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Jarrett

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Everything posted by Jarrett

  1. After a software update, the forums were a little...ugly. This should be fixed now. If not, clear your browser cache and history. Also, I've gone ahead and added clubs to the website. Clubs let you find fans of your favorite games, locally and online! Is your game not on there? You can add it! Clubs are a great way to find out what is currently interesting our members. If a club gets enough interest, we could even add a section on the site in the future! Hope you all enjoy the extra features.
  2. Draft Box Leaders

    I played against the Frieza last night, and my god is that deck powerful. Can't wait to see refined builds.
  3. Dragon Ball Top Tier

    As the original Dragon Ball Top Tier name owner, I would like a cease and desist order placed on the name. 0 =D
  4. Documenting a New Player's Experience

    I like the video. Can't wait to see more!
  5. MetaX Green Lantern Spoilers

    Special thanks to Panini Games, here are TCGTopTier.com's spoilers for the next MetaX expansion, Green Lantern. Be sure to check out the Panini Blog if you're interested in more. View full content
  6. What do you guys want to see from this club?
  7. These were on Reddit/FB before they were pulled. I don't care if they are posted here, as to me, they are now public knowledge.
  8. A few leaked card images...

    Secret rare
  9. A few leaked card images...

    I don't have the full image, but this is the Adult Gohan SR. He costs 6 Cost (1 Red):
  10. A few questions I need help with

    1. When you awaken, you awaken into the state the card was last in. So if its in active mode, it stays in active mode. If it's in rest mode, it stays in rest mode. 2. No, the attack is negated. There is no combo step for either player. 3. You just pay the cost for the Frieza's Call, not for the card it plays.
  11. New "Secret Rare" for Set 2

    I'm concerned. I thought last set was perfect, and now they increased the card counts on rares, SRs, and Promos, and now throwing on a secret rare that could be mega broken that possibly only comes one per case. I just don't understand it, Bandai. Last set was perfect (minus how the Tournament promos were handled). You're making this game possibly not worth it to play. What's the consensus of people on the FB group? I'm banned at the moment lol
  12. The Power of a God - Red / Yellow Champa Deck Video

    Your leader has to be yellow for Guldo to work.
  13. Sup guys!

    Welcome to the site!
  14. Ginyu Force Rules! Ginyu Force Rules!

