Characters:
Cliffjumper (8)
Sunstreaker Bold Warrior (7)
Prowl Military Strategist (6)
Private Stakeout (4)
Battle Cards (Pip Color)(Number):
Daring Escape (BG)(2)
Diagnosis (W)(3)
Energon Axe (B)(3)
Escape Route (WG)(3)
Grenade Launcher (O)(3)
Increased Durability (BL)(3)
Kinetic Converter (W)(3)
Pep Talk (B)(3)
Pocket Processor (G)(3)
Rapid Conversion (W)(3)
Repurpose (BL)(2)
Roll Out (OB)(1)
Start Your Engines (B)(1)
Team Up Tactics (B)(3)
Treasure Hunt (O)(2)
Turbo Boosters (O)(2)
Breakdown: 8 Orange, 13 Blue, 8 Green, 12 White, 5 Black. 23 Actions, 6 Weapons, 3 Armor, 8 Utility.
Why these characters: I finally got Cliffjumper from the Energon Edition and was looking for a way to try him out. He looks great as a leader of cars, so I then tried to go wide and cram as many Autobot cars as possible into his team. Once I decided to combine his flipping car teammate ability with Daring Escape, Sunstreaker was my next choice. I chose Prowl because his bot ability can help keep his fellow teammates alive when one goes down and his car mode gives them a nice flip Bold 2 bonus, which can help dig for Daring Escape cards. Stakeout's 4 stars fit, but even better, I can toss a white card (there are 12 in the deck) and flip another character if I want to trigger an ability (such as Sunstreaker's draw card ability).
Battle Cards (Pip Color)(Number):
Daring Escape (BG)(2)
Diagnosis (W)(3)
Energon Axe (B)(3)
Escape Route (WG)(3)
Grenade Launcher (O)(3)
Increased Durability (BL)(3)
Kinetic Converter (W)(3)
Pep Talk (B)(3)
Pocket Processor (G)(3)
Rapid Conversion (W)(3)
Repurpose (BL)(2)
Roll Out (OB)(1)
Start Your Engines (B)(1)
Team Up Tactics (B)(3)
Treasure Hunt (O)(2)
Turbo Boosters (O)(2)
Breakdown: 8 Orange, 13 Blue, 8 Green, 12 White, 5 Black. 23 Actions, 6 Weapons, 3 Armor, 8 Utility.
Why these characters: I finally got Cliffjumper from the Energon Edition and was looking for a way to try him out. He looks great as a leader of cars, so I then tried to go wide and cram as many Autobot cars as possible into his team. Once I decided to combine his flipping car teammate ability with Daring Escape, Sunstreaker was my next choice. I chose Prowl because his bot ability can help keep his fellow teammates alive when one goes down and his car mode gives them a nice flip Bold 2 bonus, which can help dig for Daring Escape cards. Stakeout's 4 stars fit, but even better, I can toss a white card (there are 12 in the deck) and flip another character if I want to trigger an ability (such as Sunstreaker's draw card ability).
Why these battle cards: I'm trying to thread the needle between having a good fighting deck but trying to trigger Daring Escape's win condition. So, most of my cards are geared around drawing cards, even if I never use them, if they are in my hand, they won't be in my deck or scrap pile. Drawing cards include Diagnosis, Kinetic Converter, Pep Talk, Pocket Processor, Repurpose, Team-up Tactics (because this squad is all cars), and Treasure Hunt.
Because Cliffjumper and dead bot mode Sunstreaker reward flips, I included Escape Route, Start Your Engines, Rapid Conversion, and Roll Out.
In the likely circumstance I don't pull off that Daring Escape, hopefully the cars specific upgrade Turbo Boosters, Increased Durability, Grenade Launcher, Energon Axe, and Diagnosis can help.
Strategy: This deck is all about drawing cards and flipping ... to draw cards. or the first turn, Prowl flips, triggers Cliffjumper draw power, and Sunstreaker attacks. I don't mind if Sunstreaker dies because he can still flip and draw cards for me. Second turn, I'm flipping stakeout (to trigger Cliffjumper's draw ability) and attacking with Stakeout. If Sunstreaker is then killed, I can use his KO flip/draw ability. If my opponent takes out Stakeout instead, Prowl heals Sunstreaker (or whoever my opponent attacked first if they went first). Cliffjumper can chill out in car mode until he's the last man standing, at which time he will flip and take advantage of +3 attack for each of his dead car buddies.
In the meantime, each time I play a Daring Escape, I can KO cards on the top of my deck. If I get one early enough, this could be 3 or 4 cards. Combining that plus my draw cards and abilities, and I just might be able to escape before my team dies. Then again, being on an Autobot Shuttle isn't what it is cracked up to be, especially for Prowl (see Heroic Nonsense).
Note 1: I only own one copy of Roll Out and Start your Engines and two copies of Daring Escape. Would you recommend playing more in this deck?
Note 1: I only own one copy of Roll Out and Start your Engines and two copies of Daring Escape. Would you recommend playing more in this deck?
Note 2: This deck was largely completed before Wave 5. Would you swap in any Wave 5 cards to improve this deck?
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