Transformers: TCG Wave 3, 4, & Blaster/Soundwave Set Review

Siege 1 (Wave 3) Booster Pack Release Date & Price: June 28, 2019; $4 U.S.
Blaster vs. Soundwave Set Release Date & Price: September 20, 2019 for $40 U.S. (mass "normal" release); SDCC 2019 for $50 U.S. (SDCC-exclusive "35th Anniversary" release)
Siege 2 (Wave 4) Booster Pack Release Date & Price: November 9, 2019; $4 U.S.

Selection of Siege I Cards

    Both the third and fourth series/"Waves" of the Transformers Card Game focused on the Generations toy series at the time, "Siege", Part 1 of the "War for Cybertron" trilogy. Wave 3 was titled "Siege I", and Wave 4 "Siege II". Like the previous wave, this series built off the previous versions of this game. For a review of the basic mechanics of the game, see my review of "Wave 1" here. For a review of what was added in "Wave 2", see my review here.
    For "Siege I", the biggest change was that each booster pack came with TWO Transformers cards; 1 "normal"-sized card and 1 "miniature" Transformer. Regardless of any other changes to the game, this to me is a BIG deal. One of my biggest complaints with the game up to this point was that you only got one Transformer card per expansion pack, and there weren't nearly enough battle cards to justify that, as you'd have to get MANY multiples of even the rarest battle cards before you'd end up with a complete set of all the Transformers in the wave. To a certain extent, that's still true; there has been an annoying expansion of the number of "Super Rare" Transformers cards in each wave, without a corresponding increase in the number of battle cards. Several of the battle cards from previous waves have also been "re-issued" for this Series, albeit with new art to help differentiate them for collectors. There's also fewer smaller Transformers cards than "normal" Transformers cards, so you're going to wind up with multiples of those two if you're going for a full set (and none of the smaller ones are Super Rare, either-- though that's a positive for me)!
    There are two types of smaller Transformers cards introduced in Siege I-- Micromasters and Battle Masters, which correspond to the same types of Transformers in the Siege toyline. Micromasters operate like normal Transformers, but only costs a couple of stars-- 5 or less, usually. For the most part, in their alternate mode they have "Stealth" ability, which means that if Transformers are legally able to attack any other TF on your team, they must-- it essentially buys the Micromasters some time to do something, as given their low star value, that also means that they have pretty weak stats. However, the beauty of Micromasters has to do with their ability to do certain special things if you have a select number of cards pulled in your deck. In robot mode, most Micromasters would activate a special ability if you would "tap" (but not attack) with them. Sometimes all you have to do is tap them, but other times you have to tap them and scrap a certain number of a type of cards from your hand (such as those with blue pips) and they would help out other characters. To give a specific example, Storm Cloud's ability in robot mode, if you tap him and discard 3 cards from your hands with green pipes, one of your Transformrers gets Bold 3 (they draw three more battle cards when attacking) until the end of your turn. If you're lucky enough to scrap 3 cards with the exact same name, that character gets Bold 6 instead. This is a typical special ability, with most Micromasters having some variant of it-- giving other TFs Stealth, or extra damage, if you scrap 2 cards with blue pipes or 3 cards with orange pips or whatnot. They help essentially modify/buff your bigger guys a bit.
    As for the Battle Masters, they're a bit different. When they're first put on the battlefield, they're in robot mode, and they can NOT transform. They're typically slightly stronger than a Micromaster (though not as strong as a "normal" Transformer) and cost a few more stars. However, when they die, instead of you putting them in the KO area, you turn them to their other mode, which is a weapon upgrade of some sort which you can then immediately equip on one of your other Transformers if able. These weapons tend to be better than your average non-Battle Master weapon, giving a pretty good boost to one of the "host" TF's stats and giving them a special ability to boot. It's a pretty ingenious way to get this gimmick to work in terms of a card game.
    Another big change made for Siege I is a new type of card-- "Secret Actions". Basically, during your turn, in play a Secret Action face down on the board (instead of playing a regular Action card). Each Secret Action has a certain criteria to "activate" during your opponent's turn-- perhaps your enemy does more than 3 damage, or simply plays an upgrade, or the like. If this happens before your next turn, you reveal the Secret Action card and it then takes effect, which usually either helps you out or hurts your opponent in some way. It's then discarded. (If the Secret Action card is NOT triggered during your oppponent's next turn, it is discarded when it's your turn again regardless.) This helps add a bit of mystery during your opponents' turn, as they're not quite sure what you've got up your sleeve and it helps you do something during the earlier phases of your opponents' turn as well, instead of just passively waiting for them to do their various actions and attack.