    Looking for something different to play this weekend? The Ginyu Force arrives!! Ginyu Force rules! Damn, I've got that jingle in my head now... This is something I ran at a recent 16 local person event (4 rounds with Top 4). It's a fun deck to play, as many people still haven't played against Captain Ginyu and can be easily overwhelmed by him. I had a really solid run with the deck, only losing by one life in Top 4 against a Blue/Green Vegeta being out combo'd for 5k. Here is my current Captain Ginyu Decklist: Leader: Ginyu, The Malicious Transformation Battle Cards: Mecha-Frieza, The Returning Terror x4 Frieza, Hellish Terror x2 Ginyu Force Jeice x4 Son Goten, Family of Justice x3 Appule x4 Ginyu Force Burter x4 Dodoria, The Emperor's Attendant x4 Sui x4 Ginyu Force Recoome x4 Sorbet, The Loyal Commander x4 Ginyu Force Guldo x4 Avenging Frieza x4 Elite Force Captain Ginyu Extra Cards: Crusher Ball x4 Sideboard: Furthering Destruction Champa x3 Elite Force Captain Ginyu x2 Full-Power Frieza x2 King Cold, Father of the Emperor x2 Bad Ring Laser x2 Cui x2 Ultimate Judgment Jaco x2 Strategy: The idea of this deck is to push out constant damage every turn while building up a board, then pushing an early "all-in" to win the game. Even if the opponent has a lot of cards in their hand, if you catch them early enough, you're going to auto combo them when they can't afford to pay for all the combo costs. When starting with the deck, you're going to want to mulligan for as many copies of Sorbet, Avenging Frieza, and Dodoria as possible. These are the cards that are going to win you the game with the final push with a Double-Strike awakened Captain Ginyu leader. Also, if you see any Ginyu force members, send them back in the mulligan as well as we want them in our life to make the most out of Ginyu's power. Use Ginyu power every turn (even if you start first in the game - it can make a big swing). Don't block with Sorbet unless you're going to lose - use his power and Dodoria to push final damage as much as possible (discarding a 5k combo or a Crusher Ball can during to 10-15K easily). Attack with Burter, Recoome, Sui, and Appule to apply early damage every turn. When you play an Avenging Frieza, keep him out to evolve to a Hellish Terror towards the end of the game to help push out end game damage. If they attack when you have 5 energy out, play out a Mecha-frieza to win the game (keep an energy open for a Crusher Ball - also be aware of an open Blue energy as Senzu Bean hurts this strategy). You don't really need Captain Ginyu since you usually win on T4 or T5 tops, but he's fun to include in the deck if it goes that far as alone he can attack with double strike and 30k. If you have the promo Mecha-Frieza, he can be in this spot as well since he can get rid of a key combo card and lets you know if you should go all in on a combo or not. Use Crusher Balls conservatively on low energy cost Battle cards, and save them for higher cost characters. There are a few exceptions to this rule, like Saiyan Cabba or Assailant Vegeta. If you can, always keep an energy open to bluff the Crusher Ball, as needed. When you do this, a lot of opponent's play more cautiously, and because of that you're going to notice the games end up going more in your favor. Sideboarding depends on many factors, but generally I have a basic strategy when utilizing it for this deck. When sideboarding here, against control swap out the 3x Son Goten for another Elite Force Captain Ginyu and 2x Furthering Destruction Champa (although three Furthering Destruction Champa would be acceptable too). If they lack Battle Card removal, add in the two Full-Power Frieza. If you have a feeling you're going to start second (or the last game you went a bit defensive), swap in two of the Jacos for Elite Force Captain Ginyu and a Ginyu Force Jeice. Overall, this is a really fun deck that's different to play with, especially if you want to catch people off guard with something different. If you enjoyed this deck breakdown, we've been doing more on our YouTube Channel. Be sure to subscribe if you want to see more decks with even further breakdowns. We'll also have more articles on the site in the future. View full content
  15. Looking for something different to play this weekend? The Ginyu Force arrives!! Ginyu Force rules! Damn, I've got that jingle in my head now... This is something I ran at a recent 16 local person event (4 rounds with Top 4). It's a fun deck to play, as many people still haven't played against Captain Ginyu and can be easily overwhelmed by him. I had a really solid run with the deck, only losing by one life in Top 4 against a Blue/Green Vegeta being out combo'd for 5k. Here is my current Captain Ginyu Decklist: Leader: Ginyu, The Malicious Transformation Battle Cards: Mecha-Frieza, The Returning Terror x4 Frieza, Hellish Terror x2 Ginyu Force Jeice x4 Son Goten, Family of Justice x3 Appule x4 Ginyu Force Burter x4 Dodoria, The Emperor's Attendant x4 Sui x4 Ginyu Force Recoome x4 Sorbet, The Loyal Commander x4 Ginyu Force Guldo x4 Avenging Frieza x4 Elite Force Captain Ginyu Extra Cards: Crusher Ball x4 Sideboard: Furthering Destruction Champa x3 Elite Force Captain Ginyu x2 Full-Power Frieza x2 King Cold, Father of the Emperor x2 Bad Ring Laser x2 Cui x2 Ultimate Judgment Jaco x2 Strategy: The idea of this deck is to push out constant damage every turn while building up a board, then pushing an early "all-in" to win the game. Even if the opponent has a lot of cards in their hand, if you catch them early enough, you're going to auto combo them when they can't afford to pay for all the combo costs. When starting with the deck, you're going to want to mulligan for as many copies of Sorbet, Avenging Frieza, and Dodoria as possible. These are the cards that are going to win you the game with the final push with a Double-Strike awakened Captain Ginyu leader. Also, if you see any Ginyu force members, send them back in the mulligan as well as we want them in our life to make the most out of Ginyu's power. Use Ginyu power every turn (even if you start first in the game - it can make a big swing). Don't block with Sorbet unless you're going to lose - use his power and Dodoria to push final damage as much as possible (discarding a 5k combo or a Crusher Ball can during to 10-15K easily). Attack with Burter, Recoome, Sui, and Appule to apply early damage every turn. When you play an Avenging Frieza, keep him out to evolve to a Hellish Terror towards the end of the game to help push out end game damage. If they attack when you have 5 energy out, play out a Mecha-frieza to win the game (keep an energy open for a Crusher Ball - also be aware of an open Blue energy as Senzu Bean hurts this strategy). You don't really need Captain Ginyu since you usually win on T4 or T5 tops, but he's fun to include in the deck if it goes that far as alone he can attack with double strike and 30k. If you have the promo Mecha-Frieza, he can be in this spot as well since he can get rid of a key combo card and lets you know if you should go all in on a combo or not. Use Crusher Balls conservatively on low energy cost Battle cards, and save them for higher cost characters. There are a few exceptions to this rule, like Saiyan Cabba or Assailant Vegeta. If you can, always keep an energy open to bluff the Crusher Ball, as needed. When you do this, a lot of opponent's play more cautiously, and because of that you're going to notice the games end up going more in your favor. Sideboarding depends on many factors, but generally I have a basic strategy when utilizing it for this deck. When sideboarding here, against control swap out the 3x Son Goten for another Elite Force Captain Ginyu and 2x Furthering Destruction Champa (although three Furthering Destruction Champa would be acceptable too). If they lack Battle Card removal, add in the two Full-Power Frieza. If you have a feeling you're going to start second (or the last game you went a bit defensive), swap in two of the Jacos for Elite Force Captain Ginyu and a Ginyu Force Jeice. Overall, this is a really fun deck that's different to play with, especially if you want to catch people off guard with something different. If you enjoyed this deck breakdown, we've been doing more on our YouTube Channel. Be sure to subscribe if you want to see more decks with even further breakdowns. We'll also have more articles on the site in the future.
  16. Help with Ginyu

