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Post by Nexucon Prime on Nov 2, 2012 15:54:30 GMT -5
For the first set in the Transformers Trading Card Game, we'll be flashing back to the original Transformers series. The cards will be a combination of the first collection of the Marvel comics and the Season 1 of the G1 Transformers series. The plan is to have about a 100-card set starting themes like The Seekers, Constructicons, General Autobots, and more!
I will post the cards in this set here once I have finished the cards' abilities. And if you have any questions or want to mention about the set, you can discuss it here.
For the Card 'ideas' that I post this is how I lay them out: Name, Rank Robot Mode Stats/Alternate Mode Stats (RBT/ALT), Faction, Planet, Alternate Elemental Category Chain of Command Effect
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Post by Nexucon Prime on Nov 13, 2012 17:35:05 GMT -5
I just completed the first ideas for the Decepticon Characters in the game! Here's the starting card ideas: 1. Megatron R10 350/300, Decepticon P. Cybertron E. Fire Emperor of Destruction When this card is played, Scan your Deck for a Decepticon. Once per turn, Scrap a card in hand to Destroy a card with a Level of 4 or less (except a Base). If this card transforms, equip it to a Decepticon. That card gains 1500 Stats. This card can be unequipped and reverted to its original form if it was not equipped this turn.
2. Starscream R9 320/360, Decepticon P. Earth E. Wind Sub-Commander, Seeker Commander Once every three turns, Scrap a Card to Negate a Non-Organic card and Restrict that card from moving or attacking for two turns. Protect this card from Attack cards. This card's Spark cannot be extinguished. If Megatron is destroyed, this card gains the CoC of Emperor of Destruction. Cannot be negated.
3. Thundercraker R5 270/260, Decepticon P. Earth E. Wind Seeker, Warrior Once per turn, Scrap a card to Negate a Character or Reduce a Character by 30/30 this turn. When this lone Character battles an GROUND Character, Prevent Opponent's Upgrade cards. This card cannot battle if a Human is within 1x1 of this card.
4. Skywarp R5 270/260, Decepticon, P. Earth E. Wind Seeker, Warrior If this card plays a Warp card, this card can Warp 2x2 instead. If this card destroys an Opponent in an Arena, Take a card from that Opponent's hand. While this card is in battle, Prevent Warps. Your Warps cannot be prevented.
5. Acid Storm R5 270/260, Decepticon P. Cybertron E. Wind Rainmaker, Seeker Once per turn, Scrap 2 cards from hand to place an Acid Rain counter on all Cybertronians within 1x1 and 1x2 of this card. A character with an Acid Rain counter loses 50 Stats. Once a Characters Stats (both) reduce to 0, destroy the Character. Negate Ground Characters with a Rank of 5 or higher.
6. Soundwave R8 290/100, Decepticon P. Earth, E. Dark Communications Officer, Cassetticon Commander During your Base Phase, Deploy a Cassetticon from your Hand or Deck or Reveal a card in Opponent's Hand, Mission Pile, or Deck for each Cassetticon you control and place any number of Cassetticons (except a Commander) under Deck to make Opponent place the same number of Revealed cards under Deck. If this card defeats an Opponent in battle, you may Destroy a Weapon.
7. Rumble R3 190/20, Decepticon P. Earth E. Dark Cassetticon, Warrior If this card is Deployed by Soundwave, Switch the RBT and ALT mode stats of a Character Opponent controls. Scrap a Card from hand to Negate an Arena this card is in or Opponent cannot move a Character within 1x1 of this card.
8. Frenzy R4 220/20, Decepticon, P. Earth, E. Dark Warrior, Cassetticon If this card is Deployed by Soundwave, Reduce a Character's ALT mode by 500 for this card to gain 500 RBT and Deploy Rumble (treat as Deployed by Soundwave). While this card is in battle, Opponents cannot play Deployments or Attack cards.
9. Ravage R4 200/20, Decepticon, P. Earth, E. Dark Scout, Warrior, Cassetticon If this card is deployed by Soundwave, Reveal the top 2 cards of your or your Opponents' Deck. You may add a Non-Character card revealed to hand or Destroy a Character revealed. This card cannot be attacked.
10. Lazerbeak R4 200/20, Decepticon, P. Earth E. Dark Scout, Cassetticon If this card is deployed by Soundwave, You may Destroy 1 card that is Revealed this turn. If this card battles a Damaged Character, Reveal Opponent's hand or Mission Pile and Destroy the Character.
11. Buzzsaw R4 240/20, Decepticon, P. Earth, E. Dark Warrior, Scout, Cassetticon If this card is deployed by Soundwave, Extinguish a card in your Scrapyard to Deploy Lazerbeak (treat as Deployed by Soundwave) and Reveal the top 2 Cards of Opponents Deck. If this card defeats a Transformer in Battle, Destroy that card instead and send it to your Shells Zone.
12. Decepticon Medic 10/0, Decepticon P. Cybertron, E. Spark Medical Officer Once per turn, Repair all Decepticons in play. No Characters may move this turn. Cannot be negated.
13. Refector R6 150/30, Decepticons, P. Earth, E. Dark Team, Medical Officers, Scout Once per turn, Repair up to 3 Decepticons within a Base you control. Once per turn, Scrap a card to Decrease a Character's Stats by 50 and that Character cannot use any Attack cards this turn. Twice per game, if this card would be Destroyed, Reflector loses 2 Ranks and this card loses 50/10 Stats.
14. Shockwave R8 330/300, Decepticon, P. Cybertron, E. Fire Military Operations Commander, Scientist Protect Cybertron from Opponents effects. If this card defeats an Opponent in battle, the difference is dealt to an Opponent's Base as damage and Destroy the Reverted Character. Once per turn, Scrap a card to Destroy a card with a Rank of 4 or less. During each of your Base Phases, you must consume an Energy Source. If you cannot, Destroy this card.
15. Scrapper R5 230/200, Decepticon, P. Earth, E. Ground Constructicon Commander, Builder Once per turn, If another Constructicon is in play, Extinguish a card in your Shells Zone to Scan your Deck for a Base or Arena or Draw 2. If you Extinguish an Autobot, play the Base and it gains 300 BP x The character's Rank and this card gains 30 Stats. Constructicons gain 20 Stats.
