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  1. Today
  2. Flute/SS3 "Errata"

    I don't have a negative opinion about FanZ but I've always felt set 6 was the best state of the game.
  3. Flute/SS3 "Errata"

    Set 6 was the best the game ever was. Nothing FanZ adds is exciting or new, just new mps that jump levels, get allies, or a re-make of a Score card. Sometimes all three!
  4. Yesterday
  5. Flute/SS3 "Errata"

    I would like to hear why you think that ISN"T the case
  6. Dragon Ball Super Anime Discussion

    I mean, for the sake of clarity here, Toriyama only made 17 and 18 because everyone at Jump said that 19 and 20 looked ridiculous. Then, when everyone at Jump said that 17 and 18 just looked like delinquents and demanded he make something scarier, he went and made Cell. And then let's not talk about the giant mess that was the Buu Saga, and how much back and forth there was between Jump's sales team and Toriyama's actual wants. That entire arc may as well have been written by them after the Great Saiyaman stuff. He's also gone on record saying he hates how many transformations there are in this series. And I don't actually think anyone's listened to that. So yeah, sat at a table, able to go unrestrained with his imagination; lel no. Not since Dragon Ball, and even then, Jump's sales team was VERY heavily involved with everything King Piccolo. This series was made to sell from the start, and every time Jump didn't like it, or the fans demanded something different, Toriyama was forced to change it. Probably the only reason we still have Goku as the protagonist. But regarding the chapter itself, without actually seeing an English translation of Chapter 39, I don't mind what I've seen of it too much. The idea that Kefla was so strong was a bit far-fetched in the anime in the first place, so putting her around an Enhanced Ultimate Gohan's level doesn't bother me too much. Beyond that, and remembering that Dragon Ball was a comedy (or at least walked the tight rope of being one), Omen fading before Goku could land a single blow is god damn hilarious to me. As for Roshi; that feels like a hot bag that needs to be unpacked. Partly because I genuinely hate Roshi to the point where I want him to be the one death that keeps (and goes to HFIL) in Dragon Ball. This joke of an old man whose threatening to assault literally any mildly attractive woman is harmful and fucking stupid. But, strictly speaking, this isn't too dissimilar to stuff we saw him do in Dragon Ball's original manga. It's just on a bigger scale, with someone whose beyond Beerus, which sounds terrible at first until we remember that the dude isn't allowed to kill or even really critically hurt Roshi. For Jiren, it must be less than trying to swat a fly, and Roshi doesn't seem to ever really do damage as opposed to pester and annoy. I'll agree that it feels stupid, but we did always know that Roshi is a better martial artist than his students, he just lacked their raw power. So a condition that forces his opponent down to his playing field adversely advantages him. What confuses me about your statement is; I don't think the manga is particularly trying to sell anything by putting Roshi in the limelight. I don't think anyone is particularly fond of him, or overly attached to him. I think that was just Toyotaro liking Roshi, and wanting to make him be the one who teaches Goku UI's secret. As a whole though, Super has been disappointing to me. The manga always got bit more of a pass because it didn't have SUCH ridiculous leaps in logic or dismissals of character, and even now, depending on what the English translation says, I'm not too bothered by it. But ever since the ToP started, the manga doesn't spend enough time on anything and keeps blitzing through fighters and story points without ever making anything clear (and to be fair, this is a fucking big tournament and Toyo only gets 1 chapter a month with target dates that he has to meet). At this point, I sincerely think Dragon Ball was a fluke, and anything afterwards was a mistake. Especially considering that Toriyama has admitted to forgetting plot points week to week, the sales team was VERY heavily involved in the making of characters and plot lines, and the author doesn't seem to like around 50-60% of what came out of it.
  7. Last week
  8. Dragon Ball Super Anime Discussion

