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  1. 3 points
    Warning. Opinions Inbound. I have a wife, 3 kids, full time job, college, and take care of my disabled mother regularly... I still have plenty of time to exercise and maintain my fitness. I do all that and I don't have a Time Chamber. The issue is that Gohan has access to this and a babysitter with nothing else to do that won't charge him and Toriyama still shit writes him into mundaness so that Goku can be the star. All serious joking aside though... Gohan was built up to be something amazing and then thrown to the side. It isn't so much we're giving Gohan a hard time but that we give Toriyama a hard time for building this character up just to propel Goku. Toriyama constantly screws up and then just goes, "but Goku guys! He's awesome and all you need!" So when someone gives shit to a character just remember they're really giving shit to Toriyama. Honestly, I don't see Goku getting a free pass on being a shitty father anywhere. It's literally one of the largest DBZ memes. I think the general consensus is that Goku is a bad father. If Toriyama could let go of Goku I think something magical could happen. Hell, the Captain Ginyu moment was brilliant. He brought back a fun character and made him a real threat and just when he got warmed up... "derp derp... I'm Toriyama and forgot Goku is the star... derp derp... insta kill you, Ginyu... derp derp". Most threats are handled in this order... Introduce threat, threat is too strong, train, get beat up still, introduce new level of transformation, eliminate threat, rinse and repeat. If Toriyama put more limitations on transformations and forced his characters to overcome their opponents by outsmarting them and exploiting weaknesses and character flaws it might not be so obvious. The smartest moments in DBZ are when Yajirobe thought to cut off Vegeta's tail and when Vegeta thought to wish for Goku to have his energy replenished against Kid Buu. Closest thing to outsmarting through the whole thing. Everything else was just wait for someone to reach the next level through necessity. With Super there were some moments though that I really enjoyed. A Krillin moment that was needed, that Ginyu moment, ANDROID MOTHER F****ING 17... You know what... there are more but all you need is Android 17. That and Frieza actually playing a bigger role.
  2. 2 points
    Majin Goo

    New CRD

    There still needs to be some ground work laid out before rotation starts to happen. Rotation is a fickle beast that isn't as simple as, "let's just delete stuff from the game". A game needs to be built and developed with rotation in mind. It's only part balance mechanic. The other benefits are why you build for rotation. The first and most obvious benefit is that it allows developers to develop free from the constraints of older sets. It's impossible to test for every situation and this becomes more obvious as the game grows and more unaccounted for broken interactions happen with each new set. With rotation, you can use a temporary fix such as an errata or ban and then wait till the problem cards go into legacy, which is a format the developers need not concern themselves with. The other benefit is Meta. As more sets release, it becomes harder to account for possible situations. A smaller format with a controlled meta is more viable as competitive and less likely to fall victim to RNG and Variance being the reason people win. It also alleviates the time needed in research and development for deck design. The whole purpose of competitive play is to see how well you can circumvent RNG and Variance and create consistent wins. While variety in decks is good, variance itself defeats competitive play and makes it feel more like 5 card draw. Think about Yugioh and the number of times the meta was, "who draws the most crippling hand at the beginning". This is why Archetype design is crucial and something they failed at in PanZ that I think they are getting better at with FanZ. Archetype design allows you to simulate variety without over-contributing to variance by keeping things to defined strategy concepts. This allows you to refresh the game without having 80 different deck types in a single meta where every deck is a 60 card deck of 60 different cards. For example, the Sword Archetype is a type of Physical Beats with its own unique twist, but essentially it is still Physical Beats and falls into the triangle of deck types and requires key elements that are consistent in the deck type to function. I'm not sure I explained this part as well as it is in my mind, the key is that Variance isn't good, but variety is and rotation can help with this. The next benefit is entry point. Getting new blood is how you grow your brand and account for old blood leaving. Rotation allows new blood to buy in at a certain point, buy sets going forward, and eventually the stuff they missed rotates out. At that point they are now even, collection wise, with the old blood and competitive play becomes about skill and not about how deep their wallet was at entry and how far back they could buy for the old broken cards that are now rare and expensive. The biggest benefit is it reduces the need for pure power creep. While there are instances where Power Creep might be needed, such as the lack luster MPs presented in the early sets, it generally is frowned upon in competitive and casual environments alike. From there, if you need specific cards from legacy sets you reprint them in new sets or create new cards with new names that are modified with balance for the current block in mind. While this does contribute to balance, balance is just a way to sum things up. This game would have benefited with rotation in mind from the ground up, however, I guarantee you rotation wasn't a thought when the first 3 sets were released. With sets 5, 6, and 7, power creep became their form of rotation, however because set 1 cards are instrumental to the styles they are in, it isn't working. Rotation could have started with the block beginning set 15. At set 15 set 1 could rotate out, with each set in succession rotating out as new sets come out. This would leave you with a large but varied pool and provide some benefit. However, that all rested on building the game with rotation in mind. It's still possible, but there is some foundation work to lay out and it NEEDS to be in place first. Not rotate and then fix the holes. They should design with the idea of the rotation going forward and then when ready rotate. This minimizes the impact, reduces culture shock, and has the highest chance of retention. For cards that are printed in multiple sets, you just use the version from the sets that are tournament legal. Eventually, all versions of the unwanted cards will rotate and this is the method that will create the least amount of confusion. Remember, rotation involves rotating the set. If you were to rotate the card names in the set like what sounds like is being suggested in this thread, you create confusion and if a card can appropriately return to the standard format you will require a retcon ruling. It's easier to just say cards printed in set x and forward are standard.
  3. 2 points
    Majin Goo

