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    Dragon Ball Super Card Game by Bandai. News, Articles, Videos, and more!

    Gencon 2017 - News and Exclusive spoiler from Anniv Tournament

    Reporting in from Gencon 2017 Day 3.  Today was the first of two "Release Anniversary" tournaments, being held off-site of the convention at Good Games in Indianapolis Indiana.  I was able to register online for the event, so I booked it from the convention center to the store as soon as my volunteer shift ended to check in.
    44 players came together, running may variants of well known decks like Broly green and Vegeta blue, plus a hint of Frieza Yellow and a strong showing from Champa.  The tournament's winner, in fact, was Anthony Hernandez with Red/Blue Champa.  Anthony took home a VERY large trophy, playmat and TEN additional tournament promo packs.  (for those wondering how I did, please just....move along.  Let's just say I'm lucky that the 2 promo packs they gave to ALL attendees netted me at least 1 foil).
    One of the more interesting prizes that players were given for entering (or for getting a lottery ticket and not getting in) was a set of sleeves.  This pack of 0 sleeves features a new piece of DBS artwork as well as the word "Winner" at the bottom, and they have said they will likely be prizes for future tournaments.  The REALLY cool part is in addition to the 60 deck sleeves, the pack included one leader sleeve, which was clear on both sides, but has a small border on the sides and bottom.  Expect to see these being gouged on eBay any day now.
    But the real story is not how we did, it's what was said!  In attendance were representatives of Bandai and game developers Moteki Yoshito Sensei (Right) and Kawashima Tatsuro Sensei (Left), both decked out in Turtle School gi.

    After the event finished they thanked us and gave us a bit of news about upcoming product and processes.  (NOTE: the following is not final and as always could be subject to change)
    - OP.  Bandai is currently working on large events, judge programs and more, hoping to release more info before the end of the year.
    - Set 2 will be releasing in November and spoilers will be hitting the website as early as next month.  There have already been pictures circulating on Facebook of some previews at the Bandai booth(including Future Trunks and Zamasu leaders), but the folks running the event wanted to give us all a little something extra and spoiled a THIRD new leader coming in set 2 that has some DEVASTATING effects.  Grab your Potara and hide the jawbreakers, because the martial artist formerly known as Vegirot is coming to town:

    Vegito - Leader - Red - 10,000
    Permanent - Each <Son Goku> and <Vegeta> in all of your areas gain red, blue and green colors.
    Auto - When this card attacks, place up to 1 card from the top of your deck in the Drop Area.  If that card is red, this card gains +5000 power for the duration of the turn.
    Awaken (Standard)

    Fusion Warrior Super Saiyan Vegito - Awakened Leader - Red - 15,000
    Permanent - Each <Son Goku> and <Vegeta> in all of your areas gain red, blue and green colors.
    Auto - When this card attacks draw 1 card and if there are 10 or more total <Son Goku> or <Vegeta> in your Drop Area this card gains +5000 power and Double Strike for the duration of the turn.
     
    Everything changes in Dragon Ball Super series 2, coming in November.
     
    Some quick shout outs to the crew of Good Games in Indianapolis for a great venue and an amazing hosting job, Anthony Hernandez for running a great game (and beating me soundly in round 1), Allek "The Beard" Pastrana of Bearded Collectibles for letting me get my only W of the night and finally, but most importantly, Moteki-Sensei, Kawashima-Sensei and the rest of the Bandai Crew for running a quality event and giving us fans so much to enjoy and talk about.
     
    ~Stryyder

    Deck Spotlight: The Prince of All Saiyans - Blue / Red Vegeta

    I've been playing a lot of the Dragon Ball Super Card Game lately and I really do mean a lot;  it's been played almost daily. On top of that, there have been several weekly events here locally since the game's release. Since then, I've tried building several different decks, some with a bit of success, and others just falling flat. However, after all the bad decks have been put to rest, I've finally found a deck that I not only enjoy playing with, but I also think is a little busted and could quite possibly be the best deck in the game.

