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IDW Transformers Ghostbusters Ghosts of Cybertron Part 5 Review

Transformers News: IDW Transformers Ghostbusters Ghosts of Cybertron Part 5 Review
Date: Wednesday, October 2nd 2019 7:46pm CDT
Categories: Comic Book News, Reviews, Site Articles
Posted by: D-Maximal_Primal | Credit(s): IDW, D-Maximus_Primal

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Views: 29,150

Space-Busters
A Seibertron.com Semi-Spoilerish Review of IDW Transformers x Ghostbusters #5


Transformers News: IDW Transformers Ghostbusters Ghosts of Cybertron Part 5 Review
Round 1: FIGHT!


Story

The finale has arrived, the ghosts are all out on the attack, and the Ghostbusters, old and new, are in hero mode.

Did they succeed in winning over our hearts and minds?

Transformers News: IDW Transformers Ghostbusters Ghosts of Cybertron Part 5 Review
The Waves have a very high opinion of us


Well, yes.

The Transformers x Ghostbusters finale lived up to the 4 issues that preceded it, and it gave us exactly what was expected, and it did it very well. It gave us the Ghost Decepticons in all out attack and revenge mode, it gave us a quippy cool-dad styled Optimus Prime, it gave us a young Autobot who finally found his niche, and it gave us a perfect mix of Ghostbusters crew and Transformers. The interactions felt real, it felt earned, and it was enjoyed. The comic crew felt real, and felt like they earned what they all got to do. This was a good finale that earned its good quality.

Transformers News: IDW Transformers Ghostbusters Ghosts of Cybertron Part 5 Review
Round 2: FIGHT!!


The praises I have given the series live on through this issue, and continues to show that Erik Burnham knows his Ghostbusters, his Transformers, and his combination of the 2 very well. All of the characters lived up to how we have all come to remember them acting, and it gave us a very convincing and enjoyable new cast member in Ectotron to properly bridge the franchise gaps.

The Decepticons had their chance to shine this issue as well, and all of them lived up to how we would think they would act and behave. Starscream wants vengeance on a quippy Venkman, Shockwave and Soundwave just want new bodies, and Megatron just wants to vanquish Prime and the Autobots. And the Ghostbusters served as a great continuation of the classic characters while also providing some excellent, clever, and genre-savvy commentary.

In short, the characters were excellent, the plot was fun, enjoyable, and clearly laid out for us, and the book provided us with an excellent crossover ride.

Transformers News: IDW Transformers Ghostbusters Ghosts of Cybertron Part 5 Review
SLIME FIGHT!!!


Art

Wrapping up the crossover are Dan Schoening, Luis Antonio Delgado, and Christa Miesner on art, colors, and lettering respectively. While we have seen Dan and Luis on the series from issue 1, Miesner is brand new, but still provided us with some great lettering work. The character designs were on point, the lines were great and clear, the coloring was fantastic, especially with the background setting in response to the various ghostly activities, and the lettering was non-intrusive and well laid out.

Transformers News: IDW Transformers Ghostbusters Ghosts of Cybertron Part 5 Review
Monster Mode: Engaged


It was also cool to look at issue 5 compared to issue 1, and the robot art showed some nice improvement too. The artwork improvement came at the perfect time, as we truly got to experience some great art of some robots throwing down, even if most of them were ghosts!

Conclusions

From the get go, I have been thoroughly enjoying this series. Issue 1 started us out great, and as we have gone along, the journey has proven to be just as enjoyable as Issue 1 promised, with Issue 5 giving us a very satisfying conclusion.

And what's important for this crossover, compared to all the others that we have seen over the past several years, is the fact that this one was FUN. It was super fun! It gave our cast the chance to interact with each other and live up to their personalities and their outlandish job titles and general selves. There was no meaningless fighting, there was a cast that blended in well and proved from the get go that it gelled together. They all worked together! It was fantastic to read, and thoroughly enjoyable.

Transformers News: IDW Transformers Ghostbusters Ghosts of Cybertron Part 5 Review
I hope he heard this review then *Waves and Smiles*


And thanks to that ending, we have hopes of seeing more of this universe with the Transformers in it. And I truly hope we get some more Ectotron and more of the Transformers in the IDW Ghost-verse. I have complete faith in this creative crew, this crossover showed their are amazing.

Well done.

:BOT: :BOT: :BOT: :BOT: :BOT: out of :BOT: :BOT: :BOT: :BOT: :BOT:

Seibertron.com Transtopia Roundup! August 2019

Transformers News: Seibertron.com Transtopia Roundup! August 2019
Date: Sunday, September 29th 2019 11:26am CDT
Categories: Site News, Site Articles, Transtopia
Posted by: D-Maximal_Primal | Credit(s): Creative Minds of Transtopia

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Views: 110,838

Another Month, another round of fantastic homemade work from the many Seibertronians who give their time and effort to create some awesome pieces of fiction, art, and tutorials for all of us to enjoy! Check out what all hit our Transtopia Section in August of 2019, and let us know what you think of it all below, or in the threads that each piece comes from!

Fan Fiction
Home to the creative authors of Seibertron.com's Transtopia

Transformers Titan: Awakening
Primus444

In the central command center stood a strong, powerful looking red and blue mech who stood taller than most of the Autobots on the station. Bright blue eyes shined behind crystalline optical lens as they stared out into the vast black expanse of outer space, past the gaseous orange hue of the planet Opulus; eyes that have seen friend and foe alike die in the midst of battle over the past 4 million years. His most defining feature was a silver face plate in place of an actual mouth, which was almost as much of his personal symbol as the ancient relic he held within his chest. He displayed a serenity rarely exhibited by seasoned military commanders, though his thoughts were anything but serene, and he emanated a presence that was both regal and strong, a subtle aura that demanded respect from his peers, but also drew them in.


If you like this story, you can find other chapters of the story in our Fan Fiction forum as well!

Transformers Resolute
1984forever

“Where are we headed, Prowl?” inquires Hound.

“Portland. To pick up two more team members... Spike and Sparkplug Witwicky.”

Traffic is sparse due to a shortage of available gasoline. We make it to our destination in record time.

“Cool Boombox!” Spike exclaims when he spots Blaster in my backseat. “Can I have it?”

“Say what!? Listen up you little wannabe Quintesson—owning other sentient beings is illegal! And that’s spelled with a capital ill!”

“Oops, Sorry! I didn’t know you were ah, sentient.”

“Try askin’ next time, li’l man.”


Prime Effect 4
Apollo-XL5

'The breeze was soft and calm as it brushed the long grass which then gently moved in a unified effect, looking like an ocean at peace as Ser-Ket took in her surroundings. The Predacon found herself standing a valley that seemed to spread out all the way to the mountains in the distance, with two moons overhead that were surrounded by hundreds of thousands of stars. It left the Femme breathless as she enjoyed the peaceful sight, with her spark completely calm and tranquil.

