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Thanks for reading as we spoil a couple of new battle cards from ATP-6. I don't have a big glossy run-up so let's get right to the cards.
Our first features everybody's favorite Transformers scientist, Shockwave. This is another in the line of new cards featuring the "Energized" ability, but in the right deck it will work without it, as well.
First, let's take a look at the pips. It's a blue pip for Specialists only. Specialists tend to be the type of Transformer that manipulates the deck or scrap pile, and this is continuing with manipulation of the KO pile as well. An all-Specialist deck makes this a standard blue pip. It's also got a green pip, for (checks notes) Weaponizers? That's a card type you don't see too often, as Sergeant Cog, Raider Grunt and Sergeant Six-Gun are generally considered a bit overcosted for what they do. However, it perfectly Synergizes with the fourth available Weaponizer, ATP-5's Battlefield Shockwave. Battlefield Shockwave is pricey but packs a lot of punch, and can help you get this card in your hand before he's KO'd and becomes the powerful Full-Caliber Laser Vulcan
So what does the card actually do? You get to look at the top card of your opponent's deck. From there you have several options. The easiest is simply to KO it - a clean way to power up your Energized abilities. However, you can also choose to leave it there - either because it's a pip that won't help them on defense, or because you want the second ability, to put an Upgrade from your scrap pile on top of your deck. This mirrors the card Reclaim, which generally sees play in Major Shockwave decks due to his ability to then play the Reclaimed card directly from the top of your deck. You can also draw the card via a flip or Upgrade ability that gives you a draw... or, if you qualify for reasonably high Energized 4 cost, you can simply play it immediately.
So we have here a card that works well with Specialists, and can either power Energized or get Upgrades back from your own scrap pile. That's some pretty good Mad... Engineering?
Our second card is a more standard, straightforward one, that plays into this set's themes of messing with how Pierce works.
Here we have a card that fills a good number of roles. It's a blue weapon with a solid attack bonus - right now, every blue deck is basically playing some combination of Energon Axe/Energon Mace/Noble's or Scoundrel's Blaster for their blue pip weapons, so here's another option that will always give Pierce (sorry, Jazz). Additionally, it's a common, so in Junkion where none of those four weapons are legal, it fits in with EM-24 Laser Launcher, Sharpened Talons and Primary Laser as your efficient weapon choices. The ability itself is interesting - as long as you flip no black pips, you get Pierce 3 instead of Pierce 1. Building a Pierce deck with no black pips wouldn't be a standard way to go, but with characters who have Pierce themselves, cards like Laser Cutlass, The Bigger They Are, Energon Axe and Seek and Destroy, this might be an avenue worth exploring.
Hopefully these new cards give everyone some good new deckbuilding options as they game stays fresh moving into ATP-6.
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