16. Hook R4 250/200, Decepticon, P. Earth, E. Ground Constructicon, Builder, Medic If a Constructicon's effect Draws cards, you may Search your Deck for a Constructicon or a card that can be used by a Constructicon. Once per turn, Extinguish a Shell to Repair a Decepticon to restore half of a Bases' BP.
17. Scavenger R4 225/170, Decepticon, P. Earth, E. Ground Constructicon, Builder Once per turn, Shuffle a player's Scrapyard and select a card at random from that pile and add it to hand. If its a Character, Extinguish it to Draw 1. If this card is in Battle and another Constructicon is in play, Extinguish a Card in a Scrapyard.
18. Mixmaster R4 230/200, Decepticon P. Earth, E. Ground Constructicon, Builder Once per turn, Scrap a card to Draw 1 or If you control another Constructicon, Extinguish a Shell to Draw 2 or Search Deck for a Weapon or Acid, or if it was a Character, your Base gains 300xThe Character's Rank. Acids cannot be prevented.
19. Long Haul R4 260/170, Decepticon, P. Earth, E. Ground Constructicon, Transport Once per turn, If this card is in your Opponents territory, and another Constructicon is in play, Take a card from Opponent's hand and place it on this card face-down. If this card returns to your Base, scrap it to your Shells Zone. If its a Character, Deploy it. If this card is defeated, Return it to Opponent's hand. This card can only hold 1 Face-down card.
20. Bonecrusher R4 270/190, Decepticon, P. Earth, E. Ground Constructicon, Demolition If this card reverts a Character in Battle, Destroy it instead. If another Constructicon is in play, Scrap a card to your Shells Zone to Destroy an Upgrade Card.
21. Devastator R6 350/NONE, Decepticon Combiner, P. Earth, E. Ground Constructicon Combiner, Warrior Protect this card from Non-Combiner Characters of a Rank of 7 or less. This card cannot be attacked by a Character with a Rank of 6 or less. Once per turn, Draw 1 or Extinguish a Character Shell to inflict 100 damage to a Base. If this card destroys an Opponent in battle, Inflict the difference to an Opponent's Base as Damage.
22. Jetfire R5 300/280, Decepticon, P. Earth E. Wind Drone, Warrior This card cannot be Recruited unless Shockwave is in play. If Shockwave is in play, you may Deploy this card to Blockrock Aerospace Plant instead of Recuiting for that Base. If this card defeats an Opponent in battle, Capture a Human and inflict the Difference to an Opponent's Base as Damage.
23. Decepticon Seeker R2 230/200, Decepticon, P. Earth, E. Wind Seeker, Clone (Drone) -Once per turn, Draw 1. This card is immune to Drones and Clones.
24. Seeker Clone R3 230/200, Decepticon, P. Cybertron, E. Wind Seeker, Clone (Drone) -Once per turn, Place a Fire Ring Counter on a Character within 1x2 of this card. That character cannot Move, Attack or use any Deployment cards. If that Character is attacked by a Character (except a Seeker) remove that Counter.
25. Sunstorm R6 250/230, Decepticon, P. Cybertron, E. Wind Seeker, Clone (Drone) All Characters within 1x2 and 1x1 of this card lose 30 Stats each turn. When this card enters battle, Destroy all Weapons in battle and Negate Deployment cards and Opponent loses 100 Stats. After 3 turns, Destroy this and all cards within 1x2 of this card.
26. Air Warrior R2 230/200, Decepticon P. Cybertron, E. Wind Seeker, Clone (Drone) -Search Deck or Scrapyard for Seeker Missile Cannons. If this card battles an Autobot, Negate that Character and this card gains 20 RBT.
27. Autoscout R1 50/0, Decepticon, P. Earth, E. Dark Cassetticon, Clone (Drone), Scout If Deployed by Soundwave, Scan Deck for an Energy Source and place it on your Stockpile or Reveal Opponents Hand. If an Energy Source is mined in an Arena this card is in, Destroy this card.
28. Ground Warrior R1 170/0, Decepticon, P. Earth, E. Dark Cassetticon, Clone (Drone) If Deployed by Soundwave, Negate Deployments while this card is in Battle. Immune to Squads.
29. Cassetticon Clone R2 120/0, Decepticon, P. Earth, E. Dark Cassetticon, Clone (Drone) If Deployed by Soundwave, Draw 2. During either players turn, Scrap this card to Negate a card in play.
30. Spectro R2 50/10, Decepticon, P. Earth, E. Dark Reflector, Clone Once per turn, Protect a Energy Source from Opponents Effects this turn or Draw 2.
31. Spyglass R2 50/10, Decepticon, P. Earth, E. Dark Reflector, Clone (Drone) Twice per turn, If another 'Reflector' is in play, Scrap a Card to Destroy a Mission or the Top of Opponents Deck and Reveal Opponent's Hand.
32. Viewfinder R2 50/10, Decepticon, P. Earth, E. Dark Reflector, Clone (Drone) Reveal all cards that Opponent Draws. If another Character's effect Reveals a card in a Player's Hand, Scrap the Top of your Deck to Destroy one of those Revealed cards. Reflectors gain 50 Stats.
33. Shrapnel R7 270/260, Decepticon, P. Earth, E. Energy Insecticon Commander Once per turn, Scrap a Card in Hand to Destroy all cards within 1x2 of this card (Except Bases) and Bases within 1x2 take 1000 damage. If you control another Insecticon, Twice per turn, Reveal your Hand to force an Opponent's Character to battle another Character or if this card is in Battle, Negate Opponents in battle and Destroy that Character if this card wins a battle.
34. Bombshell R6 270/260, Decepticon, P. Earth, E. Energy Insecticon, Warrior Once per turn, Place a Cerebro-Shell Counter on a Character in your territory or a Character this card defeats. Take control of all Characters with Cerebro-Shell Counters on them. This card gains 10 Stats for each Character with a Cerebro-Shell Counter. This card can attack a Character 2x2 away. Cannot be negated.