    You need the uncommon Mecha Frieza x4. He is a victory condition for Yellow. I'd probably cut a Ginyu. You don't need Frieza's Call (its better in Frieza decks). Eraser Gun and Bad Ring Laser are unnecessary. I'd run Appule and Sui because they can attack an awakened leader early, if need be (and put out constant pressure). I have a Mono-Yellow Ginyu list that I Top 4'd with at a 16 player event. I can share it. Was saving it for a deck video, but EH...: Mecha-Frieza, The Returning Terror x4 Frieza, Hellish Terror x2 Ginyu Force Jeice x4 Son Goten, Family of Justice x3 Appule x4 Ginyu Force Burter x4 Dodoria, The Emperor's Attendant x4 Sui x4 Ginyu Force Recoome x4 Crusher Ball x4 Sorbet, The Loyal Commander x4 Ginyu Force Guldo x4 Avenging Frieza x4 Elite Force Captain Ginyu Mulligan for as many copies of Sorbet, Avenging Frieza, and Dodoria as possible. Send back any Ginyu force (we want them in our life). Use Ginyu power every turn (even if you start first in the game - it can make a big swing). Don't block with Sorbet unless you're going to lose - use his power and Dodoria to push final damage as much as possible (discarding a 5000k combo or a Crusher Ball can during to 10-15K easily). Evolving an Avenging Frieza to a Hellish Terror can push out quick end game damage. If they attack when you have 5 energy out, play out a mecha-frieza to win the game (keep an energy open for a Crusher Ball). You don't really need Captain Ginyu since you usually win on T4 or T5 tops, but he's fun to include in the deck if it goes that far (I run a Promo Frieza, but he can win the game just as easily). If your metagame is more control than weenie aggro, swap out in the main deck the 3x Goten for another Ginyu and 2x Furthering Destruction Champa.
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