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Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners

Transformers News: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners

Sunday, January 13th, 2019 6:43PM CST

Categories: Game News, Collectables
Posted by: ZeroWolf   Views: 30,074

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Thanks to fellow Seibertron user, #Sideways#, we have some new cards to show you as well as #Sideways# look at how the card fares. Included in his run down is a look at the rules change that is coming with this set and some surprises we can look forward to.

The reveals listed here come from multiple sources (Links contained in article):

WTF@TFW podcast
Wossy Plays YouTube Channel

Without further ado, over to you #Sideways#!

#Sideways# wrote:It's the most wonderful time of year -- in other words, it's time for more spoilers for the next Transformers Set! Of course, with a new set means new stuff, and in this case, we have new characters, rule changes, new keywords and an official statement on the use for the green pips!

__________Rule Changes__________


So, normally, the rules read that once a character is KO'd, you can't use them for anything. Generally, when they're KO'd, you can't transform them, attack with them or use any ability. Before, you had to use "I STILL FUNCTION!" to bring someone back to life, then transform them, and let them die at the end of the turn.

Now, though, when you transform for the turn, you can transform a KO'd character. This is phenomenal news. Cliffjumper requires Cars to be in the KO Pile, where -- and chiefly of these -- combiners require all members to be in their robot modes in order to combine in the first place. This means that, once a character is KO'd in their vehicle mode (for instance, a character with Brave like Headstrong), then you can transform them in the KO pile to finally get that combination off.

It's actually fantastic.

No longer do you have to spam "I STILL FUNCTION!" to get your characters how you want them, now you can just transform whenever, wherever you want!

__________Green Pips__________

Transformers News: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners

Everyone's going green these days.

Okay, so, if you didn't read my edited post the other day, you would not have seen what green pips do. So, very recently, WTF@TFW did an hour-long interview with the developers, who revealed some very interesting information, including a new character (which we'll get to later). One of these things was a clarification on the green pips.

Green pips activate when you flip them, and when you do, you may choose to scrap a card from your hand. If you do, you may put that green pipped card into your hand.

This is fantastic news because it makes the game more consistent and way less reliant on draw to get some specific cards, like Combination Enigmas which are confirmed to be all at least in part green pips.

Have you ever had a moment where you accidentally mill the card you've been digging for all game? This is the effect that seeks to curb that. Sometimes, it was horrible where you could discard two out of three Cargo Trailers and suddenly your deck falls apart. It gets worrying when you discard your important cards.

When you need it and you need it now, green pips are your answer.

__________Characters__________

Transformers News: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners

Bringing flip-flopping to a whole new level.


Bluestreak was one of two cards that Wossy Plays, a fellow YouTuber, got an exclusive on. If you'd like to hear his impeccably British opinion on the matter, check out his video HERE!

But you're here for my opinion, and who am I to withhold that?

Well, sorry to say, I'm just not impressed by Bluestreak here. He has a cool gimmick. If you flip one of each, you get to flip to your alternate mode, swapping your zero defense for a whopping four defense in your alternate mode. This defense is probably the best part about him, I'm not gonna lie. His attack is middling, his ability is daunting at times and his eight-star cost makes him a hard sell in comparison to other Cars.

Maybe it's just me, but when I have a car on my team, it has to hit hard and draw harder. Bluestreak does neither of those. That being said, he has access to all the Car support which is honestly the best support in the game, at least at this time of writing. But Bluestreak does have potential.

If you whiff with him, he's dead, but something fascinating about him is the ability to play him in a Cliffjumper deck. There are several effects that can rig your topdeck, and even if you do whiff, then Bluestreak will end up fueling Cliffjumper's high attack stat.

Of course, there are probably better cars to play, but Bluestreak isn't the worst one. In other words? He's no Deadlock! :lol:

Transformers News: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners

"I don't like that word, 'insane'. I prefer the term 'visionary'."

For the second exclusive that Wossy got, he got access to the second common Megatron card! Again, you can see his thoughts on it HERE.

So, as for my opinions, what do I think of this new common? Well, I think this card is probably the best Megatron second only to Living Weapon. He's lightyears better than Decepticon Leader, despite Decepticon Leader's innate Upgrade scrapping ability and ability to gain high levels of Pierce. But here's the thing. This Megatron is insane -- pun intended.

First off, in his robot form, you have a draw ability that is always good in Transformers, and even better in the Tank archetype. Megs here can attack, pitch an Armor and then draw two new cards, potentially one of those pesky Hunker Down you've been digging for the entire game. But the scrapping of Armor is always good in Tanks thanks to that Hunker Down, and it's even better with this Megatron.

Megatron can use his alternate mode ability to play an extra card, probably a weapon or a Crushing Treads to make your offensive capabilities skyrocket. But the best part is, you can use that with Hunker Down. You can use it to attach that armor you scrapped (and probably the other Armor that you flipped), then flip Megatron to play a second Upgrade onto one of your characters and then finally attach a third Upgrade, fully upgrading someone potentially, with one card play.

Tanks got a massive buff with this Megatron alone, and I cannot wait to see what else that gets brought to the table for them in the future. After all, they are one of my favorite archetypes at the moment.

Acid Storm -- Toxic Terror

Alternate Mode:

Plane - Ranged
3 Attack / 10 HP / 0 Defense

"When you flip to this mode --> Heal one damage from Acid Storm for every Double Orange card in your opponent's Scrap Pile."

6 stars

>>>>>>>>>FLIP>>>>>>>>>

Acid Storm -- Toxic Terror

Robot Mode:

Ranged
2 Attack / 10 HP / 0 Defense

"Your opponent cannot use Bold."


Whoa, that's toxic!


Acid Storm was one of my first G1-themed toys back in the day. It was the Universe mold for Starscream, and he remains one of my favorite Transformers toys. He was well-painted, and I had a thing for camo back in the day so he got all the sweeter. So, when I heard that there was going to be a Transformers TCG, I got my hopes up for my favorite toy to finally make it into the lime-light. Wave 1 was a tease, but wave 2, thanks to the WTF@TFW podcast, has made my dream come true.

Unfortunately, we don't have a single picture for Acid Storm, but the developers revealed his stats and text in the interview and I've transcribed them here.

Acid Storm is the killer of Dinobots. Dinobots use a massive amount of Bold to deal a massive amount of damage, but Acid Storm's corrosive weaponry stops that from happening. No amount of Bold will keep you down -- this 6-Star splash-in is going to ruin Grimlock's day. Planes got a huge buff with this guy, as Skywarp was depressingly average in the deck. But Acid Storm takes the normally bad matchup of Dinobots and has the potential to make it a fantastic matchup. Really and truly, I am excited to see what Acid Storm can do when put to the test.

Sure, his stats aren't too much to write home about, and his plane-mode's ability is mediocre given his awful defensive capabilities, but his robot mode is invaluable. I recommend placing Heroism on someone else, like Starscream, to keep Acid Storm alive during the game, lest you want to give Grimlock his Bold powers again.

But it's not just Dinos that hate him, it's Bugs. Insecticons make use of high bold as well, dealing usually low damage until their Bold racks up. If you end up facing off against an Insecticon swarm, make the switch to Acid Storm and watch as they start to flounder in their hopelessness.

I can also see using Acid Storm in a Nemesis Prime or Cosmos deck, where the big strategy revolves around a singular entity to pull out wins. All in all, I think this guy is the best card I've seen in Wave 2 as of the time of writing. He's just so good.

__________Battle Cards__________


Transformers News: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners


Thunderbolt and lightning! Very very frightening!


Bolt of Lightning is an interesting addition, and I love it. Bolt of Lightning deals 3 damage straight with nary a downside. You normally only see that on One Shall Stand, One Shall Fall, which deals 3 damage back to you in recoil.

See, I misspoke about the "nary a downside" thing because it does have a "downside": Taking up a Star value. You see, Bolt of Lightning is one of several new cards we're getting that actually cost points to put in your list. Normally, you would have a team that maxed at 25 stars, but your characters could only reach 22 stars. This remedies that lost value in spades, filling out points and filling out your deck with more powerful cards.

As for Bolt of Lightning, I can definitely see it getting played. We don't know how many cards have these star costs, and it would only be logical to assume that there are more than two in this set, and this is one of the better ones I've seen. Sadly, it has no pip so I am a little reluctant to play it, but the rewards of dealing three indirect damage to something without taking any yourself is going to be a hard sell not to play in lists that can spare the point values.

Transformers News: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners

Mounted Missiles is the second battle card revealed by Wossy Plays (revealed HERE!) and might I say that this card is one of the nuttiest Battle Cards I've ever seen. Remember when I said that it would be a hard sell not to play Bolt of Lightning in your list when you have spare points? This is what I meant.

See, unlike Bolt of Lightning, Mounted Missiles is a third -- count them, third card that has double orange pips. This is absolutely absurd. Being able to play a third card that has a double pip like this is one of the craziest things I've seen. Aggressive decks that can spare the points are going to be doing so much damage now that they have access to another double orange.

What's that? I haven't even spoken about the card's bonkers effect? Oh, sure. See, this card can be in your Utility, Armor and your Weapon slots, which means (if I'm not mistaken) you can stack three of them on the same character and reap their rewards. Best part is, it has a static +2 damage effect, so it's never a dead card in your hand because you're not losing that double orange effect.

Mounted Missiles is absolutely bananas. Unfortunately, not every deck can play it to its fullest potential. In fact, most lists can't play it at all. But the ones that will rise up and make the space will love every moment of this card, and all that sweet, sweet damage they're about to deal.

__________Conclusion__________


Rise of the Combiners is looking to shake up the meta, and I can think of no better way to do that than Acid Storm and the point costing Battle Cards. There are so many potential uses for these cards that it's insane. Imagine, playing three of each and simply dropping a character from your list.

These reveals change everything, and I'm not exaggerating when I say that.

But that's not all. There's one more reveal from the WTF@TFW interview that is monstrous -- it's that there will be one combiner that won't be 25 stars in total, and others that won't be five or six-man rosters. Meaning, you are going to be able to play either these new Battle Cards or another character in your list and make out to be the easiest combiner to pull off. The only question is, who is it? Sky-Lynx comes to mind, but there are other options on the table.

What are you hoping to see in this set? Let me know in the comments below!


What do you think of these? Let us know in the Energon Pub and stay tuned to Seibertron for all the latest news and reviews.
Credit(s): #Sideways# from Seibertron, WTF@TFW and Wossy Plays on YouTube

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Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2004550)
Posted by PerfectVision on January 13th, 2019 @ 8:46pm CST
-"the insecticons has good bold"
Okay,folks,when he talk about them,he talk about Kickback only,beware.One day,you'll realize that something is wrong with this card and some others

-Bluestreak is not stronger than Jazz,Redalert and Bee6,he's also inferior to Cliffjumper,Splitstream and Bombshell

-Acidstorm can be put instead of R.A with Cosmo but i except someone beetween him and Mega2

Magicians are the venimous style,VE-NI-MOUS and they are all anti MELEE,quadrios are sensible to seekers

-mounted missilles doesn't look like a joke but we don't know their owners yet.
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2004553)
Posted by #Sideways# on January 13th, 2019 @ 9:50pm CST
PerfectVision wrote:-"the insecticons has good bold"
Okay,folks,when he talk about them,he talk about Kickback only,beware.One day,you'll realize that something is wrong with this card and some others

-Bluestreak is not stronger than Jazz,Redalert and Bee6,he's also inferior to Cliffjumper,Splitstream and Bombshell

-Acidstorm can be put instead of R.A with Cosmo but i except someone beetween him and Mega2

Magicians are the venimous style,VE-NI-MOUS and they are all anti MELEE,quadrios are sensible to seekers

-mounted missilles doesn't look like a joke but we don't know their owners yet.


No, actually, Kickback does not have Bold at all. By speaking to Insecticons and their usage of Bold, I was talking about their playing of Flamethrower, Supercharge and Barrage to supplement their damage. Kickback plays very little into this. The developers were very careful not to use the word "Bold" on him and Demolisher because they knew that they would eventually nerf it with characters like Acid Storm, making their damage output literally zero. I get that you might think that he's too good, but he's the definition of a glass cannon. He's great, sure, but he's just as fragile. I'm not quite sure I know what you mean by "something wrong with this card and some others" -- he's fine in my opinion.

As for Bluestreak, I mean, I agree, Bluestreak isn't that great, but he does have potential with proper support. Your comparisons to the six star cars is completely incomparable because of their point values -- Bluestreak has 8, not 6, and is such far less splashable than the three of them. As to your other points, I agree that he is worse than Cliffjumper in terms of cars, but after that... I have nary an idea why you've brought up Slipstream and Bombshell. I mean, Bombshell has 4 Defense -- but that's the only redeeming quality about him and the only relation between he and Bluestreak. Bluestreak is actually playable in a car list because he takes advantage of the rest of the car tribal cards -- Bombshell cannot make use of any of them, thus he should not be played at all in any car list.

If by R.A. you mean Rare Arcee, then I would agree with you to some extent that Acid Storm can take her spot in Cosmos builds. Unfortunately, with the way the meta is forming, Cosmos can't really take too many tournaments due to its autoloss matchup against Nemesis/Optimus decks. Cosmos can't pop Battlefield Legend Prime, after all, and unfortunately, Acid Storm helps little with that problem. But it does make your Dinobots and Insecticons matchup easier.

I definitely agree that using him in a Rare Megatron deck is a good idea. I actually think that he finds most use in decks like that, where he's slowing down your opponent's damage output to prevent damage to your more valuable characters, like Megatron. I can even see using him in a Battlefield Legend deck, as well, or maybe even a Nemesis deck. I think he's perfect for lists like that.

I literally have no idea what you're talking about after that. Could you perhaps rephrase what you mean so that I -- and the other readers -- may better understand what you mean?
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2004559)
Posted by PerfectVision on January 13th, 2019 @ 10:32pm CST
#Sideways# wrote:
PerfectVision wrote:-"the insecticons has good bold"
Okay,folks,when he talk about them,he talk about Kickback only,beware.One day,you'll realize that something is wrong with this card and some others

-Bluestreak is not stronger than Jazz,Redalert and Bee6,he's also inferior to Cliffjumper,Splitstream and Bombshell

-Acidstorm can be put instead of R.A with Cosmo but i except someone beetween him and Mega2

Magicians are the venimous style,VE-NI-MOUS and they are all anti MELEE,quadrios are sensible to seekers

-mounted missilles doesn't look like a joke but we don't know their owners yet.


No, actually, Kickback does not have Bold at all. By speaking to Insecticons and their usage of Bold, I was talking about their playing of Flamethrower, Supercharge and Barrage to supplement their damage. Kickback plays very little into this. The developers were very careful not to use the word "Bold" on him and Demolisher because they knew that they would eventually nerf it with characters like Acid Storm, making their damage output literally zero. I get that you might think that he's too good, but he's the definition of a glass cannon. He's great, sure, but he's just as fragile. I'm not quite sure I know what you mean by "something wrong with this card and some others" -- he's fine in my opinion.

As for Bluestreak, I mean, I agree, Bluestreak isn't that great, but he does have potential with proper support. Your comparisons to the six star cars is completely incomparable because of their point values -- Bluestreak has 8, not 6, and is such far less splashable than the three of them. As to your other points, I agree that he is worse than Cliffjumper in terms of cars, but after that... I have nary an idea why you've brought up Slipstream and Bombshell. I mean, Bombshell has 4 Defense -- but that's the only redeeming quality about him and the only relation between he and Bluestreak. Bluestreak is actually playable in a car list because he takes advantage of the rest of the car tribal cards -- Bombshell cannot make use of any of them, thus he should not be played at all in any car list.

If by R.A. you mean Rare Arcee, then I would agree with you to some extent that Acid Storm can take her spot in Cosmos builds. Unfortunately, with the way the meta is forming, Cosmos can't really take too many tournaments due to its autoloss matchup against Nemesis/Optimus decks. Cosmos can't pop Battlefield Legend Prime, after all, and unfortunately, Acid Storm helps little with that problem. But it does make your Dinobots and Insecticons matchup easier.

I definitely agree that using him in a Rare Megatron deck is a good idea. I actually think that he finds most use in decks like that, where he's slowing down your opponent's damage output to prevent damage to your more valuable characters, like Megatron. I can even see using him in a Battlefield Legend deck, as well, or maybe even a Nemesis deck. I think he's perfect for lists like that.

I literally have no idea what you're talking about after that. Could you perhaps rephrase what you mean so that I -- and the other readers -- may better understand what you mean?


Mega2 is the new one,R.A is Redalert,Cosmo is not the only magicians,of course he's not for high rank target,Bluestreak and Bombshell do the same thing,the second has better stat,6rank dudes are still better than him,Splitstream has the same activation scheme and is better too.

Insecticons need defense and pierce(backup and rollout everywhere),like the "cars".
Salvage X 1
Piercing blaster
Force field
Data bank
Grenade(not far from M.M)
Blast
Bug bomb
TBTA
inspirational
Swarm
New design
Battle ready

Kickback is the only reason to go full orange,OP12 and Demolisher need the cybertronium.
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2004619)
Posted by #Sideways# on January 14th, 2019 @ 8:15am CST
PerfectVision wrote:Mega2 is the new one,R.A is Redalert,Cosmo is not the only magicians,of course he's not for high rank target,Bluestreak and Bombshell do the same thing,the second has better stat,6rank dudes are still better than him,Splitstream has the same activation scheme and is better too.