    Toriyama's not the only one whose involvement with Dragon Ball nowadays is solely for shits and giggles, look at what Toyotaro's doing in the Dragon Ball Super Manga where he made Roshi go Ultra Instinct against Jiren instead of Goku. I've never seen an Anime and Manga of a franchise contradict so much of what they're doing to the point where it's literally just pointless fan fiction. Dragon Ball is no longer Toriyama's passion project where it's just one man sitting at a table allowing his imagination to go unrestrained while crafting narratives. Dragon Ball has now become a committee that's being crafted by a marketing team where they can take these little ideas and farm them out to Toriyama for some vague outlines of some story lines that they're able to put across for whatever they're wanting to produce. What made Original Dragon Ball and Dragon Ball Z special was either completely glossed over or ignored in Dragon Ball Super. Characters used to bust their ass in order to obtain new levels of power where the training was just as much of the franchise as these levels of power were. Now all it takes is for someone to asspull their way out of a situation without any given explanation as to how they did it.
  9. FanZ Escalation Checklist

    Anti-Anger. You NEED anti-anger. Holy shit, why is MPPV still so popular/strong? We have SO MUCH HATE for MPPV. Also, some Event-Hatred will go a fair distance. It's actually really difficult to say what to tech for with this upcoming meta though. I feel like it's still in flux and hasn't settled down enough yet where we can confidently say what will be the most common deck-type or MP. And then there's always the problem that there are some MPs you just cannot tech for because they only have specific weaknesses (Drawku). Especially with the ToP, because there is a HUGE range of decks with very different focuses I keep seeing pop-up. At this point in the game, I'd actually probably recommend that rather than focusing in on teching for the meta, you should really focus on finding techs that protect and cover your bad match-ups. That, or if you're playing a highly combat aggressive deck, trying to find a combo of MP/Style that really helps you cover your bases without hard-dedicating to a specific counter. An example that I'm quite partial to of late is Black Perceptive Awakening Gohan with a variety of combat enders and a LOT of omni blocks. Things like Black Scout Maneuver are really handy for picking out your opponent's key pieces and combat enders (in combination with cards like Black Side Thrust), and the deck gives you a LOT of freedom. Alternatively, Red Majin Buu has a lot of innate pressure and board control, and can counter any kind of presence. There are a few issue with this approach. Personally, I find that these decks struggle greatly against Broly, and they lose out to anti-meta builds like Saiyan/Ascension Majin Vegeta (who is often built to specifically kill non-Survival decks, and you get caught in the cross-hair). But if I'm honest, it is VERY hard to tech for those two while covering your other bases. Alternatively, just grab yourself any Broly deck, power/Unleashed up to 4 and tech for the Broly match-up. The only true weakness of a Broly deck is another Broly deck (and maybe Future Gohan). There are some staples though. As Aimanax said, Spheres are a 3 of, and if you have a God MP, you can tech in their new Sphere card. On The Move! is a huge card as well, since almost every competing MP has a pretty strong attack that they swing with (or copied attacks, or ally attacks, or etc.), or you can just use it to get around a forced Pass. Combat!Blue has hard staples in the de-levelling/anger hate cards, and Orange has a lot of freedom to fit in anti-Ally cards. If you rock Saiyan, you can probably find a home for Saiyan Domination. Both Rampaging and Dynamic will make the card live fairly early on.
  10. FanZ Escalation Checklist

    We have like... two metas lol. Our ToP practice group and then the rest of the group. Our Normal group had this HUGE spike of Dabura that seemed to shape the meta. Certain decks just can't handle the level of aggression Dabura can pump out. Because of it, decks that can have risen in prominence. M.Vegeta has been some response, Ally Mill decks (Though they run the risk of being entered on and just getting wrecked in one bad combat). Adept Gohan / Goten MPPV/Survival decks have been getting some love, Drawku and F.Gohan are always present. Oddly no real Yamcha or Surpreme Kai, though I suspect that they would be doable if they don't get caught in a bad combat. Discard Pile hate has been rapidly growing in both circles, as has anger hate and anti-ally techs. Spheres seem to be running around at 3-ofs in most decks up from the 2-ofs.
  11. FanZ Escalation Checklist

    So what is the meta in your points of view? Blue Ally Mill Broly (Anything) Trunks (Ascension/Misch) F.Gohan/Gohan/Drawku (anything) Yamcha/Supreme Kai (Orange). And then maybe Slug Ball, MVegeta, HVegeta, Goten? How are you guys teching accordingly? My tech prioritizes anti-unleash and discard pile hate.
  12. Flute/SS3 "Errata"

