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    Dragon Ball Z Trading Card Game by Panini America. News, Articles, Videos, and more!

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    Featured Deck - Saiyan Vegeta

    Our featured deck articles are spotlights of user submitted decks here on DBZ Top Tier. If one of our staff likes a particular deck, or more importantly, learns quite a bit from a write-up, it may be a featured deck. In addition, we will sometimes add our own opinions of the featured deck or post our own decks.


    This week, we're highlighting Matt's Saiyan Vegeta build.

    Title: Saiyan Vegeta
    Author: Matt
    Deck List:
    Main Personality:
    1 x Saiyan Empowered Mastery
    1 x Vegeta, Empowered
    1 x Vegeta, Prince Of Saiyans
    1 x Vegeta, Renewed
    1 x Vegeta, Villainous
    1 x Saiyan Empowered Mastery
    Dragon Balls:
    1 x Namek Dragon Ball 4
    3 x Saiyan Enraged
    1 x Villainous Visage
    2 x Visiting The Past
    3 x Saiyan Outrage
    3 x Saiyan Power Up
    1 x Saiyan Rescue
    3 x Stare Down
    1 x Time Is A Warrior's Tool
    1 x Vegeta's Anger
    3 x Villainous Energy Sphere
    Physical Combats:
    3 x Devastating Blow
    3 x Saiyan Acute Rapid Slam
    2 x Saiyan Body Blow
    3 x Saiyan Clothesline
    3 x Saiyan Direct Strike
    3 x Saiyan Elbow Drop
    3 x Saiyan Flying Tackle
    3 x Saiyan Grab
    3 x Saiyan Gut Kick
    3 x Saiyan Left Kick
    3 x Saiyan Spin Kick
    3 x Saiyan Surprise
    Energy Combats:
    3 x Saiyan Energy Focus
    This is my latest build.
    No Wall Breaker - I can't stop crits from happening to me and it doesn't gain me anger.
    No Vegeta's Gallik Gun - This card is super inconsistent at removing Wall Breaker and energy attacks
    generally don't fit into what I'm trying to accomplish.
    No Saiyan Intimidations - This card clogs up the deck and it is only best when it is removing a Black Power Up, Namekian Fusion, or a Guldo. Saiyan has lots of other ways to deal with allies and Saiyan Energy Focus is much more consistent at locking your opponent out of their board for a combat. I found that one for oneing your opponent's board never leaves you on top, because you lose too much tempo. I originally thought that Saiyan Vegeta was like Burn in Magic, but I've changed my view once I realized the power of tempo. Saiyan Vegeta is much closer to Delver.
    No Saiyan Strength Test - I think this card is super overrated against everything (even Namekian). If you don't get it out first turn it is usually a little more than useless.
    3 Saiyan Power Up - This card is amazing against physical aggro decks, but it is also amazing with Saiyan Rescue setting up the bottom of your discard pile.
    Villainous Visage - This card is the ultimate roadblock to anybody looking to unleash big damage on you and it is probably the best setup in the game.
    Saiyan Energy Focus - My only true answer to Wall Breaker, but it is an amazing one. It buys me enough time to either get to level 4 or deal enough damage that turn to knock off a Wall Breaker. It is extra effecient when you use it to hate out the strongest cards in the game against physical aggro: Namek 6, Black Power Up, Namekian Fusion, Namekian Wish, Orange Burning Aura Drill, Blue Blockade etc. Sometimes turning off my own cards can be troublesome, but not at the expense of the upside that this card provides.
    3 Spheres - Blowing up defensive cards.
    Visiting the Past - Primary target is Saiyan Energy Focusm, Energy Sphere, or Stare Down.
    Not a lot of blocks - I only run 4. This deck just needs one good combat to win, and the more blocks you run the less likely you are to find that combat to wail on your opponent. 4 still makes them think twice as to whether or not an attack will hit.
    Saiyan Left Kick - it gets me to level 4 quicker and has the potential to remove Wall Breaker all on its own.

    Deck Main View

    Style Balance

    Panini's DBZ TCG has had balance issues between the styles since the games start last year. Considering the game is still very new, this isn't something that should come as a surprise.