Insecticons need defense and pierce(backup and rollout everywhere),like the "cars".
Salvage X 1
Piercing blaster
Force field
Data bank
Grenade(not far from M.M)
Blast
Bug bomb
TBTA
inspirational
Swarm
New design
Battle ready

Kickback is the only reason to go full orange,OP12 and Demolisher need the cybertronium.


I still do not understand what you mean by "magicians". Is it autocorrected from something, perhaps? Or do you mean ability-based cards? This is my main source of confusion.

Insecticons should only be played wide with all Orange with few exceptions. I for one love Heroism in Insecticons and it's Blue, but the most prolific build is entirely Orange for a reason. Pierce and defense sounds cool on paper, but Tanks and Trucks are the only things that can pull that off well. Insecticons have such a miniscule health pool that they're just going to be one-hit regardless of a pool of blue cards.

If by Op12 you mean the Common Optimus who has 12 Stars, then I couldn't disagree more on the notion that he and Demolisher require Cybertonium Bow. Cybertonium Bow and Shock Absorbers are both universally reviled in the community due to their extremely difficult to use effect. It is very difficult to have equal numbers of orange and blue pips whenever you flip, especially with Demolisher who flips potentially eight cards if you flip a white pip. It's just far better to attach something -- anything -- else.

As I said above, Bombshell and Bluestreak are mostly incomperable. They belong in their own lists. Bombshell cannot be played in a car list, while Bluestreak can take advantage of everything Cars have to offer.

I also said in my previous post that the six star cars are also incomperable because their far smaller point values fill a separate role than Bluestreak who would be filling a larger spot in your deck.

Slipstream is a plane with a completely different set of abilities. Regardless of what her activation to her completely different ability is, she is also radically different to Bluestreak. Your logic here is a stretch, don't you think? It's like saying Common Megatron from Wave 1 is better than Arcee because he has more consistent Pierce output than her.

Finally, I don't understand why you would play Red Alert in a Cosmos list. He is Vanilla, and there are so many better cards to play in his stead, like Jazz or Arcee.
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2004634)
Posted by PerfectVision on January 14th, 2019 @ 9:10am CST
#Sideways# wrote:
PerfectVision wrote:Mega2 is the new one,R.A is Redalert,Cosmo is not the only magicians,of course he's not for high rank target,Bluestreak and Bombshell do the same thing,the second has better stat,6rank dudes are still better than him,Splitstream has the same activation scheme and is better too.

Insecticons need defense and pierce(backup and rollout everywhere),like the "cars".
Salvage X 1
Piercing blaster
Force field
Data bank
Grenade(not far from M.M)
Blast
Bug bomb
TBTA
inspirational
Swarm
New design
Battle ready

Kickback is the only reason to go full orange,OP12 and Demolisher need the cybertronium.


I still do not understand what you mean by "magicians". Is it autocorrected from something, perhaps? Or do you mean ability-based cards? This is my main source of confusion.

Insecticons should only be played wide with all Orange with few exceptions. I for one love Heroism in Insecticons and it's Blue, but the most prolific build is entirely Orange for a reason. Pierce and defense sounds cool on paper, but Tanks and Trucks are the only things that can pull that off well. Insecticons have such a miniscule health pool that they're just going to be one-hit regardless of a pool of blue cards.

If by Op12 you mean the Common Optimus who has 12 Stars, then I couldn't disagree more on the notion that he and Demolisher require Cybertonium Bow. Cybertonium Bow and Shock Absorbers are both universally reviled in the community due to their extremely difficult to use effect. It is very difficult to have equal numbers of orange and blue pips whenever you flip, especially with Demolisher who flips potentially eight cards if you flip a white pip. It's just far better to attach something -- anything -- else.

As I said above, Bombshell and Bluestreak are mostly incomperable. They belong in their own lists. Bombshell cannot be played in a car list, while Bluestreak can take advantage of everything Cars have to offer.

I also said in my previous post that the six star cars are also incomperable because their far smaller point values fill a separate role than Bluestreak who would be filling a larger spot in your deck.

Slipstream is a plane with a completely different set of abilities. Regardless of what her activation to her completely different ability is, she is also radically different to Bluestreak. Your logic here is a stretch, don't you think? It's like saying Common Megatron from Wave 1 is better than Arcee because he has more consistent Pierce output than her.

Finally, I don't understand why you would play Red Alert in a Cosmos list. He is Vanilla, and there are so many better cards to play in his stead, like Jazz or Arcee.


-magicians are Shockwave and Cosmo,who are spaceships also

-adjust your cards 1O/1B or 2(maybe it's the same result),rollout help after white,

-pierce fit them,also,Barrage has more HP than he should,Skrapnel must stay in full defense.There's two armors.How's that one hit?

-the blaster and the TBTA beat flame and supercharge at this point,think about card use

-like Ramjet,Redalert will mostly have blue flip,his humanoid is usable with the reinforced plating,he and Jazz should be a bit more powerful anyway.Trucks need buff too.

Ready for action may be better than Salvage.
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2004643)
Posted by #Sideways# on January 14th, 2019 @ 10:33am CST
PerfectVision wrote:-magicians are Shockwave and Cosmo,who are spaceships also

-adjust your cards 1O/1B,rollout help after white,

-pierce fit them,also,Barrage has more HP than he should,Skrapnel must stay in full defense.How's that one hit?

-like Ramjet,Redalert will mostly have blue flip,his humanoid is usable with the reinforced plating,he and Jazz should be a bit more powerful anyway.Trucks need buff also


I see. Then I disagree completely with your previous statements about "magicians". Honestly, Cosmos is a victim of the meta and now he's victim of the rest of the game. Rare Prime, Living Weapon, Metroplex and now Combiners utterly dumpster the poor guy.

Shockwave also needs a lot of love, in my humble opinion. Players just don't scrap enough cards from their hand to justify taking Shockwave over someone -- or some people -- who are better. I realize that Security Checkpoint, Disruptive Entrance and a few other cards discard a couple of cards, but the amount you're discarding isn't going to be enough to justify his existence in a list.

I realize that playing Roll Out and Matrix of Leadership add to that, but they don't really add anything when you think about it. For instance, they add one of each, but that has no bearing on what you flip afterward which could serve to offset the rest of your flips. It's bound to happen more than it doesn't. That inconsistency makes it far better to play cards that give more damage presently, like Grenade Launcher, Energon Axe or Flamethrower.

I don't know what you mean by "Pierce fit them". But I can glean from the rest of your statement that you're wondering how they one-hit you. That answer is simple. Turn one, Optimus Prime flips a Leap Into Battle and swings at an Insect-Mode Skrapnel for 11. Turn one. No one has played a card yet. After that, they can play a Grenade Launcher and a Leap Into Battle from their hand and flip a The Bigger They Are off the top of their deck. That's 17 Damage. Bombshell dies to that in one hit, even with three blues off the top of your deck. If you're defending with Skrapnel, they will be content with two-hitting him after they play a Plasma Burst for free. Heavens, they can even play two Plasma Burst in one turn thanks to Brainstorm or Prime's effect. It's a bad matchup, and it's a third of the meta.

Okay, then, how about Insecticons? Grenade Launcher a Barrage after using Zap on Bombshell. Barrage has Bold 2, with a base of 9 damage after the Grenade Launcher. They flip an average flip, with two white pips. They flip one of their Improvised Shields and a Peace Through Tyranny as well. The rest are single Orange, as per the deck list. So, in total, 5 more damage. A total of 16. You might live with one HP or so, but you know that's a war you cannot win because you're not one-hitting them back. A bad matchup, another third of the metagame.

How about Dinobots, then? Grimlock swings at you with Bold 9 with a Flamethrower, Jaws of Steel and a Dino-Chomp! in his robot mode. He flips six of those Bold as orange cards, with two being double orange. It's fairly average. His other four cards were two oranges and two more white. Slightly less than optimal flips. Bad luck for Dinobots, but then again it happens to everyone every now and again. But either way, that's 6 damage base, with 10 added on. 16 in total. You're not doing enough damage to threaten them while they set up. Another bad matchup, another third of the metagame.

See what I'm getting at? Your health pools are way too small to be played in a defensive list. The damage numbers for the rest of the meta are just too high. Yes, Skrapnel's effect is very good at keeping him alive, but the metagame has plenty of workarounds for him, too, with a lot of lists playing indirect damage, like Insecticons, Dinobots and Double Prime.

Ramjet is actually a low-key favorite of mine. That instant 7 Damage is really neat, despite his zero defense. Speaking of zero defense, Red Alert rarely survives anything in his robot form. Again, my same arguments against the high defense Insecticons apply to him even more given his zero defense. Jazz is actually kinda niche in mostly white decks, but I definitely agree that he should be way better. Same with Trucks.

Trucks are kind of very hard to balance. Too much support and they get freaking insane. They already have a pipped healing card and Cargo Trailers, too much tweaking and they might take over the meta. :lol:
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2004655)
Posted by PerfectVision on January 14th, 2019 @ 11:34am CST
#Sideways# wrote:
PerfectVision wrote:-magicians are Shockwave and Cosmo,who are spaceships also

-adjust your cards 1O/1B,rollout help after white,

-pierce fit them,also,Barrage has more HP than he should,Skrapnel must stay in full defense.How's that one hit?

-like Ramjet,Redalert will mostly have blue flip,his humanoid is usable with the reinforced plating,he and Jazz should be a bit more powerful anyway.Trucks need buff also


I see. Then I disagree completely with your previous statements about "magicians". Honestly, Cosmos is a victim of the meta and now he's victim of the rest of the game. Rare Prime, Living Weapon, Metroplex and now Combiners utterly dumpster the poor guy.

Shockwave also needs a lot of love, in my humble opinion. Players just don't scrap enough cards from their hand to justify taking Shockwave over someone -- or some people -- who are better. I realize that Security Checkpoint, Disruptive Entrance and a few other cards discard a couple of cards, but the amount you're discarding isn't going to be enough to justify his existence in a list.

I realize that playing Roll Out and Matrix of Leadership add to that, but they don't really add anything when you think about it. For instance, they add one of each, but that has no bearing on what you flip afterward which could serve to offset the rest of your flips. It's bound to happen more than it doesn't. That inconsistency makes it far better to play cards that give more damage presently, like Grenade Launcher, Energon Axe or Flamethrower.

I don't know what you mean by "Pierce fit them". But I can glean from the rest of your statement that you're wondering how they one-hit you. That answer is simple. Turn one, Optimus Prime flips a Leap Into Battle and swings at an Insect-Mode Skrapnel for 11. Turn one. No one has played a card yet. After that, they can play a Grenade Launcher and a Leap Into Battle from their hand and flip a The Bigger They Are off the top of their deck. That's 17 Damage. Bombshell dies to that in one hit, even with three blues off the top of your deck. If you're defending with Skrapnel, they will be content with two-hitting him after they play a Plasma Burst for free. Heavens, they can even play two Plasma Burst in one turn thanks to Brainstorm or Prime's effect. It's a bad matchup, and it's a third of the meta.

Okay, then, how about Insecticons? Grenade Launcher a Barrage after using Zap on Bombshell. Barrage has Bold 2, with a base of 9 damage after the Grenade Launcher. They flip an average flip, with two white pips. They flip one of their Improvised Shields and a Peace Through Tyranny as well. The rest are single Orange, as per the deck list. So, in total, 5 more damage. A total of 16. You might live with one HP or so, but you know that's a war you cannot win because you're not one-hitting them back. A bad matchup, another third of the metagame.

How about Dinobots, then? Grimlock swings at you with Bold 9 with a Flamethrower, Jaws of Steel and a Dino-Chomp! in his robot mode. He flips six of those Bold as orange cards, with two being double orange. It's fairly average. His other four cards were two oranges and two more white. Slightly less than optimal flips. Bad luck for Dinobots, but then again it happens to everyone every now and again. But either way, that's 6 damage base, with 10 added on. 16 in total. You're not doing enough damage to threaten them while they set up. Another bad matchup, another third of the metagame.

See what I'm getting at? Your health pools are way too small to be played in a defensive list. The damage numbers for the rest of the meta are just too high. Yes, Skrapnel's effect is very good at keeping him alive, but the metagame has plenty of workarounds for him, too, with a lot of lists playing indirect damage, like Insecticons, Dinobots and Double Prime.

Ramjet is actually a low-key favorite of mine. That instant 7 Damage is really neat, despite his zero defense. Speaking of zero defense, Red Alert rarely survives anything in his robot form. Again, my same arguments against the high defense Insecticons apply to him even more given his zero defense. Jazz is actually kinda niche in mostly white decks, but I definitely agree that he should be way better. Same with Trucks.

Trucks are kind of very hard to balance. Too much support and they get freaking insane. They already have a pipped healing card and Cargo Trailers, too much tweaking and they might take over the meta. :lol:


-Jazz+Prowl bold make the pierce granted,cliffjumper and Arcee,there's no place for Bluestreak

-stop forgetting armors

-OP13 is way too strong,potentially banissable,to remove his stupid defense and first turn action should be enough,he must begin as a truck flipping during other offense.If you can abuse blank and win,that mean your characters are too strong.

-MANY card scrap MANY card like the dino chomp itself,the backup,the system reboot and computer sabotage

-my ideas for trucks are good

-low attack require pierce,insect has quantity which can compensate one hit KO on them

-Offense is too good overall,feel more like MEGAMAN BATTLE NETWORK where only a handful of card is necessary,both in preparation and action(optimal deck variance is low),the presumed plurialism of FIRE EMBLEM and VALKYRIA CHRONICLE is also a scam.All of that in a POKEMON VIDEOGAME like.The rarity system is disturbing obviously.I feel like i have wasted my time.Have fun.
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2004661)
Posted by #Sideways# on January 14th, 2019 @ 12:13pm CST
PerfectVision wrote:-Jazz+Prowl bold make the pierce granted,cliffjumper and Arcee,there's no place for Bluestreak

-stop forgetting armors

-OP13 is way too strong,potentially banissable,to remove his stupid defense and first turn action should be enough,he must begin as a truck flipping during other offense.If you can abuse blank and win,that mean your characters are too strong.

-MANY card scrap MANY card like the dino chomp itself,the backup,the system reboot and computer sabotage

-my ideas for trucks are good

-low attack require pierce,insect has quantity which can compensate one hit KO on them

-Offense is too good overall,feel more like MEGAMAN BATTLE NETWORK where only a handful of card is necessary,both in preparation and action(optimal deck variance is low),the presumed plurialism of FIRE EMBLEM and VALKYRIA CHRONICLE is also a scam.All of that in a POKEMON VIDEOGAME like.The rarity system is disturbing obviously.I feel like i have wasted my time.Have fun.


I addressed your comparisons to the other cars already. Please reread them.

I did not forget your character's armor. I simply showed that the meta does enough damage to more or less ignore it.

Optimus is a very good card. But don't condemn someone for playing a good card -- that's the name of the game. But he's not unbeatable, either. Orange Insecticons have a very even matchup against Double Prime. I don't know whether or not he needs banning as we're only in wave one at the moment, and Brave/Stealth will definitely make things more interesting, but I don't think he's broken.

You speak about Dino-Chomp! as a card that benefits Shockwave. Okay, that's fine. Dinobots has a three or four card hand including Dino-Chomp! on average. Most decks have that small of a hand on average. They play down their Upgrade, down to a three card hand. Then, they play the Dino-Chomp! and discard the other two, leaving themselves with no hand. Remember, Shockwave lets your opponent decide where they put that damage -- not you, unfortunately. So, the Dinobot player takes one damage on Grimlock, then puts the other on Sludge. Sludge's robot mode heals your Dinobots by one damage when they attack. Grimlock then attacks and heals off that damage that Shockwave made him place. You have effectively done one damage.

Everything else that scraps on my turn can be countered by one point: I can play whatever cards in my hand that I like during my turn, so why would I choose to play a card that damages me when I could play other cards like Incoming Transmission or Equipment Enthusiast which do not scrap cards? As for Computer Sabotage, the average hand size is four cards. You have scrapped one card. Security Checkpoint can deal more, but again, the average hand size is four, and let's be generous and say that half that is made up of Upgrades. You've only dealt two damage that I, as your opponent, can spread around however I wish. System Reboot is the only consistent source of damage that you could use with Shockwave, and even then you have to draw into it to deal three to four damage that I can spread around however I want.

With Shockwave, your opponent gets to control your damage output. It's unfortunate, but it's the truth.

I'd love to hear your Truck ideas. Honestly, I think they need a more consistent way to get Cargo Trailers. Flipping them is terrible, and when you whiff a couple you're kinda hurting for the rest of the game. As the guys from WTF@TFW said, "Trucks get scary when you give them a gun." in other words, a Cargo Trailer.