    While I do enjoy playing with the deck, and could probably play it a few more times to great success, our local tournament area doesn't have any tournament packs, and I just can't keep playing the same deck over and over again (although I did win another event with a Yellow Golden Frieza deck, so maybe I'll share that list eventually). On top of that, I decided last minute not to go to GenCon (not that I could have scored a ticket into the event). So, because of those few reasons, I've decided to share the list with one person going to the GenCon event ahead of time that may be running a tweaked version of it at the event, but also with everyone else on TCG Top Tier to see if it has any effect on the metagame.

    So for this week's Deck Spotlight, I'll be reviewing my personal deck - Blue / Red Vegeta. Here is the list...

    Leader (1):
    Vegeta / Super Saiyan Blue Vegeta
    Battle Cards (39):
    Botamo of Universe 6 x3
    Manipulating God Champa x4
    Energy Boosted Majin Buu x4
    Saiyan Cabba x4
    Boosted Attack Piccolo x4
    Furthering Destruction Champa x4
    Assailant Vegeta x4
    Energy Boosted Beerus x4
    Whis, The Resting Attendant x4
    Destruction Terror Champa x4

    Extra Cards (11):
    Vados's Assistance x3
    Whis's Coercion x4
    Senzu Bean x4

    Sideboard (15):
    Botamo of Universe 6
    Vados's Assistance
    Confident Botamo x4
    Assassination Plot x3
    Vegeta, Prince of Speed x3
    Objection x3

    The idea of this deck is very simple - mulligan for as many copies of 'Senzu Bean' and 'Saiyan Cabba'. Senzu Bean lets us ready Energy after we use it, which early in the game lets us abuse the game's one-a-turn energy system. Saiyan Cabba is the best one-drop in the game. He draws us a card from our energy and deals two damage with his Double Strike ability. Use said copies of Senzu Bean and Saiyan Caba to power out fast damage and more plays while you have two energy in play.  Because of Vegeta's Leader ability that also draws from the life, we should be lowering our life as fast as possible. Because of this, we'll be able to awaken fairly fast on our second turn for even more card advantage and faster damage. Ideally, the opponent would also be at 3-4 damage, but their deck isn't designed to withstand this typically. On turn three, use any blockers or attack negates to live long enough and attack with your leader, then on turn 4 pitch as many 10K combo cards as you can (hopefully there are a few copies of 'Boosted Attack Piccolo' and a 'Furthering Destruction Champa' in there) to finish with a "Big Bang Attack" combo at over 60K+ when they have 1-2 life. You should kill them very fast.  If you're not drawing quite right, drawing Manipulating God Champa and Energy Boosted Majin Buu allow us to dig for Furthering Destruction Champa to use with Vegeta's Critical ability for 2 life a turn they can't draw, or Assailant Vegeta to boost the control game as well. Once we get them down, then we can finish them off with Energy Boosted Beerus or Destructive Terror Champa to end the game. Use Attack Negates and blockers to live a bit longer at the end game. 

    The deck is a bit aggressive, but the sideboard is around to make us a bit more controlling. Confident Botamo replaces Assailant Vegeta in matches where the opponent wants to Evolve characters. Vegeta, Prince of Speed and Objection are great against mono-blue control decks (allowing us to play the same game). The extra Botamo of Universe 6 and Vados's Assistance are there to screw up the opponent's combat math and allow us to live long enough to play multiple Destrtuction Terror Champa or Vegeta, Prince of Speed.

    After playing in four tournaments with it, the deck is currently sitting 23-5. This is a tremendous feat, and I can attribute at least two of those games I lost to poor misplays - forgetting to combo with a card that was crucial (moving too fast in phases) and the other forgetting to drop an energy down (newbie mistake). After playing with the deck for this long, and watching other people try to mimic it, I realized the room for error is larger than it appears, and playing it perfectly does take a bit of finesse. All games will not go exactly as I described above and new things happen all the time. You can only learn how to handle the deck fully once you've gotten a lot of play experience under your belt. Going off a turn early or miscalculating how your opponent will respond can be disastrous (as I've learned with a few of my losses with the deck). In addition, there is a deck type that exists that completely shuts this deck down (by taking advantage of how decks are typically built), but we'll go over that another day...