35. Kickback R6 270/280, Decepticon, P. Earth, E. Energy Insecticon, Espionage Once per turn, Negate an Attack involving this card to Place a Friend Counter on that Character. This card is Immune to Characters holding Friend Counters. If this card attacks a Character with a Friend Counter, Take a card in Opponent's Hand, Mission Pile, or Stockpile and if the Opponent is Reverted, Destroy it instead. This card can move 2 Spaces. Once per turn, Destroy a Shell to Deploy an Insecticon Clone.
36. Zaptrap R2 200/180, Decepticon, P. Earth, E. Energy Insecticon Clone, Drone If this card battles a Cybertronian, Negate that Character. If this card is in an Arena, Negate the Arena and this card gains 20 Stats.
37. Salvo R2 210/160, Decepticon, P. Earth, E. Energy Insecticon Clone, Drone This card gains 100 Stats for Each Cerebro-Shell Counter in play. This card can attack 2x2 away. If this card is in an Arena, Opponent cannot Mine Energy Sources from this arena.
38. Shothole R1 190/140, Decepticon, P. Earth, E. Energy If this card reverts an Opponent in Battle, Destroy it instead. If this card battles in an Arena, Destroy an Energy Source that can be mined in that Arena to Draw 2.
39. Sky Fire 300/280, Decepticon, P. Cybertron, E. Wind Scientist, Warrior If Starscream is in Antarctic Arena, Extinguish a Card in your Shells Zone to Deploy this card. Protect Humans from Opponents. This card can Attack Autobots 2x2 away. Search Scrapyard for a Warp or Mission and add it to your Hand.
Please post opinions on the cards here!
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Post by Nexucon Prime on Dec 21, 2012 22:49:01 GMT -5
Here are my Autobot ideas for the set.
Autobots: 40. Optimus Prime R10 350/320, Autobot, P. Earth, E. Ground Supreme Commander When played, Deploy a Rank 6 or lower Autobot from your Deck. If an Autobot would be Destroyed, Scrap a Card from Hand instead. If you cannot, revert this card instead (or if in ALT Mode, Destroy this card). This card gains 300 Stats for every other Autobot in your territory.
34. Ironhide R7 270/280, Autobot, P. Earth, E. Ground Warrior, Security Officer This card can only move 1x1. Once per turn, Protect a Base or Arena from Opponent's Cards. If this card battles, Reveal the top of your Deck, Negate the type of card revealed. If a Character is revealed, and this card is battling a Cybertronian, and this card reverts an Opponent, Destroy it instead (treat as Destroyed in battle)
35. Huffer R5 180/200, Autobot, P. Cybertron, E. Ground Builder When this card battles an Opponent of higher Rank, this card gains 300 Stats for each Rank higher then his. During your Base Phase, Scan your Deck for an Invention (except a Character).
36. Bumblebee R3 160/160, Autobot, P. Earth, E. Ground Scout, Spy Once per turn, Reveal Opponents Hand or a Face-down card on Opponent's Field. If your Opponent plays a Mission and this card is not in a Base, return this card to your Base to Draw 2 or Exchange this card with an Autobot (Except an Officer or Commander) in that base. Twice per turn, This card cannot be Destroyed.
37. Sunstreaker R5 25/27, Autobot, P. Earth, E. Speed Warrior When this card attacks, he gains 50 Stats during the Battle. Twice per turn, If this card is attacked by a WIND Character, Scrap 1 card from Hand to Destroy an attacking WIND Character. If this card destroys an Opponent in battle, This Character can attack again.
38. Cliffjumper R5 22/28, Autobot, P. Earth, E. Speed Warrior If this card battles an Opponent with a RBT higher then this card, Scan Deck for a Weapon that can be equipped to this card and equip to this card. Once per turn, Scrap a Weapon to reduce a Character to 0/0 and this turn.
39. Brawn R5 24/20, Autobot, P. Earth, E. Ground Warrior When this card battles an Opponent, This card gains RBT to equal an Opponent in battle and Destroy all Weapons in battle. This card cannot be destroyed the same turn its Reverted. If this card is on Earth, Negate Arenas and if this card destroys an Opponent in battle, Destroy a card.
40. Sideswipe R5 25/27, Autobot, P. Earth, E. Speed Warrior Once per turn, When this card battles a WIND Character, Negate that Character and Weapons. Once per turn, Negate an effect targeting this card or an Attack. When this card attacks, negate an Arena, if you cannot play any Deployment cards.
41. Mirage R7 27/31, Autobot, P. Earth E. Speed Scout, Spy, Hunter If this card defeats an Opponent in battle, Destroy that card and Opponent draws 1 card. Once per turn, Negate a Decepticon this turn or Flip this card face-down for two turns. While face-down, this card cannot be attacked or targeted by an effect. After this card is flipped face-up, Reveal Opponent's Missions. If this card attacks an Animal, Draw 1 and Negate Opponent.
42. Bluestreak R5 24/29, Autobot, P. Earth E. Speed Warrior When this card attacks, the battle cannot be negated. If this card defeats an Opponent in battle, Inflict the difference to a Base as damage or Destroy the Opposing Character in battle. (Treat as Destroyed in battle). When this card battles a Decepticon, This card gains 50 Stats and Prevent Opponent's Attack cards.
43. Prowl R9 30/31, Autobot, P. Earth, E. Speed Sub-Commander, Military Strategist (Tactician) Your Missions cannot be negated. Once per turn, You can Search your Deck for a Mission and add it to your hand. Your Opponent may Scrap a Card from their Hand to negate this or Reveal a Mission in your Hand, Destroy a Weapon or a Card in Opponent's hand. If this card attacks an Opponent with Stats lower then this card, Reveal Opponent's Hand and Scrap a Face-down Mission to Prevent a card in that hand. If this card defeats an Opponent in Battle, The difference is dealt to Opponent in battle. If Opponent plays a card in battle that was not in his hand, This card loses 30 Stats this turn.
44. Jazz R8 29/33 or 26/27, Autobot, P. Earth, E. Speed Sub-Commander, Special Operations Officer, Explorer, Warrior Protect Planets and their Inhabitants from being destroyed by Card effects (unless Cybertron is in play). Once per turn if Earth is in play, Scrap a card. No Characters within 2x2 can battle or activate effects this round or Activate a Mission from your Hand, that Mission is treated as if it was used by the Character listed on the card. When this card battles, Prevent Deployments and if this Character defeats an Opponent, Destroy the top card of Opponents Deck.