As for Pierce offsetting your characters getting one hit, I can only say this: No. Pierce or not, you've just been one-hit. If you have four guys, and one of them just got one-hit, you have three left. You retaliate with a Piercing Blaster and by playing a The Bigger They Are. Then, you retaliate by swinging for Pierce 7 -- this is best case scenario. You deal 7 damage to someone, and then they one-hit you again. That's a hard sell, man, don't you think? Not even Tanks can deal with that kind of offensive power, and all of their characters have at least 4 Defense.

I agree that the game speed is a bit too fast. Offensive power is kinda nutty, but then again, Double Prime is shaping up to be the BDIF, the Best Deck In Format -- and it's an all-blue deck. I dunno. Aggro is very, very strong. I think that Acid Storm will curb that to a large degree, but we haven't seen the rest of the set yet so I can't make any judgement one way or the other. I mean, who knows what else the combiners will bring?

As for the relations to those video games, I have very little idea what you're talking about again. Judging from a quick Google search, are you talking about gacha? The Fire Emblem and Valkyria Chronicles mobile games are naturally very gacha-centric, as is with most free mobile games. If you're comparing their rarity system to the rarity system of the Transformers TCG, then I would only marginally agree. Whereas I don't personally own a Super Rare (the fact that they aren't just reskins of a simple Rare card is a little upsetting), I've never thought they were out of reach. I can just buy a single from online vendors instead of opening packs -- it's usually way cheaper than opening a box for $120 and hoping you pull something out of it.

Sorry you feel like you wasted your time. I thought this debate was very fruitful for both parties. I personally quite enjoy debates as they help to evolve or reinforce my opinions. Unless you feel that way about the game, which is again, unfortunate. I think the game is very fun, personally, and I think that is one of the most important parts to a game. Yes, it has gotten a bit stale given the meta seemed to consolidate around three decks, but... Honestly? That's what a new set is for, and we're getting that now.
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2004889)
Posted by ZeroWolf on January 15th, 2019 @ 3:40pm CST
Well with the recent reveal of Wave 2: Rise of the Combiners for Wizards of the Coast's Official Transformers Trading Card Game, we have a few more new cards to share with you all! The reveals today come from a mix of YouTubers Wossy Plays and Wreck N' Rule, as well as websites tabletopgaming and VectorSigma.Info!

So as usual, we'll hand things over to fellow Seibertron user, #Sideways#.

#Sideways# wrote:
__________CHARACTERS__________


Image

"Like... A turd! In the wind."


Veno-- I mean, Venin was revealed by VectorSigma.info, a Transformers Trading Card Game competitive article website. Wizards of the Coast has really been fostering the community with these reveals, going to Kotaku, Wossy Plays, now even Wreck N' Rule and others. Hey, Wizards! I have a YouTube channel, too! Let me reveal some, too!! :lol: :lol:

Anyway, Venin is an odd bird when it comes to Insecticons. Insecticons deal a lot of damage very quickly, but can't take any punishment whatsoever -- at least, that's how things used to work. Venin looks to change that. He has a very disruptive playstyle with his bug mode -- something that is quite unlike other Insecticons. In fact, I would argue that he belongs in a defensive list with Bombshell (despite his vanilla nature) and Ransack with some spare room for Star Cards, but I haven't done any playtesting in that regard so I wouldn't be able to tell you one way or another.

His bug mode has a very interesting ability that adds to his defensive control playstyle that combos really well with Bug Bomb, a Utility that has most of the same effects as Venin. You would be able to play an I STILL FUNCTION!, return Ransack from being, well, sacked and attach a Bug Bomb to him. He would then attack for seven, then die again, discarding three cards from your opponent's hand. That's kind of really nutty. Keeping them there is going to be more difficult, but it pays off when you see Venin's robot mode.

His robot form allows you to give all of your characters Pierce 4 as long as your opponent has no cards in hand, which allows you to deal a considerable amount of damage to Tall decks like Combiners and Titans. He's a very interesting deck concept that really makes this whole "Defensive Insecticons" thing that seems to be just on the horizon.

He's a niche character -- and I don't think he'll find a place in the mainstream Insecticon Swarm decks -- but I don't think he's all that bad for control decks.

__________BATTLE CARDS__________


Image

"Where was the kaboom? There was supposed to be an Earth-shattering kaboom!"


Mounted Missiles is another so-called "Star Card" that we're getting in this next wave, revealed by Wossy Plays on YouTube! I gotta say, love this card. Being a third card that could be a double orange pip makes me very happy, and the fact that it can be attached to keep that +2 Damage is very exciting. The fact that you can attach it in your Utility slot makes it even better.

You won't ever be able to play three of these in decks like Insecticons or Dinobots, but having a seventh double orange card in the deck is never a bad thing.

Image

"A'ight, time's up, let's do this! LEEEEEROOYY! JENKIIINNNNS!"


This card is revealed by the Wreck N' Rule YouTube channel, and might I say that Reckless Charge is freaking insane. It's like a better version of One Shall Stand, One Shall Fall. I mean, I get it, OSSOSF does direct damage to your target, but Reckless Charge is an orange pip that deals technically more damage not counting defense. Of course, with defense things get a little math-y, but I'm not going to bore either of us with the details.

Reckless Charge is a very good card for a few decks. Insecticons love this card, Dinobots love this card -- pretty much any aggro deck love this card. But something that I find very interesting is that Optimus Prime -- Battlefield Legend loves this card more than anyone else. Before, OSSOSF wouldn't boost his damage if you flipped it off the top of your deck with his attack and played it. Now, not only do you do +4 damage, you also are getting an orange pip on the top of your deck so you're essentially doing +5 damage.

That damage is astronomical for Battlefield Legend. You deal an absurd 13 damage before counting any weapons. Sure, you deal 3 in recoil, but there are very few things that can survive Optimus' attack when you swing like that. Makes me sweat a little, I'm not going to lie.

Image

What makes you S.P.E.C.I.A.L.?


Wossy Plays gives us another card reveal, and this time, it's finally time to give your Specialists a Pip Boy! I mean, just look at it. I want to listen to Big Iron on it all day, although let's be fair here, I would just end up getting nothing but Johnny Guitar instead.

Jokes aside, this Pip Boy has a white pip, boy, making it the third card for Specialists that allow them to play free cards, the others being Multi-Tool and Multi-Mission Gear. This one, however, is definitely very strong, unlike Multi-Tool. Multi-Tool is redundant -- I mean, why play an extra upgrade by playing an upgrade when you could just... Play that Upgrade? -- but this allows you to essentially draw a card and play it while still giving you +1 damage in your Utility slot.

This is a very powerful effect. Nevermind what random card you might end up playing off the top of your deck -- you can rig that card with Planning effects. Cards that draw one and Plan 1 can look at the top and make sure you really want to play it before you get to play it for free. This is something I absolutely adore, and Field Communicator is definitely worth a spot in any deck that has a Specialist.

Image

Now look upon the face of terror as another poor victim pulls his fifth copy of Sergeant Kup from his booster packs.


Courtesy of TableTopGaming.co.uk, we have a couple of reveals for the next wave, and first up is Enemy Combat Analysis. ECA is kind of an odd card, if you want my opinion. It is at least a very niche card in Combiner lists as it makes the mirror match far better. Having a card like this that gives you incredible advantages against the mirror match is cool, and in Pokemon I often find that people tech in one or two cards to make the mirror less of a coin-flip and more of an autowin.

It's interesting in Combiner lists because they're some of the only ones that can consistently pull off this effect, given that nearly everyone on the enemy Combiner team will have the same point cost as you. I mean, put it this way. You attach this to Headstrong, right? He has Brave and three defense. Now, with ECA, he defends against his counterparts with five defense. That's more damage than most all cards in the mirror can put out in the early game, and that's a very good thing.

Now, outside of Combiner lists, I can't see it getting played all that much unless you're afraid of the mirror, but in Combiners, I would definitely consider putting it in your list.

Image

Focus Fire? Yeah, I play Overwatch Competitive -- it doesn't exist.


Focus Fire is another card coming out of TableTopGaming.co.uk, and this one is sort of an Action card version of Cargo Trailer. I have mixed feelings about it, but I do think that certain decks can make massive use of it. Naturally, decks that can make use of it the most are decks that have high bold, as its Green pipped nature allows you to dig through your deck and amass them.

Part of what I like the most about this is the fact that you're eventually going to build up the three of them in your hand, pretty much no matter what, and that makes me very excited because you will eventually build up to a fantastic Bold 9 turn. See, this card has the same stacking effect that Cargo Trailer has, where the more you play the more exponential your growth. It makes me very excited to see where this will go, as Insecticons, Metroplex and even Dinobots despite their constantly tiny hand.

The best part about this is that it's a green and orange pip. Most green pips are solo green, meaning you don't get any offensive or defensive boost when you flip them. But in this case, you get an offensive boost when you flip it and you still get to put it into your hand afterward. I very much enjoy this card, and in Bold-based decks, you might find that you want to play this card, too.

Of course, after the reveal of Acid Storm, I worry for the success of Bold-based decks like Dinobots and Metroplex. Simply killing him without your bold is harder than you might think, even with his zero defense, and when you have a lot of double orange in your discard pile, he might just be able to heal himself completely with some fancy footwork.

__________CONCLUSION__________


The TFTCG is shaping up to have a wonderful second expansion, with a good emphasis on helping past archetypes and giving tools to help make certain matchups better. Rise of the Combiners is going to be a very good expansion for the game, and if the support for Combiners and previous archetypes continue, I think it can only get better.

I just hope that power creep doesn't take yet another game from me, like it did Dragon Ball. I'm not worried, though -- Wizards seems to be doing a fine job with balance. In a recent interview, one of the chief designers of the game opened a document (that only he could see) filled with cards three sets in the future. If that doesn't tell you that they have a plan, then I don't know what else would.

Another thing I can definitely commend Wizards of the Coast for doing is that they are constantly trying to foster a community through letting certain content creators reveal certain cards, even article writing websites like Vector Sigma. Wizards is doing an excellent job so far -- and I can't wait to see what they do next.


What do you think of these reveals? Will you be adding any of these cards to your deck? Let us know in the Energon Pub and stay tuned to Seibertron for all the latest news and reviews.
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2004899)
Posted by #Sideways# on January 15th, 2019 @ 5:01pm CST
Thanks for reading my articles, guys! As always, check out my YouTube Channel to hear my other thoughts on the game. I'm going to be uploading more content very soon! :)
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2004992)
Posted by Emerje on January 16th, 2019 @ 6:50am CST
Why is Venin's head upside down? That's just his bot mode head, the real head is supposed to look like this with the pointy part on the bottom:

Image

Emerje
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2005084)
Posted by ZeroWolf on January 16th, 2019 @ 5:08pm CST
We've got more card reveals to share today, including the art for Acid Storm which reveals that he's a rare card in the set! Along with Acid Storm we also have Thrust coming to attack with his fellow cons and Nova Star appearing to aid the Autobots. Again, these reveals and thoughts come couresty of fellow Seibertron user, #Sideways#, while the card reveals themselves come from the WTF@TFW podcast and the official Facebook page for Wizards of the Coast's Official Transformers Trading Card Game.

Without further ado:

#Sideways# wrote:
Image

Rarer than a console that doesn't play Skyrim.


We're back again with some new scans! These scans are almost all thanks to the TFW2005 podcast, WTF@TFW, and the official Facebook page! Wizards, of course, having reached out to several content creators to help reveal several cards.

If you noticed above, you might have noticed that we finally have the scans for Acid Storm, revealing his rarity as a Rare! These are roughly as rare as a Mythic from Magic or an EX from Pokemon, with somewhere around two to five being in each box. Acid Storm is a surprising addition to the roster, with a very useful ability to dominate several bits of the meta. If you'd like to hear my full thoughts on him, check out his reveal article here!

__________CHARACTERS__________


Image

Squidhead.


Squi--Er, Thrust is another plane coming out of the WTF@TFW podcast, and dear me, I actually love this guy. Now, his stats aren't too much to write home about. His attack is middling in vehicle mode, his robot mode is just as average, his HP is just about as average as you can be, but the thing about him that I love the most is his vehicle mode's ability.

You see, adding your damage to your other character's attack actually helps you deal more damage than just attacking with each character alone. Why? Well, say you're attacking a character with 3 Defense with -- for this example alone -- Kup or someone else who has 3 Attack on your list. He has 3 Attack, so does Thrust. Assume the flips cancel each other out, so their three damage goes into their three defense -- in other words, no damage comes out of either attack. But, when you add the damage from Thrust onto Kup's attack damage, your damage would then penetrate their armor and deal damage.

This is fantastic for more than that reason, too. Take Grenade Launcher, for example. Grenade Launcher increases Thrust's damage by 4, making his damage 7 -- but now, his tapping ability doesn't trip the Grenade Launcher's self-scrapping effect, meaning he gets to keep it for when he attacks, or taps again. But now you're adding 7 damage to something -- and what could you possibly add that damage to?

How about Ramjet, with his own base 7 attack? Now, you're swinging for 14 with very little effort. The amount of effort that other decks to do that much damage compared to your own is well worth tapping Thrust. But here's the thing about that -- since you're attacking with two characters at once, you're essentially playing Tall since you only have at most one attack left in you. You would need to play multiple untapping effects for Thrust, just to make it a little more difficult for your opponents to punish your playstyle.

All in all, I think Thrust is a very, very good addition to the game, and I can't wait to see what power that Thrust will be able to put in Ramjet's hands. I'm also sitting on the idea that Dirge -- even though we have no confirmation that he will be in this wave -- will likely add another area to this archetype that I can't even begin to speculate.

Image

Part car, part truck, all waifu.


First off, if you thought that Rodimus Prime was going to be the first Truck/Car combo that we were going to get, Novastar would need a word with you. Okay, a little context here:

Back in the earliest days of the game's release, there was a meme around Team-Up Tactics that was even reflected in the FAQ. The meme pondered what would happen if a Car/Truck combo would be targeted by Team Up Tactics, which had a different effect for either of the two. The answer? You would do both effects. Everyone was somewhat excited -- getting to Pot of Greed and heal 2 in the same turn was kind of an interesting prospect.

Everyone assumed it would be Rodimus, but how wrong we were. Novastar comes in like a lion, and with her, come a few interesting thoughts. One: She's the next meme character, taking the reigns from Sergeant Kup from the previous set. I mean, I think they even share an alternate mode. It's uncanny. Two: She's vanilla.

It brings up the vanilla character debate again, with wondering if using Team Up Tactics alone is a reason enough to use her in a deck. Honestly? I'm not quite sure what to think about her. My first reaction is "she's terrible", but my second reaction reminds me of the untapped potential of the Truck archetype, and that she can take advantage of the Car support.

She can pull Cargo Trailers, attack for a sizable amount given her high attack, not take a lot of damage and heal it off thanks to a high defense and the ability to use Team-Up Tactics, and then get to use Start Your Engines to untap again. It's very, very interesting -- I'm not quite sure if it's enough to get her into the meta, but she shouldn't be written off simply because she lacks abilities.

__________BATTLE CARDS__________


Image

"Bad boys, bad boys / Whatcha gonna do? / Whatcha gonna do when I come for you?"


Bad Attitude is another card coming out of WTF@TFW and I personally think that this card does belong in several lists, but my favorite part about the card is the implications that it carries.

First, to the card's effects. It's essentially a combination of Strafing Run and Repair Bay, which could be used in Planes or Tanks to positive effects. I would prefer that it have a pip, a blue one to be more specific, but the effects that it brings are very niche for the decks that might use it. For instance, if Planes were to use it, it would be sort of redundant because of their reliance on Bombing Run.

It's kind of a goofy card that might find its uses in certain places, but I'm not convinced that many lists will be able to find room for it. The fact that it doesn't have a pip makes me concerned that adding it into a deck will make it less consistent in terms of attacking or defending. But, that remains to be seen.

Something that might very much enjoy this card are Decepticon Combiners. Healing one from each of your characters is a very good effect when cards like Armed Hovercraft and Photon Bomb can make your Combiner take 15-18 damage indirectly. Bad Attitude gives them a piece of their own medicine while healing your combiner by 5-6 damage before you Combine.

Combiners might actually be the best users of this Action, and I actually really like the options that it brings to their lists.

But the thing I like the most about this card? Wizards of the Coast know that people can mix-and-match factions, and that some more lore-focused players really dislike that. And, instead of forcing players down a pipe, they are simply making it more fruitful to keep factions together instead of mixing the proverbial mashed potatoes and peas on your plate.

It might not be for every list, but the lists that can make full use of it make use of it to its fullest.

Image

"Evasive maneuvers, Mr. Sulu."


Evasive Maneuvers might just be a better Blast Shield. I'm not quite sure, but it might be. Let's look at the math for a little bit.

Blast Shield is an Armor that has a blue pip -- same as Evasive Actions -- and it gives +2 Armor. Evasive Actions gives 3 Tough, which is a random outcome. You could get 7 Armor off the top of your deck, or you cold get only 1. With Tough 3 you're probably going to end up erring to the former, but the randomness puts me off a bit when you consider Blast Shield's confirmed +2.