    New CRD

    The thing with Sensei Decks is you would just implement them in the same way as Score Z. If I remember correctly, some cards had the key words Sensei Deck or Sensei Deck Only and these were the only cards that could be implemented in the Sensei Decks... Been a while but I'm pretty sure that was how they worked. If they make Sensei Cards with the Senseis then they can keep the power cards from clogging them because you wouldn't be allowed to use them in a Sensei deck.. Only make Styled Sensei cards and take care and time to make useful but balanced cards. Limit Sensei decks to 9 cards and remove the random placement when swapping cards.
  4. 2 points
    Majin Goo

    MetaX

    Did you expect anything else? I have my opinions about it but I keep them to myself because despite being intelligently formed opinions, they piss most people off. MetaX was an opportunity to do something great but it didn't quite get there and I'm not sure that was ever the plan. Hoping it picks up but they'll have to get off the DC train if they want it to be bigger.
  5. 2 points
    I also kind of want to come back here and give my two cents, since I am also pretty disappointed with the direction of the game. After looking over all the new support and new decks coming out, the game just feels like it's becoming this wild mess of partial archetypes and incomplete support. Goku's Lineage feels like a really good example of this, where it's part GT, part U7, part Earthling and part Saiyan while almost entirely only working within it's own archetype and offering VERY little support for these auxiliary traits (and barely having any thematic connections with them). More than that, the "Swap" deck doesn't come across as having been fully thought through, or having received the polish needed to make it fun/engaging to pay attention to. It just comes across as though, rather than support the older themes and builds them up further, they want to keep throwing more and more ingredients into the mix. There are of course some exceptions to this, like Dark Over Realm, but the constant recycling of effects just makes this equally maddening to me.
  6. 1 point
    Mysterious Youth

    New CRD

    I run Devastating Blow in most of my decks, thank you very much. But nothing stops them from using Ascension and banishing Panic off the top and like anything, just because there's answers doesn't mean it isn't stupid. There aren't any good answers to forced passes/skips which Trunks has in spades. You're most likely not going to stop Trunks' Evo 3 picking up a Sword Slash and skipping your action. The timing of the Dev Blow is crucial which sometimes it just doesn't work out especially if Red Panic hits the discard because of the damage from Dev Blow for example. I'd run more discard hate if I could but some styles just don't have enough. There's also little you can do if they build up a good amount of Red Bribe and Red Relaxation. I like Quick Blast, but in Ruthless it's tough to fit a set in. It's more freestyle cards which can screw up your game plan especially if they crit it off at the wrong time and as an attack it's obviously lousy.
  7. 1 point
    Everything is up to date and caught up through set 11. Thank you for your patience fam.
  8. 1 point
    If you're talking about fire Octgn, you download the compressed file, unzip it down to the ofc files, then click add image packs on the octgn start page. Select the ofc file and you're good to go.
  9. 1 point
    Denithan

    New CRD

    Dude, I think you're overestimating how much of a change this would actually effectuate. Especially in a post-Reality Check universe in regards to Stare Down and Betrayal. It might knock down how MANY cards people have that are universal board control, but it still wouldn't change things too dramatically. As for Neck Beam, Blue DOES have other cards that de-level, and otherwise would probably just work around a couple of DB techs. Also, I've never really thought of Red Blocking Hand as one of the more broken Red cards. A common one, sure, but I don't think it's broken or too good o-O In my view, Black is probably the Style most deeply affected by dropping Set 1 just because those cards are actually pretty vital to a lot of their strats, and they don't have adequate replacements. Everyone else will probably be fine. Namekian might see some dramatic shifts and changes, but tbh, Earth Dragon Balls have literally got all the same support as Namek Dragon Balls do, + 1 with Radiant and a LOT of other cards (I'm not actually sure why Namek Dragon Balls are still run over EDBs. The effects are better, but only marginally so, and the extra support REALLY pushes DBV a lot harder). Also, straight up, no. It's not obvious what cards are Set 1. I could not tell you without actually checking a database, except by the old card style. I came into this game at Set 6, and my interactions with almost all of these cards have been reprints. For me to know what Set 1 cards are requires me to constantly go back and check, which... No? Shit dude, I don't even own any cards actually from Set 1. Remember that only America really has any kind of adequate scene with this game (someone feel free to correct me if else-wise), and I don't think anyone from outside (excluding the most die-hard fans) would engage with that kind of change. If you want to actually effectuate change WITHOUT alienating someone like me, then dedicate a FanZ set to errata'ing the stronger Set 1 cards, and actually give them flavor. While you're at it, go back and fix some MPs. Fuck knows, Broly needs some addressing, Awakening Goku is a mess, and old MPs like Ginyu are dust in the wind. And ftr, I mean, dedicate a FanZ set to this. Nothing new. Just erratas. Also, it's not a superstitious behavior in card games? It's just how things go. People see certain cards and strategies do well competitively, on a frequent and common basis, then adopt them into their own decks. It is exactly because they're good that they become staples, and again, we'd just get a new set up of staples. It wouldn't blow the game open in this amazingly creative way, just modify it.
  10. 1 point
    Majin Goo

