scheme and bonus Titan Master car. Plus, that version includes a comic where Highbrow saves Papika from Weirdwolf, who is slowly cutting off all of her clothes but ultimately does not succeed thanks to Highbrow's actions. Anime may not be real, but the fun you can have with Highbrow definitely is.

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


william-james88 - While all Titans Return toys were fun, I found them rather simple. Legends Blurr was different though. He was quite complex for a deluxe and extremely satisfying. There was a great attention to detail, like how one leg stores the tail fin and how the tiny well rolling wheels are hidden flush in robot mode thanks to perfectly shaped holes. Plus the Takara paint job just makes him such a standout. To me, the only need for an MP Blurr is for the scale, but I am really curious as to how it could have a better look or transformation.

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task
Photo: Counterpunch


Counterpunch - In a world where so many great figures are coming on line week after week, I have to acknowledge the one that I expected to be my biggest disappointment when he turned out to be one of my simplest joys: Hot Rod is excellent. Transformation, detailing, cherry red candy color, weaponry… he’s the total package for $15.99 or whatever. I love getting surprises like this and lately, they’ve felt few and far between with the predictability of the Combiner Wars line. Hot Rod may not have been a classic Headmaster, but this toy leaves me thinking… maybe he should have been.

Favorite 2016 Transformers: Robots in Disguise/Adventure


Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


Cobotron - Ahhhhh RID. The little line that could. Battle Packs were a hoot. Love that size class. It seems to be unanimous though, that the Warrior Class Decepticons were where it was at in 2016. I'm in. Heck, even Ratchet was better than I had expected, but the clear winner for me is Warrior Thunderhoof. In my book, he could have scrapped by on character design alone, but with everything else this figure has to offer added, he is the clear favorite.

D-Maximus_Prime - Warrior Thunderhoof. That guy is so awesome. He perfectly reflects his show model, which I love, and how many farm-formers have there ever been? Plus, he has antlers and hooves. His Transformation is fun and intuitive, and his robot mode is perfect looks-wise. Yes, he lacks some beef on his back, but he is literally awesome, so it matters not.

Va'al - I'll let this image speak for itself. And never talk to him or his son ever again.

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


ScottyP - You're making me choose? From all this awesome stuff? Hrm. Warrior Thunderhoof by a nose. In fact, probably by a very small nose, like a reindeer nose. Now I'm disappointed that there was no special Holiday Edition Thunderhoof again, but I digress. Thunderhoof is all the best parts of the stellar design and engineering work that accompanied most of this year's Warrior Class Decepticon releases from Robots in Disguise. Distilled within this blue and black antlered mobster is wonderful articulation and even the occasionally hard to find alt-mode weapon storage. Of course, then there's the transformation itself, which has multiple wild steps that truly involve him folding up and over himself in a way that must be experienced to be understood. The Adventure deco is a thing of beauty, so if you can track that down for a reasonable amount it's the recommended version here.

william-james88 - This line kicked so much ass this year. It was easily the most fun I had in terms of looking at each figure individually. Hasbro told us we wold get Decepticons in 2016 and they delivered. Probably more than either of us would have expected with Megatronus, Quillfire, Thunderhoof, Fracture, Bisk, Scorponok and Starscream. All of them were winners, truly. All are very good toys, with fun designs and new tansformations. Picking my favourite is insanely hard so it will be a tie between Hasbro’s Warrior Fracture and Takara’s Warrior Thunderhoof. Both are ingenious designs and very satisfying. They also look amazing in both modes.

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


Bronzewolf - The minicons. I know, I know, but hear me out. These collectible little guys are super cool, and one of the closest things the US has to Arms Micron. There's a great array of different characters that take different forms, from beasts to bots and everything in between.

Kurona - Uhhhh, Dragonus. He's kinda cute but I don't like him that much BUT he's the only RiD figure I have. congrats u win

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task
Photo: Counterpunch


Counterpunch - I mention TAV Windblade here because of the stark contrast in detail and care that Takara is taking with their version of Robots in Disguise. The mold itself is adequate and is in many ways just not as interesting as some of the Decepticon troops who have been 2016's star performers for RiD. What is special though is how Windblade looks like she stepped of the screen. Takara remains the go-to source for those of us who like our figures to actually look like their fictional depictions.

Favorite 2016 Transformers: None of the Above Figure


Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


megatronus - Botcon Predacus. I love this set, and not just because of the cartoon homaging headsculpts/deco or the expertly executed paint job. Nor just because that combined mode is a beast to behold. And certainly, it's not because of the shortcomings of basically all of the individual members. Rather, Tripredacus was my first Beast Wars toy (or set) I ever got (from my parents; Happy Hanukkah!). It's amazing to have a vicious-looking modern rendition on my shelf that can hark back to watching episodes of Beast Wars while holding my Tripredacus. Nearly everything about him harks back to either the original toy or Beast Wars cartoon while adding that modern, Generations-style twist with a combiner face that is spot on 90s ridiculousness. Love at first reveal.