But it was not meant to last as a sudden gust of wind blew through the valley, making all the greenery wither and die immediately. Ser-Ket could not believe it as she took a step back at the horrifying sight of the valley transforming around her while storm clouds gathered overhead, blotting out the night sky and darkening the entire area.


The Rough Draft
AllNewSuperRobot

Silence grips the chamber. The Assembly gather in the ruin of a once grand hall. The remnant of a shining pillar, at the centre of the capital city of Quintessa III. That however, was before the War. Before the combined might of the Autobots and Decepticons united the universe against the Quintessons.

Revealing the secret of their near universal manipulation and propagation of endless divisive conflict. The Assembly had fled from one safe haven to the next. The united front had set about the eradication of the clandestine and pervasive threat. The Transformers themselves were not present at this time however. Their own war had reached its endgame on Planet Nebulos. Some individual Cybertronians would assist the newly christened Galactic Alliance, but their numbers did not exceed half a dozen.


Photo Blitz
This is where you can post your pictures of Transformers in whatever fashion you like.

Leokearon's digibashes
Leokearon

Transformers News: Re: Seibertron.com Transtopia Roundup! August 2019

Madeus Prime: Autobots and Decepticons Living Together!
Madeus Prime

Transformers News: Re: Seibertron.com Transtopia Roundup! August 2019

Hear the Bots & Cons Sing, Buy their albums
MagnusLabel

Transformers News: Re: Seibertron.com Transtopia Roundup! August 2019

Customizations
Post all your customized Transformers here. Whether it's a small mod or a true kitbash, we'd love to see it!

ZeldaTheSwordsman is looking for parts and measurements for a leader Dark of the Moon Ironhide. If you can help Zelda please go to the thread!

Lunatic Prime is looking for some ideas related to kitbashing a Transmetal Scourge with a helicopter bot. If you can lend Lunatic a hand or idea, head on over to the thread!

Rogue-Primal wants to remove some insignia's from some figures, if you know how to help them out, please head on over and give them some advice!

alphasnake73 is looking for some assistance with custom seeker wings for a Seeker Combiner. If you can lend them a hand, click their name and help them out!

Thirteen Primes Project
Latebrus-K

Transformers News: Re: Seibertron.com Transtopia Roundup! August 2019

Lego Triple Changer Broadside Version 2
alanyap

Transformers News: Re: Seibertron.com Transtopia Roundup! August 2019

Iacon Customs by Lunatic Prime
Lunatic Prime

Transformers News: Re: Seibertron.com Transtopia Roundup! August 2019

Not Perceptor Built from Lego Set 70892
alanyap

Transformers News: Re: Seibertron.com Transtopia Roundup! August 2019

Custom Titans Return Minerva
ZeldaTheSwordsman

Transformers News: Re: Seibertron.com Transtopia Roundup! August 2019

Omega Supreme the Ark
ebay

Transformers News: Re: Seibertron.com Transtopia Roundup! August 2019

TR Hot Rod and Siege Firebolt repainting and midding
ZeldaTheSwordsman

Transformers News: Re: Seibertron.com Transtopia Roundup! August 2019

Siege Jetfire Battle Worn Re-Paint
indrox1

Transformers News: Re: Seibertron.com Transtopia Roundup! August 2019

Fan Artwork
Did you create some original artwork? Post it here!

Krixsix's Gallery
[url]Kriksix[/url]

Transformers News: Re: Seibertron.com Transtopia Roundup! August 2019

Silly's 3D Models and Drawings
[url]Underyourcloset[/url]

Transformers News: Re: Seibertron.com Transtopia Roundup! August 2019

Transformers Energon Optimus Prime fanart
mech_dh

Transformers News: Re: Seibertron.com Transtopia Roundup! August 2019

My G1 Roadbuster fan Drawing
mech_dh

Transformers News: Re: Seibertron.com Transtopia Roundup! August 2019

fan designed transformers part 3
deceptispoon

Transformers News: Re: Seibertron.com Transtopia Roundup! August 2019

My little blender projects
Jazz813

Transformers News: Re: Seibertron.com Transtopia Roundup! August 2019

Blueprint sketch for Metroplex ship mode (input wanted)
Flashwave

Transformers News: Re: Seibertron.com Transtopia Roundup! August 2019

And that's it for the month folks! Like what you see or read? Be sure to leave a comment and let our creators know! Looking to share your own creations? Please do! We'll be back in a months time for the next round up from our Transtopia forums!

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

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

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Views: 52,508

Planes, Trains and Automobiles


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

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

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

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

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

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

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


CHARACTER CARDS



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


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

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

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

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

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


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


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

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

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

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

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

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

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

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

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

But just slightly.


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


Dazzlestrike is not good.

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

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

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


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


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

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

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

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


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


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

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

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

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

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


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


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

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

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

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

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

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

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


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


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

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

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

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


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


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

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

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


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


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

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

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

Why? Well, let me tell you.

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

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

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


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


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

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

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

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

Just a thought.


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


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

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

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

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

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

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


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Even here I get sidetracked.


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

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

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

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

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

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


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Okay, I'm just gonna say it: Flamewar with rocket-powered angel wings is one of the raddest things I've seen thus far.


Wasn't Sights an Autobot originally?

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

Which is also kinda mediocre.

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

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


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"Go ahead. Make my day."


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

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

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

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


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"Purple haaaaze..."


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

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

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

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


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


Thundercracker is pretty neat.

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

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

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

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

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

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

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

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


Vanguard is busted.

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

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

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

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

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


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


Acute Reflexes isn't that great.

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

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


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


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

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

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

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

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

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

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

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


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

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

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

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

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


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


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

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

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

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

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

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"This never happens, I swear!"


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

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

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

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

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

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H A C K E R M A N


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

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

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


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


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

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

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

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

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

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


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


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

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

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

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

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


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


This card is broken.

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

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


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


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

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

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

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


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


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

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

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

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

Yes, yes it is.


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


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

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

That seems pretty good to me.

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

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


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


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

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

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

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

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


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


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

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

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

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


CONCLUSION

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

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

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

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

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

Top 5 Best Optimus Primal Transformers Toys

Transformers News: Top 5 Best Optimus Primal Transformers Toys
Date: Saturday, September 21st 2019 1:28pm CDT
Categories: Site Articles, Editorials, Top Lists
Posted by: william-james88

Discuss This Topic · Permanent Link
Views: 53,937

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


Top 5 Best Optimus Primal Transformers Toys

Optimus Primal was the leader for a new generation, which also happens to be mine. He was as noble as his predecessor and as badass when the time came for it. He also had several toys available and his legacy continues to this day. We will now look back at his best toys.

