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TItan Masters Attack Card of the Day (COTD) with Team VectorSigma.info!

Each week leading up to the sets release, three to four times a week, Team VectorSigma.info team members will bring you their "Hot Takes" on this exciting new set.  Opinions will change as more cards are released of course, so stop back often to get the latest dish!

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Hull Down

Scott


I like this card as a backup Hidden Fortification for any deck, regardless of its Tank Tribal nature.  It is very powerful with characters who key off an Orange card flipping or existing at times in an otherwise Blue build:  Characters like Galaxy Prime, Alpha Trion, Slipstream/Bluestreak, etc.  If we get more "when you flip certain things" on defense, this also shoots up in value.  I think you will see it as a 1-2 of at least in sideboards against aggressive decks, but overall it is a powerful effect (as Hidden Fortification sees universal play)




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Headbutt

Scott


The Battle Icons will be active for the head once it falls off, so I think this card will have use throughout the game.  The main issue with this powerful ability is how meta dependent it is.  We need the ability to "tap up" which right now we know the lowest star cost head/body combo can be "8", thus tapping up to 10 if a target is available.  The meta will determine if 10 drops actually exist..



Vince


Putting aside the fact that this card will be an everlasting fountain of jokes, I think it's pretty unique. Tapping opposing characters hasn't really been seen up to this point. Skrapnel, Tackle, and that's basically it, until wave five anyway. If there are no other reasons to examine Headbutt then that's a good one to have. As with Lock on Target I am way more interested in the applications of this card as a "blank" in non-Titan Master decks. Maybe there's synergy for RR Disruptor Blade and Titan Masters that makes this double black pip relevant, or Siege Thundercracker has enough support for his ability to matter. Both offensively and defensively taking away opposing attack steps or exposing a stealth character in bot mode can be very powerful and "tackling up" seems potentially insane. Assuming of course the costs line up. Headbutt seems to have a lot of potential. 


Dan


Here we are with yet another Double Black pip card, well kind of. It’s still very tough to evaluate the a Titan Masters until playing with them, but cards in the past that have to do with tapping haven’t had much success. Maybe now it’s ok if your “giving up” your titan master that you want to be KOd in favor of the head popping off. Also being able to take out steath characters that’s are protected may be ok with certain titan masters also. Time will tell I guess still need to see more for the full scope of Titan Masters before deciding how I feel about all these cards. 

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Hybrid/"Tribal Pips" and Lock on Target

Scott


I love the design space these cards offer.  The ability to create Tribal based cards that can also be played in any deck as "blanks" leaves a lot of room for powerful cards to enter the environment with less than obvious drawbacks.  I am really curious to see where they take this concept: more dual pips that are heavily restricted but help under-represented Tribes?  Faction based Icons?  Combat Tribe based ones?   Combiner Team ones? I also love the fact that for abilities like Galaxy Prime, Slipstream/Bluestreak, Alpha Trion, etc. these still count as their base color. I just overall feel this represents such a smart way of building a "new card type" without actually doing it that I am so impressed with the design teams effort on this..well done! (are you even reading this?! lol)


Lock on Target:   STAY ON TARGET...STAY ON TARGET..STAY ON TARGET..(RIP Pops)


I think this card is great as a universal Bold 4, but I actually think its a little under powered tbh, but I am not sure it could be "better"...its tough.  Since you only get the Blue when defending, as a plane, and it is the opposite than a normal Bold Icon (ie. Supercharge) it is a lot of hoops to jump through for one additional Bold.  That said, I think there are powerful Plane Tribal decks that could make use of a heavy Blue-Black strategy, since you need Bold to hit the Black pips.  Along with the other Tribal Pip cards we have seen, I think its important to not compare them to existing cards, but instead understand the uses they have both "on-tribe" and out of them.  As a universal Bold 4 with an otherwise heavy Orange deck you WILL hit harder than Supercharge when it is in hand, but it will be a virtual Blank, even in a Plane Bold deck.  



Vince


You have to hand it to WotC. They certainly experiment with every single part of a card to modify. The idea of introducing tribal pips is spectacular. As with many mechanics it has immense potential but is a delicate balance. Ironically every single tribal pip card needs to be closely examined to see if that particular card is busted outside of the intended tribe. The power level has to be cranked up to 11 to justify playing it away from the intended use so these cards are going to get out under a very large microscope.