The most interesting thought is you could use this in Nemesis Prime as a very good way to mill your deck. Reinforced Plating still might end up being better due to its consistent defensive output, but let me know this: What about playing both? It'd be like playing Flamethrower and Grenade Launcher -- if we can play two Weapons, why can't we play two Armors?

Just a thought.

__________CONCLUSION__________


Thrust makes plenty of new, potential strategies, Novastar makes things more interesting for Trucks and the Battle Cards seek to supplement several archetypes that are forming up in the metagame.

These cards are evident of a paradigm shift in the Transformers Trading Card Game. A shift from crossing streams, a shift from mixing your potatoes with your peas. A shift from playing Autobots and Decepticons to making a homogeneous list. Wizards is aiming to pull off something that most early card game creators cannot not do: An easy transition. Most of the time, a fledgling creative director would simply make a rule change, or simply make "fake synergy" that forces certain playstyles.

Dragon Ball is one of the biggest abusers of this idea. Their power creep made more and more broken combos to where people couldn't play anything else than what they, the developers, intended. It's something that has a stranglehold on the game's health.

Wizards seeks to curb that by putting forward these new ideas, by making it fruitful to play tribal instead of mixing chocolate and vanilla. I only hope that they make it fruitful enough that the lore-minded players are satisfied.


What do you think of these reveals? See any cards you want to add to your decks? Let us know in the Energon Pub and stay tuned to Seibertron for all the latest news and reviews!
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2005095)
Posted by primalxconvoy on January 16th, 2019 @ 6:21pm CST
"Rarer than a console that doesn't play Skyrim."


The Nvidia Shield TV doesn't play Skyrim, and it's strange as the main processor for that console is the same one in the Nintendo Switch. I'm also surprised that regular Android and iOS devices haven't received a port yet. I suppose it'll come out in a few year's time though.

Anyway, interesting to see that the CHUG version of AS was used, instead of his other, more recent iterations.
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2005230)
Posted by What's Crackin'? on January 17th, 2019 @ 9:30am CST
I'm so glad that Acid Storm is getting a card of his own.
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2005541)
Posted by Rainmaker on January 18th, 2019 @ 6:48pm CST
Why does Sideways say 3 Cargo Trailer's give +9 attack when each Cargo Trailer gives +1?

:MAXIMAL:
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2005542)
Posted by ZeroWolf on January 18th, 2019 @ 6:59pm CST
It's that time again folks, thanks to the hard work of fellow Seibertron user, #Sideways#, we have more reveals for Wave 2: Rise of the Combiners to share with you all!

Wave 2: Rise of the Combiners is the newest set for Wizards of the Coast's Official Transformers Trading Card Game.

Todays reveals come from:
Wossy Plays YouTube channel, Wreck'n'Rules YouTube Channel
Now let's give the floor to #Sideways#!

#Sideways# wrote:Ah yes, the proverbial "cats and dogs" as it were, the Autobots and Decepticons follow a very gray, very thin line between friend and foe in the Transformers Trading Card Game. In fact, one of the most prolific decks at the moment is Optimus Prime fighting alongside Nemesis Prime, which is ironic in every sense of the imagination.

There aren't many mechanical problems with this, game-wise -- after all, your opponent is the enemy, not a faction of "bad guys". But flavor-wise? It's like mixing Pepsi and Coke (or as I like to put it, making Pepsi slightly less awful), shrimp on pizza, orange juice in milk.

So, Wizards had three options. One: Make a rule change to force mono-faction builds. Two: Make "fake synergy" where you have no other choice but to play mono-faction builds. Three: Make mono-builds enticing with special cards but not to the point that they nerf the multi-faction builds.

Thank god they chose the third option.

_________BATTLE CARDS__________


Image

"Who's scruffy lookin'?"


Scoundrel's Blaster is a card that certainly has a name that plays the part. I mean, when you play a card and you get to say the word "scoundrel" in an unironic sense, you're going to have a good time. But is the card as good as its name?

Well, it's kind of... Meh. The green pip makes it at least viable, but at the end of the day, it's a Primary Blaster that can give a very situational Pierce 2. As you may have heard me say before, I don't like low Pierce damage. There isn't too much point to it in most instances of the game -- if you're hitting for low enough damage to need that low of a Pierce number, you probably shouldn't be playing the characters you are.

The only thing I can think of that would definitely make use of this is a Combiner list. Combiners -- as per my playtesting -- have very, very low damage in the early game and even well into the mid-game. Without proper support, they will sit there doing very little for you.

With this, their low damage output becomes at least tolerable until you can combine them all and potentially have multiple instances of this card on them. But again, that's just pure conjecture at this point.

All in all, it's an okay card. I don't think it's bad; I just think that most lists won't be making too much use of it.

Image

"The question you have to ask yourself is, 'do I feel lucky?' Well, do ya? Punk?"


As with the Scoundrel's Blaster, this card has a baller name -- that isn't very well backed up by its stats.

I'm not going to go into much detail on this one as it's not that relevant given it's roughly the same card as the Scoundrel's Blaster. But, that being said, it should also be noted that Decepticons have a heavily armored deck in Tanks, where smaller damaging lists like Combiners would have a rough time dealing any damage whatsoever to them. You could potentially play Noble's Blaster in an Autobot Combiner list to try making that matchup better, or other similar lists.

But the thing is, that's just one example. I don't think it will be prolific enough of a deck to be overly meaningful in the long run to play these cards, but they're very cool cards to have at the back of your mind just in case you think it might come up.

Image

"This is bad comedy."

Decepticons, oft looking longingly at the Matrix of Leadership to light their darkest hour, simply couldn't compete with the utility it provided for Autobot decks. In general, the community couldn't really think of many things to remedy this idea -- the Dark Spark, perhaps, with a defensive boost instead of the Matrix' offensive one?

Well, look no further than the Decepticon Crown to answer those wishes. This card might not seem like much at first, but being a White/Green pip makes this a very interesting card combo that will definitely make its way into almost every Decepticon Combiner deck and several Decepticon mono-faction builds like Insecticons.

What's that I hear? "What is this over-glorified Data Pad doing on my screen?" Well, get out of here. How dare you denounce this great card to my face? Let me explain why I like this so much. Not only does it give the bearer Plan 1 (essentially a topdeck rigging effect, where you can flip what you want when you attack), but it gives your entire Decepticon team Plan 1. That makes me swoon. Too easy it is to sit on a huge hand and have nothing to play, with everything you need in your deck. This way, you pad out your attacks to hopefully increase the odds of you drawing what you need, and you also add a lot of potential damage to your attacks.

I mean, how often have you drawn Peace Through Tyranny or Improvised Shield and not played them? This seeks to curb that effect. Definitely a card to watch.

Image

There's confidence, and then there's foolishness. Knowing the difference makes all the difference.


So this card is really, really good. Not gonna lie, when I read this card, I thought it was even better than I think it is now. I had the same reaction to Brainstorm that I had with this, and the big difference? I think I'm right about this one.

See, Brainstorm is simply "play two more Action cards", which you need to have in your hand if you want to make the most of it, whereas Confidence is "draw and discard two cards and play another Action". Sure, you're taking a net loss in cards in hand, but you're using this card to dig for the card you need right then instead of having to wait until the next turn.

Ever had a moment where you say, "God, where are my I STILL FUNCTION! or Dino-Chomp! right now?" With Confidence, you get to dig for it, and then when you draw into it, instantly play it. It's so, so good. Heck, you can draw into another Confidence and chain Confidence if you really want to dig for something specific.

Seriously, I can't say enough good things about this card. It has such good synergy with Optimus Prime -- Battlefield Legend, Dinobots and Cars just off the top of my head. I can't wait to see what you can do with this card with a Combiner, or even a Titan.

Image

Rumor has it that Swindle once sold someone to themselves.
Oddly enough, he ended up overvaluing that trade.



Swindled is the second of faction exclusive Actions, and is arguably the veeeery slightly worse of the two. Like above, I love this card's draw effect, but the big difference here is the New Designs effect where you get to attach an extra Upgrade.

Honestly, the only thing that makes this slightly worse than Confidence is that there are just so many good Action cards in the game that Upgrades need to have a lot of punch in order to be worth the investment of your Action card for the turn. I mean, would you rather draw an extra card during your next turn with a Data Bank or resurrect the dead?

Yeah, I thought so.

But that being said, this is a very good way to attach an early Data Bank. Early Data Bank is never to be trifled with, and I honestly love the card very dearly in many of my lists. So, with that thought in mind, Swindled is a very good card to skip the "feels bad" turn of playing a Data Bank to no effect, since the turn you play it you don't get any rewards.

You can't chain it like you can if you get lucky with Confidence, but then again, you probably won't need to. If you play this card during your turn, you probably have a target for your Upgrade in mind, and in-hand.

All in all, this card is pretty much just as good as its sister card -- but perhaps "good" isn't the word to be using when comparing them. They're both good; it's just that they're different.

Image

Thunderbolt and lightn-- Wait, I already did this joke!
... I guess I stole my own THUNDER! HA!



Erratic Lightning is a very good card, especially for a common. This is the first we've seen of a negative effect that reduces your armor instead of perhaps damaging you in recoil -- looking at you, Static Laser of Ironhide. But this effect? This effect is waaaay better than Static Laser, and for very good reason.

See, a lot of aptly nicknamed "Orange Crush" decks rely very little on defense to win the game. Insecticons come to mind at this thought, with one to zero Armor being the average. To say that Skrapnel -- who has zero Armor -- doesn't care if his Armor drops at all is an understatement.

Most instances of decks that would want to use this card won't really care about the defensive drop, but here's the thing: This card is more unflattering for defensive decks than Static Laser. A defense drop can be more lethal than predamaged characters in certain lists, and it further polarizes the playstyles and card pools which is, in my opinion, a good thing. It makes people have to be more inventive, and defensive decks can't just be defined as "Orange, but slow this time."

Keep an eye on this one. It's going to be one to watch.

Image

"Ah, yes, I see the design flaw. It's especially weak to repeated, blunt physical trauma."


Hooooooooooly crap. This card is so, so good. Most games have a natural flow, a natural progression of events. Generally, characters get slowly upgraded with slowly give their players a growing advantage in the game. This card, revealed by Wossy Plays on YouTube just dumpsters all that hard work your opponents put in to their field.

Now, it should be noted that it doesn't say Armor, Weapons and Utilities -- it says "or". But generally speaking, discarding all of a certain Upgrade is almost just as good as discarding all of them depending on the board state. In fact, early board state is generally homogeneous in terms of Weapons or Armors, so that puts even more power into this card.

I love this thing, probably more than I should given I haven't playtested with it yet, but in theory, this card is absolutely nutty in the right circumstances.

_________CHARACTERS__________


Image

"OHMYGODOHMYGODIFINALLYGETACARDINTHISGAMEITSABOUTTIMEIWASWAITINGAGES
TOFINALLYGETACARDANDWHYISMYROBOTMODEVANILLANOTHATSNOTGOODWHYDOYOU
HAVETODOTHISTOMEATLEASTMYCARISCOOLIGUESS"



Well, Blurr said it himself -- and I couldn't agree more. But in case you can't read or don't want to read Blurr's speech pattern, let me spell it out for you: His robot mode is awful, but his vehicle mode is really, really interesting.

Blurr, coming out of the Wreck N' Rule YouTube channel , shows us something we haven't seen before: Dual Attacks. That's right -- when you attack with Blurr in his vehicle mode, he generally gets to attack again. Now, he has three attack in this mode, but that doesn't necessarily mean he can't deal moderate damage, especially to undefended targets that your opponent would likely be saving, like Arcee.

He does "meh" damage in his vehicle mode, but thanks to the fact that he's a car, you can kinda go ham with him with all of their support. Turbo Boosters and Start Your Engines make him far more consistent than you might think upon first glance, and that makes his vehicle mode effect frankly fascinating to try and pull off.

But if I could ever put my finger on what might push him out of the run for viability, it would be his frankly dreadful point cost. It's 12! It's so high! This limits your team to very, very few options. Even if you wanted to run Thrust with him to give him that extra edge in his vehicle mode, you would end up running Scamper to play that third character and believe me when I say that it never feels good to play a Metroplex character without Metroplex.

But that being said, he isn't without friends, and there are plenty of six to seven star Cars to go around. Perhaps I haven't found the right companions for our speedy friend yet, or perhaps they haven't been revealed, but I can forgive everything about him because of one simple fact: He's a Common, and you can't expect the meta to form around one of them.

This guy probably won't see too much play, but there are definitely going to be people to try him out because of his popularity alone.


_________CONCLUSION__________


Nearly everything here reinforces my statement about Wizards knowing what they're doing when it comes to faction balance. They really seem to have their wherewithal about them, a plan, a direction they want it to go. Everything is very well thought out, and I can't help but to smile when I think about how well balanced it really is. Though there were some rough patches throughout Wave 1, Rise of the Combiners really livens up the metagame and I can't be happier for it.

Thanks again for reading my article, and as always, check out my YouTube channel to hear my thoughts on varying deck archetypes! I'd love to have you!

Now that we've seen quite a few cards, what has been your favorite thus far? What do you hope to see in the future? Are you happy with the game balance or do you want to see it go in another direction? Let me know in the comments below!


What do you think about these reveals? Let us know in the Energon Pub and stay tuned to Seibertron for all the latest news and reviews!
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2005543)
Posted by Rainmaker on January 18th, 2019 @ 7:09pm CST
Is that a red pip on Vandalize?

:MAXIMAL:
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2005547)
Posted by #Sideways# on January 18th, 2019 @ 9:04pm CST
It's orange. It's an artifact of the picture.
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2005548)
Posted by Rainmaker on January 18th, 2019 @ 9:07pm CST
Rainmaker wrote:Why does Sideways say 3 Cargo Trailer's give +9 attack when each Cargo Trailer gives +1?

:MAXIMAL:


Since my post seemed to have been buried behind the news post

:MAXIMAL:
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2005571)
Posted by #Sideways# on January 18th, 2019 @ 11:49pm CST
Rainmaker wrote:
Rainmaker wrote:Why does Sideways say 3 Cargo Trailer's give +9 attack when each Cargo Trailer gives +1?

:MAXIMAL:


Since my post seemed to have been buried behind the news post

:MAXIMAL:


Okay, so here's how Trailers work. Math incoming. :lol:

So, you play a Trailer on a Character, right? If you read the card, you see that it gives it +1 for each Trailer attached to that character. As the card states, you can play multiple instances of Cargo Trailer in the same Utility Slot, stacking until you've played them all.

Now, Cargo Trailer says +1 for each Cargo Trailer, meaning if you had only one, it would be +1. But if you played two on a character, it would be +2 because there are two Cargo Trailers. But here's the thing, right? That's +2 on each Cargo Trailer, as well, so in total you would have +4. When you have all three attached to a character, Cargo Trailer would be +3 on each instance of Cargo Trailer, totaling in a whopping +9.

Cargo Trailer is actually really, really good -- but the problem it has always faced is getting all of them in your hand at once. Back then, we didn't have green pips! I can only shudder to think how good that would be if they did have green parts to their kits, though.

That being said, I was wrong about Focus Fire before because you get the Bold bonus on play, not throughout the card's existence like Cargo Trailer, meaning it would only equal out to Bold 6 in total if you played all three Focus Fire in one turn.
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2005575)
Posted by Rainmaker on January 19th, 2019 @ 12:07am CST
I still don't understand, it only says +1 for each Cargo Trailer. How is the +1 becoming a +2 because a second Cargo Trailer was attached? Shouldn't both of the trailer's only be +1 each, equaling +2?

:MAXIMAL:
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2005582)
Posted by ZeroWolf on January 19th, 2019 @ 4:02am CST
As #Sideways# says, it's +1 for each trailer, and it stacks.

So you have one trailer you only get +1 cause you have the one.
You play a second on the same character and the first one changes due to the effect now giving +2. The second trailer also changes to give a +2 because of the pair of them. Basically you're copying the effects with each trailer you play, with the bonus getting higher.
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2005586)
Posted by Rainmaker on January 19th, 2019 @ 5:17am CST
ZeroWolf wrote:As #Sideways# says, it's +1 for each trailer, and it stacks.

So you have one trailer you only get +1 cause you have the one.
You play a second on the same character and the first one changes due to the effect now giving +2. The second trailer also changes to give a +2 because of the pair of them. Basically you're copying the effects with each trailer you play, with the bonus getting higher.


Where does it say that it stacks? The card doesn't mention it.

:MAXIMAL:
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2005587)
Posted by Omegatron. on January 19th, 2019 @ 5:17am CST
Look at it this way:

You put Cargo Trailer A on a character. Cargo Trailer A checks how many Cargo Trailers are on the character and finds 1 (Cargo Trailer A), so the character gets +1 attack.

You then put Cargo Trailer B on the same character. Cargo Trailer A checks how many Cargo Trailers are on the character and finds 2 (Cargo Trailer A and Cargo Trailer B), so the character gets +2 attack.
Cargo Trailer B also checks how many Cargo Trailers are on the character and finds 2 (Cargo Trailer A and Cargo Trailer B), so Cargo Trailer B also gives the character +2 attack.
In total this is +4 attack.
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2005588)
Posted by Rainmaker on January 19th, 2019 @ 5:24am CST
Omegatron. wrote:Look at it this way:

You put Cargo Trailer A on a character. Cargo Trailer A checks how many Cargo Trailers are on the character and finds 1 (Cargo Trailer A), so the character gets +1 attack.