    The game is being dominated by only three of the six styles and only three of its twelve Main Personalities (As of set two). Most everyone is sick of going to tournaments and watching Namekians, Ginyus and God Gokus come in first place and I can't blame them.
    Now let me first say that this is only my personal opinion based on my own game experiences and what I see online on a regular basis. From what I have seen Namekian and Blue style are by far the best styles, followed by Black style. Now the reason I say this is fairly simple, Namekian can pull off any victory condition reliably and Blue can shut down any victory condition reliably, and black style has a strong, versitile, and hard to disrupt beatdown ability.
    Now many people would argue that Black is better than Blue and Orange is just as good as either. Here is my reasoning: Blue style has the strongest physical beatdown in the game if played correctly and has plenty of cards that can combat other styles and any victory condition. Also Blue does not rely on any given card and therefore hard to disrupt. Black can be susceptible to physical beatdown and although it has some of the best disruption cards in the game, it lacks cards that give critical damage effects, lower anger, or disrupt the field play. Orange is incredibly weak to physical beatdown, has little ability to impede its opponents strategy, and is overall easier to shut down than the other two. The reason most people would argue this is because of how they work with Ginyu, which is a different topic all together.
    However none of the short comings match the short comings of Saiyan and Red Style. Now first let me say I main Red Style and I am not trying to trash talk anyones preferences. Red and Saiyan have the worst short comings of the game. Saiyan, first of all, has almost no strategy or ability to interfere with the opponents gameplay. In the old game (Something I do not have an encyclopedic knowledge of so cut me some slack) somewhat had the same issue. Saiyan was meant as a raw beatdown style. But unlike the old game, Saiyan in this game has no affinity for hand advantage. The Mastery Panini modified from the old game for the new is arguably one of the worst. Without hand advantage, damage modifiers or strong effects, there is no advantageous reason for using it. Yes it can be played well and its fun and easy to use and therefore great for teaching people, but as for a tournament deck, I don't see it topping a tournament with any competent players in it.
    Finally we have Red Style. Oh boy where to start. First of all Red Style was given the most garbage, bass ackwards Mastery of the game thus far. The only reason it could be used at all is because cards in set two were specifically released to bounce off it's otherwise awful effects (Minus the first effect). Second, they gave Red Style, THE ANGER RISING STYLE, a gimick that required it to lower its anger and/or personality levels. Lets look at this for a second. To begin with, about half the time when most people level up in this style, they use the last card in their hand to do it, so the mastery literally is just milling its own deck for no reason. Also, gaining a level is difficult enough, why would someone willingly go down a level for a half decent effect and one extra card. And most of these effects are hit effects or regular secondary effects in other styles. On top of that, Red has the weakest attack cards in the game by enlarge and doesnt have enough buffs to make it a reliable beatdown deck. The only reason I can assume they would do this was to give Namekian even less competition for MPPV, which seems the most logical solution considering the obvious favoritism that went into Namekian style. Red has only one saving grace. If you play Red and completely ignore all the dumb anger/level lowering and focus all out on anger while using Tien as a MP, Red can gain anger faster than any other style, including Namekian. This has some heavy weaknesses to it but nevertheless, I would amend my ranking system to say that that deck, and only that deck, would be on par with Black style and way more tournament ready than Orange or Saiyan.
    Now this is just my opinion and you are welcome to disagree or debate the topic. With set three around the corner, I hope to see the other styles get some love and participate in a tournament that isn't just a bunch of Piccolos and Ginyus.


    In this article I will discuss both the positive and negative aspects of netdecking. While my views on netdecking tend to lean one way more than the other I will try my best to address all sides of this controversial issue, and come to a conclusion.