    New CRD

    Your idea sounds fun and would likely work. My only concern is this game is already complex and a lot of people seem unable to keep up with it as is. So I went for something super simple and easy to manage and design for.
  11. 1 point
    Denithan

    New CRD

    Ahh, I see where you're coming from there. I was under the impression that Knowledge would work like PUR, where your Sensei would gain a certain amount per turn, and then you'd get to spend it on their powers. While I can see how yours makes it easier to balance, I'm not going to lie, I was kind of getting into the idea of it being like PUR so that you could make Freestyle cards that spent/interacted with your knowledge counters. Something like: Sensei's Advice Event (You cannot win by MPPV if you use this card.) Remove 6 Knowledge Counters from your Sensei. Advance or lower your MP 1 level. And then having a couple of Senseis with really high Knowledge, but who either had a terrible Power or straight didn't have one, that were intended to just provide fuel for this kind of play-style. I do like the thematic element of that Goku though, and I definitely respect the strategic element that comes with only getting 1 use per game. It's also a lot simpler in terms of keeping track of the board.
  12. 1 point
    Denithan

    New CRD

    I definitely see where you're coming from there with Sensei decks and the knowledge counters, and I actually don't dislike the idea. I also think the inclusion of Sensei Decks would also open up further possibilities with MPs who are designed to interact with their Sensei in one capacity or another, or even ones who are designed to specifically not have one. That said, I think you'd need to put down hard design rules when making the Senseis to make sure they're not too disruptive to the current game and remain mostly optional. To that end, I think any Powers that search/draw should be high/middling when it comes to costs. An extra draw per turn can get overwhelmingly strong very quickly, as Awakening Goku has proven, and Dabura, Trunks and Supreme Kai have proven that searching for cards is... Well, a good way to stack things further in your favor quickly. Secondarily, I think there'd need to be a hard rule that no Sensei has more than 1 power. Going by your example, you'd be giving Goku EITHER the extra draw for a decent cost (say 3 or 4 Knowledge), OR a constant Stage gain. I think this ones largely important so that we don't get any one Sensei who does too much (making it a nightmare to further differentiate future Senseis), and it essentially forces them to be balanced at the design stage, or at least keeps them easy to fix if they do cause issues. I know there's always the argument that they can get around overpowering Senseis by being careful, but all it takes is a few combinations/interactions that they didn't see, and things get complex. I also know there's the argument that this keeps things too simple, and is "boring." To that argument, I say gtfo, this game is complex enough with enough weird interactions |: If you want to KEEP adding things to it, then you need to make sure it's relatively simple and easy to grasp. Thirdly, I'd really emphasize that the Senseis are ONLY characters within the series who actually FIT the role. So no Vegeta-Sensei, or Frieza-Sensei, or what not. Focus on things like Mutaito, Roshi, King Kai, King/Piccolo, Bibidi & Babidi (they fit in well-enough), Android 20, Whis, Mercenary Tao (and brother), etc. This is mostly a nitpick, but the majority of the teachers we've seen in Dragon Ball haven't actually been that strong, or that absurdly well-known in the grand scheme of things. Flavor is important, damnit |: Fourth, try to avoid generic Sensei Deck cards where possible. Make it a bit more specific. So if you have Goku-Sensei, have a specific Kamehameha that correlates to him as a Sensei. In tribute to Drillku days, you could even make it a riff on Goku's Kamehameha, and make it banish any number of Drills on both sides of the board. This stops you from trying to tech for every single thing in the game.
  13. 1 point
    sh0ryu_repp4

    New CRD

    Can confirm, "Sensei Deck Only" was a thing
  14. 1 point
    Denithan

    New CRD

    I actually think banning either is a silly move, but if it was one or the other, I'd probably say to ban Set 7 over Set 1. Set 1 mostly just gave us staples, which aren't a terrible thing since they tend to be more for board control/utility. Feels like Set 7 was meta-defining in a much nastier way. That said, I don't think I've seen the blocking drills in... Well, a long ass time. Was someone actually rocking them in the ToP?
  15. 1 point
    Jaith1

