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Jarrett

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Everything posted by Jarrett

  1. I'm just curious, but how do the local Yellow Freiza players here deal with the opponent preventing you from awakening by stalling you at 5 life and just gaining absolute and total control of the game? I have a Mono-Yellow Frieza deck, and while at first it was doing some wonders, people have adapted and using this strategy completely dominates me as it feels like there is almost nothing you can do (especially against Blue-Yellow Vegeta, whom has access to a lot of the same tricks we do, but just amasses a greater card advantage). Any suggestions? Either switching to Ginyu (to be able to awaken when needed) or I thought about playing Blue in the sideboard and playing Results of Training, among other Blue control cards. Any other ideas?
  2. Gimmick Cards - What's your take?

    Gate-folds were ok. They purposely could restrict gameplay in old-Z. High Techs, same thing; couldn't use them as allies. Doubled sided cards were also ok, as they open up gameplay. Backer HTs were horrible, and the rules were convoluted. Same thing with gears in Dragon Booster (anyone remember that game lol).
  3. No, there really isn't. You need him in case your opponent stalls you. I mean, I guess having the Assassination Plots main decked could work...
  4. I've been playing a lot of the Dragon Ball Super Card Game lately and I really do mean a lot; it's been played almost daily. On top of that, there have been several weekly events here locally since the game's release. Since then, I've tried building several different decks, some with a bit of success, and others just falling flat. However, after all the bad decks have been put to rest, I've finally found a deck that I not only enjoy playing with, but I also think is a little busted and could quite possibly be the best deck in the game. While I do enjoy playing with the deck, and could probably play it a few more times to great success, our local tournament area doesn't have any tournament packs, and I just can't keep playing the same deck over and over again (although I did win another event with a Yellow Golden Frieza deck, so maybe I'll share that list eventually). On top of that, I decided last minute not to go to GenCon (not that I could have scored a ticket into the event). So, because of those few reasons, I've decided to share the list with one person going to the GenCon event ahead of time that may be running a tweaked version of it at the event, but also with everyone else on TCG Top Tier to see if it has any effect on the metagame. So for this week's Deck Spotlight, I'll be reviewing my personal deck - Blue / Red Vegeta. Here is the list... Leader (1): Vegeta / Super Saiyan Blue Vegeta Battle Cards (39): Botamo of Universe 6 x3 Manipulating God Champa x4 Energy Boosted Majin Buu x4 Saiyan Cabba x4 Boosted Attack Piccolo x4 Furthering Destruction Champa x4 Assailant Vegeta x4 Energy Boosted Beerus x4 Whis, The Resting Attendant x4 Destruction Terror Champa x4 Extra Cards (11): Vados's Assistance x3 Whis's Coercion x4 Senzu Bean x4 Sideboard (15): Botamo of Universe 6 Vados's Assistance Confident Botamo x4 Assassination Plot x3 Vegeta, Prince of Speed x3 Objection x3 The idea of this deck is very simple - mulligan for as many copies of 'Senzu Bean' and 'Saiyan Cabba'. Senzu Bean lets us ready Energy after we use it, which early in the game lets us abuse the game's one-a-turn energy system. Saiyan Cabba is the best one-drop in the game. He draws us a card from our energy and deals two damage with his Double Strike ability. Use said copies of Senzu Bean and Saiyan Caba to power out fast damage and more plays while you have two energy in play. Because of Vegeta's Leader ability that also draws from the life, we should be lowering our life as fast as possible. Because of this, we'll be able to awaken fairly fast on our second turn for even more card advantage and faster damage. Ideally, the opponent would also be at 3-4 damage, but their deck isn't designed to withstand this typically. On turn three, use any blockers or attack negates to live long enough and attack with your leader, then on turn 4 pitch as many 10K combo cards as you can (hopefully there are a few copies of 'Boosted Attack Piccolo' and a 'Furthering Destruction Champa' in there) to finish with a "Big Bang Attack" combo at over 60K+ when they have 1-2 life. You should kill them very fast. If you're not drawing quite right, drawing Manipulating God Champa and Energy Boosted Majin Buu allow us to dig for Furthering Destruction Champa to use with Vegeta's Critical ability for 2 life a turn they can't draw, or Assailant Vegeta to boost the control game as well. Once we get them down, then we can finish them off with Energy Boosted Beerus or Destructive Terror Champa to end the game. Use Attack Negates and blockers to live a bit longer at the end game. The deck is a bit aggressive, but the sideboard is around to make us a bit more controlling. Confident Botamo replaces Assailant Vegeta in matches where the opponent wants to Evolve characters. Vegeta, Prince of Speed and Objection are great against mono-blue control decks (allowing us to play the same game). The extra Botamo of Universe 6 and Vados's Assistance are there to screw up the opponent's combat math and allow us to live long enough to play multiple Destrtuction Terror Champa or Vegeta, Prince of Speed. After playing in four tournaments with it, the deck is currently sitting 23-5. This is a tremendous feat, and I can attribute at least two of those games I lost to poor misplays - forgetting to combo with a card that was crucial (moving too fast in phases) and the other forgetting to drop an energy down (newbie mistake). After playing with the deck for this long, and watching other people try to mimic it, I realized the room for error is larger than it appears, and playing it perfectly does take a bit of finesse. All games will not go exactly as I described above and new things happen all the time. You can only learn how to handle the deck fully once you've gotten a lot of play experience under your belt. Going off a turn early or miscalculating how your opponent will respond can be disastrous (as I've learned with a few of my losses with the deck). In addition, there is a deck type that exists that completely shuts this deck down (by taking advantage of how decks are typically built), but we'll go over that another day... That's it for this today's Deck Spotlight. On the next Deck Spotlight, we'll be looking at the decks that topped the GenCon event. View full content
  5. Don't go aggressive against it. You can push a little damage early, don't let them awaken, then use Destructive Terror Champa to clear their board and swing the game your way. Also, side in Confident Botamo to start killing battle cards of your choice.
  6. There are times where you can win the game with only three energy. If you have the combat math to do it with a few solid combos, you just go for it. Most of the time, the opponent may have just as big as a hand as you, but they get caught with not being able to pay for their cards.
  7. Successful Decks

