|Captain Ironhide - Infantry Bodyguard Captain Ironhide - Infantry Bodyguard||9|
|Captain Impactor - Special Ops Wrecker Captain Impactor - Special Ops Wrecker||7|
|Private Powertrain - Off-Road Patrol Patrol Leader Private Powertrain - Off-Road Patrol Patrol Leader||5|
|Private Highjump - Off-Road Patrol Infiltration Private Highjump - Off-Road Patrol Infiltration||4|
|3 Emergency Barricade Emergency Barricade||
|2 Force Field Force Field||
|3 Improvised Shield Improvised Shield||
|3 Matrix of Leadership Matrix of Leadership||
|2 Static Laser of Ironhide Static Laser of Ironhide||
|2 Kinetic Intensifier Whip Kinetic Intensifier Whip||
|3 Grenade Launcher Grenade Launcher||
|3 Power Punch Power Punch||
|2 Sturdy Javelin Sturdy Javelin||
Ironhide is my favorite character. Wave 5 has given him more reason to be played because of the volume of direct damage being thrown around--but the blue-leaning decks to which his bot-mode ability might otherwise aspire are probably to be avoided. This deck slots Ironhide in place of Privates Tote and Mudslinger in a traditional Impactor/Off Road Patrol deck, giving it a solid answer to the scourge of Quake--while also maintaining a 4-wide team to stave off the PTT wheel turn of a 3-wide Sky Shadow deck.
The deck is noticeably heavier towards upgrades than actions: this maximizes the effectiveness of Treasure Hunt in increasing hand size. Hand size is important because there are only 3 green icons in the deck--Focus Fire, Focus Fire and Focus Fire. The goal is definitely to trade for all 3 and to play them all at once.
Ironically, the somewhat low base attacks of these characters probably makes the lineup vulnerable to a Wave 4 style blue deck (notice the dearth of black icons)--so Wheeljack stands by in the sideboard to throw out some serious punishment. Repair options are also placed in the sideboard to allow for some ability to play into "orange control."