Lock On Target:  Although the obvious thing is pairing this with the Air Strike Patrol, my first leap after was to drop this into a Metroplex list. Then a possible XB (orange/black or blue/black) list. In the end bold 4 is a lot, but I don't know if a stronger Supercharge is worth it when the pip is blank. It's "blank" for offensive decks nearly 100% of the time anyway being a blue even if you flip it with a plane. If you aren't cheating the drawback somehow like in Metroplex I'm not sure you are that far ahead of using Supercharge. Yes 4 > 3 but if you are over-killing anyway then screwing with your pip count to include this gets weird. 


Dan


Incredible addition to the game! I am always in favor of even more skill to deck building and this one goes both ways: Building a Deck with and Archetype built around the specific type of hybrid icon will be interesting. This could bring out the best of some older bots that were simply missing key pieces. The other thing to remember is the cards still work as played cards regardless of type and since they will be “Better” versions of other cards it will be interesting to see how power of a card it can be in any deck as a “blank” when flipped.


Lock On Target:   I’ll start with the easy part: Bold 4 on any character is just bonkers. Anyone remember Dino-Chomp! Cause this card is one less bold on anything and you don’t have to scrap your hand... uhhh sign me up? Cars  will love this card, Air a Strike Patrol will also love this card, hell even Metroplex may want this card. Bold 4 out of your action for the turn is a pretty solid action and if you can find a home for it as a Planes deck well that’s even better. 

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Jurassic Punch

Vince


I'll be honest, I was very ready to be overwhelming underwhelmed by any card that involves Volcanicus. While I have admittedly tried a few different combo build switch Grimlock the rest of the team, specifically their wave two iterations, left much to be desired. That carried through to their combined form. Assuming you managed to attack with their leader 2-3 times, find an enigma, and then manage to do a bunch of damage to a single target, you were still likely in a giant hole and your weeble-wobble collapses on itself.


This strategem seems to give the entire concept a much needed shot in the arm. I am still very skeptical of its competitive viability, but at the end of the day not every card is destined for that limelight. Previously I couldn't even tell someone with a straight face that Volcanicus was a thing to try at the kitchen table. Now he seems somewhat respectable and I can actually picture hypothetical cards that could further boost the combining dinobots. This is in addition to the fact that bold five billion  actually adds an interesting strategic elements outside of the general absurdity of the quantity. I find myself working backwards with the assumption that I will just flip over my deck on every attack, so given that you'll always see "every pip" (minus things like cards in your hand), how many can you afford to spare? How many greens to keep cycling double pips? Do you go with the cheaper teammates to squeeze in say mounted missiles just to get another OO in the deck? The more I think about this preview, the more I like it. 


Jon


I love the card name, and I think from a thematic aspect what this does is great. It really fit the Dinobot "huge bold" theme and since Volcanicus has 49 stars, you're going to be flipping a LOT of cards.

The problem is, this doesn't address the actual problem with Volcanicus - survivability. In order to combine, you need to successfully attack with Grimlock twice, or three times if you're also planning on using the Sludge/I Still Function trick. This generally will require a blue deck, and playing cards to deflect attacks from Grimlock and/or untap him. A blue deck doesn't combine with heavy bold any better than it combines with Volcanicus's "on combine" ability and he's still woefully under-statted at 6 attack and 0 defense.

I've been trying to figure out a deck that, even in a slower environment, might be able to use this. Maybe something mixed-pip, using Roll Out for its pips only (Grimlock is a leader, so Matrix is fine), and Brainstorm/Steamroll, so you can KO two bots on the turn you combine? It just seems like a lot of work for not much reward.  

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Tidal Wave (and Components)

Dan


So I’ve really liked the process of the new way to Combine (without Enigmas) and this character takes it to an all new level. Two characters have to be KO’d, it's so simple you can plan for this a number of ways and its honestly all very interesting to me. 


For the 8 star pieces, you get 12 out of it. I believe there will be many avenues to explore with this character and time will tell which work out best. I hope to see more 4* characters soon that will pair with combiner and maybe even aid it. but I can also see cards like Hiding spot, Step forward (if you include Autobots) and even potentially New Orders to help KO characters and keep you combined character as healthy as possible. Post Combine Tapping a character can be crippling, Skrapnel isn’t known for the ability as much as only taking 3 damage but it’s a strong effect that is a simple addition to the combine, and if you can “control” the combine the Tap effect will be an incredible way to “Steal” attacks from your opponent. Think about the current meta and how many decks are “hiding” behind Stealth on their tailwinds, well combine tap tailwind and swing and kill the tailwind with a healthy Combiner could see some very interesting play. 


