Transformers: TCG Wave 2 & Devastator Set Review

Booster Pack Release Date & Price: March 1, 2019; $4 U.S.
Devastator Set Release Date & Price: March 29, 2019; $25 U.S.
Bumblebee vs. Megatron Starter Set Release Date & Price: May 3, 2019; $20 U.S.

Examples of Green Pip Battle Cards

    For the second series/"Wave" of the Transformers Card Game by Wizards of the Coast, they weren't satisfied with just adding in more Transformers and keeping everything else the same from the first series; the second series, entitled "Rise of the Combiners", introduces combiners (of course), triple changers, "star cards", and a green "blip" on battle cards. The rest of this review will detail only the changes that have come to the game for this wave; for a review of the basic mechanics of the game, see my review of "Wave 1" here.
    First, before I get to the "big draw" of the new Combiners cards, a new mechanic needs to be explained; similar to how there were white, orange and blue "blips" of color in the upper right-hand corner of Wave 1 battle cards, Series 2 introduces a green blip. When flipping cards for battle, or when you have them in your hand, green cards confer no bonus to attack or defense at all; however, after the battle has taken place, once per turn you can take a card from your hand, discard it, and put a green-pip card that you flipped for attack/defense into your hand instead. This is a VERY useful mechanic and really changes the game more than you'd think; too many times when playing with just Wave 1 cards, I'd get unlucky and see cards I really wanted be flipped only for battle and I'd never get to use their cool effects by actually having them in my hand. Now many "valuable" cards have a green pip on them (including those cards needed to combine characters), so if you come across them at any time at all and have at least one card in your hand, you can get said card. This makes combining characters much easier, as well as "stacking" cards' effects. For example, several of the cards with green pips confer some kind of bonus or damage to the enemy, and then allow you to play another of that same exact card if you have another one in your hand, with no penalties. Thus, it makes collecting 3 of the same exact cards considerably easier than it used to be (although I still wouldn't call it "easy", since you can only have a max of 3 of the same card in your deck).
    Another, more minor, addition to the battle cards is the addition of "star cards". Now, a few cards from Wave 2 (usually rare cards) have a star in the lower left-hand corner. Remember that, in a normal game, you can have a max of 25 stars' worth of Transformers cards out. If you put a star card in your deck-- even if you don't actually play it-- it counts towards this total. Thus, if you put in 2 star cards into your deck, you can only have 23 stars' worth of Transformers cards out for that game. Honestly, this added mechanic I'm less impressed with than the green pips-- it's a minor pain to keep track of how many star cards you've got in your deck and keep that in mind when picking your Transformers "team" for the game, and although the star cards are usually a little more powerful than normal cards, they're generally not powerful enough where I consider it worth putting out weaker Transformers to put them in your deck.
    Alright, now onto the main attraction: combiners! Each combiner card is folded in half, with the "regular" robot mode and vehicle mode on each side. (Don't worry about having to bend the cards-- they're pre-folded in such a manner where you won't have to worry about any ugly creases.) Flip the card over, and on the backside is part of the combiner. When you have all 5 (or 6) combiner parts, you sort of merge them together like a simple puzzle to create one monster 5- or 6- card mega-robot. The only downside to this design is that, when they're in their individual robot/vehicle modes, the font on the cards is harder to read, so if you don't have the best vision this may prove a problem, especially when looking at your opponent's cards. Among the regular booster packs, there are 5 total combiner teams (along with plenty of "normal" Transformers, too), consisting of: Superion (5 Aerialbots), Menasor (5 Stunticons), Predaking (5 Predacons), Volcancius (5 Dinobots, based off the Power of the Primes toy), and Optimus Maximus (6 "Sentinels", based off the Combiner Wars toy). For three of the gestalts, the combined star value of the team members is 25 stars, so you can play the full team in a normal game.
    To get a team into combined mode, you have to first flip them all one-by-one into robot mode, and then play the requisite enigma card (there's different enigma cards for each gestalt; as mentioned before, each enigma card has a green pip, enabling you to get it more easily). Then you take all of the team members (even if some have been KOed by this point) and merge them into the gestalt, taking the total damage from each member and combining it into the damage the gestalt has; thus, by the time you form a gestalt, it already usually has a fair number of hits. A gestalt cannot un-combine; once you combine, they're stuck like this until the entire gestalt is KOed. Gestalts tend to have some nice abilities and very high attack numbers, but low defense numbers. Thus, when you make a gestalt, you're generally able to do one pretty powerful attack per round, but then you have to wait for all of your opponent's TFs to attack in turn, so they also tend to take alot of damage.