D-Maximus_Prime - Botcon Magnaboss. Yes, he may be mostly stickers with 3 figures that already came out, but I managed to snag the stickers and he is awesome. Yeah, I customized him the other 2 limbs instead of finding Unit-3 and Tigatron, but those 2 figures use the same molds, so it is a good representation. He looks so awesome, and the stickers do some wonderful work. Really awesome addition to my collection!

Bronzewolf - Club exclusive Bluestreak! It might be another CW redeco, but I really appreciate the paint and Tampos, plus it's one of my favorite characters of all time. (Going for the Blue bluestreak deco gets bonus points, too.)

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ScottyP - Takara Legends Skids. The extra paint detail makes this figure look like it just escaped an exploding shuttle, magnetized a car, then blew it up after throwing it at a Legislator. Sleep tight, soldier.

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william-james88 - Kabaya Fortress Maximus. This was my first time with Kabaya and it was quite enjoyable. This is a great set which actually has paint. And there is no parts forming during transformation from city to bot. Plus it comes with the most adorable little Powerglide ever.

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Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


Cobotron - A pop fly to left field! Takara's Diaclone Reboot Dia-Battles V2. I know, I know, it's not a Transformer, but here me out. He is Transformer's Grandpa, and you wouldn't not invite Grandpa to the family New Year's Eve party, would you?

This figure is amazing. If you are a fan of Transformers, a fan of the art of Japanese robot toys, and more specifically a fan of the art of Takara, I can't recommend this toy enough. Over the years Takara has done some really wonderful work rebooting some of their older lines and Dia-Battles follows suit. This toy is impeccably engineered with off the charts articulation and functionality, has beautiful detailing and paint,and is just an absolute joy to behold.

The thing about this figure is the modularity. Out of the box it can be configured into 12 different modes, but with the connection system they've employed Takara has also left it open to improvisation for hours of endless play. It's this modular play pattern that makes this toy so much fun. A great call back to old play patterns of the Diaclone and Microman toy lines. Maybe you need a breather from Transformers but still in the form of a robot toy. Please, give this guy a try. Besides, like I said, he's family. And BTW, he and his Dia-nauts roll tight right along side the Titan Masters.

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


Counterpunch - Victorion. Here's the thing, Victorion was kind of a flat release. What I mean by that is, for something that should have been more hyped and celebrated, her set kind of came and went without much notice. Victorion is really the first Combiner Wars gift set to offer something truly new and unique. She helps plan the seeds of new thought and characters in the franchise. In a way I wish it had been a more general release and that the whole Torchbearer set was priced cheaper to get more people into the idea. I really look forward to the day when we're adding more characters and ideas to the mythos in a more routine way.

Favorite 2016 Transformers Masterpiece Figure (Hasbro or Takara)


Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


ScottyP - I'm saving MP-32 for a later topic, so I'm going to write about my second favorite Masterpiece figure for 2016 and beg to the good Dr. Va'al that this doesn't get cut. If it does, at least leave this sentence and let me feel the sting of having words murdered by a technicality.

This is an unbelievably tough choice to make, and might even vary depending on mood, but I'm going to stick with MP-29 Shockwave here just in case the MP-33 Inferno feelings I'm having are because of his novelty. In other words, logic dictates this choice. Shockwave is an expressive and gorgeous piece in both form and function. The robot and gun modes are slick and clean. The total package of the figure, accessories (including a clever double-use for the gun stand where it helps hide the gun's back kibble in robot mode), and even some alternate stickers made the long wait for an updated version of G1 Shockwave worth it.

Also, as someone nearly thirty years behind the curve on one corner of Transformers fiction, this Decepticon's heroics/antics in Time Wars were "new to me" this year and made me love this cold purple evildoer even more.

megatronus - MP29 Shockwave. Besides for marking the shift to slavish cartoon accuracy - a key inflection point in the history of this line - Shockwave is simply an amazing specimen. Have you see that light piping? That hose? The parts integration? The smaller gun of himself - that he can hold! More than his features, which more or less speaks for themselves, the release of Shockwave marks the completion of Megatron's lieutenants in MP form - leading up to the big bad himself in 2017.


Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


Burn - This one surprised me. While I was looking forward to him, I was looking forward to Inferno more. But as great as Inferno is, he just doesn't quite reach the level of awesomeness that is Ironhide.