  13. FanZ Escalation Checklist

    See, I'm not disappointed that they killed the loop. I figured they would, because no way was it left. But I'm still pretty disappointed with that errata. Theoretically, they could've just made it proc when cards were banished from a non-CONSTANT source. That way, you'd still be able to work with a pretty consistent Black Banish/Mill deck.
  14. Flute/SS3 "Errata"

    Damn. You know what's worst about this. I called all of their shenanigans from the start and then got blindsided by how gung-ho they were coming in. On the one side I hate that I was right but didn't listen. While on the other side there were a few key players from Retro pushing this game too hard and trolley like so I was turned off from it before buying in to catch up so I didn't put more than 50 in this game. I should have stuck to my guns the whole time though.
  15. FanZ Escalation Checklist

    Black punishment got an errata in set 4. Now reads: Energy attack costing 2 stages. DAMAGE: 4 life cards. Raise your anger 1 level. HIT: Until the start of your next turn, whenever a card banishes itself after use your opponent destroys the top card of his Life Deck. http://dragonballztcg.wikia.com/wiki/Black_Punishment
  16. Flute/SS3 "Errata"

    This company is a PR mess and all of them would've flunked my course. What bothers me is that these statements and decisions reflect that they are fully aware of the bullshit that is Swap SS3 Goku, and they saw that and went "Yeah, that's how we want this game to be." Wish I could say something more, but these guys honestly seem about as incompetent with making a balanced game as Bushiroad is, and are so stuck up their own arses they won't let anyone say so.
  17. FanZ Escalation Checklist

    Restraint is a yes, Wash is a maybe. At the time, it was a no because there weren't really that many other Ally decks around besides Cell and MAYBE Namekian Gohan, so it was mostly just bouncing your own board which could be really detrimental. Nowadays, I think we have a much wider array of Ally decks, and a lot of Allies that play dual functions in a myriad of decks (Gohan, Krillin, 18), so Wash COULD work. Also, yeah, straight up, Cell's Provocation makes the cut. The Rejuvenation effect is mostly a bonus in the deck, but no matter how we address it, it's still a 4-6 card mill in an Event with no cost, and you can (and probably should) tech in some Rejuv allies like King Cold to guarantee the rejuv goes off. You've kind of touched upon one of the strengths of Cell > Babidi though, in that Cell's Level 2 can drop itself down to 0, so you CAN tech in Allies like Raditz quite consistently. Cell's range is mostly just whatever allies you want + the 1-2 Cell Jrs. you need for his combos and POWER (at this point in the game though, I'd probably just say to run Escaping for the loop. MAYBE Trapped so that you can make up some damage if/when Tora is killed). The big issue is that you need Blue or Freestyle support to pull out the others, but if there was ever a Style to make that convenient... Well, Blue is it. That said, I would say Babidi and Cell are a LOT more comparable than Majin Vegeta and Broly. They both have the same playstyle, MO, and even similar POWERs. Both of them go for hard mills, use the same drills, setups and Masteries, and only really differ in maybe less than 10 cards (not counting Named Cards or Allies) which are optimal/sub-optimal because of their respective tools and their ally line-up. The only huge differences I see is in how they set-up their combos, and what allies they line-up for their turns. And to clarify, I mean 10 card by name, NOT 10 cards different between the decks total. Meanwhile, Majin Vegeta is a level-hopping, unrelenting arsehole who avoids all but a few Freestyle cards. He has a Stage Modifier, sure, but that's about the ONLY thing that gives him a Stage Damage focus and he's not reliant on it to pump out good numbers. Rather, his concept seems much more focused on pushing against Meta decks, with his Level 1 giving crits that can take Dragon Balls or kill off allies early, his Level 2 specifically stopping decks like Babidi and Supreme Kai who have an unholy number of combat enders (not to mention Saiyan Oppressive), his Level 3 mercilessly shredding Drill/Ally/Setup decks while gaining free advantage, and his Level 4 just being a strong attack to seal games after enough disruption. Broly, in comparison, is just a power-house and unrelenting. I actually think he is one of the worst designed MPs in the entire game because he does WAY too much with barely any investment and has no real weaknesses. Cell and Babidi are both ally focused mill decks that use similar boards and a LOT of the same cards. I would call them both the archetypal Blue MP. Broly is a beatdown MP. He is THE Saiyan MP. He charges at you head-first. Majin Vegeta is then the most archetypal Black MP this game's ever seen (ESPECIALLY with his heavy Banish focus), he's just also generic enough where he doesn't need to be played in Black. EDIT: Actually looking at building a Black Vegeta deck, there are a LOT of cool tools he can use. But that's actually brought me to a ruling question; how do Black Punishment and Black Remembrance Drill interact? Because they're both fairly old cards, and they look like they should loop ad-infinitum, so I imagine there's a ruling for that I've not seen.
  18. Flute/SS3 "Errata"