You then put Cargo Trailer B on the same character. Cargo Trailer A checks how many Cargo Trailers are on the character and finds 2 (Cargo Trailer A and Cargo Trailer B), so the character gets +2 attack.
Cargo Trailer B also checks how many Cargo Trailers are on the character and finds 2 (Cargo Trailer A and Cargo Trailer B), so Cargo Trailer B also gives the character +2 attack.
In total this is +4 attack.


Why does it do that though? The card only mentions that it gets +1 attack for each cargo trailer and that 3 cargo trailers can fit, no stacking or anything.

:MAXIMAL:
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2005589)
Posted by Omegatron. on January 19th, 2019 @ 5:27am CST
Attack bonuses always stack. If you put a weapon on the character that gives them +1 attack and a utility upgrade on the character that gives them +1 attack then the character gets +2 attack in total.
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2005590)
Posted by Rainmaker on January 19th, 2019 @ 5:30am CST
Omegatron. wrote:Attack bonuses always stack. If you put a weapon on the character that gives them +1 attack and a utility upgrade on the character that gives them +1 attack then the character gets +2 attack in total.



That makes sense, this doesn't.

The card specifically states "The upgraded character has +1 attack for each Cargo Trailer on it. Up to 3 Cargo Trailers can fit in its Utility slot."

The Cargo Trailers give +1 each, so naturally if you had 3 equipped then they'd be giving +1 attack each, no?

I don't understand why they +attack each is increasing.

:MAXIMAL:
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2005600)
Posted by Omegatron. on January 19th, 2019 @ 6:17am CST
Are you missing the "+1 attack for each Cargo Trailer on it" part? Each Cargo Trailer counts the number of Cargo Trailers on the character and gives an attack bonus equal to that number.
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2005696)
Posted by Rainmaker on January 19th, 2019 @ 4:43pm CST
Omegatron. wrote:Are you missing the "+1 attack for each Cargo Trailer on it" part? Each Cargo Trailer counts the number of Cargo Trailers on the character and gives an attack bonus equal to that number.


I'm not missing it, it only gets +1 attack for each cargo trailer on it. That means it only gets +1 each, why are the cargo trailers counting each other? Why is that happening? Why don't I understand?

:MAXIMAL:
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2005699)
Posted by ZeroWolf on January 19th, 2019 @ 4:50pm CST
You're right it gets +1 for each cargo trailer but that effect is then done again for each cargo trailer. So you play one cargo trailer so it resolves at +1 Attack as its the only one. Then you playa second on the same ability slot,when it resolves, the first cargo trailer now gives you +2 as there are two cargo trailers now in play. The second cargo trailer also gives the character +2 as there are two cargo trailers in play... See how this is working?
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2005702)
Posted by Rainmaker on January 19th, 2019 @ 4:58pm CST
ZeroWolf wrote:You're right it gets +1 for each cargo trailer but that effect is then done again for each cargo trailer. So you play one cargo trailer so it resolves at +1 Attack as its the only one. Then you playa second on the same ability slot,when it resolves, the first cargo trailer now gives you +2 as there are two cargo trailers now in play. The second cargo trailer also gives the character +2 as there are two cargo trailers in play... See how this is working?


I see how it's working but I don't understand why it's doing that, the card doesn't say to do that at all.

:MAXIMAL:
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2005708)
Posted by ZeroWolf on January 19th, 2019 @ 5:24pm CST
But that's what all the cards are saying as they are all active.
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2005711)
Posted by Rainmaker on January 19th, 2019 @ 5:38pm CST
ZeroWolf wrote:But that's what all the cards are saying as they are all active.


OHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

I understand now.

:MAXIMAL:
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2005713)
Posted by ZeroWolf on January 19th, 2019 @ 5:42pm CST
Rainmaker wrote:
ZeroWolf wrote:But that's what all the cards are saying as they are all active.


OHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

I understand now.

:MAXIMAL:

;)^ glad we got it straighten out
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2006020)
Posted by Amelie on January 21st, 2019 @ 1:43pm CST
Thanks to Seibertron member, Survivefan23 – we have had our optics directed towards the official Transformers Trading Card Game Facebook page and its reveal of another combiner. This time its the Fiery Champion Volcanicus! Costing a whopping 39 (thats thirty-nine, count 'em) stars, this Melee combiner sports 6 Attack and 56 Health. Volcanicus will be joining the previously revealed Predaking hitting the shelves in the USA on March 1st.

Transformers Trading Card Game wrote:What's cooler than five huge robots that turn into dinosaurs? One gigantic robot made out of five robots that turn into dinosaurs.

Introducing five fearsome Dinobots and... 
VOLCANICUS, FIERY CHAMPION!

Find them all in RISE OF THE COMBINERS, tearing shelves asunder March 1st!*
*In the US and other territories. Check with your preferred retailer for availability.
**For some insight into how this terrifying team operates, check out Grimlock's ability!


Image

Are you stoked for this combiner feast coming your way or do they have you quaking in your boots and reaching for your Windblade Combiner Hunter? Let us know in the discussion right here on Seibertron.com's Energon Pub!
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2006027)
Posted by Survivefan23 on January 21st, 2019 @ 1:58pm CST
I was looking through my Facebook news feed and I saw him and thought, "well since no one has posted anything on him yet, how about I show you my discovery" & that's what I've done.

Oh, and before I go, check out what I also found: https://www.facebook.com/TransformersTC ... =3&theater
They have the Dinobot Enigma card, its the 2nd post below the one I saw. Just scroll down.
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2006066)
Posted by #Sideways# on January 21st, 2019 @ 6:03pm CST
Survivefan23 wrote:I was looking through my Facebook news feed and I saw him and thought, "well since no one has posted anything on him yet, how about I show you my discovery" & that's what I've done.

Oh, and before I go, check out what I also found: https://www.facebook.com/TransformersTC ... =3&theater
They have the Dinobot Enigma card, its the 2nd post below the one I saw. Just scroll down.


Curses! You've outsped my devious plans for my long-winded thoughts! Well played, Survive... Well played... :lol: :lol: :lol:

Thanks for dropping this here! ;)
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2006092)
Posted by ScottyP on January 21st, 2019 @ 8:06pm CST
Dinobots again? I don't necessarily mind but would rather see more new characters.
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2006094)
Posted by Emerje on January 21st, 2019 @ 8:36pm CST
I have to admit, that's some good looking Volcanicus art. I like the way they made the weird shoulders part of the upper arms and he doesn't need spare hands to bulk his torso.

Emerje
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2006188)
Posted by ScottyP on January 22nd, 2019 @ 7:59am CST
I just realized this means my biggest gripe from wave 1 is handled - all 5 Dinobots can be played at once. Nice!

Like the toys, I will never combine them.
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2006198)
Posted by ZeroWolf on January 22nd, 2019 @ 8:50am CST
#Sideways# wrote:
Survivefan23 wrote:I was looking through my Facebook news feed and I saw him and thought, "well since no one has posted anything on him yet, how about I show you my discovery" & that's what I've done.

Oh, and before I go, check out what I also found: https://www.facebook.com/TransformersTC ... =3&theater
They have the Dinobot Enigma card, its the 2nd post below the one I saw. Just scroll down.


Curses! You've outsped my devious plans for my long-winded thoughts! Well played, Survive... Well played... :lol: :lol: :lol:

Thanks for dropping this here! ;)

Don't worry, you'll still get your thoughts out there for all to see
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2006284)
Posted by ZeroWolf on January 22nd, 2019 @ 3:59pm CST
Yesterday, we revealed the newest combiner to hit Wizards of the Coast's Official Transformers Trading Card Game Wave 2: Rise of the Combiners, Volcanicus(also the newest combiner to hit Transformers fiction in general!)

Well today fellow Seibertron user, #Sideways#, has prepared a full in-depth look at the combiner, and all his components, his special enigma card and a few other reveals...

The other new cards revealed today come couresty of VectorSigma.info and Wreck'n Rule from YouTube.

__________

Image
"Whenever Earth settles, God chucks a stone at it. And believe me, he's winding up."


W-Wait, is that the--? The Beast!? Wait, what? It's Volcanicus? Oh, thank God. I thought I was going to have an aneurysm.

Anyway, the Transformers Trading Card Game group is back at it again with the reveals. This time, they've revealed an entire team of Combiners -- and they're all rare! That, and they teased the reveal of something even further beyond our imagination, with a Battle Card that references a "Sentinel". Let's dive in!

__________Character Cards__________


Image
"Watch me swooce right in!"


Swoop here is actually really good, and I'll tell you why in a few seconds. But first, let's take a look at the stats. His attack is low, his defense is abysmal, his HP is good but with his low defense it will burn through pretty quickly, but something that I'd like to point out about Swoop is the fact that he is, in fact, a Specialist. Specialists in this set have gotten a good boost with Field Communicator. Field Communicator can play a lot of "free" cards, and has a power level in my opinion close to Multi-Mission Gear in terms of usefulness, and decks that can run are always the better for it.

But there are plenty of Specialists in the game, and two of them are Dinobots already! So, by now, it should be obvious why this card is good, then. You see, his robot ability has the effect that puts extra Green Cards in your hand. Like all Green Cards, you have to choose who you're going to let in. To your hand, I mean.

Unfortunately, you can only choose one Green Pip to put into your hand, and as such, if you happen to have -- for instance -- a Focus Fire and a Dinobot Enigma in your top flips, you can only choose one to put into your hand. The good news is that Swoop can put them both, and without discarding a card to do so. That is a great effect, as the discarding effect generally forces you to discard things you might not want to.

Now, when we compare him to his previous iteration from Wave 1, we see that whereas his stats are slightly better in some regards, he's also one more star in order to play, which kind of defeats the purpose of playing Swoop in your Dinobot list. Let's be clear, here -- playing Swoop in a Dinobot list is really only viable when you're trying to cut points in order to play a Mounted Missiles Upgrade or something similar to put those nice pips in the deck. Since this guy is a 7-Star and not a 6-Star, I can't really recommend playing him outside of the Volcanicus list.

All in all, I don't think that he'll ever replace his previous iteration -- but I do think that the Volcanicus lists that can play him, probably should if for no other reason than his Specialist support.

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Always the bridesmaid, never the bride.


This version of Slug isn't as full of cesium salami that his previous iteration was, but let's be fair here, this version isn't that great either. Looking at the stats alone, we have a large point count with rather mediocre stats. I mean, he has great defensive abilities, for sure, but when you have a low attack along with it, you aren't going to be dealing a lot of damage at all.

But, there is a silver lining. His robot mode ability does give you a "soft" Bold effect when you flip a White pip, which can add to his damage moreso than not having that ability, but let's face it, he's a Dinobot, and that one extra card that you're going to see off the White pip isn't going to do much. It is nice, though, to combine it with your high Bold numbers that you're sure to run in a Volcanicus deck.

But what about outside of a Volcanicus deck? Well, in short, being 8 Stars could make him interesting to play instead of Sludge, but Sludge is so good at keeping your Grimlock and Snarl alive that you're kinda crazy not to play him. Sludge is just that good -- he's even a Specialist! -- so it's not that Slug is an overtly bad card, it's just that there are so many better options that it's not worth it to try and fit him in a list.

I mean, you could try making a list without Grimlock, but at that point, why are you even playing Dinobots in the first place?

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"Draw, you yella-bellied low-life!"


Hey, what'ya know, it's the draw power of this archetype! In all seriousness, however, you can definitely tell that this card is "get out of jail free" card that you use after using a Dino-Chomp. Out of all the newly revealed Dinobots, this one synergizes the best with a Dino-Chomp. See, whereas your stats are low like all Combiner bits, you have that draw ability which gives you a way out of your potential "dead draw" mode after discarding your hand with a Dino-Chomp, all the while dumping raw power into your attack to deal much-needed early damage before you combine.

You see, the combination game can be volatile. Once you combine and you don't win by a decisive margin, to be perfectly frank, you're probably going to end up losing. You need to defeat several characters on your opponent's field (depending on what they're playing, of course) before you combine, unless you want them to gang up on your combiner. This is accentuated with the low defense of The Bea-- Er, Volcanicus' combined form.

I think that playing Dino-Chomp is the only way you're going to get that value in the early game, and who better to use it than a guy that draws you two cards when you do?

So, what about Sludge outside of the Volcanicus list? Well, I doubt you'll find too much use out of him. Wave 1 Snarl is just better value in terms of both offensive power and draw power, and Sludge is 8 stars to Snarl's 7, so there is very little reason to take him over Snarl. Sadly, the only home he has is in Volcanicus -- and Volcanicus is all-too happy to have him.

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Well, hit or miss, I guess you never miss, huh?


This Snarl is straight up better than the previous Snarl. Why, you ask? Why do I think that this folded potato chip is better than the best Dino in Dinobots? Well, let's make like Lucio and break it down.

Okay, so this Snarl has one less attack than the Wave 1 Snarl in both modes, and lacks the draw ability that the previous Snarl had, but when you look at the draw power that he had before, you begin to realize that you are seldom going to be at zero cards in hand, especially with a Data Bank in play. Beyond that, Snarl from Wave 1 had essentially Plan 1 without the keyword -- and this Snarl has twice that, with Plan 2.

Early game, you're making more use of the less useful cards in your hand with his Planning effect, and making the most out of the cards in your hand before a Dino-Chomp makes me happy. The other Snarl almost discorded with Dino-Chomp in a few ways, being that his Dinosaur mode was the only thing that you can use to draw with, and that you're generally going to want to invest a Dino-Chomp in a higher attack target like Grimlock, it meant that most of the time you were Transforming and attacking with Grimlock instead of having the time to set up a Snarl draw play.

So, for that reason, I like this Snarl better than the previous one. You just make more use out of him early on than the other Snarl, and in this fast-paced game, you really need early value, and that goes for both Volcanicus and standard.

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"And I shall call him... 'Mini-Me'."


This tiny version of Grimlock is one of the most fascinating cards I have ever seen.

First off, you might have noticed something. All of these Dinobots can combine into Volcanicus, and despite that, you can't play all five Dinobots on the same team. How is this possible, you ask? Well, look no further than Grimlock -- Powerful Commander.

You see, Combiners don't really care whether or not you've been killing all of their friends. Just so long as they're in robot mode, you can combine all the same. Sure, you're still going to have the damage carry over, but you're combining all the same. So, when you use Grimlock's ability to put some Dinobots outside the game -- i.e. His missing teammates -- you get to combine, albeit damaged, without having to play all five Dinobots in the same list.

That makes this Grimlock not only the most important character in the list, but also one of the most powerful. Looking at his stats, you have a considerable HP stat and some of the most powerful attack stats of his brethren, being tied with Snarl at 4. Of course, his defense is actually the worst out of his teammates, but, uh, we don't talk about that.

Of course, that means you probably won't get too much longevity out of him, but that's what I STILL FUNCTION! is for, right?

Speaking of, I would like to point out that it says "Dinobot" not a specific Dinobot card. Meaning, you can put one of the Wave 1 Dinobots in your KO zone, which brings up some fascinating -- and in some cases, absolutely absurd combos. For instance, you can put Grimlock into the KO zone and I STILL FUNCTION! him into play for some potentially game-winning Trample plays with his effects.

Of course, there is an even more absurd and -- dare I say broken? -- combo that you can pull off, but more on that later.

You can also put this guy into non-Volcanicus lists. You can deal small amount of damage in terms of his bigger brethren, but you can put some cool I STILL FUNCTION targets into the KO Pile to mess around with which makes that deck archetype even more interesting than it already is. But perhaps another interesting way to play him is to play him without any of his Volcanicus friends, and play a standard Dinobot list that, with his effect putting his Volcanicus friends into the KO zone, you can potentially combine with your other Dinobots on the field.

Unlikely, for sure, as it requires attacking with him four times in a row at least, but still an interesting thought.

So in closing, I'll leave you with two questions: One, what I STILL FUNCTION! combos can you think of? And two, why the heck does he have an Autobot logo on his, uh... Codpiece? :lol:

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"I think a lot about meteors. The purity of them. BOOM! The end. Start again. A world made clean for a new man to rebuild."


This combiner is super nutty, and I like him way better than Predaking at least thus far. Predaking is probably a "baseline" combiner, with very little special happening with him (in terms of combiners, that is). Volcanicus, however, is the antithesis of that, with the most interesting way to combine. But here's the thing: They all have the same end result.

Predaking has a strategy that essentially follows the rhythm of "transform, attack, die" until you eventually combine into Predaking to take your last KO or two. Thing is, Volcanicus takes that and dials it up to 11. See, when you combine, your orange Battle Cards are all essentially treated as double, with each orange card you flip dealing extra damage indirectly to your quarry. You can do so much damage with that single attack that I'm not sure anything can survive it.