Steffon


I’ve always like the combining mechanic overall and this continues that fact. I liked Omega Supreme a lot but unfortunately it was underwhelming. This time around you have more control on when you combine. The first build that comes to mind with this guy is an aggressive strategy, but that may prove to be inefficient. The combined mode is ranged though, along with the Battleship piece, so maybe a ranged package filled version is appropriate. 


Also being able to generate 2 extra bots over the course of the first couple turns to become 5 wide is very interesting. Lastly, tapping a bot with no restriction is very strong. Potentially if well timed, you could tap your opponent’s best bot, attack it with Tidal Wave, then come the wheel turn attack their big guy again and potentially out their bot in danger of being Ko’ed! Looking forward to testing this.  

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Arcana

Scott


I think he is strictly worse than Flintlock in a defensive deck, and likely too expensive for an aggressive deck, but we will see..



Dan


The Head giving + defense is fairly strong and interesting showing that we will get heads that just grant stat boost. This could be an option for aggro or control depending on what the rest of the headmasters shape you to be. His bot mode 4-2-2 is obviously a bit worry some when staring down javelins and marksmanship but can’t have it all when you grant + 2 defense in head mode. 

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Swap Heads

Scott


Clearly need to see more Heads to understand a strategic use for this Strategem.  It is easy to say “move the offensive Head to the untapped Body, and vice versa for the defensive one” but the problem is all combat in the Transformers TCG is a balance between: damage dealt when attacking versus ability to defend enough to survive. In other words, if you swapped an offensive Head (say Flameout) before attacking for a defensive one (say Flintlock) there will be a turn where the now offensive body/head is defending anyway, so does this matter?  Assuming we see more offensive Heads, I can imagine a sturdy body that can take a hit independently of the Head’s ability (Kup may fit here so far with the Tough 1 built into alt mode) then moving the offensive head to another body to attack large again versus the same or a tastier target.  I am just not sure how many Titan Masters a deck can realistically run with all these escalating star costs that would make this card viable in competitive play. 



Jon


Okay... I guess if you have one head that's offensive and one that's defensive and need to switch them? This doesn't seem like it'll ever be worth a star. 


Vince


Without a lot more information this is tough to evaluate. It's a once per game effect which implies it is very powerful. However it means you'd have different heads serving different purposes (defensive, offensive, etc) and that may mean an incoherent list. Additionally if the bodies are in the 7-10 range, heads are 1-4 stars and then you toss in a strategem or two you have a lot of stars invested in not very many characters. Sure they jump out and you force your opponent to sink in more attacks to officially close the game out, but you have these teensy bots that may not do much of anything. I suppose this effect "had to exist", and surely we will see some bodies which leverage this swap but at this time it could be anything.



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Twin Twist

Scott


I do not really want to be forced to play Showing Off (a blank) to make this guy effective.  We need to see if there are similar flip effect generating battle cards that are tied to Titan Masters before I can make an assessment on his playability.  For now I think his flip to bot mode ability is fine and fair, especially if you can put yourself into a situation where they only have one character left. The flip to alt mode Pierce 3 is currently very relevant in our “giant dude meta” on the control side, and if the Strafing Run ability can be achieved consistently it is solid versus an aggro metagame.  We need more cards to evaluate Twin Twists power level, but his initial Star Cost at nine seems high for his abilities, though his stats are decent enough for this cost point (as a Titan Master of course) 



Jon


A really neat idea with his bot side flip, but again I think the star cost to stats ratio might lead to him not seeing play. It's a minimum of 12 and you're getting a 5/12/2 for that; nobody runs powerful abilities with stat blocks even better than that like Alpha Trion, Ion Storm and Elita-1.  


Vince


Personally I'm happy to see Twin Twist make it to card form. I anticipate given that he exists and the wrecker tribe being introduced with Kup that we will also see Topspin make an appearance as well. Transformers lore aside though I feel Twin Twist leaves much to be desired. At nine stars I don't think you are currently getting a great deal for the body. A maybe Strafing Run and inante Piercing Blaster if you sink a bunch of flips and maybe cards (cough showing Off cough) just doesn't feel like you are getting your money's worth. Being melee tagged doesn't help his case in any meaningful way right now, and due to wording on things like Hunker Down I do not believe you can even do anything cute there. Unless the Titan Master mechanic drastically boosts him, which admittedly it might, or a new Titan Master that plays to his strengths, I don't anticipate seeing Twin Twist all that much.  