    As far as hitting Flute where they needed to, I believe they did the right thing there. As far as SS3, I still think he needs to be toned down. He is still by far the Superior Leader for most decks. I'm not the greatest at balancing so I wouldn't even know how to suggest an edit to him to make him still different from what he is, but I was really hoping they were going to Errata him in some way. I still enjoy playing the game, especially with friends, and I think in future sets we will see the current meta shift more and away from SS3. (namely because I feel like they are going to keep releasing cards that screw SS3 over in some way, or that is the feeling I get from their update) As a whole, though, I don't know how I feel
  19. Flute/SS3 "Errata"

    I was talking to my UFS group just last week about how Bandai doesn't really know how to handle competitive card games, and lo and behold this shows up: http://www.dbs-cardgame.com/us-en/strategy/series4/bt3-032_and_bt4-045.php I have been falling out of favor with this game for quite some time, and this really is the final nail in the coffin for me. Bandai clearly doesn't know what they are doing and this is the most pitch-perfect proof of it I have yet to see. I haven't thought about this for a long time (since PanZ's end) but the thought is coming back to me, namely, how upset I am that PanZ died for this. The flip side being that FanZ is the best PanZ ever was, but still, this situation just brought it back to my memory. Anyway, for those still left on this forum, what thoughts have you? This errata does nothing to affect the meta in a positive way, and SS3/Blue, in general, is still leagues above every other color and the few decks that could actively fight SS3 are, ironically, hurt by this errata. Also, that "50%" figure in their post is BS. Phill had 29 out of the 32 top table with SS3, and the other National events were just as bad. Also also (sorry I am just venting now lol) I am really sick of whenever Bandai makes these "Designer Notes" posts their responses are always backhanded, petty, and passive-aggressive. I have never heard a company address its player base in such a way. I already made plans to travel to two UFS events later in the year, and I am going to be in Orlando at the time of the Nationals there and I have 0 interest in going. I think that speaks volumes...
  20. FanZ Escalation Checklist

    Denithan - Arrival drill doesn't proc for Cells ally fetch since his is "When entering" and arrival is only during combat. Other than that solid. Does the deck typically run the blue restraint / wash combos? I tried that with Babidi at first and it felt.. well bad. Also, with Blue tag having no reliable way to rejuvinate Cell's provocation, does it typically make the cut still? Jaith1 - I have been trying to find a place for Raditz. I thought it was going to be this Babidi deck especially since the first iteration ran a pretty absurd number of setups. The problem I have with him as a whole, is that once again I find myself not having a reliable way to push myself to low enough stages to actually use him. For example, my Babidi deck has 0 stage damage in the deck, he won't be pushing broly to 1-0 stages anytime soon. Driving drill will certainly hurt some decks more than others. Moment of peace is certainly neat, honestly forgot that card existed. Would add, non-adept, non-combative decks. Majin Vegeta isn't just a beats MP though, so he should lose the beats race to Broly. Mike, the guy who does the art for FanZ is in our play group and has a pretty fun Red Ruthless Majin Vegeta. He has a hard time if he gets stuck on 1, but once he gets to 2+ he is bouncing all over the place. Beat decks not named Broly have a hard time chewing through the raw amount of stages that deck tends to have just from the level hopping, and it can push some real damage while it's doing it. Like Babidi to Cell, I would compare Majin Vegeta to Broly. Yes, they both want stage beats and extended combats, but they approach how they do it in completely different ways.
  21. FanZ Escalation Checklist