Volcanicus also has access to the staggering support of Dinobots, being a Dinobot himself. You can use Dino-Chomp! and Jaws of Steel -- heck, you can use I STILL FUNCTION! to return a Grimlock -- Dinobot Leader to the field and Transform him, giving you more Bold! Obviously that's probably a bad idea, but you get what I'm saying here. You can pull off some absurd numbers if you happen to have a card that allows you to play multiple Actions in a turn.

Here's the thing, though: Volcanicus has zero defense, and all damage from your composite parts remain on the finished product. That means your monstrous 56 HP isn't going to last too long when you're probably already sitting at 40 Damage when you combine. Remember, at least two of your characters are going to be KO'd when you combine thanks to Grimlock's effect, and that's not counting the potential one to two other characters that will be joining them before you get a chance to combine.

So, the end result is that you're going to be at a very high damage when you combine, and with zero defense, you're probably going to end up taking one KO anyway before you get a retaliatory KO, whether a Force Field is there being a big player in his survivability.

But there is a remedy for that problem, and it relies on Baby Grimlock (i.e. Volcanicus Grimlock) bringing in someone pretty special: Sludge from Wave 1.

How Sludge's healing works is that when you Transform him to Dino mode, you can move as much damage from your Dinobots as you want to him -- even if you go over his 12 HP. So, that being said, you can end up using an I STILL FUNCTION! to return him to play, and Transform him while he's in play to move all of the damage from Volcanicus to Sludge and completely heal off all 56 HP on that behemoth.

That's freaking insane, and it means that your opponent is probably going to scoop to you when that happens because there is no way they're going to be able to chew through 56 freaking HP. To put it in perspective, Metroplex has 36 HP. To say that Sludge healing off this guy is absurd if you can pull it off is a bit of an understatement.

Granted, pulling off that combo is unlikely, especially if the board state doesn't allow you to have that kind of leeway. In some cases, it's just better to bring out a Big Grimlock and hit somebody with him like a beatstick, just to avoid all of your opponent's characters from ganging up on Volcanicus. But to be frank, if you haven't killed something by the time you combine, you've probably lost anyway.

I could go on talking about this guy for ages, with so many different ways you can play him, but I think I should boil down my thoughts so you don't die of old age before I get to the point: Volcanicus is very good, and Baby Dinobots should not be underestimated. You deal a lot of damage early game with these Dinobots, and when you combine into Volcanicus, you are almost gifted a free KO with how much damage he can do. He's the definition of a glass cannon, so you're probably going to end up combining to take your last KO or two, but with spicy effects like Sludge, you can potentially combine and remain on the field almost indefinitely.

All in all? I'm terrified of this mad lad. This absolute unit has unbelievable potential in the metagame and I can't wait to see where he goes from here.


__________Battle Cards__________


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"Life... Uh, finds a way."


There isn't too much to write home about when it comes to Enigmas. I mean, they do what you expect them to do -- like Spirit Links from Pokemon, they allow certain larger strategies to be played effectively, and the Dinobot Enigma is no different. But one thing I love about these Enigma is that even after you've combined with them, that they still serve a purpose after you're done using them.

Predacon Enigma allows them to attach another Upgrade, essentially a Green-pipped New Designs which is welcome in my book. This, however, is a slightly worse Supercharge, which makes me a little less excited. You see, when you live in the world of Dino-Chomp!, Supercharge and Focus Fire, Bold 2 just seems too small on an Action Card! :lol:

But it's not like you're playing this card for this secondary effect -- playing three Enigma in almost all circumstances we've seen at the time of writing is a big mistake, as they will just end up cluttering your hand and flips too much near the end of the game. We're at the point where we see something fascinating in terms of list building: A one-of.

Unlike Pokemon, there are no Prize Cards in this game that pull cards out of your list and put them in an unreachable state. There are no cards that disrupt Green Cards that we know of, so a one-of simply makes sense. I mean, you are a deck that still stacks Bold, here -- you get to mill your deck so easily that you're bound to find the Enigma when you need it. Of course, that's just a theory -- things could be different in practice, but again, theorycrafting is my job here.

All in all, it's just kind of... An Enigma card. I don't really expect anything out of these cards, so when I get something, I'm always glad.

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This card is like me at parties -- just kind of... There, you know?


This next card is coming straight out of VectorSigma.info with a great dive-in on the card from Scott Landis. He puts some good effort into his math for this card. We don't agree on this card's playability in certain regards, but if you have the time you should definitely check his article out as well as he has some good points he brings up.

Anyway, despite having arguably the coolest artwork out of all Star cards, I would probably wager that this card is the worst Star card of the bunch. You might look at the pips and say, "Boy howdy, this is the maddest lad of the bunch! Another orange/blue split!" and I would agree that it's always nice to see color combos in this game, but let me ask you, when you read this card, does it seem good?

You might say "yes", and that's fine. But look again. Doesn't this seem, I dunno, familiar? Look at it a third time. You're flipping an extra card on your attack and on your defense... Sounds like Bold and Tough, dunnit?

I have a very strong opinion on this card in particular, but for the sake of this article's length I won't bore you with the details. Well, most of them, anyway.

So let's look at this in terms of what it's meant to do. When you attack, you flip your three cards and you find that one of them is, in fact, not the color you were looking for. You scrap it, and you wind up with an optimal flip. Then, on your defense, you do the same, right?

Well, that's not exactly the case. You see, in this fast-paced game, the general gist is you should typically keep to a mono-color deck -- either orange or blue -- with very few decks playing the mix well or effectively. Metroplex gets away with it, but only barely, and he can't use this card thanks to his massive point pool.

Put it this way, when you attack, sure, you're going to make use of that Bold effect. But when you defend, you're flipping an extra card that could have been drawn or flipped later. In defensive lists, you're milling more cards than you need to on the attack flips. It's like attaching a Power Sword in a blue list -- not very helpful unless you're digging with Battlefield Legend Optimus Prime, right? That's what this card does in mono-color decks.

It's really not that great in them, and honestly, I would rather just attach a Weapon or an Armor in a balanced list. This meta is very fast-paced, so when you spend a turn attaching something that is essentially a combo of Bold 1 and Tough 1, it's just a "feels bad" moment like attaching a Data Bank, but unlike Data Bank, you aren't seeing that much return on your investment in the long run.

It's just better in your deck to flip, and in that case, wouldn't you just rather play a Mounted Missiles to flip and give yourself +2? Or even attach it to also give yourself +2? There are so many better Star Cards that I can't in good conscience recommend playing this card unless you have a very specific list in mind, and even then.

Cool artwork, good pips, bad card. Simple as that. But hey, they can't all be winners, right?

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Okay, okay, why is Optimus crossing the Delaware!?


This card is brought to us by Wreck N' Rule, another YouTuber-in-arms of mine who also produces TFTCG content. If you'd like to check out their channel and their thoughts on this card, check their video out with that link!

There has been so much discussion around this card that it's actually a little startling. So many people have so many different ideas -- it's tough to keep track of them all. There are so many implications for this card alone that made people lose their minds for a 12-hour period.

Basically, the gist of it is, first off, that you put it on "Sentinels only" which is baffling since we have no idea what a "Sentinel" is or what that would be. This brought up several instances of lore digging, with several bringing up that Omega Supreme was part of the Omega Sentinels, who could be described as "Sentinels" in the card game.

Something that discounts this is the artwork, which has Victorion in the background. This might bring forth the idea that the Torchbearers could be renamed into the Sentinels, but that's the only evidence one way or the other in that regard.

Another thing that brought up massive discussion was the fact that it mentioned flipping your robots in the KO pile to Robot, then back to vehicle. This could imply that effects when characters Transform in the KO pile still take into effect, like Battlefield Legend's Action recycling ability. Or perhaps it's a simple effect for these enigmatic "Sentinels" we keep hearing about. Either way, if it's for combination, that simply won't do much for the archetype unless someone's ability is actually broken. Remember, transforming into robot mode is the optimal end result.

All in all, I can't pass judgement on this card because its mere existence brings up more questions than concrete answers. It's interesting, that's for certain! But other than that, I can't say one way or another. It's fascinating, and I find myself agreeing with George R. R. Martin when he remarked, "The question is usually more exciting than the answer."

Be careful not to build yourself up, for you may be preparing yourself for a fall of disappointment.

__________Conclusion__________


TFTCG Wave 2, Rise of the Combiners keeps getting more and more interesting. Whereas I don't think Predaking will make it into the metagame without better support, I do think that Volcanicus will take the meta by storm. I firmly believe that -- without playtesting, mind you -- that Volcanicus has massive potential to be a mainstay and a real contender for the top decks.

We have more questions than answers, though, in terms of Combiner support, and whether certain interactions with the KO pile make them better or not remains to be seen. Heck, certain KO Pile interactions still remain to be seen for that matter.

So, what do you think? Will Volcanicus take over the metagame? Will he be a niche deck that will be straight to the bargain bin? What are Sentinels? Let me know what you think in the comments below, and stay tuned for my next breakdown of the next Transformers TCG reveals, and be sure to check out MY CHANNEL for deck profiles and competitive discussion. Thanks for reading!

__________


What do you think about these new cards? Will you be playing them? Let us know in the Energon Pub and stay tuned to Seibertron for all the latest news and reviews!
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2006319)
Posted by steve2275 on January 22nd, 2019 @ 6:39pm CST
thanks zerowolf
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2006870)
Posted by ZeroWolf on January 26th, 2019 @ 12:21pm CST
What's that rumbling I hear? Why it's the sound of another Combiner rushing to the fight in Wizards of the Coast's Official Transformers Trading Card Game! Thanks to fellow Seibertron users, Survivefan23 and #Sideways#, we have scans and card details (and an in-depth analysis of the new cards) to share!


The reveals come from the Official Transformers Trading Card Game Facebook page and Vectorsigma.info.

As always, over to #Sideways#:

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"I have an army."
"We have a Hulk."


The Transformers Trading Card Game Facebook page is back at it again with these reveals, with card scans courtesy of VectorSigma.info and this time, we have Menasor! But that's not all, Menasor doesn't come alone -- he comes with all his composite parts, and more! But don't just take my word for it, let's take a look!

__________CHARACTER CARDS__________


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Whoa! Yeah! Kickstart my Spark; hope it never stops!


Motormaster is the leader of the group, and he's arguably the most interesting of the bunch. He has painfully average stats when it comes to combiners, especially when you consider Motormaster is a rather powerful brute in canon, but his stats are definitely not what makes him special.

He has a very special ability in his Truck mode that keeps your entire team safe from indirect damage, from -- at least insofar as the wording of the card -- pretty much everything. Character Card, Action Cards, Upgrades, nothing can touch your team. Sadly, the only thing he can't protect is himself, as he states "other characters" instead of "all characters". This means that your opponents can target him with Plasma Burst, One Shall Stand and other indirect damage to try to remove him from the field if you're facing something spread-based.

Of course, that's fairly uncommon, with Planes and Double Prime being the only things that can effectively pull it off consistently. A lot of other decks seem to dead draw a lot with them, or worse. Although, as a side-note, Insecticon decks that play Barrage do play a bit of indirect damage in them to trigger his robot ability, which could be enough reason to play Motormaster in itself, but that's just pure conjecture.

But that is only in terms of his splashability in other lists, or perhaps in the mirror-match.

What makes him great for his archetype is his robot mode ability, which can redirect not the damage, but the entire attack to another one of your characters so that they can take the attack instead. Now, generally, it might be for the best if you just let Motormaster just take the hit, but in some cases, when you have a high defense partner for him on your team, you can definitely allow them to be the fall guy.

It's worth noting that in his Truck form, he is not technically Melee, Ranged or Specialist -- he's just... There. Whereas this shouldn't be a deal-breaker, it should go into your play as you wouldn't want to accidentally play a Power Sword when you couldn't.

All in all, his stats might not be the best, but his utility -- albeit meta dependent -- is great at keeping your team alive. Several decks will find him to be a high-priority target, which in Stunticon decks you'll find it easy to redirect that damage to one of your pawns. But who could possibly fit that "fall-guy" bill?


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This whole character-swapping thing is a real... Wild-ride. Eh? Ehhh?


Hey, look, a fall-guy!

But in all seriousness, Off-Road has the highest defense out of all the ne'er-do-wells and that makes him all right in my book. Whereas he also has the lowest HP out of the whole group while also being tied for the lowest attack in vehicle mode, something you can easily pull off with him is the ol' switcheroo. With Motormaster attacking first, you can swing for more damage with him and still have the high defense that Off-Road can supply.

Ability-wise, he has a fascinating kit that makes him another anti-meta pick. Whereas his robot mode leaves a bit to be desired, his vehicle mode is as anti-Car as I've seen in this game, directly dealing damage specifically to them, damaging them through their "extra attack" playstyle. Of course, this is one thing that makes him annoying in the mirror, as he deals damage indirectly to Car lists, something that Stunticons have in spades.

But the thing is, that's also what makes Motormaster so important to keep alive in the mirror, as his ability and his ability alone keeps Off-Road and other oppressive anti-Combiner spread cards from dealing too much damage to your field.

Off-Road's robot form isn't nearly as impressive as his vehicle form, as it heals one damage from you when you Transform to robot mode. But, that being said, there is a time and place for that ability. You see, when you have as high of a defensive stat as Off-Road does, you're probably not going to get one-hit, especially with a Reinforced Plating on his person. That's what makes him impressive in terms of survivability. Being a Truck, and in a list that plays Cars, you can abuse Team-Up Tactics to its fullest extent.

In the case of Off-Road, you can use it in tandem with his robot form ability and heal a total of 3 damage, half his health pool. Now, that won't come up all the time -- remember, having three damage on you implies that you blocked at least six damage, not counting flips -- but having the ability to heal three damage is definitely better than not having any ability at all. Speaking of which...


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A nervous wreck.


Hey, a vanilla!

Well, not exactly. See, whereas Motormaster, Off-Road and all his other compatriots expand their palate of exotic spices with flavors of keywords and interesting abilities, Breakdown is something approaching British food. Not overtly bland per se, but he comes really, really close.

He's a lot like Divebomb in that he's a Specialist with low stats and a vanilla form. The good news is, like Divebomb, he's just as useful as a Specialist in the list. Field Communicator remains a very good card in Combiner lists, same with Multi-Mission Gear, and anyone that can use those cards are automatically boosted in my book. But the problem is, he just has no incentive to Transform into robot mode at any time other than last in line, likely in the KO pile.

I can't help but think that it was from design that all the power was in his vehicle mode, boasting an impressive ability that can turn an extremely dismal offensive flip that has two blue pips in it into a considerable offensive. Of course, this is one of only a few decks out there that can and will need to play a balanced pip number to supplement this ability and Drag Strip's, which will be discussed below.

In more ways than one, Breakdown adores all the Car support that you can play in Stunticons as he can bolster his own offensive abilities while still keeping in his car form. He thrives off balanced lists, as flipping both blue and orange make him deal damage that can't be ignored by most decks of the trade.

He's not very splashable in pretty much any list whatsoever, but he's great in Stunticons.


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On his way to kidnap Penelope Pitstop. Again.


Remember when I said that this list thrives on balanced pips? Drag Strip aims to please in that regard, as he boasts some powerful draw in regards to his vehicle mode. His stats are also some of the highest in regards to attack amongst his peers, making him a powerful attacker for the deck in his robot mode.
Naturally, "powerful" is relative when he has 4 Attack compared to titans like Optimus Prime or Inferno's 8, but that's neither here nor there.

The real power that Drag Strip has is in his draw. He's another great attacker in his vehicle mode, like Breakdown, because of that potentially massive draw that you can have for more or less free. You're going to have a large hand quite quickly with this deck, and that's accentuated by Dead End, as well, but we're going to get to him.

Sadly, his robot form still is the weakest part to his kit despite it having the highest base attack of his teammates. Pierce 1 is low, and whereas Pierce stacks with -- potentially -- Scoundrel's Blaster, it's worthy of note that his virtually nonexistent defensive capabilities make him extremely unlikely to survive getting hit, so one might have to think twice about giving him a weapon that isn't a Grenade Launcher.

I mean, if it's going to get discarded anyway when he gets KO'd, why not just attach something that gives you more bang for your buck, right?

As for his splashability in other lists, I think he could definitely get a place in a Cliffjumper list. Cheap, disposable cars is what Cliffjumper thrives on, and when you're a five star Car that draw cards that can be used to boost Cliffjumper's damage? That's just too hard to pass up. Cliffjumper is a very uncommon deck to face, though, so Drag Strip might not find too much use outside of Cliff and Stunticons, but his draw effect is utterly nutty. Heck, I even want to try him in Sunstorm to give a draw boost, but that's an article for another time.

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"Doomed Loner"? Big mood. Big. Mood.


If you thought that Drag Strip was the best car for Cliffjumper, let me introduce you to Dead End.

This guy is a depressed nihilist, but his draw ability only fills me with bubbly optimism. The guy has an easily accessible draw power that combos well with Drag Strip's draw, potentially netting you three cards on top of the cards you're already drawing with Actions, for turn and all the like.

He's such a good Transform target on the first turn, and to make sure you get the draw effect off, he has Tough 1 in his car mode. Whereas this won't save you in the long run, especially given the higher damaging counterparts we've seen especially out of the Volcanicus variety, it will at least save you turn one and that's really all that matters when we're talking about this doomed fellow.