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Flameout

Scott


Clearly the most aggressive Head of the three we have seen thus far.  His two hit points mean his days as a blocker for any other characters are likely going to short, especially versus blue (Marksmanship, assuming it stays in fashion..returns to fashion?), but that may be ok. Assuming he is in an aggro shell, you are looking at a late game attacker for at minimum four without factoring in upgrades and actions, so he would have a ceiling of say thirteen to be safe.  This is a lot of damage from a character that is doing work throughout the game (as the Head) and is protected from splash or direct damage throughout the course of the game.  



Jon


3 stars for a Flamethrower seems like it might not be worth it. And 2 hp makes him vulnerable to Marksmanship and Sturdy Javelin so while you'll likely get an attack with him, it has to come right away and he won't block for your other bots. 


Vince


 

Our previewed Titan Master on the other hand is likely to find a home. Possibly even with Kup as starting out with a Flamethrower seems good for aggro. It makes him pricey from a star cost perspective but in an aggressive list having the extra body, even if it is tiny, can be massive. Additionally the wrecker buff with Kup can be capitalized on even more easily in aggro shells. That being said now he is shockingly fragile for a bit with double-digit star costs. It is interesting that we have a Tough 3 Titan Master and a Bold 2 one. Surely we wouldn't get Bold 3, but it is a curious difference.


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Flintlock

 

Scott


Obviously all heads will need to be compared to each other but I think it is going to be hard to compete with Flintlock out of a control (Blue) shell.  Tough 3 in a heavy Blue deck often represents MORE than three defense, and combined with the “large” starting four hit points, you have a character that you need to deal at least nine damage in one turn to KO.  Clearly all heads are vulnerable to Marksmanship (a huge issue for the two or less HP ones) but since Bodies are not, is your opponent just going to sit on this Marksmanship the entire game, regardless of the Head you use (a digression because no competent opponent should sit on a Marksmanship across from a Flintlock regardless since they’ll still need seven more attack minimum to deal with him in an turn).  Flintlock can likely absorb AT LEAST one attack, potentially more, allowing for a powerful defensive force, regardless of when he actually enters play (late game considering you are giving Tough 3 to the body).  His only downside is having the Melee tag, because blue based weapon staples like Energon Axe are going to be hard to play on him (although Noble’s Blaster IS a card..), and a high star cost, but he seems worth at least that investment.  Clearly The Bigger they Are… is his action card of choice, so even though he seems tiny, I believe he will easily be swinging for 8, Pierce 4 (6 vs. Decepticons with a Noble’s Blaster) quite often, which should be able to KO most characters in the late game.  Big fan of this little guy. 


Dan 


Pierce will be this guys best friend.  Every head will be an on board weak Heroic Resolve that will give you a shot to “steal” a win. At this very small look at what heads have to offer, character starting with a Body Armor in play seems Very very good. Will have to see which Titan-master this effect will work with best. 


Jon


Again we'll have to see about the cost, but Tough 3 is pretty powerful and 4 stars doesn't seem unreasonable. His 4 base attack is higher than any exiting 4 star bot I believe as well. 


Vince


See Above


Steffon


See Above

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Titanmaster Bodies/Concept and Kup

 

Scott


Titan Masters:   There is so much I want to say about the Titan Master play pattern, but we are keeping these to “short controlled bursts” (bonus points if you get the ref!)..I think these characters are game changing. They challenge both deck building (which head with which body) and in game play pattern (do I want to use the character to take mulitiple hits for the other characters before both sides are KO’d?  Do I want this to be the centerpiece character of my lineup?), which is exactly what you want out of a new character type/ability.  I think aggressive (Orange) decks featuring Titan Masters will be very powerful, probably giving you the ability to break the “Spherical relationship” since you eventually will get a free turn, regardless of the power level (which isn’t as low as perceived at times).  The key will be solving the puzzle that seems to be powerful Bodies with underpowered heads, vice versa, or put them together for one central threat character.  Let’s say there are 10 Bodies/12 Heads in the set (totally making this up) that actually means that you get 120 different characters to test with…I mean..that’s insane.. 