    I think you guys are forgetting how amazing that Raditz ally is as well. I like leveling up these decks with Broly level 3. Throw in a casual Menace or two, then I have milled these ally decks 30 stages (that’s assuming you only have 2 allies). Right now Dynamic Broly is the most solid choice for me. Start on lv2 banishing my opponents combo pieces from the start. If my opponent does get rolling all I have to do is land a Dig and that’s game pretty much. Adept decks will be running Driving Drill, which will hurt Babidi more than Cell. For the non-adept, Moment of Peace is certainly a staple. I want to play Red Hero Vegeta energy beats, but I won’t have enough stages with Ruthless. Red Restriction, Red Chest Beam Final Flash and Vegeta’s Prideful Challenge seems like a solid foundation for what’s out there but Broly smacks it like a fly on the wall. Majin Vegeta has a similar problem in that it’s not fast enough and loses the beats race to Broly.
  22. FanZ Escalation Checklist

    Unfortunately, that's probably one you'll need to take to the Dead Zone (or the Facebook Page). My friends and I have pretty much always played it as, the moment the card is resolved, it goes to drop (unless otherwise stated) so by how we play, Feast would be the one getting rejuvenated. But then, we've also seen time and time again that my particular play group plays the game wrong since we don't really have senior players, judges, or anyone else we can ask questions and we're not going to sit around looking up rulings the one time a month we get together to play :/ Man, Tao sounds like a dick, but I kind of love that such an old MP is still capable of a lot of fun plays and even (mildly) competing with things. That actually just makes me happy, and it shows a good level of game design (whether incidental, or deliberate). Oh, on the topic of if Cell can pull any similar levels of mill in a turn, I don't think it's impossible with him if you get a Cell's Provocation (from hand, or by Rejuvenation) and a Blue Restraint off, or if you're level hopping for that turn, but the pieces needed to make his combos really shine are things you need to draw into. There's also some mention warranted of the Cell's Style mill, but it's not consistent so I wouldn't promote it. So far though, the best I've got is using Cell's POWER first to pull an Ally and Mill 2 (Tora + Arrival Drill), then his POWER to spin an enemy's ally for the Mill (4 on Level 2 with Tora), Cell's Provocation on your own Cell Jr. Escaping to banish (4, then 6 with Tora), Blue Restraint for another 4 with Tora, then either find a way to Level to 3 (Draining Attack), 6 card Mill at 3. So; Cell brings out Cell Jr. - Escaping - Mill 2 Cell spins an enemy's ally - Mill 4 Cell's Provocation - Mill 4 Cell Jr. - Escaping's POWER - Mill 2 Blue Restraint to banish 3 allies - Mill 4 THEN EITHER Cell's LV3 Power - Mill 6 OR End Phase Rejuvenation - Mill 3 Waiting Drill also gives you a Rejuv when you play Escaping at the start of the turn, which might hit a Provocation or another Ally if you're lucky, but I don't want to include those numbers here tbh. You're still stuck pushing to 3, but that is 20+ cards in A turn. Alternatively, you can pull similar things with his Level 1 to 2 (which is infinitely more likely to go off), and if you used Dominance to do it, then you don't lose the End Phase mill. This is also just assuming you have Tora, Waiting Drill and Arrival Drill out at turn start, so there's probably a way to keep pushing it up somewhere I can't see, and it is not an INCONSISTENT setup. I just personally dislike how it needs 3 specific-ish cards in hand, though if you don't jump up to 3, you're still getting a 3 card mill from Waiting and hitting 19-ish cards from the two cards in hand.
  23. FanZ Escalation Checklist