45. Hound R6 27/29, Autobot, P. Earth, E. Ground Scout, Explorer Once per turn, Negate a battle or an effect targeting this card and Reveal a card in Opponents hand or Negate an Opponents card that keeps a card from being attacked. If Earth is in play and this card is in battle, Scrap a card in Hand to Scan Deck for a Deployment card and play it. Opponent cannot be destroyed during battle if you use this effect. Hologram Field cannot be negated or Destroyed. This card cannot destroy an Opponent in battle.
46. Windcharger R4 25/25, Autobot, P. Earth, E. Speed Warrior Once per turn, Scrap a Warp Card in hand to move another space this turn. Once per turn, Extinguish a card in your Scrapyard to Negate an Attack, Attack card targeting this card and return that card to the Owner's Hand. If you negate an Attack, Destroy the Opponent 1x1 away instead and revert this card to ALT mode and this card loses 125 stats.
47. Gears R6 25/28, Autobot, P. Earth, E. Ground Transport, Reconnaissance Randomly select a card in your Deck and place it on this card face-down. (Limit 1) After 2 turns, add that card to your Hand to Reveal the top of Opponent's Deck. The round this card is repaired, all other Autobots gain 50 Stats. Prevent effects that target only GROUND Characters.
48. Ratchet R7 25/27, Autobot, P. Earth, E. Ground Medical Officer When this card is played, Deploy an Autobot in your Scrapyard to your Main Base. Once per turn, Repair a Cybertronian. If this card battles and no other Autobots are in battle, Scrap a card to Decrease an Opponent in battle by 20 Stats. If a player draws cards this turn, you may negate this cards other effects and decrease his Stats by 150 to Draw the same amount of cards.
49. Wheeljack R8 28/33, Autobot, P. Earth, E. Speed Scientific Officer (Inventor), Medic When this card is Recruited, Deploy an Autobot from your Hand. That card is negated this turn and cannot move. If this card is in RBT Mode, Scan Deck for an Invention and Toss a coin. Heads, add that card to your Hand. Tails, Scrap it and Revert this card to ALT Mode. This card cannot be destroyed the turn it's Reverted in Battle and cannot be targeted by WIND Characters' effects.
50. Trailbreaker R7 26/27, Autobot, P. Earth, E. Ground Tactician, Warrior This card cannot move more then 1x1 (besides Warping). Scrap 1 Card from Hand. Negate an Attack or an effect targeting an Autobot you control within 2x2 of this card. Negate Opponents effects that Reveal cards. Opponent may Destroy a Face-down card instead. During your Defense Phase, Scrap the top card of your Deck or Negate this card.
51. Grimlock R9 38/30, Autobot, P. Earth E. Beast/Dinosaur Dinobot Commander Dinobots cannot be Destroyed by Card Effects and gain 30 Stats. When a Dinobot battles, Opponent cannot activate cards from Hand or from a Mission Pile. If this card destroys an Opponent in battle, Destroy a card in play ( except a Base) or inflict 1000 damage to a Base.
52. Snarl R4 22/22, Autobot, P. Earth, E. Beast/Dinosaur Dinobot When this card attacks, place a Solar Counter on this card (Max 10). This card gains 10 Stats for each Solar Counter. Once per turn, You can Remove a Solar Counter to activate 1 of the following effects: • This turn, when a Dinobot destroys an Opponent in battle, inflict the difference to an Opponent's Base as damage. • This card cannot be destroyed in battle. • Negate an Arena and switch the Stats of a Character this turn. If this card did not battle this turn, remove a Solar Counter. If you cannot, this card loses 30 Stats.
53. Swoop R5 26/32 or 27/30, Autobot, P. Earth, E. Beast/Bird Dinobot Once per turn, Draw a card for each Dinobot in play. Negate GROUND Characters while this is in Battle, and if this card reverts a Decepticon, Destroy it instead. (Treat as Destroyed in battle). If a Dinobot is Captured or sent to the Shells Zone, revert this card to Shuffle that card into your Deck and Destroy a Mission.
54. Sludge R4 24/21, Autobot, P. Earth, E. Beast/Dinosaur Dinobot If another Dinobot is in play, and this card destroys an Opponent, Scrap a Card to Destroy 2 cards (except a Base) or if Grimlock is in play, inflict 1000 Damage to a Base. Once per turn, if this card is damaged, all other Dinobots can attack twice this turn. This card cannot battle the turn you activate this effect. Negate Arenas and this card cannot mine Energy Sources.
55. Slag R4 30/23, Autobot, P. Earth, E. Beast/Dinosaur Dinobot Once per turn, If no Autobots are in play (except Dinobots) Negate a Mission or Weapon and Destroy it. If this card destroys an Opponent in battle, Inflict the difference to an Opponent's Base. When this card battles and this card is not in a squad, Scrap a Card in hand. Prevent the type of card you Scrapped this turn.
56. Teletraan 1 R1 0/120, Autobot, P. Cybertron E. Spark Artificial Intelligence System If the Ark is in play, Deploy this card and equip it to the Ark. Once per game, if you do not control any Earth Characters, Deploy all Earth Autobots in your Scrapyard or Extinguish a Cybertronian Autobot to Deploy an Earth Autobot with the same name from your Deck. (Do not treat it as an Upgrade). Once per turn, if a Commander is in the Ark and Opponent draws cards, Reveal the cards drawn or Opponents Missions.
57. Roller R2 100/10, Autobot, P. Earth, E. Dark Scout, Drone, treated as Optimus Prime If Optimus Prime is not in play, Destroy this card. Once per turn, if this card is in an Arena, Reveal Opponent's Face-down Energy Sources and the top of his Deck. Once per turn, This card cannot be destroyed and a face-up Base gains a Defense Counter.