    New CRD

    From the beginning sensei decks were removed and I can't see how they can be implemented at this point. Every sensei deck will have wall breakers, Tug Of war, chokes... I am going to give the FanZ guys a chance with this freeze and see how they follow up with the next set. Overpowering attack restricted to 1 and no VTP is an obvious nerf to conflict supreme kai, and the reasoning behind those changes might just be that simple. I personally think VTP is good for this game because its kind of a "comeback mechanic" in the sense that the larger your discard pile is the stronger it becomes. Freezing Focusing Drill is the same as freezing Tactical Drill from before. Both strategies can be dealt with but its super tedious and non-interactive. A fun idea might be just freezing all of Set 1. Look at all the Set 1 cards still being played. Namek Dragon Balls. Every Blue deck has head knocks, betrayals, neck beams. Every Black deck has power ups, searching techniques, defensive bursts. Every Orange deck has Stare down, the blocking drills. And before anyone says "Well i have a deck that doesn't use anything" I am going to say well win something win it, and I think freezing set 1 will increase that probability.
  16. 1 point
    Denithan

    New CRD

    I mean, I would agree with you if they actually hit anything with any kind of impact. Or really that served a purpose beyond making a niche deck work? Like, if they were going after Orange Bicycle Kick, I'd 100% understand that. Orange wasn't struggling without it and it is insanely strong, especially since it can be tutored for very easily. That is a card I can agree, doesn't need to exist. I get Meditation as well. I don't agree with Meditation being limited to 1 since I think they should just errata it to make it less overwhelming. Drop the Parenthetical, or don't make it an Instant, because it's never a dead card, and it can catch people after they've wasted an entire turn of pumping anger. But limiting it to 1 is perhaps the laziest way to deal with that problem. But dropping Focusing Drill? Like, if the issue with the card was that it was co-existing with a FanZ card, then change the FanZ card. |: Especially since Focusing Drill isn't an especially strong drill stand-alone, and doesn't have a dramatic amount of inter-activity otherwise. But in general, I'm of the mindset that if a FanZ card comes in that makes a PanZ card more imbalanced, then the FanZ card is what goes. I do think we need Sensei decks though. I don't really understand why we're still avoiding them as a mechanic, tbh. Standardize the mechanic, because there's no point porting it over directly, but do something with it. It's a good concept for a competitive game. I will actually miss Overpowering Attack though. Not because it's especially strong, or because it was overwhelming. Hilariously, it's not actually "overpowering" as a card. It was just a generic Ally-searcher that I can't even say was the problem. The strongest Ally decks all have an entire arsenal of other Ally searchers available (Supreme Kai, Babidi, Brohan, Cell, etc.), so the only people really caught in the cross-hair are off-the-beaten-road Ally decks who were maybe trying to net some board presence in weird builds. Shit man, I literally just did a quick once-over of all my Ally-focused decks in under 10 minutes, dropped 2 Overpowering, and plugged in a couple of easy replacements without really thinking about it. But to use your thought process; Should it exist? Yes. Why? Because there are a lot of decks without any form of Ally tech available to them, and THEY are the ones who get caught in the crosshair. All the decks that could break it, don't need it anyway. So does Freezing it actually get to the heart of the problem?
  17. 1 point
    A of JAX

    Dynamic Broly

    Just a quick note. You mentioned Brolys eraser cannon but it isn't on your list, so I'm assuming the final 3 cards (counted 57) are them. You have 15 Saiyan physical attacks in the deck, so Brolys face crusher might be a hit or miss on drawing an extra attack with so many freestyle physicals. I would also look into Saiyan smack instead of Saiyan menace and tantrum as it immediately drops your opponent's allies 2 stages and a further 4 more (including their mp) if it hits. Drop tree of might, Saiyan targeting, and Saiyan body blow as 3 of your 4 levels add damage to your physicals, you have enough attach cards for unleashed and outrage, and makes more room for Saiyan physical attacks. Maybe throw in one more sphere as being unleashed against is a big threat along with infinity more events decks are running more of.
  18. 1 point
    Finally got around to reading Chapter 39 of the DBS Manga, and honestly, it was just hugely disappointing. I will say that I think a lot of people's initial reaction to dig their heels in and start screaming about logic and power levels was overblown and stupid. Roshi dodges a few blows thrown by a Jiren who isn't allowed to kill him. Oh my, what bullshit? Eh. It was also kind of nice to see a nod to Goku's teachings throughout the years, and how he's been told about Ultra Instinct again and again and again. I also somewhat liked how it tried to draw a parallel between Goku/Vegeta's obsession with power and power levels to that of the audience's growing obsession with it. It was never what the show was about. What I'm personally annoyed by is how the entirety of Gohan's fucking fight with Kefla was skipped. Like, sure, we got a few statements from Gohan about him trying to figure out how strong he can become as an Earthling (which also annoys me, since it somewhat suggests that Gohan is shunning one side of his heritage instead of welcoming/accepting both, but eh), but about all we saw was Gohan toss Kefla. Then cut away to MORE GOKU and a single panel of Vegeta, AND THE TWO OF THEM PUNCH EACH-OTHER OUT OF THE RING. I just... I need to know what kind of time restraints Toyotaro and co are actually fucking on with the DBS manga, and if it's really that tight, then why the hell is Jump still ordering it's production? Still prefer manga Jiren to anime Jiren though. I like how they manage to give him a LOT more character with very few lines as opposed to the multiple shifts the anime took with the character's direction. Heck, I still prefer the manga to 90% of the anime. The ToP is just a fucking mess though.
  19. 1 point
    Amanax