    Yeah Babidi's combos harder when all the pieces line up, but his normal level 2 power with reliable support is slightly below what Cell can do with reliable support. Though, I was thinking about it, and I'm wondering if there is a misplay in the interaction? So here's how the super combo goes if I'm correct on how the interactions work Cards in play/in hand/availabe: Blue Feast + Level 2 power + Blue Waiting Drill w/ Tora+Buu+Dabura+Random Ally (We'll say Yakon) Activate level 2 power, destroy Yakon (Buu then forces a mill 2 thanks to Tora), period break in Babidi Power, respond with Blue Feast since an ally was destroyed, search your life deck or discard pile for a setup, drill, or ally and put it into play. Grab say.. Yamu and put into play. Feast is still resolving on the stack when the ally enters play and triggers both Blue Waiting Drill's rejuvination and Dabura's mill. Dabura mills for 2 thanks to Tora, and you rejuvinate the destroyed Yakon, which since you rejuvinated an ally will trigger Waiting drills mill 2 (3 w/ Tora). Cards resolve and go to discard and we complete Babidi's level 2 effect, milling my opponent for 4. Mill 2 - Yakon leaves play Mill 2 - Yamu enters play Mill 3 - Ally was rejuvinated Mill 4 - Babidi remaining effect Total - 11 In the particular turn I did the 18 mill I believe I had 1 Blue Training going and a challenging strike. In total I milled for high 30s to mid 40s that combat. I don't think Cell has anything that can compete with that level of shenanigans, and I'm honestly not even 100% sure I would get the ally rejuvination or if it would be Feast that would be rejuvinated, which would effect the mill count pretty substantially. Going to your other random note, I raise your Blue Piccolo with my Mischievous Tao thanks to the new Black Glare allowing for a tutor on Black Absorption drill for out of combat deck stacking and 9 combat enders (5 of which are repeatable). It's along the same vein, longs of mischief but difficulty closing out games. Ha Dabura deck ready to rage quit last week over it though after I ended every combat and watched him discard whole hands of sword cards then get pricked by Black Capture and/or dodon ray.
  24. FanZ Escalation Checklist

    That was kind of what I was meaning when I said the two are very similar, but Babidi is much more concentrated than Cell is and both a lot safer to play (combat enders), and a lot less safe to play (more vulnerable to control decks). That said, I find it absolutely hilarious that they BOTH have access to Vegeta - Content within their own engines. You are right though, I was off with my numbers for the mill by 2 cards, though that's still a pretty hefty passive move. Also, I didn't take Tora into account there since I was mostly reciting what I remembered. You've got it in one with how the deck boosts up to 2 as well, though it should also be noted that Cell has some innate anger gain at Level 1 that CAN get you to 2 with some very minor input from outside, and strictly speaking, you don't NEED to get to 2 to make the combos work. It just makes you more potent, and enables cards like Blue Restraint to be used with reckless abandon (since you can banish Escaping and 2 other allies from your deck, then just rejuvenate the other two while using Cell to pull the Cell Jr). Just going through cards, I cannot come up with a way for them to hit your number of an 18 card mill without using Draining Attack (or equivalent) to bounce to 3, swinging the POWER, then bouncing back down with a Dominance (and that feels like a rarity). Maybe on turns moving up from 1 to 2, and putting in a Blue Stylish Pose to grab out Escaping twice? Hrm.
  25. FanZ Escalation Checklist

    That's a fair point about the ally spin. You are absolutely correct, and I failed to account for it as board control. When I think board, I think setups and drills which doesn't make sense when we are talking about ally decks like this. Babidi does bring other tools to the table though, such as 6 ally fetch cards (3 of which are combat enders). So different tools for different tasks. So, how are you getting your mill up that high consistently? Trapped doesn't do anything for you to increase mill unless he's your only ally out, so you can only get him OR Tora. So spin Escaping for mill 4, 7 if you have Tora out. Trapped doesn't increase the base mill of Cell's power since you mill before you spin on both level 1 and 2. So if you only have trapped + escaping on level 2 you mill them for 5 (base 3 not amped because trapped isn't your only ally, and then 2 from escaping which is now buffed by trapped being the only ally). Seems like the sweet spot is Tora+Waiting Drill+Escaping loop then you can mill for 4 from power, 2 for banishing Escaping, and then 3 from rejuvinating at the end of combat for a total mill of 9. Not bad for only 3 cards that are easy to setup. I like the consistency and ease of setup. I assume Dominance + Draining attack to get to 2? Maybe with that new Blue Drill to prevent de-level? Sounds straight forward enough.
  26. FanZ Escalation Checklist