58. RoadHauler R5 26/20, Autobot, P. Earth, E. Ground Construction, Transport/Resource Exploration If a Constructicon is Deployed or Recruited, Deploy this card (from Hand). Once per turn, Scan Scrapyard for an Autobot and Deploy it a Base in Alt (Damaged) Mode. If an Opponent draws cards, Scan Deck for an Arena or Energy Source.
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Post by Nexucon Prime on Dec 21, 2012 22:54:37 GMT -5
Here are the Humans: 59. Buster Witwicky 90/30 Human, P. Earth, Ally - Autobot Once per game, Equip this card to an Autobot that is about to be destroyed. Protect that card from being Destroyed this turn. The equipped card gains 30 Stats. If 'Creation Matrix' is equipped to this card, Target a Drone or Machine within 2x2 of this card, take control of that card.
60. William 'Sparkplug' Witwicky 70/20, Human, P. Earth, Ally - None War Veteran, Mechanic If this card is equipped to a Cybertronian, Scan Deck for Witwicky Fuel. If Buster Witwicky is in play, treat this card as an Autobot Ally, and gain the following effects: Once per turn, Scan Deck for Witwicky Repair Shop and play it. If no Decepticons are within 1x1 of this card, Repair an Autobot.
63. Spider-Man 170/120, Human, P. Earth, Ally - Autobot Superhero, Avenger When Opponent targets this card with an effect, Scrap that type of card from hand to Negate it. When this card attacks, Negate the attack. The opposing Character cannot move, attack or activate its effect this turn. If this card is damaged, repair this card after 2 turns.
64. G. B. Blackrock 110/40, Human, P. Earth, Ally - Autobot Millionaire Industrialist Scan Deck for an Energy Source and place it in your Stockpile to Protect this card and cards with 'Blockrock' in the Title from Opponent's cards. Protect Autobots within 1x2 of this card from Humans. An equipped card gains 30 Stats and cannot be Destroyed the turn it was reverted.
65. Circuit Breaker 170/40 Human, P. Earth, Ally - None Robot Hunter, RAAT Commander When this card battles a Cybertronian or machine, destroy the Oppponent before the Damage Step. This card can move 2 spaces each turn. If a Cybertronian battles a Human, add this card to that battle and Draw 1. When damages this card cannot move or activate its effect.
66. Bomber Bill 60/20 Human, P. Earth, Ally - Autobot Truck Driver If Huffer is in play, Deploy this card. This card cannot switch alliances. Take a Shell from Opponent's Shells Zone to Destroy a Weapon or Mission. The Equipped card gains 50 RBT. This card can only be equipped by Huffer.
67. Joey Slick 90/30, Human, P. Earth, Ally - None Crime Boss If Megatron is in ALT Mode within 1x2 of this card, Equip Megatron to this card: During a Battle involving this card, Destroy a card in battle to Protect this card from Upgrade cards. Once per turn, Draw 2. Separate Megatron from this card and switch him to RBT Mode to Negate and Destroy a Human and Destroy Opponent's hand and Scrap your own. Return Megatron to a Decepticon Base if this card is separated.
68. Spike Witwicky 90/60 Human, P. Earth Ally - Autobot Scout If this card is Deployed, Scan Deck for an Autobot. Protect Bumblebee from having his Stats reduced. When a Mission is activated, you can activate a Mission you control regardless of conditions. An equipped card gains 300 Stats. If Equipped to Bumblebee, Once per turn, Draw 2 cards.
69. Chip Chase 40/50 Human, P. Earth, Ally - Autobot Scientist, Genius Once per turn, if Opponent mines an Energy Source from your Fuel Pile or from their Deck, Shuffle that card into Owner's Deck for this card to gain that effect this round. If this card is equipped to a Scientist or Scientific Officer, Inventions cannot be prevented. If equipped to Wheeljack, when a coin is tossed for his effect, you may flip it to Heads twice per game. An equipped Character gains 500 Stats and can Negate a Mission once per game.
70. Dr. Arkeville 130/50 Human, P. Earth, Ally - Decepticon Mad Scientist Once per turn, if a WIND Decepticon (or Lazerbeak) is in play, Capture a Human to your Main Base. When this Card is in that base, Place a 'Hypnochip Counter' on a Captured Human. Take control of all Humans with a 'Hypnochip Counter' and those Humans can be equipped to a Decepticon. Decepticons equipped with a Human with a Hypnochip Counter gain the effect: Negate a Battle targeting this card. An equipped card gains 300 Stats.
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Post by Nexucon Prime on Feb 10, 2013 22:05:56 GMT -5
Weapons: 70. Creation Matrix 100/100, Upgrade-Weapon, Prime, Buster Witwicky Matrix Once per turn, if you control a Drone, Scrap that Drone and a card from Hand to Deploy a Unique Character with the same name or you can Scrap a Character to Deploy a Cybertronian of the same Elemental Category as the card Scrapped. If equipped to a Human, Every two turns, Negate that card's effect.
71. False Optimus Head 0/0, Upgrade-Weapon, Optimus Prime (Opponent's) Invention If you control a Decepticon, Take control of Optimus Prime. Each time the equipped card reverts an Opponent, Destroy it and Draw 1. If this card is destroyed, restore this card to its proper owner: Optimus Prime gets 50 Stats for each Autobot destroyed this turn until the end of Opponent's next turn.
72. Interference Field 20/10, Upgrade-Weapon, Soundwave All cards within 1x3 of this card cannot be attacked or targeted by effect that are not 1x2 away. If this card is attacked by an Autobot, Destroy this card.
73. Transdimentional Radiowave Scrambler 0/-100, Upgrade-Weapon, Cybertronian Invention A Character equipped with this card cannot move, attack or activate its effect. During each of your Base Phases, Scan Deck for a Cybertronian with Stats equal to or lower then the equipped card. If equipped to a Communications Officer, Scan Deck for any Cybertronian instead. If this card is destroyed, Deploy a Cybertronian from your Hand.
75. Fusion Cannon 100/100, Upgrade-Weapon, Megatron, Galvatron Once per turn, Scrap a Decepticon: Destroy a card with the same or less Rank. When the equipped Character reverts an Opponent in Battle, Destroy it instead. (Treat as Destroyed in battle).