I had my reservations about him from the pictures. But once I had him in hand, I was quickly won over. A boxy little van twists, turns, and folds into a stocky damn good looking robot. While Inferno gave us "ladder magic", I feel it was Ironhide that helped lead the engineering that gave us "ladder magic". Unfortunately his mold brother Ratchet just didn't match up due to his primarily white look.

william-james88 - Masterpiece Ironhide. I am so impressed with how they were able to incorporate the cartoon vibe in robot mode while also delivering a very realistic alt-mode. Ironhide is one of those character that never had a good figure (even the movie versions had trouble getting it right and giving us good toys). And for such an iconic character, that is just so odd but it makes this release that much sweeter. Takara went all out. Gorgeous alt-mode (well, for what it is), great robot mode which has the alt-mode disappear away aside from the perfect alt-mode integration (from the front). this is probably the purchase I was most hesitant of this year that surprised me most.

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Counterpunch - Optimus Primal: 1. He's not made of boxes. 2. He's not strictly G1, though that's kind of the same thing as #1. 3. MP Optimus Primal is one of the best designed, best decoed toys in recent history. We should all be excited for what may come to pass with engineering like this for Beast Wars characters. I am eagerly anticipating a BW Megatron just on my experience with this. It shows that the MP line is more than a one trick monkey.

D-Maximus_Prime - Masterpiece Shattered Glass Optimus Prime. He is my first masterpiece, and as a result wins by default, though I'm not sure anyone could top him. He is a joy to behold, with marvelous paint work, a great evil feel to him, and a black badass trailer! The green Energon axe does it for me too, and the amount of detail put into him shows the love that he got. For even more articulated thoughts, you can see my review with plenty of pictures and all the love I can give this guy there.

Cobotron - The Masterpiece toy I had the most fun with this year was Loudpedal. YA! I know! He's a stinkin' repaint, AND of a figure that's maybe not the best in the line. I'm a huge sucker to call backs to ye olden days of pre-TF history. The deco is phenomenal, and I've always loved that almost knight's helmet head sculpt. He re-energized my MP Decepticon ranks in a way I didn't see coming. He and Exhaust are a terrible twosome of trouble making turds who's misadventures have been a treat to watch unfold on my Masterpiece shelves.

...and now: Figure of the Year


Burn - You know what? I'm not falling into this trap Va'al. This has been a fantastic year for figures. I'm not picking one that stands above all for the year. Far too many to choose from!

Va'al - Everyone else fell for it...

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


Counterpunch - Fort Max was a really significant part of my childhood and one of my best Christmas memories. I remember seeing him on the shelf as a child and being shocked by the size of such a toy. Well, I had intended to wait for the Takara version on Max, but seeing one for myself in Toys R Us changed my mind. Some may gripe (at great length, while no one cares to listen) about how this is a Metroplex re-tool, but to me, this is the figure of the year because it is a really high quality piece and it did a great job of reminding me of the simple joy of spending $115 after coupons and discounts.

megatronus - Titan Fortress Maximus. He's a headmaster with a headmaster - inception in a nutshell. Fort Max borrows just enough tooling from Metroplex to be familiar, but shakes it up enough to effectively differentiate itself from the first 2 foot Titan and, more importantly, to be exciting. Now that he's gone on sale practically everywhere, you owe it to yourself to own a Transformer that could convincingly stand in for your toddler.

Bronzewolf - Since I didn't buy any MP's this year, I'll have to stick with mainline figures, and, with that in mind, Walgreen's Brainstorm would be my pick. I can write a book about how perfect he is in my opinion, and I'm sure others that were lucky enough to find him can, too. His stance and proportions are just amazing, he reminds me of a simpler Generations Springer in a way, where he feels and looks like a premium figure, but for a regular retail price. Just great.

Oh, and also Fort Max. He's cool too.

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


D-Maximus_Prime - Eesh, toughy right there. We had several really good ones this year. But, I'm gonna have to go out on a limb here and probably differentiate from all the others here: Titans Return Alpha Trion.

Despite its shortcomings, this toy finally gave us all a retail release of the wise old sage from Transformers lore, and to me, there was a lot of love put into him. The 2 alt modes, despite not being completely perfect, homaged so much of this guys past it's crazy. I love the lion mode. It is to die for, the spaceship isn't that bad either guys, come on!

But what wins this one for me is the robot mode. It is beautifully detailed and painted, possibly with more paint then I have ever seen on a Hasbro figure. He has a majestic sword and literally no kibble. Plus, his warrior styled armor is so awesome and it makes him stand out. He is a figure that cannot disappear from your vision no matter how far back on the shelf he is. He is my favorite figure of 2016.