    What type of decks have you all had success with? Blue, Blue/Red, Blue/Yellow Vegeta / Goku (Starter), Red Champa, and Golden Frieza Yellow have been the most successful here in the Las Vegas area. Blue/Green Broly seems to be doing well in other areas.
  8. I've been playing a lot of the Dragon Ball Super Card Game lately and I really do mean a lot; it's been played almost daily. On top of that, there have been several weekly events here locally since the game's release. Since then, I've tried building several different decks, some with a bit of success, and others just falling flat. However, after all the bad decks have been put to rest, I've finally found a deck that I not only enjoy playing with, but I also think is a little busted and could quite possibly be the best deck in the game. While I do enjoy playing with the deck, and could probably play it a few more times to great success, our local tournament area doesn't have any tournament packs, and I just can't keep playing the same deck over and over again (although I did win another event with a Yellow Golden Frieza deck, so maybe I'll share that list eventually). On top of that, I decided last minute not to go to GenCon (not that I could have scored a ticket into the event). So, because of those few reasons, I've decided to share the list with one person going to the GenCon event ahead of time that may be running a tweaked version of it at the event, but also with everyone else on TCG Top Tier to see if it has any effect on the metagame. So for this week's Deck Spotlight, I'll be reviewing my personal deck - Blue / Red Vegeta. Here is the list... Leader (1): Vegeta / Super Saiyan Blue Vegeta Battle Cards (39): Botamo of Universe 6 x3 Manipulating God Champa x4 Energy Boosted Majin Buu x4 Saiyan Cabba x4 Boosted Attack Piccolo x4 Furthering Destruction Champa x4 Assailant Vegeta x4 Energy Boosted Beerus x4 Whis, The Resting Attendant x4 Destruction Terror Champa x4 Extra Cards (11): Vados's Assistance x3 Whis's Coercion x4 Senzu Bean x4 Sideboard (15): Botamo of Universe 6 Vados's Assistance Confident Botamo x4 Assassination Plot x3 Vegeta, Prince of Speed x3 Objection x3 The idea of this deck is very simple - mulligan for as many copies of 'Senzu Bean' and 'Saiyan Cabba'. Senzu Bean lets us ready Energy after we use it, which early in the game lets us abuse the game's one-a-turn energy system. Saiyan Cabba is the best one-drop in the game. He draws us a card from our energy and deals two damage with his Double Strike ability. Use said copies of Senzu Bean and Saiyan Caba to power out fast damage and more plays while you have two energy in play. Because of Vegeta's Leader ability that also draws from the life, we should be lowering our life as fast as possible. Because of this, we'll be able to awaken fairly fast on our second turn for even more card advantage and faster damage. Ideally, the opponent would also be at 3-4 damage, but their deck isn't designed to withstand this typically. On turn three, use any blockers or attack negates to live long enough and attack with your leader, then on turn 4 pitch as many 10K combo cards as you can (hopefully there are a few copies of 'Boosted Attack Piccolo' and a 'Furthering Destruction Champa' in there) to finish with a "Big Bang Attack" combo at over 60K+ when they have 1-2 life. You should kill them very fast. If you're not drawing quite right, drawing Manipulating God Champa and Energy Boosted Majin Buu allow us to dig for Furthering Destruction Champa to use with Vegeta's Critical ability for 2 life a turn they can't draw, or Assailant Vegeta to boost the control game as well. Once we get them down, then we can finish them off with Energy Boosted Beerus or Destructive Terror Champa to end the game. Use Attack Negates and blockers to live a bit longer at the end game. The deck is a bit aggressive, but the sideboard is around to make us a bit more controlling. Confident Botamo replaces Assailant Vegeta in matches where the opponent wants to Evolve characters. Vegeta, Prince of Speed and Objection are great against mono-blue control decks (allowing us to play the same game). The extra Botamo of Universe 6 and Vados's Assistance are there to screw up the opponent's combat math and allow us to live long enough to play multiple Destrtuction Terror Champa or Vegeta, Prince of Speed. After playing in four tournaments with it, the deck is currently sitting 23-5. This is a tremendous feat, and I can attribute at least two of those games I lost to poor misplays - forgetting to combo with a card that was crucial (moving too fast in phases) and the other forgetting to drop an energy down (newbie mistake). After playing with the deck for this long, and watching other people try to mimic it, I realized the room for error is larger than it appears, and playing it perfectly does take a bit of finesse. All games will not go exactly as I described above and new things happen all the time. You can only learn how to handle the deck fully once you've gotten a lot of play experience under your belt. Going off a turn early or miscalculating how your opponent will respond can be disastrous (as I've learned with a few of my losses with the deck). In addition, there is a deck type that exists that completely shuts this deck down (by taking advantage of how decks are typically built), but we'll go over that another day... That's it for this today's Deck Spotlight. On the next Deck Spotlight, we'll be looking at the decks that topped the GenCon event.
  9. What do you guys want to see from this club?
  10. Gen Con