    Netdecking makes for a boring Metagame. This is fairly obvious. Most people would argue there are about 5 top tier decks that perform better than the rest of the decks available in the current format. If no one was ever allowed to post deck lists online, then many good (but less seasoned) players would still be rocking Blue Frieza. If you and a bunch of friends go digging for gold and one person crys out, "I found some over here!" then I guarantee you that you will abandon your spot and start digging in that location. This is human nature. Is this a bad thing? It depends on how much you value diversity over optimization and success. If you have ever watched an olympic sport like swimming freestyle then you will see first hand that diversity, at the highest level of competition, is almost non-existent. The stroke is called freestyle... That screams diversity! It basically states "do whatever you want with your body to get from one side of the pool to the other." There are a billion ways to swim accross a pool, but only one way is the fastest. If we put an end to posting decks online, then diversity would increase. However, it would take three or four times longer for us to cycle through a metagame and find the best and most optimum decks available. I'm still not convinced that the current set 2 metagame is fleshed out and set 3 is only a few weeks away.
    Netdecking is lazy. Depending on the motivation of a player this may very well be the case. When I first started playing competitive Magic I made the huge mistake of thinking that Modern was a good place to start. I ended up investing time to understand the basics of the metagame. I jumped into a soul sisters deck in order to get my feet wet without spending a lot of money. I did my homework and looked up all of the ways my deck was meant to interact with the metagame. I made one huge mistake though. I never did any real testing with the deck. This wasn't entirely due to laziness. None of my friends at the time played the Modern format and most didn't even play Magic. I ended up playing in one PTQ and I actually managed top 8. I lost to Splinter Twin, because I didn't have a complete understanding of the match up. For those of you who don't know, Splinter Twin is a tempo based control deck and their goal is to win with an infinite combo that can be unleashed with a two card interaction. I knew their win condition and most of the cards in their deck. However, until you actually see a strategy like that implemented, you won't be prepared for it. I wasn't prepared.
    Netdecking takes away the advantage of being a good deck builder. Arguably half of the strategy used to win a tournament game occurs before the first round. Building a deck takes time and testing. Netdecking changes the dynamics of what is important in this game. You can be a good player and a horrible deck builder (this does happen), but still be in a good position to play at a very competitive level. Luckily, if you are a good deck builder then you are most certainly a good player. Deck building is probably the hardest part of any TCG. It is like the difference between learing math theroms and discovering math theroms. In order to build a deck you need to know more than what every card does in any given deck. You need to know the why. "Why" is a concept that some people struggle with more than others. In the end, I think that understanding the "why" is still a pretty big advantage that good deck builders have over players who just netdeck good decks.
    Netdecking can't be stopped, so stop fighting it. "If you can't beat em join em." This is hard to weigh in on. On one side you have an honest fact "netdecking can't be stopped" and on the otherside you have a ridiculous conclusion "stop fighting it." If you ever think something is morally wrong, then you shouldn't just bend over to it because you don't think it can be fixed. Look how far we've come as a society, and imagine how far we would have gotten if everyone had this mentality. Whether or not netdecking is or isn't wrong is something else entirely.
    Netdecking puts people in position to counter known strategies. Many players view netdecking as a tool to help them evolve as a player and a deck builder. This can be helpful, and it isn't very easy to do if there isn't some type of known metagame. The most common way to teach someone how to play this game is by giving them a decent deck that is already made for them. No one tries to teach their friend all of the rules and then throws a big stack of cards in front of them in hopes they will create something even remotely competitive or even viable. You introduce them to the game with a competitive deck already made for them. This helps them see how certain cards compliment each other or work against an opposing strategy. Netdecking can be just as important for an intermediate player to learn how advanced strategies work.
    In conclusion, netdecking should be just one tool in a competitive players tool box. It never should be relied on, because the metagame is constantly evolving and the best players will stay in front of it. Netdecking is not a skill, but it is an asset. If you don't utilize all of the information available to you to win then you are a prideful fool. Vegeta is a perfect example of somebody who would never netdeck. You may be the most skilled deck builder and player in the world, but you will never be able to accurately predict what the metagame is if you refuse to look at it. I'm not advocating for everyone to go and copy the most successful decks posted on the forums. Instead I'm telling you to test them, learn how they tick, learn why they are good, and most importantly, learn their weaknesses. Afterwards, you will have the knowledge to decide what you are going to take to your next tournament.

    Featured Deck - Namekian Gohan Triple Threat

    Our featured deck articles are spotlights of user submitted decks here on DBZ Top Tier. If one of our staff likes a particular deck, we'll promote it to a Featured Deck List.


    This week we have a solid Namekian Gohan deck. Check it out...