Cobotron - Transformers for me has never been about adhering to any one story line or fiction, but more about cherry picking bits and pieces to build my own imaginary world of robots at war. And the figures that really do it for me are the ones that most inspire me to play out my own stories. This past year the one figure that did that, and did it hard, was Titans Return Alpha Trion. The character design that went into his robot mode is absolutely fantastic! He pushed so many of my fantasy buttons, Transformers or other. The moment I laid eyes and mitts on this ancient, time tested, magic sword wielding, lion adorned, mustachioed robotic mystical knight, triangulated with his mythical beast and mighty battle cruiser alt modes, my head was reeling with ideas of magnificent adventure. And if that wasn't enough, he has the Headmasters gimmick thrown in the mix.

For me Alpha Trion was pure rocket fuel for my imaginary play time. He and Vector Prime have been drumming up some heavy adventures across my shelves for some time now, and those old goats show no signs of stopping until every last Con is made to pay!

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


william-james88 - While I am not a hardcore G1 fan (I was born in 88 and only learnt in 2014 that the G1 Ironhide toy had no head), I have become something of a purist in my adult life. As a kid, I actually did have a few Transformers toys (G2 Dreadwing) and I had Beast Wars toys and not only did I see them as different lines, but different things entirely. So while I generally do not care if a toy is its own thing and not show accurate, holding that Masterpiece Optimus Primal in my hand in beast mode brought a very new feeling in me as a collector. And the conversion is phenomenal. He truly morphs, the entire shape of the figure is redefined. It's genius, especially how it does it in so little space. Instead of having a vehicle turn into a mechanical robot, you have what is essentially an action figure morphing entirely from one form to the next. To finally have a toy that looks like the Optimus on the show (especially in beast mode) and to have him on the 20th anniversary of said show is truly magical and I cannot think of any other toy that should warrant the title of Figure of the Year.

ScottyP - MP-32 Optimus Primal transforms from gorilla to Maximal Commander, evolving the Masterpiece line in a way where both truck and monkey feel like they belong. This toy is as close as it gets to perfection for a beloved and iconic Transformers character. It was easy to imagine a Masterpiece Beast Wars figure falling flat in form and execution. Toys based on mid-90s CG models that would be impossible to scale to Generation One based MP figures in any practical sense, that also must have beast modes that show as little robot kibble as possible? The recipe for disaster was there, and yet factored in so minutely that it makes me wonder why I was ever worried in the first place. A slick transformation, shockingly clean design, clever accessories, superbly expressive pose-ability, and a genuinely cool light up gimmick make this the clear cut Transformers toy of the year. While picking a runner-up or two would be extraordinarily difficult, the top of the mountain is ruled by a gorilla. Send all complaints to the banana box for disposal.

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Made it so far? Here's a break for you all, featuring a relatively recent discovery round these parts!



And now, back to the list, as we move away from toy talk; starting with...

Favorite 2016 Transformers Comics-moment


ScottyP - In a total cop-out to prevent me from making a choice (again) between Sins of the Wreckers and Dying of the Light, which I waffle between on the hour every seven to eight hours, here's a short personal anecdote instead.

I flew to New Orleans last month and took my recently acquired trade paperback of Dying of the Light along with me. As readers of the book will know (hopefully, that's all of you), as the issues progress time edges ever closer to sunset on Necroworld. For anyone not following, that refers to a literal sunset used as a narrative device and not a purely figurative one. Anyhow, as the second leg of my flight took off, sunset was a bit more than 30 minutes away so the skies were still mostly blue in Charlotte and I settled in to take the chance to relax and read. Geography will tell you that when flying west at sunset, you are chasing said sunset.

Despite having a window seat with a perfect view of the extra long and slow sunset, I didn't really grasp this until looking at this panel:

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


At first I thought my eyes were playing tricks on me and/or there had been some unknown drop in cabin pressure and a lack of oxygen was driving my brain to view the page as much larger than it should be, but this was thankfully incorrect. What was really going on was that the color of the sky on the page more or less matched the exact color of the sky out the window. I had to keep reading, and did so at a slow, thoughtful pace (it was a re-read, after all) to find that the look of the world outside kept closely matching the world depicted on the page, getting gradually darker as the journey and the story progressed. The flight landed around twilight, with the book only marginally outpacing reality by the end. The last page I got to during that step of the journey? 'Thanks for traveling with me.'

Kurona - Dying of the Light. ALL of it. This probably shouldn't be surprising; if you know my Transformers opinions at all you'd know I adore MTMTE and consider it leagues above every other Transformers fiction (though a lot of the stuff filed under 'everything else' is still great, gimme Beast Wars and Animated any day)... and for that reason I don't actually want to say anything specific about it. I don't want to spoil what I consider to be top-notch fiction. I'll just say that Dying of the Light was an absolute thrillride from start to finish with everything I could want out of a series. except Nightbeat. Needed more Nightbeat

william-james88 - Definitely the end of More Than Meets the Eye. I liked seeing Megatron take down the DJD and how a lot of threads were wrapped up. I also really enjoyed Overlord’s reaction to the idea of finally taking down Megatron which shows how much the character has matured (I also finally read Last Stand of the Wreckers this year for the first time so the contrast was interesting). I am very curious of what is happening next. I love Blaster and can’t believe he would be such a $%!* to cooperate with Getaway. Something’s up.