    Who's all going to GenCon? I have my badge, but wasn't able to score tickets. Anyone have an extra SWD main event tickets?
  11. 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.
  12. Red-Yellow Champa Deck

    List looks solid. I've been running Red/Blue, took down two local events with ease. A few games I won with only two or three energy out. Red is the best color imo, but it has to be splashed.
  13. Why don't Living Card Games get more popular?

    Interesting. Honestly, I prefer LCG Distribution model myself, but they usually don't play as well as most of the TCGs I've played. This reminds me of socialism vs capitalism. There's benefits to both, but it's a preference/belief difference.
  14. Supers per Box

    I purchased a box, got 7 in my box. I didn't pull any Beerus, so I was sad. Pulled two Frieza though =/
  15. Man Your Battlestations

    From the Fantasy Flight Games website: "Today, we’re previewing the Red heroes and villains of Empire at War, a new 160 card set of boosters for Star Wars™: Destiny. Red characters in Empire at War dominate their foes with powerful supports while maintaining an economical advantage and control of the battlefield." More at the source: https://www.fantasyflightgames.com/en/news/2017/7/21/man-your-battlestations/
  16. Man Your Battlestations

    From the Fantasy Flight Games website: "Today, we’re previewing the Red heroes and villains of Empire at War, a new 160 card set of boosters for Star Wars™: Destiny. Red characters in Empire at War dominate their foes with powerful supports while maintaining an economical advantage and control of the battlefield." More at the source: https://www.fantasyflightgames.com/en/news/2017/7/21/man-your-battlestations/ View full content
  17. DBS Booster Draft Rules