Dead End is great at getting you into that card-advantage state so treasured by many decks by combining him with Drag Strip. Outside of that, he's not the greatest. Despite that, another deck that loves him is Cliffjumper, who already draws a card when you transform your Cars to robot mode. Using him, you draw two cards when you transform Dead End into robot form. Not bad if I do say so myself.

Like Drag Strip, Dead End will see limited use outside of Stunitcons, perhaps even less than Drag Strip in general. Despite my high praise of his draw effect's ease of use, his stats are about as dismal as his personality. Sadly, the only effect to play him is his draw effect -- you can sack him with Motormaster after that.

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More used cars than Uncle Bobby B's.


Menasor is a big chungus. He's not as big as Volcanicus by far -- not even close -- but he's comparable to Metroplex in many ways. In fact, he's only slightly beefier than Metroplex insofar as having one more defense than him. But his abilities aren't just radically different than the metrotitan, but in a way, better than him.

Here's the thing: Playing extra Actions on your turn is really insane. Much better than playing multiple Upgrades, especially when some Action cards can literally resurrect the dead, you can pull off some really cool combos with multiple Action effects. You can, for instance, play a Supercharge, then a Reckless Charge to deal frankly disgusting damage, or multiple disruption cards like Disruptive Entrance. I'm honestly fascinated by the prospects of playing multiple Actions in a turn without needing to play Brainstorm first, and I can't wait to find out what kind of broken combo you can do with that ability alone.

That double Action ability, combined with the fact that you draw two cards when you combine make Menasor's disruptive abilities potentially extremely powerful. Especially when you consider that you have been drawing extra cards with Dead End and Drag Strip, your hand will likely be Optimal at this point to allow some interesting plays.

Of course, that's not where it ends with this absolute unit. The immense thickness of Menasor's neck allows him to have Bold 1, Tough 1 and Pierce 1 all stacked on the same character. Whereas we care extremely little about Pierce 1 when you have a base attack of 6 and the potential to stack some heavily damaging Action cards, we do care about Bold 1 and Tough 1 stacking with our Power Sword and Body Armor already, giving him potentially Bold and Tough 4. With that amount of Tough on him, and hopefully enough remaining HP to give you some leeway, you can probably pull off some pretty long stands as Menasor while giving your opponent disruption of the likes they've never seen before.

That, combined with his already high Bold make him someone I'm very interested in seeing whether or not he takes a spot in the metagame up until now reserved for Metroplex. They are pretty similar, after all, but I think Metroplex is about to get a much-needed boost...


__________BATTLE CARDS__________


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I must go! My people need me!


Escape Route is an intriguing Common Battle Card that's coming out of Wave 2, and I can't help but to wonder to what extent it'll be played if at all. There are certainly niche uses for it, for instance Dinobots might like the idea of digging for it with their massive Bold numbers to pull off some Grimlock flips on himself or perhaps some speedy Sludge plays.

But you know someone who would love this card way more than anyone else? Metroplex. Metroplex's playstyle requires you to play maximum copies of anything to net you multiple transformations in one turn. Roll Out, Rapid Conversion, they're all there -- but the problem was, if you whiffed them turn one you're pretty much at a massive disadvantage for the rest of the game given the fast-paced environment of Wave 1.

That's where Escape Route comes in. You see, not only do you get to dig for it with Metroplex's inherently high Bold numbers, you also get to make your turn one double flip that much more consistent by playing a third transformation card. I couldn't be more ecstatic -- Metroplex is a low-key favorite of mine. Something about playing with a card the size of an iPad makes me swoon, I guess.

But this card has limited use outside of Metroplex and Dinobots. Although, we haven't seen everything this set has to offer, so I can't exactly pass final judgement on it right yet, but it has enough potential to be a great card in certain niche scenarios. Most of the time you're going to want to transform into robot mode, but you never know what else this set has to offer to make this even better.

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"Mr. 'E'. Mystery. A mystery can also be called an enigma.
Enigma. E. Nygma. Edward Nygma. The Riddler!"


An Enigma card is an Enigma card. Most of them are kinda useless in many circumstances outside of combination, as I have noticed. This one doesn't do too much that's special unlike the Predaking Enigma that drew a card and then played an Upgrade. The Stunticon Enigma draws two cards instead, which is cool, but I don't really think that makes it worth over-emphasizing on, especially since early game the card is a dead card in your hand. Only when you combine does the effect of having the card in your deck really begin to shine, and that's a shame.

But that being said, it's the most important card in the deck as if you don't Combine, you usually end up losing the game with your low offensive and defensive composite stats.

All in all, I'll give it a solid score of: Enigma/10. It's an Enigma -- it already merges five or six of your dudes into a bigger dude! What, you want it to do more than that? :lol:

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They see me rollin' / They hatin'.


Stunticon Swagger is so freaking good. Okay, I know, it doesn't have a pip and that makes it kinda "meh" to put in your deck, but when you have an effect that's pretty much a pocket Acid Storm, you're going to get your value back multitudes of times over.

So, let me give you the lowdown on this card. When it says, "your opponent can't use Bold or Tough against the upgraded character" they mean it literally. You can't use Bold in an attack against the Stunticon that you're attacking, and conversely, you can't use Tough against the Upgraded Stunitcon, either. This card makes Dinobots cry even more than they do now that Acid Storm is being slid into certain decks to counter them. Even Insecticons hate this card, especially since Barrage is taken purely for his own Bold stacking ability.

Here's the thing, though. Menasor is also a Stunticon, if you couldn't already tell. That means that his huge self can swagger like the rest of his composite parts, and that means he's just that much harder to take down. His massive defensive abilities have a perfect capstone with Stunticon Swagger, forcing your opponent to rely on boosting their attack stats instead of relying on Bold to do their dirty work for them.

It's worth noting that this card is also great against Nemesis Prime decks that rely on Bold and Tough to mill their decks faster. Whereas it probably won't really help as much as attaching a weapon would in the early game, it's certainly a great card to have attached to your Stunticons and it takes the cake in terms of my favorite support for a Combiner as of yet. It's just that good. Pip or not, this card makes me impossibly intrigued to see if Menasor can be as big and powerful as I think he can be.

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"Careful. A cornered beast is where they're at their most dangerous."


As the developers described it, "Cornered!" is an anti-Combiner card. Being able to flip one of your opponent's hard-earned transformations back to their vehicle mode over and over can reduce even the most hardened Combiner player to tears as their entire deck seems to slow down to a crawl. But that's not all, you can also use it to trigger certain effects on your opponent's characters prematurely.

As per their weekly "Rules Roundup" that the guys over at Wizards of the Coast are doing, they recently answered a bunch of questions over a variety of topics. One of such questions was whether or not a flip ability triggered on your turn when you used Cornered! on one of your opponent's characters. That answer was an unequivocal "yes", which opens up a new can of worms in terms of potential play strategies to mess up your opponent's life.

You see, you can force them to flip when they don't want to. For instance, Nemesis Prime when they are about to reshuffle their deck, or perhaps Skrapnel where you can punish his low HP without his annoying robot mode ability. But more than that, you can abuse cards like Chop Shop too soon, discarding all their hard-earned Upgrades and avoiding the massive draw and healing-fest that was about to happen. There are countless levels of interplay that have come out of this new ruling, and it's definitely something to keep an eye on especially with a potential combiner meta.

This brings up an interesting point, though: Why would they counter something so quickly upon release? Combiners already have quite a few problems with speed, especially against aggro decks like Insecticons -- so why make things even more complicated for them? It's unfortunate, really, but it begs the question if we're going to see even more support for them in the future that the developers thought it a good idea to nerf them before release.

Just food for thought.

Either way, I think that this card is really great, if you couldn't tell. It memes hard on Combiners, despite only being able to target living members instead of the ones in the KO pile. It doesn't seem to be all that useful for aggressive decks (unless you think that teching it in might change an Insecticon matchup more than teching in indirect damage), but the usefulness of the green pip make it very interesting in decks like Double Prime or Cars with their very disruptive playstyles.

It'll almost definitely see play, especially with how powerful combiners can be -- but don't expect every deck to play it.


__________CONCLUSION__________


I, for one, welcome our new Car overlords.

In all seriousness, though, I do think that Car Control might make a massive comeback into the metagame with the advent of Cornered! and the Stunticon support. Whereas frail, Cars are untargetable half the time and it makes it very annoying for tall decks especially to try and beat.

I am slightly concerned that Cornered! might make Combiners unplayable unless they have a unique way of spamming out parts like Volcanicus can, but that remains to be seen and is really only a knee-jerk reaction I had when reading the card and the developers' intent behind it.

But all in all, I think the game is definitely going into a more diverse direction, and that is a very good thing for the metagame. I mean, no one wants to face the same three decks over and over, right? I can definitely see some impressive abilities to try and change up the metagame, especially on the part of the Stunticons. I can't wait to see what they can do with Stunticon Swagger, and I can't wait to see how Menasor will do under pressure.

Anyway, that's all for my ramblings. If you'd like to hear more of my ramblings, check out my YouTube channel where I upload content for the Transformers Trading Card game among other things.

Thanks for reading, and who do you think will come to the game next? Computron? Victorion? Superion? Bruticus? Let me know in the comments below!

__________

Is Menasor the Combiner for you? Let us know in the Energon Pub and stay tuned to Seibertron for all the latest news and reviews!
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2006914)
Posted by Nemesis Maximo on January 26th, 2019 @ 11:03pm CST
#stunticonswagger
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2007780)
Posted by Wolfman Jake on February 1st, 2019 @ 9:54pm CST
Seibertronians, we have some exciting news for you for the second wave of the Transformers Trading Card Game! This news comes to us courtesy of The Roarbots. Optimus Maximus now joins the fun as the latest Autobot Combiner in the game!

Optimus Maximus made his debut during the Combiner Wars toy line and the IDW comics tie-ins. This is a SIX member team, consisting of a special "Gleaming Commander" Optimus Prime, Ironhide, Mirage, Prowl, Sunstreaker, and Hot Rod. Use the "Sentinel Enigma" card to combine them into the heroic Optimus Maximus and turn the tide! These sentinel cards are augmented by the new upgrade card "Combat Commands."

We've also got some more support cards incoming, including Scrounge (There is no other like it?), Secret Dealings, and Smelt. The Dinobots get the new "Electrified Spikes" card and the Predacons likewise get the new "Tooth and Claw" card.

Our own Seibertron.com member Sideways has provided us with an extensive review of these new cards to help you plan your deck. Check out his musings along with some nice pictures of the cards in Sideways' review below! Are you hyped for the Transformers Trading Card Game? What strategies are you favoring so far? Let us know in the comments, and as always, stay tuned to Seibertron.com for the latest news on all things Transformers. With that, please, take it away, Sideways!

Big Chungus! Biiiiiig Chungus! There has never been a Chungus this big before!

__________

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"Avengers, a--!"


With great reveals come great article-bility, and that's where I come in! There were a few publications that got to reveal some cards, and one of those reveals was an entire new six-man combiner team! We also get to find out what the heck a "Sentinel" is! Let's dive in!

__________CHARACTERS__________


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Wow, the new Ultra Magnus card looks great!


This card is coming out of the exclusive reveal by The Roarbots, where they showed off the entire team of Transformers to make up the Sentinels, the essential "Team Prime" to make up Optimus Maximus.

Let's do a quick breakdown of his stats. First off, his health is monstrous for a Combiner piece, and I should hope so given how integral he is to the success of this deck, and his surprisingly competent attack stat can make a good first impression upon attacking with him. He's melee in both modes, which is (at least in my opinion) a good thing, as he can use both Power Sword to pull off his combo and use Body Armor to supplement a middling defensive stat.

So, before I get into what he does specifically, I would like to point out that he has 11 points, and is rather sizable for being a Combiner piece. This, you might notice, is roughly half of your point pool, and that doesn't leave too much room for wiggling in five other friends to make up Optimus Maximus. That's where his vehicle mode ability comes in.

You place three "Sentinels" into your KO pile at the start of the game, which sounds counterproductive, but when you consider that Combiners combine from the KO pile as well as the field, and that you can choose to transform a KO'd ally for turn, things start making sense. Things make even more sense given the Sentinel's knack for being useful, even when dead, but that's something to be explained later.

The real juice that comes out of this Optimus Prime is the robot mode ability, which can put you even further ahead on the Transformation Arms Race that happens when Combiners face off. You see, when you flip one of each pip -- save Green of course -- you get to Transform one of your KO'd characters to its other mode, which not only puts you ahead, but also triggers several other effects on the character cards themselves.

More on that below.

But as a final word on Prime, here, you can't live without him in an Optimus Maximus -- OpMax for short -- deck for more than one reason, his vehicle mode ability being the only way you can combine and his extra transformation effects being fantastic to get you to a faster combination. But as for his obviously limited play outside of his own archetype, something fascinating you could play him in is a Volcanicus hybrid list, where you use Optimus' effect to give those Dinobots in the KO pile an extra transformation. Naturally, it'd be a tight list, but I would love to see if it could work.

But what about his other Sentinel brethren?


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I'm surprised Optimus Prime isn't the one in the KO pile to give a boost to him.


He's finally here, and he's just as tiny as he was in Megatron's arms when he blew away Prime! He's basically Star-Lord punching Thanos, but thirty years ago. But it's not like I'm upset about something that happened before I was born or anything. Ahem.

Anyway, talking about the card itself, I love this guy. I'm not gonna lie, Hot Rod is one of my favorites of the entire group. Having a pocket indirect damage ability is great, especially when you consider he has solid stats that make him great at dealing damage until his inevitable demise. The biggest issue he has is the question of "who do I want dead at the start of a match?" Your whole team is pretty interchangeable in that regard, and really only changes it up depending on certain matchups.

The fact that he can help you 2HKO Skrapnel or KO a Force Fielded Six-Gun should definitely not be underestimated as both will likely prove problematic for OpMax, but dealing one damage elsewhere is kind of "meh" in certain regards. Combat Commands makes him really interesting, though, because it turns him into a continuous damage output mechanism from the KO pile no less. He's fascinating, and doing some interesting plays with I STILL FUNCTION! can never be ruled out.

Combat Commands is something I'm going to get into later since we now have the composite parts that make up the card's whole, and I admittedly misread it slightly when it was first revealed, but more on that later.

As for Hot Rod, he's really interesting for OpMax, but at seven points, there are definitely better Cars to take in other Car lists. Whereas he can still abuse the Car support and untap into infinity, you're still pretty underwhelming when it comes to other, non-Sentinel Cars. He's cool to think about in Cliffjumper, though, but outside of those two ideas I struggle to reconcile him in other lists.


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"... And my AXE!"


Is it me or is Ironhide not the kind of person I would peg as running around with a melee weapon? Regardless, this old coot has the same stats that Hot Rod has and even the same point cost. The only real differences are that he's a Truck, and he has slightly different abilities.

The first of which is, instead of Hot Rod's Tough 1, Ironhide has Bold 1 which, in my humble opinion, is better than Tough 1 given the abundance of Bold stacking you can do as opposed to the sparse Tough effects. That being said, there is something to be said for Tough with the advent of Acid Storm's anti-Bold abilities, but his prevalence in the meta remains to be seen.

Acid Storm's presence notwithstanding, Ironhide is also, well, an Ironhide, which means he can use Static Laser of Ironhide to its fullest potential. It's an interesting concept that shouldn't be overlooked when considering active partners in a OpMax list. The simple fact that he is a Truck also allows you to play Cargo Trailer and Team Up Tactics, but it is still unknown whether or not the Cargo Trailer stay on the combined form when you do inevitably combine.

As for the final ability that Ironhide has, he gives his allies all Pierce 2 when used from the KO pile. I've already made several mentions of my detestation of low Pierce, but in this case, Ironhide combos pretty darn well with the Matrix of Leadership, giving each of your characters Pierce 3 in total. This can combine with The Bigger They Are to put yourself at Pierce 7, and then you're off to the races. Stacking Pierce is pretty okay -- not as good as Bold, of course, but high Pierce can definitely put a hurt on several different archetypes.

Again, I am not sure how useful he is outside of OpMax, but it is worth noting that in a Truck based archetype you can use him instead of Starter Prime or perhaps Kup. Trucks -- oddly enough -- have some good potential through use of high Tough and stacking Cargo Trailer, and I can't say it's any worse with the use of Ironhide. Either way, Ironhide is pretty useful in OpMax at least, and I think taking him alive instead of starting off with him dead is probably for the best depending on how you want to build your list, but the interchangeability of the characters in this archetype should never be understated.


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You can't kill what's already dead.


Simply put, Mirage isn't the greatest in terms of offensive or defensive power. In fact, he has very few things about him that stand out. If it weren't for his Specialist ability, I wouldn't like him at all. But let's be fair here -- being a Specialist in a Combiner List, he allows you to use Field Communicator and Multi-Mission Gear to speed up your Combination, which is always a good thing in a format with Cornered! putting a hamper on Combiner hopes and dreams.