Va'al has serious thoughts he has already expressed regarding that last point. More for the discussion, perhaps?

D-Maximus_Prime - More Than Meets The Eye #54, when Megatron walks onto the field of battle and silently blasts his enemies away, saving his comrades and sending them to safety. That page gives me goosebumps it's so beautiful. Alex Milne has never given us bad art, but that page alone is a masterpiece in its own right.

Shout out goes to the raising of Metrotitan by Optimus in Transformers #54.

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


Counterpunch - All Hail Optimus and the reaction panels: The reactions of the major story players in the face of Optimus' annexation of Earth was my favorite moment. I loved having a progressively heroic Megatron in one book with a progressively authoritarian Prime in another. The script was flipped, so to speak, for a time. I hope that these two characters slide further into a morally questionable gray zone.

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


Cobotron - With what little time adulthood/parenthood allows for the hobby these days I don't get around to reading many comics. Most my time is spent with the toys. But, for my birthday this year my brother gave me the full run in trades of Transformers VS G.I. Joe, and I have to say it was one of the most strange and wonderful comic book experiences I've ever had. The art is so out there and, the story telling is tongue-in-cheek. It blew my mind. I told my bro I loved that the art looks like a Funkadelic album cover, and he replied with a laugh, "Yeah! Prison art!".

At first glance the art looks so amateur, but the more I pored over every detail, I came to understand the genius of Tom Scioli. I felt like present day me was standing in eleven-year-old me's childhood bedroom doorway watching myself play one of my many TF/Joe mash ups. Or was I standing in the doorway of Scioli's childhood? Either way it was a great ride, and reminded me of the innocence and intricacies of a child's imagination. This series is not for for everyone, and I understand why. If you get it, GREAT! If you don't, you probably won't. And, that's OK. I would recommend these books to anyone, as long as they come at them with an open mind.

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


Va'al - Issue #5 of the slow-burning gem that is Till All Are One. This book has gone through so many repolishes, renamings, rebrandings, and even though Windblade is still mostly the titular character, the latest iteration is the best fitting to the ensemble, in terms of cast, story, scope and repercussions. May follow Transformers/ex RID/Optimus Prime for the core mythos and politics, several follow More Than Meets the Eye/Lost Light for the sad gay robots (get over it, it's a compliment) and the inevitable feelings and convoluted plots. I stick with TAAO, like the two Windblades before it, as it brings cosmic action, cosmic mythos, post-colonial themes, religious vs secular debates, still one of the best Starscreams around - visually and in writing. And the best collection of biting one-liners not reliant on continuity nerdery.

---

megatronus - When Revolution ended.

Va'al splurted out tea while reading this line, and had to take a break from editing.


Favorite 2016 Transformers Show-moment


Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


Kurona - A few things to get out of the way first. I don't watch Rescue Bots but from what I've seen, it's a pretty neat show. And while I've been enjoying RiD, I haven't found anything about it that I really like and really thrills me. So I can't point to any one thing about it and say "that's amazing" or "this is easily my favourite part". It's just kinda decent and meh.

And while it is arguably the worst Transformers show since Energon - I actually liked it less than Energon - yes, my favourite Show thing this year is from Machinima's Combiner Wars. Though if you've taken part in that board discussion, I think you all know what it is - it's Megs. It's friggin' Megs. It feels like every single amount of effort, originality and unique ideas went into this single solitary character because he is great. Maybe it's because CW was such a bad show that the one good thing seemed so much better, maybe it's because I haven't enjoyed a lot of cartoon Megatrons (aside from BW who is arguably a different archetype), but this guy freaking rocks. He's always enjoyable to watch, he's always got a quick quip, he has some character resolution... oh, yeah, and he turns into a super space gun in addition to having an actual vehicle mode. If you have to watch CW, just wait until you get to Megatron. He's the one good part, I swear.

william-james88 - This was a weak spot for Transformers this year. I really liked the interpretation of Megatron in Machinima’s Combiner Wars. He was so jovial, daring, untouchable and yet relentless all at once it was a joy to watch. It also showed me that the fandom was not bitter about change in the least. We will always be up for something new if it is done well.

---



D-Maximus_Prime - Bumblebee v. Bisk from "Bumblebee's Night Off" in Robots in Disguise. That is now ranked up there as my favorite fight scene from RiD, and second in the aligned continuity behind only the Predaking/Magnus/Wheeljack fight from Prime. The music, the lights, the whole thing was a great fight scene. I loved every second of it and I constantly rewatch that scene.