    As soon as you see a leader card, you have to take it (but it doesn't count as a pick).
  18. Set 1 Leader Card Rankings

    I look at your list, and I think "he couldn't be more wrong" on a lot of these, but that's the cool thing about new card games with a non-established metagame. I think as the game goes on you'll see a lot of the Leaders listed on the bottom rise to the very top of the tournament tables, specifically Vegeta and Vados.
  19. If you’ve been following this game closely, then you know in less than two weeks the game will be released! On July 28th, Bandai is releasing the Dragon Ball Super Card Game across the US and Australia. The game will be available at your local hobby game store, in the form of Galactic Battle booster packs and The Awakening Starter Decks. For the release, TCGTopTier.com is going to be doing a gameplay review. With this review, we’re going to quickly go over the rules of the game, and then talk about the gameplay aspects. Let’s get started! Speaking of rules, in order to learn how to play, we’re going to need to do a bit of reading. I highly suggest reading the included rule sheet, which is pretty clear on the rules of the game, with pictures, but lacks details on advanced timings. However, if you go online and use the advanced rule manual on the official website, you’ll find all the card timing rules; along with a complete and utter mess. If timing issues need to be clarified, go through the terrible online rule manual. Otherwise, avoid it until they have someone go through the entire thing and make it appear cleaner and easier to read. Getting on track, in the Dragon Ball Super Card Game you have two ways to win. Either force an opponent to lose all of their eight starting life or reduce their deck to zero cards (although in any of the 25+ games played, I have yet to see this victory condition). To accomplish this, you have to awaken your leader card for maximum game power, play Battle cards to attack your opponent, play Extra cards to give you added in-game benefits, and combo with cards in your hand. You do this by playing cards down as energy and using the energy as a resource to pay card costs. You then use your cards to attack the opponent’s leader card either by playing them or combing with them, which lets you use cards in your hand to boost your Leader’s or attacking/defending battle cards stats. If you’re looking for a game that just plays quickly, this game is for you. The game plays very fast and efficient. Overall, I haven’t seen a game go past turn eight, with most games ending turn five, six, or seven. Gameplay is very resource management heavy, and at times very unforgiving. You have to juggle playing cards as energy, building a board of Battle cards, using cards as combo pieces, and attacking in at the right time in the correct order, while preventing the opponent from doing the same. One card played or used in the wrong manner can quickly turn over the game to the other player. For those competitive players out there, they will find this as the challenge and appeal to the game. Playing optimally in this game can be a process based on matchup experience, setup, and draws, but one small misplay can turn the tide over to the other player very quickly. To help play optimally, you’re going to want to check out the main website for the set card list. You’ll want to be aware of the set’s card design to master playing against specific colored decks. If you do not, you may find that you’re incorrectly strategizing against the wrong decks, as playing against the different deck types requires a different thought process for each one. While the gameplay its self can be very challenging, overall the game engine doesn't stand out too much on its own. That's my biggest gripe. If you're a TCG player, you may have played this game before. It feels like a fixed version of the Naruto CCG / Dragon Ball CCG, which were also released by Bandai. At times, it can feel a little solitaire. Modern TCGs put an emphasis on alternating between players, whereas this game goes back to past CCG design. A little thing that could have made it more interactive would be alternating between the attacker and the defender to play combo cards (right now it’s all attacker's cards, then all defender's cards). The blocker keyword, which lets battle cards take over in combat as the card being attack, could have been a game mechanic to increase in-game interactions. Those two small things right there would have made the game a lot more interactive. While I am a fan of player interaction, it doesn’t kill the overall enjoyment of the game, and does increase the game’s speed – which means more games could be played in a tournament environment. Overall, if you like Dragon Ball and/or Japanese-style collectible card games, and a game design that requires some thought to play properly, then you will find that the Dragon Ball Super Card Game is a solid product you will enjoy to master. If this is you, we’ll see you during the tournament season! View full content