5. Transformers Beast Wars Transmetals Optimal Optimus

I really love the presence of this toy. While I always found the Transformation from beast to bot to be a bit lack luster, this is toy is really reminiscent of an era where it was all about playability. It has four modes for you to have fun with plus missiles, exploding forearms and lights, with some lovely chrome making it all pop. Basically, everything a growing kid needs.

Transformers News: Top 5 Best Optimus Primal Transformers Toys

Transformers News: Top 5 Best Optimus Primal Transformers Toys

Transformers News: Top 5 Best Optimus Primal Transformers Toys

Transformers News: Top 5 Best Optimus Primal Transformers Toys

Transformers News: Top 5 Best Optimus Primal Transformers Toys

Transformers News: Top 5 Best Optimus Primal Transformers Toys


4. Throne of the Primes

Because of how big and bold that original Optimal Optimus was, the Power of the primes version felt quite underwhelming. Sure, it did a lot that the original did and more (due to the evolution gimmick) but it did't have the heft nor presence. It just didn't do enough different to feel worthwhile. Enter throne of the primes which gave us a deco no one expected, but that everyone welcomed. A big disappointment from the first release of this mold was a lack of a gorilla mode for the smaller primal. No black and grey gorilla. Well Throne of the Primes gives us that gorilla but for the bigger bot. This ends up being a super version of Season 1 Primal instead, which is one of those fun things where we are given something we didn't even know we wanted. Plus we get a throne where Primal can be the king of the jungle, resting on the etched faces of contestants that just weren't good enough. Add to that an awesome scepter containing all the remaining primes you need for your Prime Master collection, all in one go. The only thing holding this toy back from the rest is that it's still based on a rather lackluster mold.

Transformers News: Top 5 Best Optimus Primal Transformers Toys

Transformers News: Top 5 Best Optimus Primal Transformers Toys

Transformers News: Top 5 Best Optimus Primal Transformers Toys

Transformers News: Top 5 Best Optimus Primal Transformers Toys

Transformers News: Top 5 Best Optimus Primal Transformers Toys


3. Transformers Legends Optimus Primal (Beast Convoy)/ Beast Wars 10th Anniversary Optimus Primal

This is simply the best version (so far) of that original Optimus primal toy we all know and love. The bot mode is super cool and it's fun to have a synergy between the transformation you see on screen and the way the toy transforms. The best part is most probably the weapon storage with swords, missiles and a skull mace!

Transformers News: Top 5 Best Optimus Primal Transformers Toys

Transformers News: Top 5 Best Optimus Primal Transformers Toys

Transformers News: Top 5 Best Optimus Primal Transformers Toys

Transformers News: Top 5 Best Optimus Primal Transformers Toys


2. Transformers Beast Machines (RID) Air Attack Optimus Primal (Beast Convoy)

This was my number 1 primal for a long time. I just really loved the transformation and how smart it was in terms of recreating the character model from the show. The gauntlets becoming shoulder pads is quite smart and really changes the look of the arms from one mode to the next. Plus you have Gary Chalk voicing the toy and the best electronic gimmicks we have ever gotten with a belly disc blast (I really like just spamming that sound effect) and the backpack that changes sound depending on how you hold the toy.

Transformers News: Top 5 Best Optimus Primal Transformers Toys

Transformers News: Top 5 Best Optimus Primal Transformers Toys

Transformers News: Top 5 Best Optimus Primal Transformers Toys


1. Masterpiece Optimus Primal

For about the same price as the Throne of the Primes mentioned above, you can get a much nicer toy in the form of this Masterpiece Optimus Primal. I remember seeing a non transforming version of his when he was first shown thinking there was no way they could pull this off (and also thinking, "oh right, his defacto stance was on two feet, totally forgot about that"), but they did. While the original toy used a lot of similar parts for both modes, we realize here that a full inversion was necessary to get from a gorilla that is more bottom heavy to a robot which is more top heavy with it's more heroic proportions. And they do exactly that with the transformation. My favourite part is actually the beast hip transformation where the same part acts as a completely different part in robot mode and yet feels like it belongs as much for each mode. It's a genius step. there is a lot of genius at play here inorder to minimize the extraneous kibble to keep both modes as lean as they should be, and aside from a problem with the back of the feet in beast mode, I would call it a success.

Transformers News: Top 5 Best Optimus Primal Transformers Toys

Transformers News: Top 5 Best Optimus Primal Transformers Toys

Transformers News: Top 5 Best Optimus Primal Transformers Toys


Honourable Mention: Transformers Beast Machines Deluxe Optimus Primal

This toy gets an F for screen accuracy and for a long time, that put me off on it. But after experiencing the toy I think it has a lot to offer. I always feared the toy would have an ultra lame transformation where there isn't much in terms of transformation aside from a head swap and making the figure stand differently (which was the case for lots of Cheetor toys of the era). But this is not the case here. The robot mode and techno-organic gorilla have two totally different proportions and even different parts. I really love the shape of the gorilla mode where it has a really elegant curve in the back, making this a cool take on a gorilla mode. A gorilla is already more humanoid than any other beast mode so it's cool to see the distinguishable beast proportions at play. In the end it's no different than the Bat Primal toys out there, meaning a cool take on a character in a form we will never see on screen.

Transformers News: Top 5 Best Optimus Primal Transformers Toys

Transformers News: Top 5 Best Optimus Primal Transformers Toys

Transformers News: Top 5 Best Optimus Primal Transformers Toys

Transformers News: Top 5 Best Optimus Primal Transformers Toys

"Siege II -- The Siegening" -- Newest Siege II Reveals

Transformers News: "Siege II -- The Siegening" -- Newest Siege II Reveals
Date: Wednesday, September 11th 2019 6:57pm CDT
Categories: Reviews, Site Articles, Game News
Posted by: #Sideways#

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Views: 51,472

SIEGE II -- THE SIEGENING


Well, I did it. I awoke from a few months in cryo-sleep just a few minutes ago and the right side of my face has never looked or felt better! The left side is probably still asleep.

Probably.

Anyway, I haven't been completely dormant for the past few months -- in fact, I've never been busier testing, grinding games and theoryforming my way into a few great ideas and a whole legion of bad ones. I'll get into it in later articles, but first, let's go over the newest reveals instead:


CHARACTERS


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
7.8/10 Doesn't inadvertently kill an allied Optimus Prime.


Hot Rod is -- for the lack of a better term -- super freaking hot. Hot Rod is not only a Car, which means he can take advantage of all of the busted Car support, but he can also take advantage of multiple Action combos as well as having a surprisingly moderate offensive capabilities as well as potent defensive ones as well.

Okay, I'm getting ahead of myself. So, what exactly does Hot Rod do? Well, that's simple enough to explain. You see, we are getting a new keyword alongside Revenge, which is Safeguard. Safeguard is effectively the same thing as Skrapnel's effect, except it only takes effect when they're undamaged (and with a name like "Safeguard 3" on the card, one can only assume that we'll see different numbers like "Safeguard 5", "Safeguard 1", etc.).