Shout out to the return of Starscream though. When he walks through that Space Bridge... Ooooooooooh maaaaaaaaaaan

Bronzewolf - Ratchet returning to the Aligned continuity. It's been a long time coming for the doc, and I'm glad to see him back on the screen. One piece of what made Prime such a great show has made a comeback to maybe make RID a bit better.

ScottyP - Steeljaw's first stroll through Glowstrike and Saberhorn's ship full of Decepticons in Robots in Disguise Season 2 Episode 3. Crazy colored Vehicons, Chompazoids, and even Crystal Widow!? It was a short but really fun scene that began to inform the ultimate direction Steeljaw took during the season. Honorable mention here to Grimlock making pretzels.

Counterpunch - My 2 year old decided that watching RiD with me was the way to spend good quality time. I particularly enjoyed when he told me definitively that Optimus was "red and black." I almost corrected him when I looked up at the screen to realize that he was right.

megatronus - Anytime Grimlock gets screen-time on RID. Grimlock has gone from one of the most annoying/perplexing characters on the show to one of the most entertaining. Pretzel, anyone?


Favorite Transformers Game-moment




Va'al - Cheating a little again here, but... Being part of the actual Earth Wars consultant/contributor/influencer group, my thoughts and face and voice and all! (My body will only and forever belong to Burn - though he never takes me up on the offer. ScottyP might...) I got to chat to the developers, finally meet Seibertron himself, and bring Alpha Bravo along for the ride to Space Ape Games.

megatronus - As a lifelong Transformers fan and long-term collector, I've struggled to share my hobby with those I love, particularly my wife. Well - love finds a way. Ever since I started playing Earth Wars beta back in February, I've been hooked. Once the game hit wide release in June, my wife decided to see what all the fuss is about - and now she's hooked. Say what you will about Earth Wars and mobile gaming, but I'm grateful to have found a channel through which to share this hobby.

D-Maximus_Prime - I only got the Earth Wars game recently, but I love using Vortex. His attack is fun and can be used so many times in one battle. Plus, he looks really cool in the game. He may be on my C-team, but he does not lose fights.

Kurona - Hm. Earth Wars can be very frustrating, and really stretches the limits of the free-to-play genre... but the one upside this brings is that it makes it VERY nice when you get a particular unit you want. I just got a 3-star Soundwave over a weekend, that was wicked.

But the real good thing is how good it feels to co-operate. Oh, sure, it's just contributing points towards an event or a war, but it feels good to have all that build up and feel like you're really helping out everyone else in addition to just yourself. That's what I love about this game. Co-operation.

---

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


Bronzewolf - That RID Augmented Reality game that I reviewed! I know it's random and not really a "game" perse, but man, it's a fun little thing to mess with for a bit. Check it out, it went underrated. ;)^ (The game, not my review. Well, you can check that out too if you want. ;) )

Favourite 2016 fan creation: art, custom, video, comic, fiction




Kurona - Thew. Just... just Thew. His reviews are just the most fun out there. I love him.

D-Maximus_Prime - Thew's Knockoff Beatdown: Ruination. I always enjoy his reviews, but I love a good beatdown of knockoffs. The fact that this one focused almost solely on Bruticus/Ruination KO's made it lots of fun, as well as the fact you can see how poorly made some of those guys are. Plus, I love a good pun or 50.

Bronzewolf - Cobotron's Bluestreak. Man, I'm a sucker for Streak, and when getting a combiner wars version was a pipe dream (which it still kind of is, if you don't count the club version), one herobro rose from the ashes: Cobotron. His Bluestreak is just great, very clean, and well-executed.

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task
Image: Cyberpath


Cobotron - There is so much good fun stuff out there. Even in our own Transtopia. So I'm going to keep this one here in the Seibertron family. The wonderful photos of our friend and forum mate, Cyberpath. If you haven't seen his pics, you haven't been to the 'Awesome Pictures And Poses Thread'. His pictures are amazing, and I always look forward to seeing what eye candy he will post next.

I've poked and prodded him to start his own thread to showcase his work, but I've now become accustomed to seeing his pics scattered across the many threads that weave the tapestry of our Seibertron.com forums. Thanks for sprucing up the joint CP!

megatronus - ScottyP's epic review of Transformers: Deviations is a must read.

ScottyP - With apologies to the amazing effort and creativity shown during October's #LostLightFest on the same platform - My pick goes to something from the amazing Twitter account of Inkybauds, longtime Transformers fan known for his involvement in the (now becoming legendary if I daresay) Transmasters fan club in the UK. Earlier this year, he created this series of three tweets (one, two, three) containing a list of fake, but hilarious and timely "Modern Transformers Names". Go laugh, then come back. This Kroktease article will be here when you get back.