76. Energon Axe 50/50 Upgrade-Weapon, Optimus Prime Energon-Based Weapon When played, Draw 1. When a Lone card equipped with this card battles, Opponent cannot play Deployment cards. If the equipped character reverts an Opponent in Battle, Destroy it instead and the top card of Opponents Deck. If the equipped Character would be Reverted or Destroyed, Destroy this card instead.
77. Energon Mace 100/100 Upgrade-Weapon, Megatron Energon based Weapon When played, Missions and Characters cannot activate their effects until the end of your turn. When an Equipped Character destroys an Opponent in battle, Inflict the difference to an Opponent in battle and Destroy the top of all Decks. The equipped Character can attack an Opponent 2x2 away.
78. Energy Shield (Megatron) 0/50 Mission/Upgrade-Weapon, Megatron Can only be activated as a Mission, Energon-based Negate an attack involving a Decepticon and equip this card to Megatron. Once per turn, Negate a Battle involving the Equipped card or an Attack card. All players with cards in the battle Draw 1.
79. Time Bomb 0/-500 Upgrade-Weapon, Opponent's Cybertronian or Arena Invention During each Base and Defense Phase this card gets 1 Bomb Counter. When this card has 6 Bomb Counters, Scrap this card to Destroy the equipped card (or if on an Arena all cards in that Arena, except Bases) and the Top 2 cards of Opponent's Deck.
80. Energon Chains -500/-500, Upgrade-Weapon, Any Character (Yours or your Opponents) Energon-based Activate this card only when you defeat a Character in battle, but do not destroy it. Scrap a Card to equip this to that Character. That characters Stats become 0/0 and that card cannot move, attack, and its effects are Prevented/Negated. The equipped card cannot be attacked the turn this is played. When the equipped Character is destroyed, Inflict that Characters RBT as damage to a Base. If Opponent repairs the equipped Character, Destroy this card.
81. Seeker Missile Cannons 40/40 Upgrade-Weapon, Seeker When the equipped Character defeats an Opponent in battle, Destroy a card in Opponents hand and a Base takes 500 damage. Scrap this active card to Negate and Destroy a Upgrade or Mission card.
82. Alloy Shell 100/-500, Upgrade-Weapon, Decepticon Holds 1 Gem Energy Source The holder of this card cannot move. The equipped Character can attack 2x2 away and if a gem is held here, Destroy the Opposing Character after the battle. You can scrap this card and return the Gem to your Stockpile to Destroy a card (except a Base) or for a Base to take 2000 damage.
83. Anti-Control Device 0/20, Upgrade-Weapon, Autobot Invention Once per turn, Select a card your Opponent controls and return it to the owner and Remove all Counters on that card to Draw 2. If Opponent does not control a card that you own, Scrap this card to Scan Scrapyard for an Arena and shuffle it into your Deck.
84. Megatron's Power 10/0, Upgrade-Weapon, Megatron The equipped card gains the effects of all Decepticons in play. No other Decepticons can attack or activate their effects while this card is in play.
85. Hydro-foils 20/30, Upgrade-Weapon, Autobot Invention While in ALT Mode in a Water-based Arena, the equipped card cannot be targeted by the Arena. The equipped card gains AQUA Elemental Category and can move an extra space if in a Water-based Arena.
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Post by Nexucon Prime on Feb 11, 2013 22:07:02 GMT -5
Missions: 86. System Repair Mission, Medical Officer, Mechanic, AI System Repair a Cybertronian or if an Autobot was destroyed in your Arena this turn, Deploy it in ALT (damaged) Mode. If an AI System is in play, Draw 1 card.
87. Human Protection Mission, Cybertronian Select a Human you control. Protect that Human from Opponents card effects or being destroyed this turn.
88. Prisoner of War Mission, Decepticon, Predacon Capture a Human to a Fortress you control to Scan Deck or Opponents' Stockpile for a Energy Source and activate it. This round all Decepticons gain 100 RBT and if an Opponent attacks or activates an Ability targeting a Decepticon or Predacon you control, Destroy a Captured Human to negate that effect.
89. Shockwave's Treachery Mission, Shockwave If Megatron is damaged or Stats are less then half of his original Stats, move him to a CR Chamber. Equip this card on Shockwave: Shockwave gains CoC of Emperor of Destruction and 100 Stats. Megatron loses 60 Stats. Shockwave cannot be destroyed by a Decepticon.
90. Rite of Oneness Mission, Autobot, Decepticon Cybertronian Ritual Negate an Attack and Decrease both Characters by 10 RBT. Both players reveal a Mission. Each player Activates the Mission their Opponent revealed regardless of limitation. During the last Defense Phase of this round, If one of those Mission is not completed, Destroy the Character controlled by that Player.
91. Operation: Destroy Shockwave Mission, Autobot, Decepticon If Opponent controls Shockwave, select a Cybertronian you control. That Character gains 100 RBT and cannot be destroyed by Shockwave's effect. If used by a Medical Officer, Select an Autobot in your Scrapyard or Opponent's Shells Zone and add it your Hand.
92. Energy Search Mission, Decepticon/Autobot You can only activate this card during your Base Phase. Select an Arena and Scan Deck for an Energy Source from that Arena. If a Decepticon wins a Battle, The owner of that Character gets that Energy Source as well their normal Mining.
93. Scouting Ahead Mission Pay 500 BP. Scan Deck for up to 3 Scouts and Deploy them to Reveal Opponents Hand. Those cards cannot move and their effects are negated this round.
94. Alloy Scan Mission, Decepticon If your Weapon is destroyed, Remove a card in your Shells Zone and send that Weapon to your Shells Zone to Scan Deck or Scrapyard for a Weapon that can have a gem equipped to it. That Weapon cannot be used this turn.
95. Operation: Ginny pig Mission, Cassetticon Scan Deck for Dr. Archevile and Deploy him. If a Cassetticon attacks, Capture a Human to a Base you control to Protect that card from being damaged or Destroyed this turn. That Casseticon returns to your Hand during your Base Phase.
96. Human Shields Mission, Decepticon If you control a Human with a Hypnochip Counter, Negate a Battle (except Opponent is a Decepticon, Predacon, Vehicon or Unicronian) and Draw a Card. Dr. Archevile can use his effect twice this turn.