Safeguard allows Hot Rod to excel at getting his deck to reshuffle since he lives for so long. But, not just that, since he's a car, you can effectively attack with impunity with him. In other words, you can attack with his car, and then untap him to then attack with another character. But, to make matters even better, you can combo him with W1 Prowl to not only do extra Bold damage, but to use Prowl to heal Hot Rod back to zero when your opponent KOs one of your other, and less important, cars.

This will allow you to take another hit and use his Safeguard effect, and it will also allow you to effectively force your opponent to either side in damaging Actions from their sideboard, but to potentially waste attacks on him. Remember, you can use Prowl's healing more than once, and "I STILL FUNCTION!" can trigger it, too, making Hot Rod effectively invincible so long as you can heal him.

Of course, his Safeguard mode isn't the best part about him. In fact, his robot mode is where you're likely to get most of his value given the fact that you can play multiple Actions during a single turn for effectively free. You can use this to your advantage in many ways. For example, you can use a Supercharge as well as a Reckless Charge at the same time to give him a frankly disgusting amount of damage, or you can use multiple ISF to bring back your entire team -- and heal off Hot Rod afterward. Perhaps, too, you could use him to draw a sinful amount of cards from your deck by using multiple Equipment Enthusiast during the same turn. Perhaps a mixture of both! Multiple Actions means multiple options, and I'm looking forward to seeing what kind of combos people will come up with using him.

As for the downsides, though, he is only 12 HP, and his defense goes down to 1 in robot mode. His damage isn't great to start with, and he's rather expensive for a Car. He's got the same stats as Barrage, but two stars more for not the fastest of value. In fact, it takes quite a bit of time to start getting value out of him, kind of in the same vein as Nemesis Prime or Cosmos, and he doesn't have the draw power of Cosmos or the defense of Prime to get himself there, either.

That said, though, Hot Rod might actually work well with either of the other Reshufflers, so there's that thought, at least. Regardless, Hot Rod has a massive amount of potential and you can get a lot of value out of him if the deck is right. I'm looking forward to seeing where he goes from here.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
"Black and yellow, black and yellow, black and yellow... Yellow and black! Let's mix it up a little!"


Nova Storm is here, and she's a she! This shouldn't come as too much of a shock, but I adore female transformers, and I have been kind of sad that the only female Seeker, it seemed, was Slipstream. That said, though, I wish that they had given Nova Storm more visual signifiers to signify the contrast, given the fact that she looks effectively identical to Sunstorm.

Regardless, she's a bit of a wonky character, sadly. She has a lot of synergy with black pips, which aside from making me hope that this signifies a bit of a boost to black pipped cards, also effectively makes her usability a bit... Limited. Sure, at 7 stars, you can use her with Acid Storm and Ion Storm to put the three Rainmakers at 25, but why? Ion Storm and Acid Storm love the inclusion of Flamewar to make their defensive trifecta as bulky as possible, and there's little room for the inclusion of someone who is more of a DPS than a wall, and someone who uses pips that probably won't even be included in the list to be perfectly frank.

So, where does she go, then, if her teammates don't need her? Well, I'd wager that the best place for her is -- aside from a bulk bin -- a plane deck that focuses on Action and Upgrade-based damage, not outright damage. You see, since she can move a damage from herself to one of your opponents, she can combo rather well with Bombing Run. Her moderate to high damage can make her potent in an aggro list that runs Air Commander Starscream from Wave 1, and her damage movement ability pairs well with his. You would need a six star character to pair with them, still, and it would likely be a Micromaster plane like Storm Cloud or a Bravery plane like Fireflight, but the long and short of it is that there is a potential home for her.

Nova Storm's Pierce 3 is nothing to shake a stick at, of course, and orange/black cards are most certainly a thing, but I do wonder if she'll struggle to make her way out of the bulk binder to show it off. Either way, I like yellow, planes and female Transformers so I guess this makes her the best card that has ever been printed. Aside from that, though, I doubt her usefulness.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
"It's simple. We, uh, kill the Rat Man."


Ratbat is actually kind of insane. He's not the best in monochrome decks, of course, but in blue/black decks or balanced decks, he's rather invaluable. You see, in defensively-geared decks, healing is kinda busted, and whereas he's going to be Priority Numero Uno on your opponent's hit list when they realize how powerful he is at keeping his friends alive, you're still going to get at least one or two heals out of the guy when you pair him with Major Soundwave.

Major Soundwave in general is full of untapped potential, mostly thanks to Ravage being about as useful as an umbrella made out of toilet paper. But, when you create a colorful deck that caters to the defensive capabilities of Soundwave's massive HP and moderate defense alongside Ratbat's healing and Laserbeak's consistency, you start to realize how potent that they could be as a team.

Soundwave not only boosts Ratbat's "meh" survivability in his starting mode, but untaps Ratbat so that you may use his healing ability a second time before the untap phase and that's without even considering the use of Micro Capacitor. If you build your deck with enough Blue/Green, Blue/Black and Orange/Blue cards, Ratbat will be incredibly consistent in his healing, allowing you to survive far longer than you would have initially thought.

Of course, this is not infallible. You still need to do damage, and on a team with Laserbeak, Ratbat and Soundwave, you're looking at one (maybe two if you consider Laserbeak's Pierce) attacker that you're going to be riding on. You still need to kill stuff, you know! You are also sitting at a cringe-inducing 22 stars, which of course opens up the use of three Fuel Cache to potentially use on Ratbat, but it also means you're lacking the ever-important Flamewar that you should be playing as a defensive deck.

Is it worth it? Probably. Does it have potential? Of course. Is it good?

I have no idea.


Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
How'd he get so strong? "Train"ing.


Powertrain is actually kinda busted when you think about it. Okay, let's be clear, here. Tote and Mudslinger have already been released and they're four and five star Micromasters, respectively, and High Jump hasn't been revealed yet (but they said that he was in the set on Twitter!), but we can make a few assumptions.

Given the fact that every Micromaster Team seems to be made up of one five star Micromaster and one four star Micromaster, we can assume that this release will be no different, with High Jump being a four star Micromaster. With that in mind, we can make some assumptions about Powertrain as well as how you can run him.

So, since Powertrain gives all of your Off-Road Patrol characters Bold 1 (which is insane), we would obviously want to put as many Off-Road Patrols on the same team as him, and assuming that High Jump is four stars, we can fit all four of them on the same team with seven stars left over. This means that you have four characters with room for a seven-star fifth, and in an aggro deck, I could think of no other character that I'd rather have than Lionizer.

Since Lionizer has Bold 4 to be shared with one of your characters, we can stack that alongside Powertrain, or use it on him. You see, that's the best part about Powertrain -- you get to stock him up with some powerful tools because, after everything is said and done and all of your other Off-Roaders are in the KO pile, Powertrain becomes something of a beast. With all three KO'd, he has a base 5 Attack and 5 Defense, making him one of the highest defense characters in the game, tying with Darkmount.