Va'al - Not because I was behind the initial input of a couple of them - Burn was there with me at least all the times, just quiet about it - but I really enjoy the terrible threads that we create on Seibertron, from Civil War to Braingate, to the acronyms one, even my one-person campaign for Alpha Bravo to become the New Prime of Cybertron. Alpha Prime - It Just Sounds Right.



...and now: Moment of the Year


Toys


Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task
Image: Cyberpath


D-Maximus_Prime - Hard one to pin down... but I gotta say pre-ordering my first Masterpiece. I have yet to attend a Transformers convention but nothing felt quite like when TFSource opened their MP SG Prime pre-order. As soon as he was even teased, I wanted him, and as he is my first Masterpiece, he is incredibly special. First Masterpiece, and it is one of my favorite comics characters. Shattered Glass was an amazing comic, and I want more Shattered Glass stuff. I like it when the good guy is suddenly the bad and viceversa. Probably why I love Autobot Megatron in IDW so much...

ScottyP - Keeping it short: Masterpiece Ironhide was the first toy I got after having to cut Transformers purchasing off completely for six weeks towards the start of this year for reasons dictated by life. For some of you, this immediately has no impact, but please bear with me. For a serial buyer such as myself, who's bought literally hundreds of Transformers each year for the past 12 years, six weeks is an eternity. Getting Ironhide in and getting to experience a really great toy of a character I've always loved in a truly meaningful, focused way was one of several events in that stretch that helped me reflect on the reasons I collect these toys and follow these unconventional characters. Steady, brave, and shining in that beautiful red, Ironhide showed up in the mail one afternoon in late February and had to be savored. Would the impact have been the same if it had been, say, Black Tracks? Why did the character of Ironhide mean so much in that moment? Finding the answers to those questions led to a few new and exciting paths down untread trails of the hobby. Life can beat you up or threaten to destroy Autobot City in your own shuttle by slipping by the early warning system, sure. But when you feel like giving up, think about what Ironhide would do. Maybe second guess it a little because of the potential consequences. Ultimately, the answer remains the same - when life asks you to give up, look down that fusion cannon pointed at you and say 'No'.

Cobotron - Oh! You mean like the time I was 100% ready to just slagging hate Masterpiece Hot Rod for his cursed cartoon accuracy, then I got him, transformed him, and he held me in is arms sweetly, and showed me the error of my ways? 'Cause that was an awesome moment! (cont'd)

william-james88 - It was that week of those slow reveals from Takara of all the components for Computron. This was the Combiner with the biggest question mark throughout the first year of the line and it is so crazy how much of an adventure it turned out with Hasbro and Takara going in completely different paths. Takara knew theirs was a big deal and they let us savour it. First by slowly showing each figure in grey scale and then showing them to us in colour. I remember marveling at each one, especially when there was a time I thought I either would not get Computron or have him be made the cheapest way possible. I was so damn happy when I saw that giant drill in the silhouette. It turned out to be one of the best toys of the year and what I like was the fanfare that came with his reveal. It was a fun adventure from the Takara announcement to getting him in my hands.

megatronus - Back to Earth Wars - one of the things my wife loved about the game was the inclusion of the Torch Bearers on the Autobot side. That's right, the component members of Victorion, Pyra Magna and the rest, have representation in the game. Well, when Amazon had the Victorion box set on sale for $40 a few weeks back, I pounced. Now my wife has her very first Transformers - a lady combiner, no less! :x

People

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


Cobotron - (cont'd) Or the time the Wife not only agreed that I should go to BotCon, but said "you need to go to BotCon". It was my very first, and very sadly the last. I've never seen a dealer room dedicated to just Transformers, and I took full advantage of Candyland. Knocking out a few grails along the way. The whole thing was really great though. Just the vibe and camaraderie of the whole community. It was a real treat getting to meet folks, make friends, and talk the talk during a whole weekend dedicated to the thing we like. And, Va'al even swam all the way from France! That was AMAZING!

Counterpunch - A few people will acknowledge Botcon's closing hours as their moment of the year, but I think for me, it was arriving at Botcon 2016 and watching everything fall into place one last time. We were so chill and well behaved. There were only three of us in a room, instead of twelve. No one puked. No one got stuck in a tire swing at the hotel's fake beach. No one passed out in a hallway. We've come a long way baby.

Va'al - You kidding? I loved arriving at the second day of BotCon, with only a couple of people I'd actually already met, and finally get to see everyone in the flesh! From carytheone to Cobotron, to Sabrblade to the entire Twincast crew, the Audio Knights crew, some of the COMPETITION, the artists, the Hasbro team again... and just roll the entire weekend trolling the event with custom Alpha Bravo fanboi tshirts. :michaelbay:

Bronzewolf - Joining Seibertron.com. Seriously, I've been reading this site religiously for at least 5 years now (it became part of my daily routine) and I wouldn't trade the opportunity to write for it for anything. Love it, love the people, love the subject matter. Can't get better.
Va'al: Awww.