Selection of Siege II Cards

    On some lesser notes, a new color pip has been added to the game-- a black pip with arrows. Just like with other pips, these normally don't matter if you play the card from your hand as an Action/Upgrade during your turn, but if you flip up a card with a black pip when you are drawing cards for attacking, your character gets Pierce 1 until the end of the turn. (You do at least the number of pierce damage to your opponent when you attack, regardless of how many defense they have.) This generally makes really buff Transformers a bit weaker and is especially helpful if you're trying to get weak Micromasters to do damage to larger Transformers, though the fact that TWO different color pips now activate when you're attacking-- compared to just one color pip when you're defending-- makes it more likely you're going to do more damage when attacking overall, now. Additionally, much of the art for the Transformers in earlier Waves and all of the art for the Battle Cards used pre-existing art, for Siege I and Siege II cards, all of the Battle Cards and most of the TFs use original art. I definitely appreciate this, as it helps make the card game its own "thing" with beautiful, unique art for nearly every card.
    After the Siege I expansion, a special Blaster vs. Soundwave set came out. As with the special Metroplex set, both Blaster and Soundwave "deploy" their cassettes by flipping between their modes, and they each come with three cassette Transformers that are of the same card size as the Micromasters/Battle Masters cards. Both also come with pre-constructed decks, which mostly consist of Transformers battle cards introduced in previous expansions, though each one does have a few unique cards specially designed for Soundwave and/or Blaster and their minions, such as a special card for Soundwave that gives him more bonuses the more of his cassettes he has deployed. As another example, both decks come with a special card, "Recover Cassette", that completely heals a cassette and partially heals the main deployer TF if you but the cassette card back under Soundwave or Blaster. Both decks are pretty evenly matched and a recommended buy.
    For the "Siege II" Wave, because it's more of a continuation of Siege I, not nearly as much has been added to the overall rules as with previous waves. (Which, honestly, I don't mind, as adding too many rules just makes the game needlessly complicated). The main new addition for Siege II is the "Mercenary" faction, which are neither Autobot nor Decepticon Transformers cards, and instead have as their primary color gray. Additionally, each Mercenary has a "Bounty" ability, wherein it gains a predefined bonus each time it kills a Transformer. For example, whenever Mudflap KOs a transformer, you reveal the top card of your deck and may play it if you wish. Usually Bounty abilties are decent, but they're hardly game-changers unless you're an absolute genius combining cards (which I certainly am not). Triple-changer cards also make a return with Siege characters like Apeface, as well as just new characters to the card game like Sandstorm.
    The other major new addition to Siege II are multi-part Transformers. These are different from combiners in that each card is not a fully-functional Transformer, and each card is also the "normal Transformer" card size, not a smaller size that's folded in half or anything. There's basically two types of these new multi-part Transformers; first off, you've got some of the Weaponizers toys from the Siege toyline like Brunt making their appearance here. In the toyline, in addition to forming a vehicle and robot mode, each Weaponizer toy could detach into multiple weapons and armor for other Siege toys to wield. For the card version of these toys, each robot mode is made of two normal-size cards, and they cannot transform. However, when they die, they become two weapons that can be used by other Transformers cards, not just one; essentially, they're "double Battle Masters". The other type is consists of multiple different vehicles that combine into one robot (see: Skytread, Omega Supreme). They consist of multiple different regular-sized cards that are the different parts of the alt mode. Each have their own hits and abilities and all that, and when certain conditions are met, you combine them by flipping the cards around and then arranging them-- similar to Combiners, but without having to unfold the cards. On one sense, it's nice to have a new kind of Transformer cards, but as a whole I really despise these new multi-part TFs. Why? Because if you don't have all parts (remember, you only get one of these cards per pack), they are literally useless. At least with Combiner cards, you still had a functioning Transformer card even if you didn't have all the Combiner members; not so here. If you don't get both parts of Brunt, you can't use him; (or worse, you get two of the same parts without getting the other half). Omega Supreme is particularly bad, as ALL THREE of his parts are rare-- opening an entire case, I only got one of his parts. This is super-annoying, as essentially they make the "main draw" of a particular booster pack useless. I really hope they don't use this gimmick again.
    As opposed to a special set for Siege II, instead if you buy a whole case, you get a special Trypticon Titan card (same size as Metroplex) packed in the bottom of the case, along with three regular-sized TF cards he can deploy-- Brunt (the G1 drone version, non-transformable), Full Tilt, and oddly enough "Wipe Out", essentially a Tailgate redeco character. Compared to Metroplex, Trypticon doesn't deploy his little buddies just by flipping back-and-forth between modes; instead, you have to play cards-- found in the individual booster packs-- to deploy them. By releasing Trypticon this way, instead of him getting his own special deck there's instead a couple of Trypticon-specific battle cards spread throughout the booster packs. The battle cards are common enough where it's highly likely you'll have enough of them by the time you open the whole case required to get him, though, so that's not an issue. However, I don't like how much his core functionality is now based on drawing the right card---

Trypticon Titan Card & Minion Cards

    Overall, Siege I and II add some interesting twists to the core card game. I LOVE that an extra "mini" Transformer card has been added to each booster, as this helps make each booster a bit more valuable (though having 3 TF cards-- or a better balance between the number of regular-sized TFs, small TFs, and battle cards in each expansion would have been better). The way the small TFs work is a nice addition to the game, and Mercenaries are a nice addition as well. That said, the addition of yet another color pip-- and the way more and more of the battle cards work-- is pulling the card game more and more towards a "make a new deck for each play" kind of game. General decks-- which I personally prefer to build-- don't work that well anymore. Building a "jet deck" or a "truck deck" isn't nearly as effective as building a "Apeface, Sunrunner, and Thundercracker" deck or the like. Of course this was always the case with the card game to some extent, but with the addition of more and more abilities and types of Transformers this is becoming more and more obvious. I personally don't enjoy building a deck for each game and use slightly more "general decks" even if they're not as effective because I just have fun playing whether I win or lose, but it is a minor annoyance and worth noting. Also, Wizards of the Coast-- NEVER use multi-part Transfomers again. It's just dirty pool and feels like a special way of screwing over buyers.
 

Overall Rating: 8/10 Great
 

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