97. The Ultimate Doom Mission, Decepticon If you control a Human with a Hypnochip Counter, Negate an Attack and activate a Planet. The Opponent's Planet stays in play. Place this on that Planet: Negate that Planet. During each Defense Phase, you may mine an Energy Source for every 2 Cards with Hypnochip Counters in play and Destroy 3 cards in play. Negate Arenas. If your Opponent destroys a Starship, Destroy this card and shuffle that Planet into your Deck.
98. Autobot Protection Mission, Autobot Select an Autobot Officer or Commander in play. Protect all other cards from being destroyed and Bases from taking damage this turn, except that card.
99. Transform and Roll Out Mission, Autobot Draw 2 Cards. If either one is an Autobot, Deploy it. Autobots can attack twice this turn and cannot be destroyed in battle. At the end of this turn, Return all Deployed Autobots to the owners decks and skip your next Recruit Phase, unless Optimus Prime was in play when this card activated. You cannot recruit the round this card is played.
100. Decepticon Revenge Mission, Decepticon Capture an Opposing Character in Battle. During your Defense Phase, Destroy that Character or if you are winning a Battle this turn, Destroy the Opposing Character and inflict the difference as damage to a Base Opponent controls.
101. A Plague of Insecticons Mission, Insecticon Deploy all Insecticon Clones in your Hand. For each one, Opponent must Destroy a card in Hand and if an Insecticon wins the Battle this turn, You may Scrap an Arena it is in to Take 2 Energy Sources from your Opponent. Those cards are negated this turn.
102. Battle of Honor Mission Cybertronian Ritual Select 1 Autobot and 1 Decepticon in play. Those Characters will battle during your next turn. No player may begin a battle until then. When that battle completes, the player that loses the battle, loses the game next turn. Negate this card if an Equip card was on either Character, if a card is targeted by an effect or a Base takes damage.
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Post by Nexucon Prime on Feb 11, 2013 22:07:42 GMT -5
Deployments: 103. Dinobot Activation Upgrade-Deployment, Autobot Officer Scrap a Mission to Scan Deck for a Dinobot and Deploy it and add it to Battle. If used by a Medical Officer, You may Deploy a Dinobot from your Scrapyard instead and Draw 1.
104. Constructicon Deployment Upgrade-Deployment, Decepticon Scrap the top of your Deck to your Shells Zone to Deploy a Constructicon from your Deck and add it to Battle.
105. Interception team Upgrade-Deployment If Opponent has a Face-down Mission, Select a Character in play, and Deploy a Character from Hand and one from your Deck with the same Alignment and the same Planet. Put those Characters in a Squad and Opponent may activate a Mission. Opponent may Destroy a Mission in hand to Negate this.
106. Dinobot Deployment Upgrade-Deployment, Autobot Add a Dinobot in play to this battle until the end of the Battle Phase. If you win the battle, Scan Deck for a Dinobot and Deploy it and end your turn.
107. Cybertronian Transport Upgrade-Deployment Activate only if you have a Starship in play or a new Planet was played this round. Scrap a Card in Hand, Deploy a Cybertronian from Hand or Scrapyard and add it to Battle. If that Cybertronian is destroyed, Extinguish it.
108. Clone Creation Upgrade-Deployment Select 1 Character in play, Deploy as many clones as possible of that Character's Subgroup with different names from your Deck or Hand and add them to Battle. After that, Extinguish the same number of cards in your Scrapyard or Shells Zone as the number of Clones you Deployed.
109. Autobot Alert Upgrade-Deployment, Autobot AI System Scrap a Card in Hand, Deploy an Autobot from your Deck and add it to Battle.
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Post by Nexucon Prime on Feb 11, 2013 22:08:15 GMT -5
Warp: 110 Shockwave's Reign Upgrade-Warp, 1x2, Shockwave If Shockwave has a Chain of Command of Emperor of Destruction, All Decepticons gain 30 Stats and cards you control cannot be negated this turn.
111. Warrior's School Upgrade-Warp, 2x2, Autobot non-Warrior Select a lone Autobot in play. That card gains the Chain of Command of Warrior, and gains 60 Stats this round. That Character cannot be destroyed in battle or be apart of a Squad this turn.
112. Metal Melting Acid Upgrade-Warp, Move all 2x2, Constructicon, Cassetticon Destroy all Weapons (except on Constructicons). Send 1 card in Hand to your Shells Zone.
113. Ambush Attack Upgrade-Warp, 1x1, Dinobot, Ratchet Select a Character (or a Squad) in your Hand or in play and send them to your Shells Zone face-down. For the next two turns, you may add those face-down Characters into battle. You cannot play Upgrade cards in battle if you add those Characters to battle.
114. Stealth Strike Upgrade-Warp, 1x1, Decepticon Scrap a Card in Hand. This turn when this card attacks, Upgrade cards and Character effects cannot be played this battle.
115. Space Bridge Upgrade-Warp, 3x2 This card can only be activated if the Arena "Space Bridge" is in play. Activate a Face-down Planet. The previous Planet is placed face-down and is negated.
116. Roll for it! Upgrade-Warp, 2x2, Autobot GROUND or SPEED This turn, Autobots cannot be targeted by Upgrade cards this turn or you can return all Autobots to a Base you control. If you control "Optimus Prime" Draw 2 cards and Autobots gain 60 RBT.
117. Constructicon Retreat Upgrade-Warp, 1x2, Constructicon Scrap a Card in Hand to return a Constructicon you control to your Hand. If Scrapper is in play, you may return it to territory instead.
118. Tunneling Acid Upgrade-Warp, all Constructicons 2x1, Constructicon If a Constructicon is within 1x2 of a Base, Negate that Base and all cards within that Base this round. Constructicons cannot attack this turn.
119. Energy Consumption Upgrade-Warp, 1x1, Insecticon Scrap an Energy Source in play for each Insecticon (except Clones) All Insecticons gain 50 RBT and gain the effect: This turn, you can Scrap a Mission in play or Upgrade Card to Destroy a card this Character defeats in Battle and Inflict 200 Damage to an Opponent's Base.