    That's it for this today's Deck Spotlight. On the next Deck Spotlight, we'll be looking at the decks that topped the GenCon event.

    Rules Primer - Counter Timing windows - Play vs. Attack

    Hey all.  This seems to be a large point of contention, and so I wanted to expand upon it for a bit.  There has been a LOT of talk and confusion regarding the resolution timing of Counter cards, in relation to what phase they are used.  A lot of these are for the more high profile cards like Cold Bloodlust and Whis's Coercion.  People are using battle timing as reference for play timing and vice versa, but the fact is they are quite different.  In this post I'm going to go in depth on the timing for both playing cards and attacking during your main phase free timing.  You can find any referenced rulings in the official rules manual: here
    There are currently 3 counter types in DBS: Play, Attack and Counter. (though there is one "Attack" counter that is specific to Battle Cards attacking, King Cold)
     
    Counter: Play - Relevant Manual Section - 6-3-1-3-1 (Playing battle cards)
    In playing a battle card, there are 3 steps (6-3-1-3-1-1 through 6-3-1-3-1-3).  In order these steps are:
    1 - Declare the card you are playing and switch the appropriate # of energy to rest mode.
    2 - Counter Timing occurs - this is where Counter: Play skills may be used and resolve.
    3 - Actually playing the battle card.  This is where the card is placed onto the field and any "When played/evolved" auto skills would be triggered and resolved.
    What does this mean?  The only 2 current cards with a "Play" counter are Cold Bloodlust and Crusher Ball.  Per the timings above, these would resolve BEFORE the targeted card hits the field.  In the case of the former, it would hit the field blank (thereby negating ANY skills, including "when played" skills) and for the latter, the target enters the field in rest mode.
     
    Counter: Attack - Relevant Manual Section - 7-1 (declaring an attack)
    In attacking, either with your leader card or a battle card, there are 3 steps (7-1 through 7-1-2).  In order these steps are:
    1 - The turn player may choose their active mode leader or battle card in their leader or battle card area and turn it to rest mode to attack, declaring either their opponent's leader card or one of their opponent's Rest Mode battle cards as the target.
    2 - Counter Timing occurs - This is where Counter: Attack skills may be used and resolve.
    3 - A checkpoint occurs.  This is where "Auto" abilities that trigger upon attacking occur as well as when the defending player may use the "Blocker" skill.  NOTE:  there is a special clarification on this step in Rule Manual section 7-1-2-1 that states that even if a "Counter: Attack" skill used in the previous step NEGATED the attack this checkpoint STILL occurs and these Auto skills will STILL resolve.  There is also a clarification that Attacker's Auto skills resolve BEFORE blockers may be declared. (Q&A 63)
    (after these steps come the Offense and Defense phases where combo and "Activate: Attack" skills may be used, but we're focusing on JUST the declaration phase at the moment)
    What does this mean?  Just as stated above, even if a card would negate an attack, any "Auto" skills that trigger when attacking(ex. Beerus, General of Demolition BT1-041) STILL resolve.
     
    Counter: Counter - Relevant Manual Section - 4-7-3-2 (Counter Timings)
    Whenever a Counter Timing occurs (see step 2 in both of the above examples), there are 5 steps (4-7-3-2 through 4-7-3-5)
    1 - The player who DIDN'T play/use the triggering Card/Skill may use a relevant Counter card.
    2 - The other player chooses to use a Counter: Counter card or does nothing.
    3 - (situational) if the second player used a Counter: Counter, the initial player may use a Counter: Counter card or does nothing. (Repeat 2 and 3 until one player does not play a Counter: Counter and then proceed to step 4)
    4 - Resolve all Counter skills in reverse order (First in last out)
    5 - Carry out the original triggering action or skill if possible and then return to normal play.
    What does this mean?  While sections like 6-3-1-3-1-2 and 7-1-1 simply state "The Non-turn player can activate [Counter: ______] skills..." section 4-7 expands the counter timing window to its FULL form (final form?) in which players may bounce "Counter: Counter" skills as necessary.  (This can deter rules lawyers who may try and claim that sections 6 and 7 ONLY allow the non-turn player to activate counters, when it isn't that simple.)
     