    FanZ Escalation Checklist

    Okay, now that ToP is out of the way I think we can better assess the goodies we got. Babidi confirmed pretty good, going into semi-finals and having a super close game against BroGeta. Buu I don't think got a fair shot in the ToP, I would have loved to have seen an Ascension Buu in there but I'm glad to see people respecting the sheer amount of rejuvination flying around these days and running cards like Popo to counter it. Broly is still a MONSTER. I think it was a 24 minute first round for Broly followed by a 20-22 minute second round only finally losing out in a slow grinding 50+ minute game against the tournament winning Supreme Kai list. Halt is a good card. In the testing environment for this, our own play group was pretty spot on for meta choices it seemed, but things just tipped the wrong way. Joel's Ascension Krillin had some bad match-ups, but they were rare enough in the conversation and he could consistently fight against any of the other more control oriented decks people were touting. Same with Jeff's Future Gohan - though in our testing we found that Ascension Buu, Mischievous Buu, Ruthless Dabura, and Mischievous Dabura to be pretty consistent decks against anything else we threw at them and had some super dominating victories and any losses received were really close. I would strongly suggest people give these decks another look, they are far better than people are giving credit and have far better matchups then you might think at first glance. My personal favorite has been Ascension Buu. It plays a lot like Ascension Cooler, but for me it has better built in synergy than cooler does. 1 - Concussive Strike/Red Disregard + Red Panic/Red Disregard: I LOVE this. What feels better than a 3 anger swing card that rejuvinates 2? A card that counts as styled so it doesn't increase risk on mastery. has the potential to either be a 5 anger swing card, a 4 anger swing card + ball fetch, or still a 3 anger swing card with double ball fetch (Requires a banished ball). Concussive Strike is by far one of my favorite cards in this deck and because of it, the opponent has to be super careful about what is in my discard pile at ALL times. 2 - Buu's Chocolate + Red Controlled Anger Drill: I absolutely love this combo, especially on level 3/4. Being able to use controlled anger drill for a decent rejuv, then power to pull Chocolate onto my own card to later threaten a 2 anger play and while keeping up damage tempo feels great. 3 - Buu's Candy Beam: This one is simple, it's a built in card to pull your candy's sure. Yes, everyone admits that it's needed to have early access to your board removal. However, since you are already running it at 3-of, you need to worry less about cards like Mule Kick for attach removal as you have a built in way to remove attached cards. Feels good. 4 - Buu's setups: In most ascension decks, running a full suite of named cards is risky due to the overall number of non-styled cards increasing the chance that the mastery skip fails. Running an Ascension Ball deck only further complicates things. In other decks, I don't like putting myself at a -3 card disadvantage at the start of the game for no real power gain (Frieza level 1 at least gets to go -7 to go to level 2 and then immediately use those banished 7 cards for crits) but in this I love reducing the chance of a dead draw / mastery power. I haven't done the math on it, so maybe with the mastery power it ends up being a wash, but it also feels like reducing card count to increase odds of drawing into balls for auto win (Or banishing a ball to later concussive/Disregard/mastery into Panic for an unexpected ball victory) feels pretty fantastic. 5 - Buu's AT Bracket retention: HOLY CRAP. This dude's bracket retention is REAL. On level 1 he is comparable to most level 4s. With his built in -1 stage on level 1, plus ball 6 once you get it, and consistent stage gain from crits from mastery... this guy becomes a difficult guy to push stage damage onto. Trading blows with even this more ball/MPPV victory deck I have found that most stage beat decks have a hard time keeping their AT relevant in the fight and end up doing next to no damage to me through the early game, allowing me to coast through early levels without any real pressure. So there are some of my points on Ascension Majin Buu, and like I said I would strongly suggest people look into him. I have been having a blast with the deck and so far have not really found any real bad match-ups besides those occasional ones where it wouldn't have mattered what I was playing (Dabura entering combat with 8+ card hands and you only drawing 1 physical block for example).
  20. 1 point
    Mysterious Youth

    Flute/SS3 "Errata"