Comics


Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


Kurona - Dying of the Light for all reasons mentioned above. Again, don't want to spoil anything; but it's got everything I could want and just keeps going without ever hitting the brakes. An absolute Masterpiece.



Here comes the finale!

What are you looking forward to in 2017 for Transformers?
With no real order...


Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task


megatronus
-Titan Trypticon: more kaiju, please!
-More Titans Returns: my quantity of fun is directly correlated to my quantity of headmasters.
-Next Gimmick: Powermasters? Pretenders? Beast Wars? I'm excited to see what's in store for Transformers.
-HasCon: As a Marvel Legends and Star Wars collector, I hope HasCon is a success.
-MP36 Megatron: No words. Just silent tears of joy.

Burn
The continuation of Titans Return figures, Trypticon is coming. Will be interesting to see how he turns out. Oh and then there's the movie. I won't be getting my hopes up for it, so here's hoping it surprises me, and here's hoping some of our readers surprise me and tone down the anti-Bay rhetoric that generates so many reported posts! :-P

william-james88
The reveal of the next Beast Wars Masterpiece toy. I am hoping it is Megatron. Well, I wish it to be Dinobot but I really cannot imagine how that toy would ever work. How can he be such a slim dinosaur and turn into such a tall dark and handsome bot. The full reveal of Titan Class Trypticon is also something I look forward to but the fact that we can all picture how it will look like roughly and knowing that available space for more toys in my home is quickly diminishing kind of dampens my anticipation for the reveal, in comparison to my hopes for the next Masterpiece Beast Wars announcement.

Counterpunch
The possibility that the next line of Transformers may give us toys of the original 13 Primes.

ScottyP
Classics UK Volume 6, and dare I dream Classics UK Volume 7 might also come out? I'm also looking forward to basically everyone being wrong about Power of the Primes, including me.

Oh, and finally finding out if that note Mr. Roberts left me at the end of MTMTE #38's script was a joke or a scolding (and no, I won't tell you what it said ;) )
Va'al knows. Va'al was there. Va'al was kinda responsible for it.

Kurona
Titans Return and Lost Light. Quite possibly the most generic response I could have given... but can't really think of much else. MTMTE is my favourite Transformers fiction (and overall fiction at the moment), while Titans Return has really hit the ground running. The rest of IDW too, actually - TAAO is REALLY getting good, and Optimus Prime... looks decent.

D-Maximus_Prime
I gotta say hopefully going to my first convention. Botcon may be no more, but I will still get out there go someplace. I gotta get to one of these and live it out. There is so much potential there that I need to experience.

Figure wise, I'm really looking forward to the Titans Return Leader Decepticons. The 2 we have revealed so far look amazing, and I really look forward to some lesser known guys getting some great attention from this line. (Please Nautica!!!)

Cobotron
Toys, toys, toys, and more toys. Titans, Powery Primes, Liony Convoys, MP Artfire, RID's Combiner Pants Force. I'm sure 2017 will be a breakneck switchback mountain road of reveals, that will make for a great ride. I also always look forward to the hunt, and swapping campfire stories with all here in Seibertown. To a better year than the last!

Bronzewolf
Perceptor. Bring it on, man. I've been kicking around grabbing a fanstoys Tesla, but waited because of the rumors of a mainline release. I'm so glad I did. I could not be happier with how he looks, and can't wait to pick him up.

I'm also looking forward to Trypticon's reveal and potential release, and The Last Knight. I'm being cautiously optimistic (perhaps more optimistic than I should be) about it. I'm very optimistic about the toys, though. Some of my favorite real-life cars finally embodied as transformers. I'm stoked, and I'm waiting with baited breath until they get revealed.

I'm also looking forward to continuing involvement with this great community and writing for Seibertron. I know it's sappy but talking transformers with you all is the highlight of my day, and always enjoyable. To 2017 and beyond!

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On those words, we come to a close on a retrospective glimpse at a busy year in Transformers, Seibertronians, toys, comics, community and more... Now it's up to you! What made your 2016 special in Transformers? What do you hope our Gracious Robots Overlords [there's more than one?!] will bring in 2017, the next Movie Year? The Energon Pub is open at all hours - just grab a seat, and let it out.

May we all surrender our Intellectual Property, and achieve Total Brand Awareness.

Transformers News: 2016 Seibertron.com Year in Review - A Beastly Task
Photo: Nick Hardy


Thumbnail image created using art by zgul-osr1113 on deviantArt

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Transformers Podcast: Twincast / Podcast #348 - Uno
Twincast / Podcast #348:
"Uno"
MP3 · iTunes · RSS · View · Discuss · Ask
Posted: Saturday, April 20th, 2024

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