    Title: Namekian Gohan Triple Threat
    Author: Azraeil
    Deck List:
    Main Personality:
    1 x Gohan, Armored
    1 x Gohan, Determined
    1 x Gohan, Resilient Child
    1 x Gohan, Young Warrior
    1 x Namekian Knowledge Mastery
    1 x Namekian Knowledge Mastery
    Dragon Balls:
    1 x Namek Dragon Ball 1
    1 x Namek Dragon Ball 2
    1 x Namek Dragon Ball 3
    1 x Namek Dragon Ball 4
    1 x Namek Dragon Ball 5
    1 x Namek Dragon Ball 6
    1 x Namek Dragon Ball 7
    1 x Dragon Radar
    1 x Namekian Dragon Clan
    2 x Namekian Fusion
    2 x Visiting The Past
    3 x Namekian Hybrid Defense
    3 x Namekian Overtime
    1 x Time Is A Warrior's Tool
    Physical Combats:
    3 x Devastating Blow
    3 x Gohan's Power Punch
    3 x Namekian Flinch
    3 x Namekian Knee Block
    3 x Namekian Right Throw
    Energy Combats:
    2 x Crushing Beam
    3 x Namekian Double Strike
    3 x Namekian Energy Guard
    3 x Namekian Finger Lasers
    3 x Namekian Maximum Will
    3 x Namekian Onslaught
    3 x Namekian Palm Shots
    2 x Overpowering Attack
    1 x ChiChi, Armed and Dangerous
    1 x Krillin, Supportive
    1 x Piccolo, Waiting
    This is my Namekian Gohan Triple Threat Deck.
    I have been playing and editing this Deck since the release of set 2.
    I love the Namekian Playstyle and the crazy combos you can pull off if done right.
    I recently Added in the Devastating Blows and am going to be testing it soon to see if I can level a little more swiftly, as the biggest Con to Gohan is being stuck at Level 1.
    This Deck does also contain plenty of Cards needed for the Level 4 Gohan/Namekian Loop.
    I do not run Focused Assaults anymore because I have never actually used them to remove Wall Breaker. It has always been another card that hit hard enough to remove it. Maximum Will is the best choice because of the Base 6 damage +2 from Gohan and most Decks don't endrance out of 8 cards or 9 if DB 1 is down.
    If you would like a Solid Namekian Gohan Deck to Try out, this one has always placed in the TOP X of my local tournaments.
    If I make any other Changes I will make them here also.
    Like when I get my hands on some Heroic Assistances.
    Suggesstions and Comments are always Welcome. Discussions are always nice.
    Deck Main View

    Card Spotlight - Black Foreshadowing

    This week in our Card Spotlight column, we have a few staff members review Heroes and Villains card, Black Foreshadowing.

    This week's Card:
    Black Foreshadowing
    Black Foreshadowing, did Black Style really need another monster of a card? The answer is simply no, no it didn't need another terrific card that could have easily been suited for another Style that could have really benefited from it "cough" Red Style "cough". That said, Black Foreshadowing is an awesome card that compliments Black Style very well, milling a possible 7 cards from your opponents Life Deck without modification is obviously very good and as a caveat you gain equivocal power stages as the amount of cards destroyed which is always helpful, and to top it all it has Endurance 3! This card is awesomely offensively defensive and when building a Black Style deck this card gets an easy two thumbs up.
    Rating: 8/10
    This card has easily got to be one of the new best cards from Set 2, for Black. With all the banish power black has, this card can easily destroy 5 cards or more and gain you as many power stages, giving you a chance to throw more energy attacks, stronger physicals, or take more physical damage, making this a great offensive/defensive card. On that note, it has Endurance 3, giving it & you, more defensive capability. Personally, I feel there is no downside to this card & it is practically a must for Black.
    Rating: 9/10
    The closest card I have for comparision is Black Reflection, despite it doing competely different things. Like Black Reflection, this card truly shines towards the end of the game when your opponent has a good chunk of cards removed from the game and it can discard a good chunk of cards and gain you a significant amount of stages. Unfortunately, just like Black Reflection, it's almost pretty much useless at the beginning of the game since you get zero effect from it . The saving grace for the card is the Endurance 3 on it, which Black Reflection is lacking, making this a solid choice in decks that want to focus on direct damage, like Black Krillin. It also destroys cards, so if you hit a bunch of dragon balls, you pretty much wasted this card except for the stage gain which is pretty solid. And like other events, it can be cancelled in a sphere-heavy environment..
    I'm torn on the card. In most decks, I would probably only run one to two copies, since typically its only going to hit around 3 cards, and that to me is just not worth the inclusion unless you have other effects that raise that amount. However, a lot of decks right now (Black Krillin and Raditz) like to do direct damage and not have to worry about hitting attacks. In a deck like that, this card truly shines. It's just a shame (or a good thing) it's banished after use.
    Rating: 7/10
    Overall Score - 8/10