    I'd only call competitive (assuming people bring their A decks) FanZ boring. Maybe that's the only FanZ that matters but it's still fun playing with friends when we can. I look at MPs like Videl or hero 18 as pretty interesting to tinker with. Then I look at nonsense like Future Gohan (especially when he could mix with "Gohan"), Supreme Kai, and Babidi where it's clear from day one I'm not going to have a good time playing against them. The unfortunate thing is: at the higher levels of play, that's what you're going to see. I have many disagreements with card design in FanZ and I don't like the idea of bringing FanZ MPs up to Awakening Goku and Broly's level. I'd prefer if they just ban those two and we get fresh Goku/Broly stacks while keeping them and other new MPs at a midrange level of fair/interesting. I understand their mission statement of trying to adhere to Panini's model/thought process but they really should just do their own thing. Though one can argue they already are, especially with Orange... As for Super, it needs an overhaul and a new business model. They got too cocky too fast. I don't even know how anyone can recommend the game to others except for extreme casual play. The highest compliment I can give at this point is that the cards still look nice but the game is a mess. It probably won't die any time soon but yikes...
  21. 1 point
    Majin Goo

    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.
  22. 1 point
    Amanax

    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
  23. 1 point
    Jaith1

    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.
  24. 1 point
    Amanax

    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.
  25. 1 point
    Amanax

    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. 1 point
    Jaith1

    FanZ Escalation Checklist

    After getting my butt kicked on OCTGN, I can tell you guys a few things on my mind. As a disclaimer, all my decks seem to be garbage at the moment. I was hoping the recent freezing of Retribution and Tactical drill would open up room for new decks, but that doesn't seemed to have happened. Ascension Trunks, Saiyan Broly, Tag Cell, Future Gohan, Gohan, Drawku, and Yamcha were and still are the big boys. I haven't experienced the impact of the new Majin personalities yet. Future Gohan mixing with Gohan stacks was an atrocity and reverted for good reason. But these "Future Gohan and friends" decks are also kinda wrong to me imo. He was a loner in the canon, so him taking advantage of Chi Chi and Piccolo allies seems wrong to me. Making Future Gohan a seperate entity that can use Gohan named cards is how it should be imo. He gets so much action advantage as it is (by turning one off your power or gaining actions when you use your power). Anyways x2 Tug of War is very necessary these days, and I think very few decks can get away without using them. If there is one interesting thing they could do is replace the anti-anger effects on F. Gohan with "Banish an ally". Orange Combative and Red Amplified energy beats are my next exploration (unfortunately with Drawku/Yamcha/F.Gohan). For those that are not aware, Adept Drawku/Gohan physical beats can easily deck you in 2 combats (Tutoring key cards for the perfect combo is still very viable).
  27. 1 point
    I can only speak for the current incarnation (LCG) of the game as I never played it as a TCG. Learning the game took me a few minutes. My first set was the Aliens set and the rule-book was well done in my opinion. Took just a few minutes to read the game play section and start playing. If I ran into something specific I usually found in it in the rule book for the set the card came from. Which means they took the time to forward clarify. You also get a play set of everything so each set is a one of buy. Most rulings are what I would consider intuitive and straightforward. Essentially, they're rulings are either based off card text, rule-book, or precedence. Not the shit some companies, who will remain nameless but they know who they are, would do, such as making a ruling completely out of their ass and rework the English language to fix something broken. If something is broke they errata or ban it and they're not afraid to do it to preserve a fair tournament environment. Themes are released fleshed out which is nice and while I don't go to any events at this time I keep up with the community and most tournaments seem incredibly varied and people seem to play what they love. Since themes are better fleshed out more than most games I've played it seems like you'd still have fun even if you're just going 5-2 or 4-3. The community really stands out and everyone seems awesome, I haven't encountered a single troll in the Facebook group yet. Some joking around with friends but everyone seems to genuinely love the game and it shows. We also received hints that we might be getting a Buffy the Vampire Slayer set. Hoping that pans out. Now on to the recent meat and potatoes. They recently did their first rotation and at first it was a culture shock but now it makes sense after implementation. They've been releasing comic book based cards. Recently they released their first live based cards featuring the Marvel Movies. The rotation works like this. Comic book cards can't mix with live action cards. At first this shocked people but it actually worked out. The one set has enough creep to put it on par with comic book decks featuring all of the resources they already have. This allows someone to drop in new to the game and have a very cheap entry while being competitive. As more Live sets come out the Comic sets will receive support so they stay on par and don't feel the creep. So far I've seen few if any complaints about this implementation and I'm hoping it pans out in the long run.
  28. 1 point
    For the love of Kami, Panini let go of DC so VS. can have it and put it in a game people actually play.
  29. 1 point
    I agree 100% that i would love to see them let go of Goku, and actually let the god damn others have some spot-light. But I'm still a bit meh on pinning it on Toriyama specifically. The dude did incapacitate Goku for 70-80% of DBZ so that we could specifically follow other characters, and it gave a lot of room for Krillin to shine as a fairly intelligent individual in the Namek Saga (and to a lesser extent in the Cell Saga). We also had some pretty amazing scenes with things like Tien holding Cell at bay at the expense of his life, and Piccolo getting huge power-ups (and overtaking the entire cast at that point). And he did build Gohan up to Ultimate. And I want to clarify, because I keep defending Toriyama lately, the dude's not infallible. He made a LOT of mistakes with DBZ, and he has paid the series shockingly little attention over time (and he is responsible for Tracksuit Gohan. I think?) But judging from how his statements and how he's handled the show, he's fully intended for other characters to take over multiple times. Gohan was MEANT to be the protagonist following Cell; his editor and Japanese fans freaked out. Vegeta was meant to be the focus of Resurrection "F," we know that others stepped in because they wanted Goku to have a more central role. Considering that all he did was provide guidelines for Super, when we line up the anime and manga side-by-side, we can see roughly what he wanted. Doing so, we can see Vegeta was MEANT to kick Goku Black's arse, Vegito is meant to appear, Vegeta loses to Hit, Zeno kills Infinite Zamasu, Gohan is intended to be incredibly important for the ToP, and so on. Actual execution, and how Goku-centric it has been, seems to fall in large-part on the animation studio and Toyotaro. So fuck it, let's hold them ALL accountable. The above said, we do need to remember that Resurrection "F" was inspired by fan song about Frieza. So, I think Toriyama's involvement is mostly just for shits and gigs at this point.
  30. 1 point
    Oh I forgot to mention the complete ignorance of death being a repercussion. There's that.
  31. 1 point
    Jaith1