But that's not all that Powertrain brings to the table. Since Powertrain, along with all other Micromasters, has Stealth, you effectively force your opponent to attack Lionizer on the first turn of the game, which is always a good thing in my book.

Unfortunately, that's where his usefulness ends. You see, since he only boosts Off-Road Patrol, you can't effectively use him in... Well, anything. He's an Autobot Leader, yes, but so is Top Shot. You're not going to get the same value out of Powertrain as you're going to get out of Top Shot in anything other than Off-Road Patrol decks. But, in those Off-Road Patrol decks, no character is better.

As a side note, I can definitely see Off-Road becoming something of this game's Night March, which is a deck from Pokemon that was known for being extremely cheap to build and noticeably powerful in the right format. Whether that comes to fruition remains to be seen, but I don't think that this is the last time we've seen Powertrain.


BATTLE CARDS



Transformers News: Re: Wizards of the Coast Transformers Trading Card Game Thread
"Previously on AMC's The Walking Dead..."


Relentless Invasion seems actually busted. Well, at least it seems that way. I'm not going to pretend like I think that this one card that you get to play once in five games is going to change the meta, but, you have to admit that it's kind of insane value.

But more than that I cannot say. Since they're clearly including Trypticon-influencing cards in the main set, I can't make a proper judgement call on how potent Trypticon will be. I'm not super in love with the whole idea, and I rather figured that Trypticon would be more damaging when you considered what kind of character he is. Although, the concept of deploying based on an Action instead of flips does put a smile on my face.

I simply refuse to give any more thought to the matter until we've seen more of the set. As it stands, though, I think Trypticon is unique enough that people will play him regardless of what they actually think of his potency. He just seems incredibly inconsistent, and frail, to me -- but I could be wrong.


CONCLUSION


Siege II reveals are well underway, and the introduction of offensive Micromasters as well as powerful battle cards like Relentless Invasion make me swoon for the reveals yet to come. I'm looking forward to seeing whether Trypticon shapes up, or if he flops like I'm tentatively thinking he might, but I do know one thing: If he can make headway in this aggro metagame, I'll be impressed.

Since Hot Rod revealed Safeguard, however, I cannot help but to be a bit more excited about the pace of the game potentially slowing down with no doubt more characters and potentially Upgrades with Safeguard on them. I'm ecstatic to learn whether or not we'll be getting effectively Force Field 2.0, and I'm cautiously optimistic that we'll get one.

What about you? Are you looking forward to playing Hot Rod? Are you looking forward to figuring out where Nova Storm will fit in to a Rainmaker composition? Let me know in the comments below, and I'll see you next time!

Top 5 Best Cyberverse Commander Class Transformers Figures

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

Discuss This Topic · Permanent Link
Views: 75,554

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

Top 5 Cyberverse Commander Class Figures

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


5. Transformers Dark of the Moon Hatchet

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

Transformers News: Top 5 Cyberverse Commander Class Figures

Transformers News: Top 5 Cyberverse Commander Class Figures


4. Transformers Prime: Cyberverse Dreadwing

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

Transformers News: Top 5 Cyberverse Commander Class Figures

Transformers News: Top 5 Cyberverse Commander Class Figures

Transformers News: Top 5 Cyberverse Commander Class Figures


3. Transformers Dark of the Moon Guzzle

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

Transformers News: Top 5 Cyberverse Commander Class Figures

Transformers News: Top 5 Cyberverse Commander Class Figures

2. Transformers Prime Beast Hunters Cyberverse Hardshell

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

Transformers News: Top 5 Cyberverse Commander Class Figures

Transformers News: Top 5 Cyberverse Commander Class Figures


1. Transformers Prime: Cyberverse Ironhide/Huffer/Trailcutter

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

Transformers News: Top 5 Cyberverse Commander Class Figures

Transformers News: Top 5 Cyberverse Commander Class Figures

Transformers News: Top 5 Cyberverse Commander Class Figures

IDW Transformers Ghostbusters Ghosts of Cybertron Part 4 Review

Transformers News: IDW Transformers Ghostbusters Ghosts of Cybertron Part 4 Review
Date: Wednesday, September 4th 2019 8:22pm CDT
Categories: Comic Book News, Reviews, Site Articles
Posted by: D-Maximal_Primal | Credit(s): IDW Publishing

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Views: 54,081

Proton Prime
A Seibertron.com Review of IDW Transformers Ghostbusters #4


Transformers News: IDW Transformers Ghostbusters Ghosts of Cybertron Part 4 Review
Powering Up


Story


Just when you thought Grimlock saying he ain't afraid of no ghost was the highlight of the series, issue 4 comes along. Issue 4 of 5 takes us to the setting of the climax of the series, and with crossovers such as this, issue 4 truly is one of the most important: it needs to set up the finale and make you care and get you all excited for the finale.

And the Ghostbusters did not disappoint. All 6 of them.

Transformers News: IDW Transformers Ghostbusters Ghosts of Cybertron Part 4 Review
The ghosts of the past coming back


One of the best things about this issue had to be the addition of Optimus Prime to the Ghostbusting crew. And we aren't talking about a Prime who is boring, who gives big heroic speeches, who monologues a lot, and who is fairly monotone. No, what we get here is a Prime from the original cartoon that plays basketball and cracks wise. It was refreshing and really fun to read Prime interacting with the Ghostbusters, especially with Venkman. It felt different in a great way and he contributed greatly to the story.

Oh and he gets of the best line of the series. Seriously, if you don't enjoy that last page, can you ever truly love anything?

Transformers News: IDW Transformers Ghostbusters Ghosts of Cybertron Part 4 Review
Seriously one of the best Prime moments in a long time


Ectotron and the Ghostbusters also get their share of time, and this issue solidifies just how good of a team they are becoming, and also how disgusting us humans can truly be sometimes. Their chemistry is enjoyable, and Ectotron's first time out with the Proton Pack went about as expected, and it was enjoyable and entertaining all the while.

Transformers News: IDW Transformers Ghostbusters Ghosts of Cybertron Part 4 Review
My face if I was given a Proton Pack too!


We also get to the crux of the story regarding what happened to the Decepticons, and who the mysterious red hooded figure is, and it's enjoyable. It's a bit straightforward, but sometimes you just need that.

That is a place where this crossover really shines: it isn't world ending serious, it is light-hearted, upbeat, and fun. You have quippy characters that make sense and fit into the theme of the series. It's a comedy action comic, and the whole tone of the series has followed that theme perfectly.

It's a very enjoyable series, and Issue 4 continues that trend.

Art


Art duties fall to Dan Schoening, Luis Antonio Delgado, and Tom B. Long on art, colors, and lettering respectively, and they are a great trio that bring this comic to life in a wonderful way.