    So that's it for now!  You now have a hearty knowledge of counter timings in any (current) situation.  Who knows what set 2 and on will bring up, but this is a good basis point for now.  Any questions, comments or accusations of lack of reading comprehension may be left below for subsequent follow up.
    ~Stryyder

    Set 1 Leader Card Rankings

    Man of Tomorrow here, I’m going to break down where I believe the Leader Cards for Set 1 shake out. This is obviously subjective, but the Leaders were evaluated on my ideas of how strong they are in their respective colors. Evaluating them based on how they'll work with 2, or more colors added a lot of extra complexity, and with a limited card pool, sticking to a mono-color for the purpose of this piece made it easier to digest.

    A caveat to the ranking is that the ability to draw 1 card when attacking on the Leaders’ Awakened side was not even considered, since every Leader card gains this ability after Awakening. Let’s get to it.
     
    Red
    Hit Champa Vados Hit is the best Red Leader in my opinion. His front side always gains 5,000 power when attacking, which will always beat a Leader’s front side. It would force a basic Combo just to tie, which still goes to the attacker. After Awakening, he still gains the power advantage, but can also negate Blocker, which is a huge advantage.
    Champa is second-best in Red and with 12 of the 20 Red Battle Cards having 15,000 or more power, you have a really solid chance to draw a card on his front side. After Awakening, losing a card from your hand to gain Double Strike isn’t nearly as effective if your deck consists of cards with 15,000 or more power, as many have Double or Triple Strike, or a way to get it naturally.
    I’m lukewarm on Vados, so here ranked third. Having to attack Battle Cards with your Leader offers board control, but locking yourself into that may be detrimental if your opponent is packing their own board control, limiting your options to effectively deal damage.
     
    Blue
    Super Saiyan God Son Goku (Starter Deck) Beerus Son Goku Vegeta Super Saiyan God Son Goku (Starter) ranks highest as it always has the ability to switch 1 or more Blue Energy to Active Mode. Blue is going to love that skill and it seems to play right into the theme. Also, after Awakening, having 5 Energy in Blue wouldn’t be as difficult as having, say, 7, to trigger the power boost.
    Beerus is ranked second simply because his board control is great. It’ll take a couple turns to get the required Energy, but Blue will be running cards to get extra Energy in one turn at 4 copies each (or should, I say). His alternate win condition is cool, but I doubt anyone will ever be pulling it off, especially with the current card pool.
    Son Goku is a decent Leader for Blue, and his +1,000 Power ability will be a simple tie-breaker early, but can’t overcome a basic Combo (+5,000) until later. Awakened, he maintains the power boost, but you may find games ending before you’re able to lay 7 Energy down for him to gain Dual Attack.
    Sigh. Yeah, I ranked Vegeta last. Critical is an extremely strong skill, however, there are too many hard counters. Blocker will ruin him, Counter: Attack can ruin him, then you’re simply killing yourself for little to nothing. It’s too risky out of the gate to be any higher than the other three Leader options in pure Blue.
     
    Green
    Broly Son Goku Son Gohan Broly is going to present the most problems for your opponent, and while depending on Broly’s Ring, you’re going to have 4 of them in your deck. Without Ring in play, it’s a 1-for-1 trade that doesn’t net much. Also, on Awakened, Broly’s Ring doesn’t affect the Battle Area, so remember, his effect will also hurt your board as well.
    Son Goku is just boring, but really consistent. Double Strike is solid damage, but he has the exact same ability on Awakened, which doesn't give you a new leg-up on anyone, since all Awakened Leaders have the 1 card draw as mentioned above. I ranked him higher than Son Gohan, simply because of the consistency.
    Son Gohan will require aggression to get mileage out of his front side, otherwise, it could wind up being blank if you get behind early, which really stinks. Son Goku's constant Double Strike outweighs the potential to blank your Leader skill after the first attack against you. Also, his Awakened side is so good, but not so much in mono-Green with this card pool. Will the game end before you're at 6 Energy? (Breaking my own rule, Son Gohan may really love being paired with Blue).
     