Stunticons Individual Cards

    It's because of this aspect that I've found-- everything else being equal-- combiners are not worth it. Because (for most of them) you have to have entire combiner teams at 25 stars or less, this means that the individual members are quite weak. So either you've got weak members that take a lot of damage easily or one large member with a hefty attack, but who also takes damage easily. Of course, if you're really good at this game, you can plan decks around this, but say you and your opponent are given a more-or-less random deck, and you have a combiner and your opponent has 25 stars worth of "normal" Transfomrers-- your opponent will win a pretty good majority of the time, from my experience. It's a very interesting, intriguing mechanic, but doesn't work in practice because the individual components are far too weak to do much damage by themselves, take damage very easily, and thus your gestalt starts off too weak to make up for his 1 powerful attack per round (remember that every TF on both sides has to attack before everyone can untap).
    It should be noted, though, that 3 gestalts are a bit "special" in that they're not 25-star gestalts, or they have a unique special ability. For two gestalts-- Volcanicus and Optimus Maximus-- their combined star value is actually substantially MORE than 25 stars. The way the game gets around this for a normal game is that a couple of the team members start off KOed, and the other members have abilities that allow you to flip those KOed Transformers and gain minor bonuses from those KOed fellow members. When the team combines, the gestalt just ends up very damaged, because the fully KOed members end up having their entire number of hits deducted from the gestalt's hit point total. They're generally a nice invitation to play bigger games with higher star ratings, but they don't tend to be any better than the other combiners for their star values-- in fact they're probably a bit weaker, since you opponent will have even more TFs to pummel your gestalt with if you play a bigger game. As for the other "special" gestalt, Devastator comes in his own boxset, and is another 25-star combiner. The interesting twist to this deck is, it starts with a "Tower" card in play. It starts with one height counter on it; special cards just for that set can add more counters to the tower, and most of your individual Constructicons, when attacking in vehicle mode, also add a counter to it. The tower cannot be attacked; it's used solely for determing how tough Devastator is when your Constructicons finally do all combine. At 6-token and 10-token thresholds, Devastator gains powerful abilities, but even more importantly when he merges he HEALS a number of hits equal to the height counters on your tower. This makes him the best gestalt from my experience, as he'll start off not only with at least a moderately powerful ability (you have to convert all 6 Constructicons before you can merge them, remember), but he gets a decent amount of damage healed off of him, as well.
    There's another important reason why I think Devastator is the best combiner in the set; he comes in his own box set. You get all 6 members at once. The issues I had in Wave 1 with only 1 Transformer card per booster pack being an issue are multiplied EXPONENTIALLY for Wave 2, as if you get only 4 out of 5 gestalt members for instance-- welp, too bad, you can't form the gestalt, and individually they're so weak they're not really worth playing by themselves. To make matters worse, 1 of the combiners is made up entirely of Uncommons and 2 made up entirely of Rares, meaning it's already unlikely you're going to get more than a few of them even after opening a few dozen packs. This can be quite irritating, and is my main issue with this Wave. Another irritating issue is that several battle cards from Wave 1 are re-used in Wave 2. There already aren't enough variety in battle cards in relation to the number of TF cards available, and this makes it worse. I understand "reprinting" particularly useful/popular cards in later expansions if the first version is out of circulation, but this wave was released half a year after the first. There's no reason to be reprinting battle cards already.
    Triplechangers have been introduced in this expansion, though unfortunately they both are (of course) Super Rares (they're Springer and Blitzwing). They use the same "fold one side in half" mechanic as the combiner members, with the robot mode being on the backside instead of part of a combiner. They start in one specific vehicle mode, and then can flip to any of the others you choose. They're pretty solid cards too, with their different alt modes usually having complementary abilities (for example, Blitzwing has a "Brave" ablity where you HAVE to attack him if able in one vehicle mode, whereas in his other mode he has a "Stealth" ability where you CAN'T attack him unless there's no other option-- a pretty good combo). I hope to see more of these, and in more common numbers to boot.
    One last quick thing worth mentioning-- a "refined" Wave 2 Starter set featuring new versions of Bumblebee, Megatron, Starscream, and a card of Windblade was also released after this expansion, featuring Wave 2 battle cards, though the abilities are fairly basic because, y'know starter set. If you already have plenty of cards it's not worth getting, but I'd recommend it over the Wave 1 starter set as the abilities are a bit more interesting.

Menasor Combined

    Overall, the "Rise of the Combiners" expansion has some interesting new additions, and the way the gestalt members "combine" is ingenious. The green pip is a solid and much-needed game mechanic, but in general Combiners just aren't worth it, both in terms of trying to find them all by opening so many darned packs and in terms of gameplay abilties, as their individual members are too weak and their combined form is limited to one attack per round. As such I'd rate this wave just a bit below Wave 1, even though it's still a solid game by any means.
 

Overall Rating: 8/10 Great
 

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