The ghosts continue to be wonderful brought to life(?), and the Kremzeeks in the issue are wonderful too. The team truly does a great job of bringing both of these strange and interesting concepts to life and making you enjoy what you are seeing as your are reading. It's quite a good look!

Transformers News: IDW Transformers Ghostbusters Ghosts of Cybertron Part 4 Review
Note: story, humor, and art all captured perfectly in this panel


They also do a wonderful job of bringing the backgrounds to life, and this is the most evident in the scene whenever Kremzeek first shows up. The bright sunny day quickly changing over to a dreadful foggy scene was awesome, and the maintaining of this scenery was great too. No matter what part of the panel you are looking at, you get some awesome living characters, ghosts, and backgrounds. The art crew has done a great job, and this issue was the highlight of the background scenery part of that art.

Conclusion


Ghosts of Cybertron has been a great, enjoyable series. This is what a crossover can do when it follows a fun, light-hearted tone that allows its characters to interact in fun ways that still fit within their characterizations. It is great!

I have greatly enjoyed all 4 issues so far, and with the final panel of this issue, I am all set and excited for the conclusion. This crew of 6 meshes together wonderfully, and it makes me yearn for more of this kind of crossover. The Ghostbusters and the Transformers make for a great gang with great chemistry, and I could not be happier with how things have been going.

Alright guys, let's finish the job strong!

Transformers News: IDW Transformers Ghostbusters Ghosts of Cybertron Part 4 Review


:KREMZEEK: :KREMZEEK: :KREMZEEK: :KREMZEEK: 1/2 out of :KREMZEEK: :KREMZEEK: :KREMZEEK: :KREMZEEK: :KREMZEEK:

Seibertron.com Transtopia Roundup! July 2019

Transformers News: Seibertron.com Transtopia Roundup! July 2019
Date: Sunday, August 25th 2019 9:59am CDT
Categories: Site Articles, Transtopia
Posted by: D-Maximal_Primal

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Views: 71,809

Another Month, another round of fantastic homemade work from the many Seibertronians who give their time and effort to create some awesome pieces of fiction, art, and tutorials for all of us to enjoy! Check out what all hit our Transtopia Section in July of 2019, and let us know what you think of it all below, or in the threads that each piece comes from!

Fan Fiction
Home to the creative authors of Seibertron.com's Transtopia

Ordinary World Extraordinary People
Snavej

“Why can I see so much?” asked Stohv as he stood in a desolate area of scrub. “Thousands of people are converging on Neosiak City and I can already see most of them. How can that be, with our confounded interference plague? It shouldn’t be possible! Don’t just sit there: answer me this riddle!” He stared at his meagre, lifeless audience as he sweated in the evening heat. Droplets tickled down his skin. The five watchers were totally impassive. All they did was rust, peel and accumulate dust. Stohv’s vision flickered like a stroboscope but they sat useless in the dirt. They were five machines that were slowly returning to the earth. Most impressive was the space capsule, with its tough exterior seared by furnace-like burns. Next to that was a boat, a car, an aeroplane without wings and a small tunnel boring platform. Together, they made an abysmal assembly of uncommunicative wrecks but they were better than a group of critical people. Wrecks wouldn’t try to lock him up but neither would they offer any opinions.

“Forget it, I’ll just have to get through this on my own, as usual,” said Stohv, sitting on the floor. “I can do it but I have to remember the basics like eating, drinking, breathing and so forth.” He closed his eyes and re-engaged with the ridiculous reality shifts occurring in his brain.


Don't Touch that dial!.. Or that... or those... You know what? Just leave it all alone!
Flashwave

WHAT did I TELL you? WHAT DID I SAY ABOUT TAMPERING WITH MY SHIP’S SYSTEMS?” What were my EXACT words?” Scamper raged with a fury.

“Uh…” Wheeljack looked down at his feet and began pressing his fingertips together, for he genuinely did not remember. “Don’t?” The scientist guessed.

“IF I FOUND YOU TINKERING WITH SOMETHING ONE MORE TIME,” Scamper said, making a grand gesture of repeating himself, “I WAS GOING TO SHOVE YOUR NEW INVENTION SO FAR UP YOUR EXHAUST PORT RATCHET WOULD HAVE TO REMOVE IT FROM YOUR GLOVEBOX!”

It was then that Wheeljack remembered why he used so many screws to mount his new contraption.

“I’ don’t see what you are so worked up about, Scamper.” He said almost sounding apologetic. “Nothing has exploded, yet. I was just trying to-”


Transformers:Fight
awesomepow

Dead End zoomed across Kaon Plaza as an unfamiliar figure pursued him. A flurry of missiles battered the Plaza's front by the pursuer's friends as its citizens fled. After thankfully hiding in a small corridor, Dead End looked up the pursuer's body type and stats and discovered it was the Knight Steelbane. His heart raced for he knew the Knights of Iacon were practically unstoppable.

"Wildbreak, Slashmark, come in."

"Guys!"

While Dead End yelled in his messenger for his teammates, the Stunticons, Steelbane got more closer to him. Steelbane struck him down with a swing of his mighty blade, and Dead End was down on the ground, hurt.


Prime Effect 4
Apollo-XL5

Two days had passed and Quickstrike was lying on his side on the cold, hard floor of his cell. His entire body was shaking, but not because of the temperature of the room but from the pain that was coursing through his body. Because the Autobot had just gone through another torture session with Rip-Claw, the sadistic Femme that took pleasure in inflicting pain on to others. And what Quickstrike had gone through in the last twenty-four hours could only be described as hell, pure and simple.

That Predacon bitch was going through every torture method she knew which appeared to be all of them, and the Autobot was not even sure how she managed to inflict so much on him in the span of a day...but she had. The Femme would torture him for an entire hour, then leave him alone for an hour in which time Ser-Ket would tend his wounds and then Rip-Claw would return an hour later to start again. He did not know how he had taken so much pain in such a short time, but he knew that he could not give in and let that bitch win.


Photo Blitz
This is where you can post your pictures of Transformers in whatever fashion you like.

Transformers + Deepdream = Nightmares
WorldofDepth

Transformers News: Seibertron.com Transtopia Roundup! July 2019

My Pics
keelo1027

Transformers News: Seibertron.com Transtopia Roundup! July 2019

Cooking with Grimlock
keelo1027

Transformers News: Seibertron.com Transtopia Roundup! July 2019

My toy Photocomics
PetesSuperRobots

Transformers News: Seibertron.com Transtopia Roundup! July 2019

Me and the Boys
ig89ninja

Transformers News: Seibertron.com Transtopia Roundup! July 2019

Leokearon's digibashes
Leokearon

Transformers News: Seibertron.com Transtopia Roundup! July 2019

Madeus Prime: Autobots and Decepticons Living Together!
Madeus Prime

Transformers News: Seibertron.com Transtopia Roundup! July 2019

Customizations
Post all your customized Transformers here. Whether it's a small mod or a true kitbash, we'd love to see it!

