Utility (3) | |
3 Field Communicator Field Communicator |
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Weapon (11) | |
3 Handheld Blaster Handheld Blaster |
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3 Energon Axe Energon Axe |
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1 Noble's Blaster Noble's Blaster |
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1 Scoundrel's Blaster Scoundrel's Blaster |
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3 Laser Cutlass Laser Cutlass |
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2
End Hostilities
End Hostilities
Secret Action
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3
Extra Padding
Extra Padding
Upgrade
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2
Hold the Line
Hold the Line
Secret Action
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1
Motormaster - Stunticon Leader
Motormaster - Stun...
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3
War of Attrition
War of Attrition
Action
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I don't like scrapping people's cards. Shockwave really wants to scrap people's cards. Beachcomber gives him a reason not to, while still allowing him to have a specific reason to be around. Shockwave lets you see the top card of your deck, so you don't have to guess with Beachcomber. Alas, once Beachcomber is gone, the temptation to start flipping Shockwave will probably still be there. Hence, "reduced scrap" Shockwave.
In the mean time, Start Your Engines and Hit-and-Run give Beachcomber plenty of opportunities to transform. Multiple draws of 3 cards will positively stuff your hand, ideally giving you the ammunition needed to unload on the other team with powerful weapons, strength-pump actions, and extended card play through Brainstorms and Field Communicator.
Also, Backfire is that card. And remember that Nightracer provides tough while there's a secret action down, so it can be helpful just to put down a Spymaster's Ruse with a wait-for-it Secret Action for the sake of having Tough on multiple turns.
Character Types
Stars | 25![]() |
Team Health | 38![]() |
Main Deck | 40 | Sideboard | 11 |
Card Total | 51 |