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Post by Nexucon Prime on Feb 11, 2013 22:09:02 GMT -5
Attack: 118. Ray Burst Upgrade-Attack, Shockwave If Shockwave is the only Decepticon in battle, Scrap 3 cards in Hand. Destroy all Cards in battle (except Shockwave) and inflict 2000 damage to Opponent's Base.
119. Decepticons Attack! Upgrade-Attack, Decepticon Destroy a card (except a Base) for each Decepticon in Battle. If you target an Autobot in RBT Mode, revert it instead.
120. Dinobot Assault Upgrade-Attack, Dinobot Destroy 2 Cards and Revert all Opponents in Battle. If you win this battle, Destroy 2 cards in Opponents Hand and the top card of their Deck.
121. Circuit Overload Upgrade-Attack, Circuit Breaker If this card destroys a Cybertronian, This card can attack again and destroy an Upgrade card.
122. Ion-Electric Blast Upgrade-Attack, Bluestreak Negate a card in Battle. If you target a Character, Decrease that Character by 50.
123. Wrath of Megatron Upgrade-Attack, Megatron Scrap 2 cards in Hand. Destroy all Cards in Battle (except Supreme Commander/Emperors of Destruction) and Revert all cards within 2x2 of this card.
124. Burst of Destruction Upgrade-Attack, Megatron Destroy 1 Character in battle. This card cannot be negated.
125. Wasteful Testing Upgrade-Attack, Starscream Scrap an Energy Source to Double this cards' Stats this turn and Destroy a Non-Commander card.
126. Concussion Blast Upgrade-Attack, Seeker Negate all Opponents in Battle and Opponent cannot play Upgrade cards in Battle. Revert 1 Opponent in Battle to ALT Mode.
127. War of the Dinobots Upgrade-Attack, Dinobot Destroy a card for each Dinobot in play. (Except a Supreme Commander or Emperor of Destruction) No other cards can be activated in response to this card.
128. Planetary Destruction Upgrade-Attack, Decepticon Destroy a Planet in play.
129. Remove Brainwashing Upgrade-Attack, Wheeljack Return all Cards to their proper Owners. Remove all Counters on all cards.
130. Metal Melting Acid Upgrade-Attack, Mixmaster Destroy a Weapon or Revert a Character to ALT Mode. Decrease a Character targeted by this card by 50 ALT this turn.
131. Null Ray Upgrade-Attack, Starscream Negate all cards Opponent controls in Battle. Draw a card for each Unique Seeker in battle.
132. Cyber Draw Upgrade-Attack Draw 2 cards. Extinguish 1 Cybertronian in your Hand or you control.
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Post by Nexucon Prime on Feb 11, 2013 22:09:31 GMT -5
Planets:
131. Earth Planet, Humans, Animals, Dinobots Once per turn, Deploy a Human from your Deck. Negate that card this turn. Autobots equipped with Humans cannot be destroyed by an Opponent with equal Stats. If you control a Decepticon, Extinguish a Mission in Scrapyard to place a Mission in your Deck on top of Deck. Dinobots cannot be destroyed in battle when they attack.
132. Cybertron Planet, Cybertronians, Mutant, Demon Once per turn, a Battle cannot be negated. If a Cybertronian is Recruited, that Character cannot be reverted or destroyed this turn. If a Mutant or Demon is in Battle, the owner may add a Mutant or Demon from Hand in battle. Return it to your hand after battle.
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Post by Nexucon Prime on Feb 11, 2013 22:10:12 GMT -5
Arenas: 133. Witwicky Repair Shop Arena, Witwicky Fuel Source, Earth If a Human is attacked by a Decepticon, you may add an Autobot to that Battle. Protect Humans from Being Destroyed while an Autobot is here. After Battle, the Character who lost loses 30 Stats. (Except Humans)
134. Oil Platform Arena, Oil, Earth If a Human battles a Decepticon, both players may Draw 1 card. If a Human is here, Autobots cannot destroy Decepticons. After Battle, you may Destroy this card to Select a card here, destroy that card. Opponent may Scrap a Weapon instead.
135. Sherman Dam Arena, None, Earth If a Character equipped with an Energon based Weapon destroys an Opponent in Battle, its owner may Draw 2 cards. If a Supreme Commander or Emperor of Destruction attacks a Commander, you may Scan Deck for an Energon-based Weapon and equip it to that Character.
136. Crystal Mines Arena, Ruby Crystals of Burma, Earth Once per turn, If a Decepticon (except a Clone) is here, you may Deploy a Clone from Hand here. It's effect is negated. If this card is destroyed, Revert an Autobot here to ALT mode and return all Decepticons here to your base.
137. Rocket Base Arena, Rocket Fuel, Earth If a Cybertronian attacks, Opponent may not activate any Deployment Cards or Deploy characters this battle. Autobots cannot be destroyed or targeted by effects of Decepticons with a Rank of 3 or less.
138. Space Bridge Arena, None, Earth/Cybertron If a Character is here, you may play a Planet. Deactivate the previous planet. Decepticon Bases are not affected by the planet change. After Battle, If you control an Energy Source, Draw 1
139. Antarctic Arena, Heat Crystals, Earth If a WIND Character battles here, that card gains 10 RBT. Humans lose 10 Stats each turn. If a Human has 0 RBT or ALT, destroy that Human. If Sky Fire or Jetfire is destroyed, place him here instead. If Wheeljack is here, Deploy all Characters held here.
140. The Savage Land Arena, Base Elements/Oil/Heat Crystals, Earth Protect Dinosaurs from Effect Destruction while here. Dinobots gain 10 RBT for each Dino-based Card in play. If a Dino-based Card is destroyed, place it here instead. You can repair a card held here.
141. Andes Mountain Temple Arena, Heat Crystals, Crystal of Power, Earth If a GROUND Character battles here, that Character's owner may Draw 1. All Characters equipped with a Weapon gain 1000 RBT and cannot be destroyed in battle. If Crystal of Power is destroyed, Destroy this card after your next turn.
142. Gladiatorial Arena Arena, None, Earth At any time, If a Cybertronian Law or Ritual is played, Negate a Battle. Then all Characters return to their owner's territory. If a Commander battles here, no card effects can be activated except Weapons.
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