Studio Series Starscream Repaint TF07
EvasionModeBumblebee

Transformers News: Seibertron.com Transtopia Roundup! July 2019

TR Fangry, Horribull, and Squeezeplay
Latebrus-K

Transformers News: Seibertron.com Transtopia Roundup! July 2019

Autobot Clouder and Decepticon Doubledealer
Latebrus-K

Transformers News: Seibertron.com Transtopia Roundup! July 2019

Robots in Disguise 15 Bludgeon gets some new Treads
Rogue-Primal

Transformers News: Seibertron.com Transtopia Roundup! July 2019

Lego Transformers Snapdragon Version 3
alanyap

Transformers News: Seibertron.com Transtopia Roundup! July 2019

Thirteen Primes Project
Latebrus-K

Transformers News: Seibertron.com Transtopia Roundup! July 2019

TR Hot Rod and Siege Firebolt Repainting and Modding
ZeldatheSwordsman

Transformers News: Seibertron.com Transtopia Roundup! July 2019

Latebrus-K's Custom corner
Latebrus-K

Transformers News: Seibertron.com Transtopia Roundup! July 2019

Fan Artwork
Did you create some original artwork? Post it here!

Siege Tigertrack
Red alert 92

Transformers News: Seibertron.com Transtopia Roundup! July 2019

Forza Horizon 3 Transformers Designs
Dr Caelus

Transformers News: Seibertron.com Transtopia Roundup! July 2019

Blueprint sketch Metroplex shipmode interior, Input Wanted
Flashwave

Flashwave is looking for some input for his Metroplex blueprints, help him out!

Transformers News: Seibertron.com Transtopia Roundup! July 2019

Silly's 3D Models and Drawings
UnderYourCloset

Transformers News: Seibertron.com Transtopia Roundup! July 2019

And that's it for the month folks! Like what you see or read? Be sure to leave a comment and let our creators know! Looking to share your own creations? Please do! We'll be back in a months time for the next round up from our Transtopia forums!

Top 5 Nicest Licensed Car Modes Among Transformers Toys

Transformers News: Top 5 Nicest Licensed Car Modes Among Transformers Toys
Date: Saturday, August 24th 2019 3:30pm CDT
Categories: Site Articles, Editorials, Top Lists
Posted by: william-james88

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Views: 48,874

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


Top 5 Nicest Licensed Car Modes Among Transformers Toys


Whenever this topic gets suggested on the boards, it always seems like the result will be from the same line, either Alternators or Masterpiece. While of course those lines have amazing licensed vehicles, in doing this list I found that gorgeous licensed cars have been found in multiple lines throughout the brand's history, even lines paired with cartoons. So I found diversity was indeed possible while also being true and listing what I felt was the best. Also, while we are mainly looking at the alt mode here, I am picking toys that are good all around. These are Transformers toys after all and them transforming into cool looking robots can't be totally ignored, even though that may not be the main factor being looked at here.


5. Transformers Alternators Mirage as a Ford GT

Alternators Mirage is easily one of my favorite car modes. No real love for the car model, but I feel like this one really went above and beyond in hiding any indication that it turns into a robot. They did an incredible job of making use of all the existing panels and only adding a few very well hidden ones. Just a fantastic looking car in that nice deep blue.

- Emerje

Transformers News: Top 5 Nicest Licensed Car Modes Among Transformers Toys

Transformers News: Top 5 Nicest Licensed Car Modes Among Transformers Toys


4. The last Knight Hot Rod as a Lamborghini Centenario

The alt mode is gorgeous. It is to me the most appropriate real life alt mode this character would have if futuristic cars are not an option. Easily one of the best deluxes from the Transformers: The Last Knight toyline and a great recreation of the real life car (and a more interesting model than the Lockdown toy that came before it). It even has the same framing lines highlighted in a bright colour like the lower part of the doors and a nice contour of the windows. Lamborghinis have always been present in the Transformers brand so it is nice to see the latest models still represented and as sexy as ever. I am also very impressed at the quality of the Lamborghini logo in the front which is as detailed (if not more so) as what we find on masterpiece toys. - William-James88

Transformers News: Top 5 Nicest Licensed Car Modes Among Transformers Toys

Transformers News: Top 5 Nicest Licensed Car Modes Among Transformers Toys

Transformers News: Top 5 Nicest Licensed Car Modes Among Transformers Toys

Transformers News: Top 5 Nicest Licensed Car Modes Among Transformers Toys


3. Transformers Robots In Disguise Side Burn as a Dodge Viper

RID Side Burn is the best looking of the RID brothers. Seriously, he did an MP Tracks before MP was a thing. That metallic blue, man... Not to mention the car mode is SO good that Hasbro had to add the viper logo for their release to avoid a lawsuit from Dodge. Sure he has the kind of comical looking engine block (with beautiful but short-lived chrome) but he not only has chromed rims, but rubber tires too! - Black Hat

R.I.D Sideburn is a fully licensed and realized Dodge Viper. No modifications or hiding that fact at all. Chrysler made Hasbro license it when bringing the Car Robots figures from Japan. By contrast, Prowl and X-Brawn went unlicensed however. This repaint and all subsequent uses of the mold have the required emblem. He has a very very nice vehicle mode. I own the Super Side Burn repaint version, and chrome is still very much intact. -Overcracker

Transformers News: Top 5 Nicest Licensed Car Modes Among Transformers Toys

Transformers News: Top 5 Nicest Licensed Car Modes Among Transformers Toys

Transformers News: Top 5 Nicest Licensed Car Modes Among Transformers Toys


2. MB Soundwave as a Mercedes Benz SLS AMG

The Mercedes Benz SLS AMG is one of the coolest real car modes. It's very sleek and has those vertically opening doors. The silver paint job given to MB Soundwave's alt mode really makes it gorgeous. While it has some panel lines, I forgive it for how good it looks overall. As with the Alternators, we get an alt mode closer in both looks and scale to a collectible car model, especially with details in the interior and opening doors. However, unlike the Alternators, this Soundwave has a much cleaner robot mode, making it an engineering marvel. - William-James88

Transformers News: Top 5 Nicest Licensed Car Modes Among Transformers Toys

Transformers News: Top 5 Nicest Licensed Car Modes Among Transformers Toys

Transformers News: Top 5 Nicest Licensed Car Modes Among Transformers Toys

Transformers News: Top 5 Nicest Licensed Car Modes Among Transformers Toys


1. Transformers G1 1984 Sideswipe/Masterpiece Sideswipe (Lambor) as a Lamborghini Countash

Lamborghinis are my favourite alt modes when it comes to Transforming cars (maybe my favourite alt mode in general). And while all different models and eras bring something great to the table, the Countash just works so well. It is the most iconic car from the era Transformers were born and its angular yet sleek nature just works perfectly with the idea of a transforming robot and both G1 and MP Sideswipe are a great proof of this. I really love how the flat front gives a great opportunity to use it for the robot's chest. It gives as much alt mode integration as one would wish while giving it the heroic silhouette of a robot hero (much like Optimus Prime).