    Cell can spin the opponent's allies for his power, and Cell's Draining Attack can banish up to 5 Villain Allies from either side of the board. It's not the most versatile board control, but it's probably on par with Gohan's Awakening stack for Ally killing, and Babidi literally has no board control for comparisons sake. Beyond that though, he also does have access to more traits and styles, and Cell's Style is a peculiar card that I don't really know how to describe. I guess it's a snipe? I'd offer up a Blue Mill Cell deck for you to try, but truth be told, I never played it myself. I can comment from having versed it a STUPID amount pre-FanZ that the decks don't play anything like the Namekian or Saiyan Versions which are a lot more aggressive. Rather, they tend to focus more on milling you out passively. You're not gunning for his Level 3 ASAP with this deck if you do build it, but rather, only pushing up to it when you're going for game. The non-conditional 5 card mill (because you're going to have allies out, come on) is really strong, but the Level 2 gives you the ability to keep spinning Cell Jr. - Escaping, milling for 4 that then goes into Blue Tag Mastery's rejuvenate with Blue Waiting Drill for a total of 6. Assuming this is still early game as well, and you've only got Escaping and Trapped out, that goes up to 9 cards milled (or 7 if you're stuck on his level 1). The Level 2 also drops his own PL which gives you access to any villain ally's Power. What you do with that is up to you, but I've seen people tech Guldos, Jeices, Dr. Wheelos or whatever else have you. Basically, his level 2 is where it's at for the majority of the match just so you can keep forcing Ally actions and looping Escaping with Tag. I actually used to win games against Tag Cell by forcing them to 3 prematurely, because it lost them all their Ally actions in favor of a single hard mill a turn that actually did less total damage than he WAS doing prior. That said, Cell CAN go for traditional attacks as well if you wanna hybridize the approach. Things like Assisted Kamehameha are just raw value cards, so do what you do. I've also not seen the deck played at all since FanZ dropped, but I'm pretty certain that cards like Security and Tora bolster it up a pretty decent amount. On a side note, my current project with Blue is a Blue Protective Piccolo. I'm probably late to the party (oh, I'm DEFINITELY late to the party), but anchoring his Power to get off Discard synergies is incredibly fun, and I recommend everyone try it. My big issue with the deck right now though is just managing to actually push for game. The deck has a lot of mischief to it, but none of its plays seem to do a particularly large amount of damage, so, you know. Throwing it out there in case anyone has any ideas. I'll probably put up a deck list later after I rummage through it one last time, but I'd love ideas before I do.
  27. FanZ Escalation Checklist

    I don't see Cell as having more control than Babidi until level 3 where you can pull Nappa from anywhere. Outside of that one level, you are in the same position as Babidi and will rely on whatever removal you have in the deck to get the job done. I don't think the two decks are all that similar. Yeah, they both deal with mill and they both have allies, but beyond that they view combat completely different. Then again, I haven't played Tag Cell myself, so maybe I'm drawing too many comparisons to Knowledge Cell? With the way I've build my Babidi, I play a skirmish style where I'm ducking in and out of combat trying to punish every choice my opponent makes while I build up my combo pieces until I'm ready to go for a K.O. With Cell, I feel like you are actually attacking and trying to push for damage on the opponent, taking a more traditional approach to combat. If I wasn't already planning on building a Krillin-18 abuse tag deck, I might try and build tag cell just to see the comparison lol
  28. FanZ Escalation Checklist

    Not going to lie, all this talk about Ally Builds kind of makes me want to go back and try my hand at some old PanZ builds, like Ally Gohan or Broku. I avoided them entirely the first time around because of how popular and overwhelming they were, but it always did sound like a fun way to play... If only King Kai was better too... That one has never even made sense to me. He trained all the classic Z-Fighters, so why not let him basically play as Babidi, but for the Z-Bois? To be honest, the impression I'm getting from what you're saying and what I've seen around here and there online is that Babidi is a more concentrated, but less versatile version of Cell. His almost sole focus is grabbing his allies out from various places and then milling. He's only got the Majin trait to bolster him up. He's also got a pretty notable edge at Level 3, since he can start grabbing his own allies during the Planning Step and doesn't need to enter combat. Essentially, he does one thing, and one thing only, but as a result, he's a lot faster and stronger at doing that one thing than our previous Ally MPs. My main concern with him is that he doesn't feel like he has an out to big board control, like Awakening Gohan, Broly, Cell, and so on. On the other hand, we all know what Cell has. What makes things interesting on that front (for me) is that Cell has access to all the traits except God and Majin, which gives him an absurdly diverse pool of tech that he didn't really have before. Plus, he makes for a hellishly fun Radiant Personality.
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