    Yellow
    Frieza (uncommon) Frieza (rare) Ginyu I really like the skill to switch Battle Cards to Active Mode, so uncommon Frieza gets the nod here. You have a lot of versatility with your board and Frieza doesn’t have to attack to gain this skill as it’s an Auto at the end of your turn. Switching 2 cards to Active on Awakened is gravy.
    Rare Frieza sacrifices the Frieza’s Army Battle Cards to gain 1 card in-hand and putting 1 Energy in Active Mode. The known quantity seems better, and there are few Frieza’s Army cards that have no beneficial effect to being in play. The Awakened side could potentially help you Evolve some of the more powerful Frieza Battle Cards, though.
    Ginyu has the ability to play his Ginyu Force (non-Ginyu) cards for no energy cost, provided they’re in your life. There are 4 Ginyu Force Battle Cards that aren’t Ginyu, so that’s 16 cards in your deck. The odds aren’t great, and it’s a high risk/high reward strategy. Awakened, you get a little more bang for your buck at the cost of Life, it’s just very risky here in Set 1.

    Dragon Ball Super Card Game – Gameplay Review

    If you’ve been following this game closely, then you know in less than two weeks the game will be released! On July 28th, Bandai is releasing the Dragon Ball Super Card Game across the US and Australia. The game will be available at your local hobby game store, in the form of Galactic Battle booster packs and The Awakening Starter Decks. 
    For the release, TCGTopTier.com is going to be doing a gameplay review. With this review, we’re going to quickly go over the rules of the game, and then talk about the gameplay aspects. Let’s get started!
    Speaking of rules, in order to learn how to play, we’re going to need to do a bit of reading. I highly suggest reading the included rule sheet, which is pretty clear on the rules of the game, with pictures, but lacks details on advanced timings. However, if you go online and use the advanced rule manual on the official website, you’ll find all the card timing rules; along with a complete and utter mess. If timing issues need to be clarified, go through the terrible online rule manual. Otherwise, avoid it until they have someone go through the entire thing and make it appear cleaner and easier to read.
    Getting on track, in the Dragon Ball Super Card Game you have two ways to win. Either force an opponent to lose all of their eight starting life or reduce their deck to zero cards (although in any of the 25+ games played, I have yet to see this victory condition). To accomplish this, you have to awaken your leader card for maximum game power, play Battle cards to attack your opponent, play Extra cards to give you added in-game benefits, and combo with cards in your hand. You do this by playing cards down as energy and using the energy as a resource to pay card costs. You then use your cards to attack the opponent’s leader card either by playing them or combing with them, which lets you use cards in your hand to boost your Leader’s or attacking/defending battle cards stats.
    If you’re looking for a game that just plays quickly, this game is for you. The game plays very fast and efficient. Overall, I haven’t seen a game go past turn eight, with most games ending turn five, six, or seven. Gameplay is very resource management heavy, and at times very unforgiving. You have to juggle playing cards as energy, building a board of Battle cards, using cards as combo pieces, and attacking in at the right time in the correct order, while preventing the opponent from doing the same. One card played or used in the wrong manner can quickly turn over the game to the other player. For those competitive players out there, they will find this as the challenge and appeal to the game. Playing optimally in this game can be a process based on matchup experience, setup, and draws, but one small misplay can turn the tide over to the other player very quickly. 
    To help play optimally, you’re going to want to check out the main website for the set card list. You’ll want to be aware of the set’s card design to master playing against specific colored decks. If you do not, you may find that you’re incorrectly strategizing against the wrong decks, as playing against the different deck types requires a different thought process for each one.
    While the gameplay its self can be very challenging, overall the game engine doesn't stand out too much on its own. That's my biggest gripe.  If you're a TCG player, you may have played this game before. It feels like a fixed version of the Naruto CCG / Dragon Ball CCG, which were also released by Bandai. At times, it can feel a little solitaire. Modern TCGs put an emphasis on alternating between players, whereas this game goes back to past CCG design. A little thing that could have made it more interactive would be alternating between the attacker and the defender to play combo cards (right now it’s all attacker's cards, then all defender's cards). The blocker keyword, which lets battle cards take over in combat as the card being attack, could have been a game mechanic to increase in-game interactions. Those two small things right there would have made the game a lot more interactive. While I am a fan of player interaction, it doesn’t kill the overall enjoyment of the game, and does increase the game’s speed – which means more games could be played in a tournament environment.
    Overall, if you like Dragon Ball and/or Japanese-style collectible card games, and a game design that requires some thought to play properly, then you will find that the Dragon Ball Super Card Game is a solid product you will enjoy to master. If this is you, we’ll see you during the tournament season!