    FanZ Escalation Checklist

    Its not gonna be an Orange-Z game because Orange Retribution Mastery and Red Tactical Drill have been frozen. Read the CRD!!! I will admit I felt the same way until I discovered that. That being said, Adept MPPV seems very doable. I think you have gotten a few things wrong: Red Sleeper Hold is going to be absolutely nuts in Ruthless, whether you are going MPPV or survival. Namekian Reinforced Blast is a 7 damage unpreventable card pretty much (2 life cards is hard to endure, and then its mill 5). So that is a brutal card, but it can't crit. Empowering Drill just won't see play until we see a namekian Drill beat-down MP. It's main goal is to support enlightened mastery, but it really needs to be allowed to stay when you level up imo. Namekian Rush is definitely what Namekian Phys beats needed (Justice Punch might be its only other source of anti-anger?). Namekian Destruction Blast is a mediocre card but it fills a huge weakness in radiant energy beats. Namekian Manipulation Drill is absolutely bonkers, hands down. Aggressive ball plays are very open with this card in play. Saiyan Massacre is also really nice: board control that can rejuvenate itself is gonna be priceless in some match ups. Out of the new MP's I think you pretty much nailed it. I am not sure lv2 camp Majin Vegeta decks have what it takes to hinder any combat-ending/action-skipping meta. I also agree that Babidi is just a crappy version of Cell pretty much, but idk. Buu is powerful, but people think they can easily play around his level 4... time will certainly tell. What will be interesting to see is if we will see any non-ally energy beats decks now that we have Buu and Majin Vegeta to accompany Piccolo, Goten, Broly...
  32. 1 point
    The Bear

    Ultimate Box Info

    First off, $100 seems like an absolutely ridiculous price for what it comes with. The value of this box sucks for anyone who doesnt collect and play all styles. This product features many of the same problems that people had with the expansion deck box sets: It will be difficult to find people willing to break up the play sets they got from this box Scarcity of product (or hoarding product and jacking prices as some stores do) will lead to the better cards (ie: meta) becoming insanely expensive Due to the above, players focused on a specific style will need to pay high prices for individual cards Some of the support look great, some of it looks (much of it, after a second look) half-baked. The 5-cost Cell is very intriguing when you consider building a deck around evolving into him with the 3 drop Cell or play with Cells Birth. The A17 card you mentioned is really cool; I wish they would design more stuff like this rather than putting a paragraph of text on a card. The 2-cost Goku Jr that can have Swap 8 for 5 energy is too good. Masked Saiyan offers a cool effect and I really interested to see its impact on the meta. My guess is that Starterku makes a comeback. Overall, some cool stuff, but I really cant see it ever being worth $100.
  33. 1 point
    Stryyder

