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  1. 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.
  2. 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.
  3. 1 point
    Denithan

    Obligatory post-FanZ post discussion.

    See, I dunno, because it does let you just kick off with Cell Jr. shenanigans immediately without needing to wait to set-up. That said, I think I'd still prefer Rampaging myself. His Level 1 + Rampaging's passive pretty much means any anger gain full-stop is Level 2, and after that, Level 3 is pretty easy to reach.
  4. 1 point
    Jaith1

    Obligatory post-FanZ post discussion.

    A16 has a tutorable exclusive vtp that doesn’t BAU. I look forward to the potential A16 magic that may come. Without thinking about it enough, I am going to predict he has the juice he needs for some tier 1.5-2 fun but Majin Vegeta is going to bully him so hard. Red Android twin blast is way too good with hero 18. Red Drawku anger resource has a new competitor, but I almost think Drawku is still better than hero A18. Nevertheless it puts the RED in redneck robot decks out there, reminiscing their Enraged times. Namekian Assimilation is a fun one. It can be used in your opponents planning step(!) is the key thing about this card. Very bold game design, and it’s synergistic with the Enlightened Mastery while also competing for those event slots with hurried quest in other Namekian decks. Blue 2 anger energy attack. An archetype for blue at this point. I don’t see it relevant until we have a Villian that can whip out positioning drill consistently. Orange sword break is fine, given that it’s a minimum of zero and therefore cannot mill. “Not that orange needed it”, I am happy the net-deckers can now oscillate between blue ally mill and orange phys beats (of the Broly variation of course). Saiyan Reinforcements is great. I will atttmpt a Saiyan Raditz saibamen deck at this point. Wish me luck. Black face crush is stupid because black captures is stupid. Stupid stupid stupid. I hope A16 doesn’t find a home here because that would be disappointing. Discuss. Slander. Etc. Anyone else hate what they love and love what they see?
  5. 1 point
    Denithan

    Obligatory post-FanZ post discussion.

    Man you got my hopes up with that one. I've been trying to get Nappa Saibamen to work for awhile now (or even Turles Saibamen), and unfortunately, I just don't think Saiyan Reinforcement is the card to do it. Unfortunately, just like Saiyan's other Ally Tutor card, this thing can only grab other Saiyans. Which honestly bodes really well for Nappa decks, since its flat stage damage AND grabs back your Clench, and drops a Turles to your board whose stage bonuses will also get doubled. But besides that, is super disappointing because I'm just waiting for a Saibamen deck to be made viable at this point.
  6. 1 point
    Majin Goo

    Decks & Stories Post-Escalation

    I've got two from PanZ. The first one being when I faced against Sundeep in a Regional event. He had already won a Regional and for the most part I think he was just fooling around with deck ideas. It was a fun but oppressive, in his favor, match. But he saved my but from disqualification and he didn't have to. From my experience him and Tim Batow are both upstanding opponents to go against. The second memory was building a deck with Shoryu. We messaged back and forth for some time and honed our Blue Gohans to what I would call near perfection. I guess there was that time my Red Roshi went against a Black Roshi and I won without a single combat happening. That was fun.
  7. 1 point
    Majin Goo

    New CRD

    From my perspective TiaWT is nothing more than an "oh shit" button and for the most part has always been. In the early stages of PanZ it was a bit oppressive, but this wasn't because of TiaWT's design. Namekian at the time was extremely oppressive given its ability to push all three victory conditions efficiently. At first, it could achieve two of those victories without ever entering combat. The only way to really win was to get in one or two really good combats, capturing a few balls and gaining an advantage on Life Cards. However, Namekian could efficiently cycle TiaWT over and over again. Hell, by the end of set three I played a Slug deck that damn near could use TiaWT every turn. So for the most part, I think most TiaWT protesters are still experiencing the bad taste the early state of PanZ left. However, by the end of set 6 TiaWT, while in every deck, did little more than stall for a turn. In many cases, most of my decks including some aggro would still win despite a TiaWT being played. While I understand it's in everything it doesn't define the meta. If it disappeared today, it wouldn't affect any of my 30 decks at this point. Even Namekian decks that continuously recycle the card would just recycle other things and continue to have what equates to 100+ life card decks. There was a time I would say TiaWT could be consider oppressive, troublesome, or even centralizing, but it isn't at this point.
  8. 1 point
    Antispor

    Decks & Stories Post-Escalation

    I’ve got a pretty good story. This may reveal my identity haha. I had time for 1 game Thursday night before bed. Got on OCTGN to play my buddy. He loads up Amp Drawku. I hate this freaking deck he knows it. He taunts me before revealing it saying “It’s gonna be hard for you to win.” I load Knowledge Cell. A deck I haven’t lost with for 2 weeks now. Red Energy is a bad matchup for my deck. Trapped is your only way to mitigate the damage attack after attack and drawku level 1 handles the -1 from Trapped. He wins the roll and enters without thinking about it. I search trapped and draw my cards. Chest Explosion, Ball 2, and Unleashed. Sweet. His deck just goes off. He used Static 3 times. Left Bolt. Just laying the beats on me. He ends combat on 2 with 3 anger. I’m level 2. After I drew my 3 cards the score is 18(me) to 50. I draw Ball 7, Ginyu, and Stare Down. I held Ball 2 obviously. Play both balls, he’s level 1 again, ball 7 top decks Time, Hybrid, and Chest Explosion. Mill a ton with Whack attached. Didn’t hit a Reverse! We pass a few times. I’m holding Time, he’s waiting for an answer. I stalled him out with this alone. He never saw his answers. At one point i draw 3 Dragon Balls. I’m milling the hell out of him with Tora + Whack. They’re banishing his Tandems, Combined Blasts, Spheres, and Confros. We entered a combat where I stare down’d him and he drew dead. Leveled to 3 and continued to hold my time. Game ends with me drawing the last 2 balls when I could have entered and just threw my level 3 power to win by survival anyway. He was pretty mad. I random banished all his answers to time. He never drew what he needed and just lost. His deck runs so many answers too. Over 10. Sorry man lol.
  9. 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.
  10. 1 point
    Everything is up to date and caught up through set 11. Thank you for your patience fam.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 1 point
    sh0ryu_repp4

    New CRD

    Can confirm, "Sensei Deck Only" was a thing
  17. 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?
  18. 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.
  19. 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?
  20. 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.
  21. 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.
  22. 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).
  23. 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...
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