    Dragon Ball Super Card Game - The Awakening Review

    TCG Top Tier got a hold of an early release of 'The Awakening' starter deck for the upcoming Dragon Ball Super Card Game, by Bandai.
    This review is purely going to be cosmetic and focus more on product quality. We will have a gameplay review once we get a hold of another starter deck and a booster box of product to play around with. However, if you're interested in checking out the rules for the game, check them out here:

    http://www.dbs-cardgame.com/rule/
    Introduction

    In early February this year, Bandai announced that they would be releasing a new Dragon Ball card game based on the popular 'Dragon Ball Super' anime. Since then, the rumor mills have been churning out a few pieces here and there, but only after the last few months has Bandai really been pushing their game to generate a buzz, with frequent posts on social media (check out their Twitter and Facebook feeds), and passing out several waves of free half-decks to interested players. In short, we believe Bandai is trying to make this game a success and we're excited to see what they do in the future for support.

    The Product


    The Dragon Ball Super Card Game - The Awakening Starter Deck is a 51 card deck, playmat, and rule sheet designed to get a player started in the newly released game. Five of the included cards are exclusive of this set, while the remaining cards are from the Galactic Battle expansion. Once you've learned the rules of the game, it is meant to be combined with the booster packs to build new and exciting decks . Both the starter deck and booster set are scheduled to arrive at your local hobby gaming store on July 28th.  Click on the images below to get a closer look:

     

    If you're a fan of Dragon Ball art, this game will not disappoint. The card art in this game is fantastic! If you're a card game player or a avid Dragon Ball collector, you'll be excited.

    As I have played several Dragon Ball card games in the past, I believe these cards are the best looking to date. Much better than just grabbing anime stills, which there have been a few that have done in the past. The CG art on the Leader cards look very clean and the anime art on the remaining cards were made for this card game and pop out. The cards really make me feel like I'm seeing the epic battle of Goku and Freiza playing out in front of me.

    Also included in 51 cards are two foil cards - Vegeta Prince of Speed and SSGSS Son Goku, The Soul Striker. The foils look spectacular with their custom foiling pattern per card. I simply cannot wait to see more foils once the series one Galactic Battle is released.


    Regardless if you're a hardcore trading card game player or an avid Dragon Ball collector, I feel as a product Bandai really has a sleeper waiting in the mists. The cards look simply incredible. Bandai is giving it their all with future game support, with plans for local tournament play with promos, with possibly more in the future. Please be sure to check the game out on their official web site.

    Check back at the beginning of August when we will be doing a gameplay review and a look at the full Galactic Battle expansion. Be sure to check out your favorite local hobby gaming store on July 28th for the game's release!

    Quick Demo Deck Review

    Just like Goku, I’m a little late to the fight!