    Titans live action series

    I've dropped all CCGs at the moment, but I still find myself coming here to air thoughts on stuff, mainly nerd stuff like comics, shows and other games. Today's topic is Titans, the live action series coming to DC's new streaming service based on the team of the same name with Robin, Raven, Starfire and Beast Boy. Some of you may remember back months ago when a few set photos were leaked, showing the cast in their costumes. The general reaction was not favorable. Beast boy and Starfire were lacking their unnatural complexions, Raven seemed more "timid goth" than dark sorceress and Starfire's attire was...less than flattering. But the push back was "well, maybe they were just in partial garb and the final product will be different, let's wait for something official and give it a chance." Well, it looks like the official trailer just dropped. The news is not good. The news plays it off as Robin is having a tantrum about Batman (using a witty and poignant "Fuck Batman" to prove just how grown up and mature this show really is *sarcasm detected*) and teams up with a timid and afraid Raven and....somehow they join up with Beast Boy and Starfire (the trailer focuses mostly on Robin and Raven). Hawk and Dove show up at some point and for some reason all of the heroes, Robin included, are actively killing criminals, even petty ones. So yeah, all this "I'm going to be edgelord for the sake of being edgelord" coupled with the fact that DC is trying to launch this as the flagship title for their own streaming service just tells me it, like the few carjackers that Robin encounters, is going to be DOA.
  34. 1 point
    I want it to be Fusion (Blue Gogeta) but it'll probably be Ultra Instinct. Also, I kind of like Goku and Vegeta in their Adidas track suits... lol
  35. 1 point
    Here's the first full trailer of the new film: https://www.youtube.com/watch?v=FHgm89hKpXU
  36. 1 point
    "Hey baby, Imma just tryna see you go berserk and twerk" xD
  37. 1 point
    I freakin LOVE his base form. I really want to cosplay him.
  38. 1 point
    Here's the official pics of Rebooted Broly's new design in the upcoming Dragon Ball Super film:
  39. 1 point
    sh0ryu_repp4

    The Legendary Flute

    Thanks lol But you are absolutely right about this, I just found out about the Bardock/Goten shenanigans this weekend. Add to the fact you can cheat out the Bardock ape promo for a turn 2 double strike 20K beat stick, PLUS you can march on turn 3 (if the game even makes it that long) for extra board presence and card draw. I don't mind aggro decks, even fast ones, but what really kills me about this is that it automatically makes about 70/80% of the leader pool completely unplayable. You can't play Androids this meta. You can't play Cell this meta, you can't play ANYTHING that doesn't generate 5+ actions on Turn 2. It is just bad game design, and the incompetence of Bandai's testing team continues to amaze.
  40. 1 point
    Denithan

    The Legendary Flute

    Fantastic phrasing. To be honest, this entire last set is just horribly thought through especially in regards to how it synergizes with the SS3 Goku Lead. For example, while I may hate the Swap archetype, there is something to be said about how INSANELY overpowered it can be when you focus on JUST the low-cost units. You can a very similar set-up to what you're offering there with The Legendary Flute, only I'd argue slightly stronger (although you trade out the Criticals). Working from your basic set-up, you can use the SS3 Leader Skill. 2 Energy, 6 Life, -1 in hand, the same as your set-up. Bring out Bardock, the Progenitor. +1 to hand. Swing at the enemy, swap out to Scrambling Assault, Son Goten. Son Goten swings, you check top 3 and add a card to hand. Other two cards go to bottom of deck. Another +1 to hand total. Resummon Bardock, another life to hand (+3 total). Awaken SS3 Goku BEFORE swinging with Bardock again. Also swing with him if you don't have Goten. Draw 2 from Awaken, and 1 from attack (+6 total, I believe). Swing with Bardock, swap out to another Goten (or a Dependable Dynasty, Son Goku in lieu of that, for the extra power). Swing Goten for another + 1 (+7 total). That's 5 swings at at least 10k turn 2, giving you a +7 in hand and 2 units left on the board who each give you a +1 when they swing. Your opponent gets the pluses from their life, I will grant. But they're also only on 2 energy, and you still easily have the hand advantage. And if they didn't drop cards to stop at least SOME of your attacks, they are at a HUGE disadvantage. Regardless on if this is stronger than the Legendary Flute + Intensifying Power, Trunks combo or not is irrelevant, that is straight up unreasonable and unacceptable. EDIT: AND LET'S NOT GO FORGETTING THAT YOU CAN RUN SUCCESSOR OF HOPE AT 4 AS WELL, AND SEARCH YOUR COMBO PIECES FOR LITERALLY NO ENERGY COST. BECAUSE THIS DECK NEEDED TO BE MORE CONSISTENT AND FASTER. WHO THE FUCK CAME UP WITH THIS.
  41. 1 point
    The Bear

    Set 4 Green Revealed on Website Today

    Glad there is finally a Piccolo leader. But the real reason I came here today was just to say how disappointed I am in the direction of this game. I've been glancing at the cards previewed for the next set and am just unimpressed with their design. Effects like "draw a card," "switch 1 energy to active mode," and "send an opponent's battle card to the warp/drop" are on a great deal of cards, with many cards getting two or all three of these effects. Some of the new archetypes look neat and fun to play, but I wish they would be more creative. ETA: A few extra gripes No keyword yet for sending battle cards to the drop or warp? Long overdue. Same with effects like switching an energy to active mode. New cards that say "choose an opponent's card ignoring barrier..." just seems like sloppy design. If you're going to do this just make a keyword [Pierce].
  42. 1 point
    Jaith1

    Majin Vegeta and Escalation revealed

    Piccolo’s Lethal Chop is great. I didn’t expect Piccolo to get a named card seeing as he is plenty good but a sinister choke with setup/drill/ally/attach card hate is pretty damn amazing. Concussive blow has a place in Majin Vegeta decks easy. Saiyan Flying Kick is a mediocre card for a garbage Mastery.
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