But of course, we are here to talk about alt modes and G1 Sideswipe's Diaclone roots is truly all about that. These toys were meant to look the same as non transforming toy cars, and what made these extra special was that they could convert as well (that was the main fiction behind the line, that these were disguised as toy cars and thus had to look just like them including their scale). Hasbro carried that idea over (but dropping the idea of scale) with the tagline of Robots in Disguise and it's thanks to toys like Sideswipe that we can see this concept brought to life. Adding to all this fun is the Masterpiece version which came out almost 30 years later and retains the gorgeous car mode, but made bigger for us to admire even more. - William-James88

Transformers News: Top 5 Nicest Licensed Car Modes Among Transformers Toys

Transformers News: Top 5 Nicest Licensed Car Modes Among Transformers Toys

Transformers News: Top 5 Nicest Licensed Car Modes Among Transformers Toys

Transformers News: Top 5 Nicest Licensed Car Modes Among Transformers Toys

Top 5 Best Transformers Armada Toys

Transformers News: Top 5  Best Transformers Armada Toys
Date: Friday, August 9th 2019 11:18pm CDT
Categories: Site Articles, Editorials, Top Lists
Posted by: william-james88

Discuss This Topic · Permanent Link
Views: 48,447

Every two weeks, Seibertron.com brings you a Top 5 list related to all things Transformers written by your fellow editor or a guest writer. These are our opinions so what matters most is what you guys think of the topic or list, and I hope to see your own lists or comments on omissions and ranking. Let's have fun! All previous lists can be found here.

Top 5 Best Transformers Armada Toys

This is the line that saw the advancements in articulation and complexity of the Beast Era and went "na, were good, lets go back to late G1 articulation with poor proportions and obtrusive gimmicks". And then the same thing happened again 15 years later for the Cyberverse line. You see, Transformers are cyclical that way. But it's not to say there isn't a lot to love in Armada and this list will go through some toys that I feel anyone should have in their collection as a keepsake of this era. Plus with all the hubub over the new Unicron, it was fun to revisit the line that gave us our first Unicron toy.

5. Transformers Armada Demolishor (Iron Hide)

I like this toy all around. The mobile missile launcher alt mode looks good and works well. I especially like how the robot fingers double as rocket launchers. The minicon integration is also nice as it fills in the alt mode. And we get a very original looking robot mode out of it with a cool headsculpt.

Transformers News: Top 5  Best Transformers Armada Toys

Transformers News: Top 5  Best Transformers Armada Toys


4. Transformers Armada Sideways (Double Face)

Ths toy is all about the playability aspect. It incorporated the duality gimmick of previous Transformers, like Punch/Counterpunch and the headmaster gimmick by combining both into one. Like that Sideways gets a different head depending on his allegiance. He also happens to have a nice looking bot mode and a great looking motorcycle which the headmaster unit can ride.

Transformers News: Top 5  Best Transformers Armada Toys

Transformers News: Top 5  Best Transformers Armada Toys

Transformers News: Top 5  Best Transformers Armada Toys

Transformers News: Top 5  Best Transformers Armada Toys

Transformers News: Top 5  Best Transformers Armada Toys

Transformers News: Top 5  Best Transformers Armada Toys


3. Transformers Armada Megatron

Speaking of playability, the Megatron in this line was like his own playset with lots of action features and ports for minicons, including ramps, trap doors and hidden areas. Plus he has a hidden blade/shiv if ever he has to get extra nasty. Of course he isn't without firepower with a fun himage to the G1 ty by having a massive cannon under his arm pit. I love the facesculpt too with the giant horns that act as shears in tank mode, just to add to its ferocity.

Transformers News: Top 5  Best Transformers Armada Toys

Transformers News: Top 5  Best Transformers Armada Toys

Transformers News: Top 5  Best Transformers Armada Toys

Transformers News: Top 5  Best Transformers Armada Toys


2. Transformers Armada Tidal Wave (Shockwave)

Armada was all about the gimmicks and while some did not turn out great, they really knocked it out of the park with this one. This toy is one for the ages with three seperate vehicles, all with their own individual gimmicks (like a fold out seating area, or an elevator) that combine into a massive ship which then transforms into a giant robot. I really love all about this toy and I feel any fan is missing out by not experiencing this mold. There is nothing else wuite like it out there.

Transformers News: Top 5  Best Transformers Armada Toys

Transformers News: Top 5  Best Transformers Armada Toys

Transformers News: Top 5  Best Transformers Armada Toys

Transformers News: Top 5  Best Transformers Armada Toys

Transformers News: Top 5  Best Transformers Armada Toys

Transformers News: Top 5  Best Transformers Armada Toys


1. Transformers Armada Unicron

I think everyone saw it coming. With Tidal Wave at number 2, the only bot that could beat it would be none other than Unicron. Unicron at the time was a dream come true. Not only was it a great representation for the main villain of the Armada series but it was finally a transforming toy of the villain from the 86 film, which may fans longed for. I love how it serves this dual purpose. I think what I find smartest of all in its design is the rings the turn into the wings. I am really impressed at how they did manage to give us a planet-like alt mode and a well proportioned bot even if there is some shellforming involved. Due to its popularity, this mold keeps being released over and over so anyone wanting it can get it with ease.

Transformers News: Top 5  Best Transformers Armada Toys

Transformers News: Top 5  Best Transformers Armada Toys

Transformers News: Top 5  Best Transformers Armada Toys

Transformers News: Top 5  Best Transformers Armada Toys


Honouable Mentions:

Destruction Mini-Con Team

A big part of Armada were the minicons and the special ports can still be found on certain toys released a decade later. The mincons I liked best were the ones that had an extra action gimmick. They were already simpler toys with odd proportions so adding an action feature didn't hinder anything that wasn't there already. And of those, I liked the Destruction Mini-Con Team best due to the irony of these massive alt modes being rserved to tiny bots. I mean you have a Gepard anti-aircraft tank, a tunneling machine and a kreaken bucket-wheel excavator. The bucket-wheel spins and so does the drill. Plus, the bucket-wheel excavator can be attached under Armada Cyclonus and interact with its gear-wheel rotor system.

Transformers News: Top 5  Best Transformers Armada Toys
Transformers Armada Drill Bit (Crash) Gallery

Transformers News: Top 5  Best Transformers Armada Toys
Transformers Armada Buzzsaw (Wheel) Gallery

Transformers News: Top 5  Best Transformers Armada Toys
Transformers Armada Dualor (Duster) Gallery

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Transformers Podcast: Twincast / Podcast #351 - Ask Your Dad
Twincast / Podcast #351:
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