    I’m going to take a moment to go over the Demo Decks for the Dragon Ball Super (DBS) CCG by Bandai. I will be assessing the quality of the cards, the mechanics, and providing my opinion on the game. I’ve enjoyed the Demo Deck thoroughly since its arrival and have high hopes for this game. 
    The quality of the cards is well done. The card stock is crisp and the colors are vibrant. We finally have a license holder that can flex creativity with the images used. The images used are thematic to the card and its purpose. The cards are full art except for a very small border along the edge which doesn’t distract from the image and is most likely to account for bleed.  The template is well done and organized for simplicity. Because keywords are used, what a card does is inherent in its type, and damage has its own space, cards without effects get a nice full art focus on the image.
    Opening the Demo Decks the first thing you notice is the colorful, vibrant, and seemingly organized Rule Insert. I read the rule insert front to back and felt that I had an understanding on what to do. I played a few solitaire games to get use to the flow before attempting to teach. Taught a few people and manage to get enough games to form some thoughts about the mechanics.
    1. Having a built-in mulligan that doesn’t put you at a disadvantage is nice. I never understood games that punished players for having crap for luck and it’s nice to know that luck sacks are somewhat mitigated.
    2. I’m not a huge fan of resource systems that directly impact the player but every game has them to help mitigate the speed of a game. Having every card in your game double as a resource helps with deck building but the tradeoff is the skill cap needed to know when to save a card and when to toss it as energy. It appears simple at first but as you play more games you start to see the skill needed to make the decision. 
    3. Combos. This is where most of the complexity will come from especially when combined with using cards as energy. Cards that are used as part of a combo are discarded, even the ones you pull from the Battle Area. This will create some intense decisions as the round moves on. Throw away too many cards to attack or stop an attack and you leave yourself at a disadvantage. Timing will be everything in the competitive environment.
    4. Having a simple system to go with a fluid combat and complex combo system brings it all together. There are only 3 card types; Leader Cards, Battle Cards, and Extra Cards. Timing is built into all the cards and timing is carefully explained in the CRD. Simplicity is the base of this game and will make growing a play group easier.
    5. Established rulings. Bandai isn’t new to card games and have learned a thing or two. The game hits the ground running with an already established CRD based on what they know will be asked. This is also the second iteration of this engine and though there have been significant improvements making the two iterations night and day, there is still content for them to build from and they have taken the initiative.
     
    So far, I’ve enjoyed the Demo Deck and look forward to the official release. I like the previews I’ve seen and look forward to the foils for this game. Japanese game developers know how to make something shiny and very desirable and I look forward to both collecting and playing this game. The mechanics are simple with a high skill cap in decisions making during combat. Planning and knowing when to hold them and when to fold them will be the key to victory.
    My favorite card in the Demo Deck is Energy Power Gotenks. The amount of aggression this card has, especially when two are in play is amazing. 

    I look forward to seeing everyone at future OP events. Let me know your thoughts and your hopes for the game going forward.
    Your lovably bouncy killing machine,
    Majin Goo
     

    Card List Revealed and a New Opponent Approaches

    Good evening everyone, or morning if you don't see this until you get up.
    Was waiting for something nice to break in the news and this seemed like the most perfect time. I, the most amazing Majin Goo will be a writer for TCG Top Tier for Dragon Ball Super TCG by Bandai. I feel honored to be providing content for what I believe to be the most amazing online community in the world
    Now for the good stuff. Bandai has continued to push their new game for Dragon Ball Super with 1000% moxie. The first noticeable and amazing tactic they've used, setting time lines. As promised, Bandai has released a card list for their Dragon Ball Super TCG. For now it appears to be just the commons but as any experienced player will tell you, their rarity can be deceiving and they often play large roles in any TCG. 
    My favorite reveal, BT1 - 053 C Senzu Bean. This card in my opinion is amazing. The ability to boost any card by +5000 is nice for 1 energy cost, but it doesn't end there. Afterwards, it allows you to choose up to two of your energy and put them into Active Mode, allowing you to stay in the fight and continue to combo and play cards. I'm dropping a pic of the card and the link to the list. Make sure you check out the link. 

    Bandai Dragon Ball Super TCG Card List

    Dragon Ball Super Card Game Now on TCGTopTier.com

    The Dragon Ball Super Card Game by Bandai now has its own dedicated section on TCGTopTier.com. In the coming months, we hope to be your number one source for the new game, with forums, articles, decks, videos, and other content.
    In addition we are looking for Content Writer(s) for the game as well.
    The content writer positions are strictly volunteer positions, but writing for this game is a great way to get known in the community. In addition, there are other perks thrown your way occasionally.
    Interested individuals should:
    Be active in the community.
    Passionate about the game.
    Willing to submit content on a regular basis.
    Possess adequate writing skills, in addition to proper grammar.
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