Kup:   The main thing to remember about all Titan Masters is yes, their stats will seem low as the combined form once you add the head in, because they start out frankly above the curve.  For seven stars you get a 3/10/2 Tough 1, that combines with One Shall Stand, One Shall Fall brilliantly (turning it into a “Bolt of Lightning your character, Leap into Battle a Wrecker) for potentially multiple characters.  Then you have a Vaporize on a flip to Body mode, which is only one flip from start, so it is essentially an on command Vaporize that you can activate multiple times throughout the game (especially in wide decks).  Reprocess should already be a ubiquitous one-of in all decks (yes, literally all) supplementing the other silver bullet Green Upgrades (Bashing Shield, Enforcement Batons) you can add in main or side.  Kup simply enhances that.  In terms of heads, right now I picture him as an aggressive character, likely merging with a head like Flameout over Flintlock or Arcana, but that is not to say that pairing him with his “actual head” of Flintlock and getting Tough 4 is a bad thing in the least. I just think the 10 hit points and desire to play with OSS makes that a precarious total.  Whereas in an aggressive shell this is mitigated by “Simply take a hit or two, pop off have another attacker, oh by the way my OSS basically is the best Action ever, upgrade with Grenade Launcher, flip, pitch Matrix (oh yeah hes a Ranged Leader did I mention that?!), scrap your armor, attack for 16+ (assuming you OSS the attacked target)”..so..yeah… 



Dan 


Kup:  Kup for a 7(+)* character I thinks it’s quite interesting. Titanmasters across the board will be a very different kind of animal to achieve the best version of it. With the current lack of knowledge of other potential Heads, it is tough to tell what the best version of this character will be. But the on-board flip ability to scrap and upgrade is something to not be glossed over.  


Jon


Titan Masters:  I really like the idea of how they work, but I'm not sure I love the way they're going to look on the playing field. This seems like something that could become integral to the game, or could be a 1-set mechanic that's mostly forgotten afterwards, like full-team combiners. 


Kup:   I think these cards' value is going to be determined by whatever the best Head is to put on them. With Kup's base cost at 7, and the cheapest head we've seen at 10, is it worth 10 stars for a 4/10/2 bold 2? Not feeling it. Maybe it's worth 11 for a 3/10/2 tough 4. I do like that he has the Ranged keyword, but I think the stats are a little low given that they knew he can't be played at 7. 


Vince


Titan Masters   The Titan Master mechanic I'm less hyped about, but that isn't to say I'm not looking forward to it. It's more akin to asking "which is more fun Christmas morning or going to the beach?" both are awesome, but you can obviously have a preference. There are significant strategic implications of having a constantly protected character. Granted Flintlock (and presumably the other Titan Masters) likely isn't going to take the world by storm in bot mode, he provides more options and play patterns both pre and post "deployment". Overall the mechanic is enticing and like strategems my initial impression is positive.  


Kup (presented with Flintlock):  For the "combined" mode you get a pretty reasonable character at 11 stars. That is assuming of course that Flintlock is Kup's partner. With tough four right off the bat you can get to some lunatic levels of sturdiness very quickly. Let's not hail our new blue based overlords just yet. At a meager 10 health you aren't necessarily going to survive very long. Isn't clear exactly how many attacks the Kup/Flintlock pairing can sustain at the moment, but we can assume a fair amount barring black and/or burn. My second complaint about him is the low attack. I understand the interaction with his wrecker ability but even with the current best option (One Shall Stand, One Shall Fall) you're making him a "6" attacker for one turn? If you introduce weapons into the equation it gets weirder to make direct comparisons but you could OSS-OSF out of Galaxy Prime and plop a Noble's Blaster out there to get to the same level or even better one. Granted you don't have tough four, but you do have 21+ health. I see the potential there with Kup but as a centerpiece, he is 11 stars with Flintlock afterall, we need more information before I'm fully on board. It's one thing to not lose the game, it's another to actually WIN the game. 


Galaxy prime isn't truly a fair comparison for a lot of reasons. Notably Kup + titan master is obviously going to be substantially more flexible when it comes to partners. That makes this whole thing both complicated as well as fun. I'm looking forward to experimenting with Kup and Flintlock builds. 