But simply put, Mirage is pretty dismal when it comes to usefulness as an active character. His robot mode, however, is very useful when KO'd. You can use him to dumpster Insecticons by removing their I STILL FUNCTION!, discard Cornered! so that it can't be used against you, and abuse Dinobots that want to play Dino-Chomp! pretty much ever in their lives. But perhaps the most important thing to note is, against other combiners, you can completely deny them a Combination likely for the rest of the game (depending on the list) by simply discarding their Combination Enigma at the right time.

That's why I actually really like this guy in OpMax and a potentially control-based deck, and why I actually kind of like the idea of running him in Cliffjumper-based Car Control lists. The simple fact of the matter is that a pocket Action scrapping effect is really neat. When he's alive, he's mediocre at best, but when he's dead, he can swing entire games in your favor. A funky card to be sure, but a welcome one.

He's also a Specialist, which might make you wonder if you should make him an active part to your list -- and it wouldn't be an overly bad idea, but it would be a somewhat redundant one given the next character we have on our plate...


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"Hey, can you pass me another Capri-Sun?"


Sunstreaker is the better cousin of Mirage in almost every sense. He has better base stats, survivability and a generally more useful role as the team's Specialist. Generally, you have access to all the utility that a Specialist can bring to the team, and keeping him in Car mode for the majority of the game is a good idea given his robot mode's utility when he is KO'd. Like it or not, being able to draw a free card is almost never a bad thing.

Of course, there really isn't too much else to write home about for Sunstreaker unfortunately. Unlike Mirage, he probably isn't worth putting in the KO pile at the start of a game if for no other reason than to abuse his being a Specialist and his higher stats than Mirage.

As with all Cars, he can use Turbo Boosters and Start Your Engines to keep untapped and fighting fit. You can use him in combination with Hot Rod to both keep ahead in the attacking game and to use Swap Missions to keep attacking with Optimus Prime. Of course, Ironhide also should probably be active, but it really is down to your discretion and your list. These guys -- again -- are pretty interchangeable, somewhat mirroring Scramble City combiners of old.

But either way, you have access to a lot of things that make his Specialist utility definitely worthwhile to keep in your active list. He also can be used with Cliffjumper to have an extra draw while KO'd, but you don't really want to Transform any KO'd Cars unless you're doing something massive (like using Mirage to discard important Actions).

All in all, he's the Specialist you'd have active, but that's more by default than by design.


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All suspects are guilty until proven innocent.


Prowl is another fighting for the title of "currently living", with the highest attack of his peers and Bold 1, he hits the hardest and the fastest out of all of his teammates. The only downside to that is that his robot mode is a bit lackluster considering he's just a Weapon scrapping effect. Weapon scrapping might seem good, but when you consider that Grenade Launcher already discards itself after use, your targets are far more limited than you might think.

If you're going to discard an Upgrade at all, make it an Armor. Armor can be overly oppressive between stacking Tough and Force Field, and when you can discard them before you get to attack your opponent's characters, it's pretty great. However, that's not what's happening here. It's a defensive weapon-scrapping effect that unfortunately happens on your turn. The reason that's bad is that when the turn passes over to your opponent, they can simply attach a second weapon to that character and completely negate your effect.

Sure, you can use it in tandem with Security Checkpoint, but I would just rather pour my Action resources into something far more useful, like a Rapid Conversion, a Confidence or a Swap Missions.

Regardless, at least he does something. He doles out a lot of damage, and having an effect when he does eventually go down is a good thing. Again, if it isn't evident now that these characters are pretty interchangeable, I don't know what to tell you.

Outside of OpMax, though, I can't see this guy being played all that much. Maybe in Cliffjumper to make use of his powerful offensive power, but there are a lot of great effects that Cliffjumper can make use of and I'm just not quite sure if you need an offensive car taking up that much of your point pool.


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Rollin' in the streets, swingin' on the beats.


Optimus Maximus is a huge Combiner. 65 HP is a lot to burn through, considering, but when you realize that you're inevitably going to start the game with half that already taken, that number grows smaller by the minute. You see, when you place three characters into the KO pile, all of your characters have 10 HP (save Prime, of course) and that damage carries over to the combined form, leaving him with -- at most -- 35 HP. That's pretty much the same as Metroplex, but there's another caveat: There's no way to immediately combine, so you're going to end up taking at least 15-20 damage spread around your characters just as the game goes on.

The simple fact of the matter is this: You're going to have roughly 15-20 HP to play with once you combine, and that's around as much as a solo Nemesis Prime. That's fine, of course, because you're incredibly hard to take down once you do combine.

Why? Well, your defensive stats are "meh", but the real juice comes in when you realize you have a Plan effect when you are both attacking and defending. So, not only can you supplement your absolutely monstrous 9 attack to ludicrous numbers, you can also supplement your defensive capabilities to have some tremendous staying power. Whenever you attack there's a good possibility to completely OHKO an opposing character (especially with Mining Pick, which I'll talk about later), and when you defend there's a good chance you can block a good bit of damage.

You're also a Leader, but the Matrix of Leadership doesn't really do that much for you other than give you +1 as your team has merged together into a tall character. But nevertheless, there is a good chance we're about to see different Leader support as well.

This is all made easier given your honestly extremely speedy rollout. Optimus Prime allows you to transform quickly and get ahead in the ticking time bomb that is a Combiner. OpMax is a simply wonderful combiner that I can definitely see taking a spot in the metagame.

My only concern is Menasor. Menasor has a lot of power in his disruptive abilities, moreso than you, and it will really come down to the ol' "who can disrupt the other harder" game. I haven't playtested it, of course, but the two share a similar disruptive playstyle.


__________BATTLE CARDS__________


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I ran out of Enigma puns a long time ago.


This Enigma is definitely not an Enigma. Most Enigma have a secondary effect that make having multiple in your hand not the worst thing in the world, for instance Predacon Enigma draws a card and plays an Upgrade, but most are somewhat underwhelming like this one.

Whereas it does scrap an Armor, it can't scrap any Utilities and that's somewhat disappointing when you consider that Ramming Speed, a card that is barely played in the first place, can do all that the Enigma can do and more. But then again, Sentinel Enigma is an Enigma and you can't really ask it to do anything more than that.


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No painted rocks here, Indy.


"Taking a leap of faith" is the exact opposite of what this card does. This card plays free cards, simply put, and if you happen to flip a card that has an effect you don't like, you can choose not to use it. There is no "oops, that Security Checkpoint just made me discard my hand" or "I didn't actually want to use Peace Through Tyranny" here -- just pure, unadulterated free cards. Of course, drawing into this Star Card isn't going to be easy, but if you have a list with Optimus Prime -- Battlefield Legend, you can use this card extremely easily to play free cards out of your ears.

Leap of Faith is just plain nutty, and I love it.


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I'm gonna be honest, that's a very red card.


Field Repair is kinda awful. Its effect of healing a single damage counter is terrible, and whereas Plan 1 is good, it isn't like that's an unheard of effect. There are a ton of good cards that Plan, for instance Incoming Transmission. There really isn't too much to even say about it, let alone combos.

Something that is worthy of note though is that its design is discordant with the other designs of Autobot Actions, having the entire text box be red like an Upgrade. Even more than that, it was revealed by my favorite source of spoilers, "some dude on Facebook". Whereas I wouldn't believe that this card was real, the moderators have been very good at taking down spoiled cards that have come out before the cards have been officially revealed and Wizards has been very upfront on communications with the community. Something else that I checked was the Cybertronian script at the top right, and verily, it says Field Repair without a typo in sight.

That's right, I legitimately thought it was a fake for the longest time. I was even debated not covering it at all until we had an official statement on the matter. The reveal was very unceremonious, so much so that it bumped my suspicion to the nth degree. I guess you're only paranoid if you're wrong, right?


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Secret aaaagent man / Secret aaaaagent man


Secret Dealings is a card revealed alongside Scrounge and Smelt by The Roarbots, and it is strictly okay.

Think of it like an Action version of Data Pad, which is okay, but when you consider that Incoming Transmission does the same thing but you draw an extra card, it makes me struggle to reconcile this card's existence in a list. You see, the best thing it has going for it is that it's a green/white pip. Incoming Transmission is an Orange, which means that some lists can't -- or don't want to -- play it, but then again most defensive lists don't want to Plan offensively like this card does anyway.

But having a green pip is a good thing, and it allows you to have a nice Planning effect. But that's not a good enough reason to take it in a list, methinks. There are just better cards to play during your turn.


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I hear he has a special arm, that there's no other arm like it.


The second reveal by The Roarbots is kind of interesting when you think about it. On the surface, Scrounge seems like a worse New Designs, but when you consider that there are a lot of Plan effects, it becomes a somewhat better New Designs.

Put it this way: There are several new characters that Plan upon Transformation, and when you plan an Upgrade, you can use Scrounge to immediately play it, and you can pull off this combo fairly efficiently given the fact that Scrounge sports a green pip as well as an orange one. New Designs also technically takes a card out of your hand when you play it, given that it attaches from your hand, and sometimes you can just roll the dice with Scrounge and see if you get another Upgrade.

You also have to have the Upgrade in your hand in the first place with New Designs, and often times you'll find yourself only having one to attach, making New Designs an effectively dead card in your hand. At least with Scrounge, you have the potential to get ahead on the Upgrade Arms Race.


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Speaking of Scrounge... Too soon?


Smelt is actually not bad at all. Being a blue pip, you can use it in the heavily disruptive blue decks like Menasor or Double Prime, and sometimes simply scrapping one Upgrade is enough depending on your opponent's board state. Sometimes, your opponent only has one Upgrade on the field, and other times you just want to hold back their power before they get to set up. They get to choose their Upgrade to scrap, of course, but when their options are limited, it will almost always go in your favor.

It's not that bad, to be frank, and the green pip makes it even more solid than it would be otherwise. I would definitely play this card in Double Prime, Tanks or Menasor to be perfectly honest -- I think it's well worth the spot.


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Megatron plays Fortnite confirmed. Think he did the Default Dance when he shot Prime that time?


Mining Pick is one of the most powerful Weapons I have ever seen. I am not lying when I say that this card adds an unbelievable power to a lot of decks, Optimus Maximus included. Think about it. You have Plan 2 on Mining Pick, which you can use to put two orange pips on the top of the deck which gives you +2 just from Mining Pick's effect alone, and when you use Incoming Transmission to place another on the top of your deck, that's another +1. Oh, what's that? You have a Data Pad? Cool, have another +1! And you say that Optimus Maximus adds another to the top of the deck? Nice, have another +1!

You add that collective +5 on top of the three orange pips you're going to see (assuming one of the cards you place is white) and you have an astounding +9 attack. Sure, you've dumped a lot of hand resources into that play, but if you're not killing something outright with that something is very wrong.

I love this card so much. The amount of power that you get with it is astronomical compared to most other weapons. Grenade Launcher still might be the now and forever king, but Mining Pick might just be the Mordred to this Arthurian tale.


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"!yad etisoppo s'ti tuB"


This incredibly niche card is revealed by Scott over at VectorSigma.info where he does an in-depth breakdown of this reveal card. Give him a read if you want to his thoughts on this card, but as for my own thoughts, I think this card is extremely niche but honestly incredibly powerful.

You might think, "Hey, Sideways, why are you showing me this bad card for balanced lists?" and you would be right -- this card is really bad for balanced lists -- but in solo color lists, this card is the absolute nuts. When you have an all blue list with a character that is about to go down regardless, you can pop Inverted! on them and suddenly swing for absolutely massive damage.

Here's an example. You are playing an all-blue Tank list, and Demolisher has 5 damage on him. You're probably going to go down the next turn, even though you have a Blast Shield on him, so you plop down an Inverted and suddenly his mediocre literally zero attack can now flip a potential 8 cards off the top of your deck to do staggering amount of damage out of nowhere. Sure, he's probably going to go down the next turn, but it's a great last-ditch effort card.

You can also use it to keep a character alive in an all-orange list, as every orange pip will suddenly be a blue pip. Sure, you're not going to be dealing as much damage (at all) but you almost certainly won't be getting knocked out that next turn. It's just more longevity and that makes me very happy.


I love Inverted! and you should to. It won't be in every list -- in fact, it probably won't be in most lists -- but those decks that play it will make definite use of it.


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"Rip and tear... Rip and tear until it is done."


This Upgrade is sorely underwhelming. I have always had a problem, with an Upgrade that plays other Upgrades -- especially singular ones -- because at a point, why not just play the second Upgrade from your hand instead of having to go through Multi-Tool or something similar? This card is even worse than that because it doesn't even add an Upgrade. It simply opens up the possibility of playing another Upgrade if you ever happen to.

Predacons are notoriously thin on survivability, so when you attach this, you're not attaching another Weapon to attack with one of your teammates. Sure, you're getting +1 damage, but there are so many better options than that.


Perhaps, then, they want you to power up Razorclaw or Rampage with multiple Weapons and leave his teammates by the wayside while you wait for a massive attack. Again, I would simply attach another weapon and attack with another Predacon, but that's beside the point.

I don't really know what to think about this card, but I know whatever I rest on, it sadly won't be good. I just can't get behind this card in such a fast metagame.


Image
Shocking.


I can actually think of no better Armor other than Force Field to play in Dinobots. This Armor not only has an orange pip, lending itself to Dinobots' Bold playstyle, and it has an effect that wants to flip orange pips which also plays off the all orange playstyle. Sure, the extra one damage isn't that much in the long run, it does help defend against Insecticons as Skrapnel will never attack anyone with one of these equipped.

It's not the best card in Dinobots, but I can't see a reason not to play it. It's a really cool card that makes itself right at home in any Dinobot list.


__________CONCLUSION__________



There are a great many a playable card in this next wave, and Optimus Maximus is forefront in my mind when it comes to a premier Combiner. His sheer speed and utility make me extremely excited to see where he goes.


Speaking of the Sentinels, I admittedly misread Battle Commands to where I saw it ending the combo in your vehicle mode, I see now that it ends the Transformation combo in robot mode and only does so if you were already in robot mode to start with, making the effects of Mirage and Hot Rod even better than they already were. I am ecstatic to see such an interesting combo in this card game and I can't wait to see if OpMax is as good as I think he is.

But it's not just all aggro all the time, it seems, as there are plenty of disruptive cards being printed to give disruption-based decks a good boost. Whereas Double Prime is the most obvious of these, I'm sure that Shockwave will enjoy getting a disruption boost as well. Menasor can also use and abuse several of these new Battle Cards, and that makes me even more excited for the prospects of a combiner being meta.

As always, check out MY YOUTUBE where I upload Transformers Trading Card Game content as often as I can. I've been under the weather lately so uploading has been slightly sparse, but as I can finally breathe again I can continue my uploading schedule.

All in all, with each reveal my anticipation for Rise of the Combiners grows larger and larger. Thank you very much for reading this titanic article, and let me know in the comments what you are looking forward to the most!
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2007784)
Posted by Emerje on February 1st, 2019 @ 10:59pm CST
How can a card called "Secret Dealings" featuring the Combaticons not feature Swindle? :-?

Emerje
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2007884)
Posted by TulioDude on February 2nd, 2019 @ 7:02pm CST
ZeroWolf wrote:__________

Image



Its very similar concept to Exodia

Image
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2008143)
Posted by Amelie on February 4th, 2019 @ 5:58pm CST
Seibertron member ToxicSmoke has cast our viewfinder over to CBR.com which has unveiled the Transformers Trading Card Game newest card – Warpath! Everyone's favorite loud-mouthed Autobot tank has rolled in. Sporting 2 Attack, 6 Health and 3 Defense in robot mode and 4 Attack, 6 Health and 2 Defense in tank mode, Warpath comes weighing in a 6 stars. CBR also make a point of a new mechanic entering play via a “green battle icon”, where a player can swap out a card in their hand for one of their flipped green cards once per battle.

Warpath is set to appear in booster packs from the Combiners booster packs arriving March 1st.

We have mirrored the image of the card for your convenience below, but the main article can be read here, on CBR.

Image

CBR.com wrote:Fans of the Transformers Trading Card Game will soon have even more options available to play when the Rise of the Combiners booster packs arrive on March 1. CBR can exclusively reveal one of the upcoming booster packs will feature the Autobot Warpath.

Warpath's card pack describes him as a "Confident Sharpshooter" that can transform into a tank. He has an attack level of two, a health level of six and a defense level of three. Another characteristic of Warpath is enemies can't use "Tough" against the Autobot.

A new addition to the game is the green battle icon. After a battle is complete, a player can swap out a card in their hand for one of their flipped green cards. However, you're only allowed to swap for one green card each battle. Also, enigma cards are what allow combiner teams to form one Transformer. The only prerequisite is the characters already be in bot mode.


Will Warpath be adding some kablowie to your hand or will you be saying “No 'tank you'” to this offering? Let us know here on the Energon Pub here at Seibertron.com!
Re: Bluestreak and more revealed from Transformers TCG Wave 2: Rise of the Combiners (2008179)
Posted by steve2275 on February 4th, 2019 @ 10:32pm CST
booom zang ka pow

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Transformers Podcast: Twincast / Podcast #349 - Agent of Chaos
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