Steffon


Kup (presented with Flintlock): I feel like I can’t talk about Sergeant Kup without his own head, what will eventually transform into Flintlock. Being a blue player at heart, I immediately am drawn to this character. The head providing tough 3 to go along with Kup’s tough 1 promotes insane survivability. What did  concern me at second glance was his 10 health, but having Tough 4, and also Flintlock when Deployed effectively gives you 4 more health for a total of 14 for a 11* bot. Considering that Tough 4 will disallow you to take a ton of damage, at least in the early stages, might not be so bad. 


His second effect is interesting as well, as my favorite battle card in the game, One Shall Stand One Shall Fall is the first card I thought of to give great value to the effect!  Overall I am digging how the deploy mechanic works for the Head, giving you last ditch effort to try and win the game. Or even potentially getting a solid attack on an enemy bot and provide as a blocker to one of your other bots remaining. Titan Masters are about to shake up the Transformers scene, as they should, and I expect this new tactic to place well in the metagame! I’m looking forward to it!  

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Strategems and Orbital Strike!

 

Scott


Stratagems


I play a lot of Mobile Gatcha Games so I am used to the concept of “patches” to improve underpowered units/characters. This is a great thing for the game because it essentially allows the game to expand its character roster without costing players the need to hunt down new cards (outside the Stratagems of course).  Their viability depends on how they are used:  will they simply exist to update underplayed characters?  Will they allow you to transform how some popular characters are used?  What are the “Team Stratagems” that Ken mentioned in his article?  Will they only add abilities or can stats be affected as well?  Will star costs still make them too prohibitive (especially for higher star cost units like 12-13)?  Will these be evergreen in the TCG or just occasional in “throw back sets?”

Overall I think these are great for the game, because it would have been easy to simply print new versions of old characters, updated for the changing metagames, but the use of a card type in a set over a year later shows dedication to the player base by WotC:  “hey dust off your old bots, the old is new again!”


Orbital Strike:


Cosmos has two major barriers to playability at the competitive level:  Precise control over when you will need to reshuffle your deck so it coincides with his attack and then when you do get it to proc, making it worthwhile on a key target.  Orbital Strike covers the latter, so now it is just up to see how difficult the former is to pull off with regularity (and then how easy it is for the metagame to react with various attack redirection battle cards).  I think you can make a consistent four wide team aimed at abusing Cosmos on their main target, thus actually allowing him to “swing up” for once, where you could simply play the deck as a “good stuff” build because you probably will not care much for the damage you are dealing with the other characters, simply that they are flipping enough cards in combat so that on your fourth attack you are proccing the Cosmos ability.  Unconventional Flying Object and Pocket Processors will be powerful ways to abuse his ability if you need to dig deeper and reshuffle faster (again, you may not even “need” to play cards on your other characters anyway).  I really believe this ability will be easy and consistent to pull off, given an intelligently built deck, it simply depends if the meta can adapt to its power and combat it effectively/hate it out. 


Dan 


Orbital Strike:


A character like Cosmos 100% needed an upgrade for anyone to even really look at the character again. I think this is a wonderful way to do so. However the hoops in which you have to jump through to use cosmos the full effect is still quite difficult. I’ll be interested to see if people really give this card the old college try. 


Jon


Strategems: Conceptually, I love this. It allows favorite but underpowered cards from the past to be used, or potentially allows you to use the same bot in different roles or decktypes going forward. I am interested to see the specifics of course; the devil is always in the details.


Orbital Strike: Addresses one of Cosmos's weaknesses (not being able to KO bots that actually matter) but not his other one (having those bots be able to be targeted when you're ready to reshuffle). I do think this will be worth trying with everybody's favorite mini planes, the Air Strike Patrol. 


Vince


Strategems:  Of the two introductions to the Transformers TCG, strategems and titan masters, I am significantly more excited by strategems. As someone who loves old cards I am always going to be enthused when a "legacy" card is introduced, that is to say a new card that specifically interacts with an old mechanic or other old cards. Possibly catapulted old binder fodder into the limelight is really exciting and to me it's more exciting than brand new cards. Starting with these new strategems in play in amazing and I am looking forward to seeing the others be revealed. 


Orbital Strike: As to actual playability for the Cosmos strategem, I am not sure yet. Cosmos has the tools, high health, an acceptable star cost with the strategem, and easonable partners to play him with such as the off-road patrol. I could see him becoming a thing. Certainly as a tier 2 deck, but the potential for inconsistency is still there. He is definitely going to be something I try out, but the first time I whiff on his trigger I may end up unsleeving the deck, not gonna lie.