  20. If you’ve been following this game closely, then you know in less than two weeks the game will be released! On July 28th, Bandai is releasing the Dragon Ball Super Card Game across the US and Australia. The game will be available at your local hobby game store, in the form of Galactic Battle booster packs and The Awakening Starter Decks. For the release, TCGTopTier.com is going to be doing a gameplay review. With this review, we’re going to quickly go over the rules of the game, and then talk about the gameplay aspects. Let’s get started! Speaking of rules, in order to learn how to play, we’re going to need to do a bit of reading. I highly suggest reading the included rule sheet, which is pretty clear on the rules of the game, with pictures, but lacks details on advanced timings. However, if you go online and use the advanced rule manual on the official website, you’ll find all the card timing rules; along with a complete and utter mess. If timing issues need to be clarified, go through the terrible online rule manual. Otherwise, avoid it until they have someone go through the entire thing and make it appear cleaner and easier to read. Getting on track, in the Dragon Ball Super Card Game you have two ways to win. Either force an opponent to lose all of their eight starting life or reduce their deck to zero cards (although in any of the 25+ games played, I have yet to see this victory condition). To accomplish this, you have to awaken your leader card for maximum game power, play Battle cards to attack your opponent, play Extra cards to give you added in-game benefits, and combo with cards in your hand. You do this by playing cards down as energy and using the energy as a resource to pay card costs. You then use your cards to attack the opponent’s leader card either by playing them or combing with them, which lets you use cards in your hand to boost your Leader’s or attacking/defending battle cards stats. If you’re looking for a game that just plays quickly, this game is for you. The game plays very fast and efficient. Overall, I haven’t seen a game go past turn eight, with most games ending turn five, six, or seven. Gameplay is very resource management heavy, and at times very unforgiving. You have to juggle playing cards as energy, building a board of Battle cards, using cards as combo pieces, and attacking in at the right time in the correct order, while preventing the opponent from doing the same. One card played or used in the wrong manner can quickly turn over the game to the other player. For those competitive players out there, they will find this as the challenge and appeal to the game. Playing optimally in this game can be a process based on matchup experience, setup, and draws, but one small misplay can turn the tide over to the other player very quickly. To help play optimally, you’re going to want to check out the main website for the set card list. You’ll want to be aware of the set’s card design to master playing against specific colored decks. If you do not, you may find that you’re incorrectly strategizing against the wrong decks, as playing against the different deck types requires a different thought process for each one. While the gameplay its self can be very challenging, overall the game engine doesn't stand out too much on its own. That's my biggest gripe. If you're a TCG player, you may have played this game before. It feels like a fixed version of the Naruto CCG / Dragon Ball CCG, which were also released by Bandai. At times, it can feel a little solitaire. Modern TCGs put an emphasis on alternating between players, whereas this game goes back to past CCG design. A little thing that could have made it more interactive would be alternating between the attacker and the defender to play combo cards (right now it’s all attacker's cards, then all defender's cards). The blocker keyword, which lets battle cards take over in combat as the card being attack, could have been a game mechanic to increase in-game interactions. Those two small things right there would have made the game a lot more interactive. While I am a fan of player interaction, it doesn’t kill the overall enjoyment of the game, and does increase the game’s speed – which means more games could be played in a tournament environment. Overall, if you like Dragon Ball and/or Japanese-style collectible card games, and a game design that requires some thought to play properly, then you will find that the Dragon Ball Super Card Game is a solid product you will enjoy to master. If this is you, we’ll see you during the tournament season!
  21. TCG Top Tier got a hold of an early release of 'The Awakening' starter deck for the upcoming Dragon Ball Super Card Game, by Bandai. This review is purely going to be cosmetic and focus more on product quality. We will have a gameplay review once we get a hold of another starter deck and a booster box of product to play around with. However, if you're interested in checking out the rules for the game, check them out here: http://www.dbs-cardgame.com/rule/ Introduction In early February this year, Bandai announced that they would be releasing a new Dragon Ball card game based on the popular 'Dragon Ball Super' anime. Since then, the rumor mills have been churning out a few pieces here and there, but only after the last few months has Bandai really been pushing their game to generate a buzz, with frequent posts on social media (check out their Twitter and Facebook feeds), and passing out several waves of free half-decks to interested players. In short, we believe Bandai is trying to make this game a success and we're excited to see what they do in the future for support. The Product The Dragon Ball Super Card Game - The Awakening Starter Deck is a 51 card deck, playmat, and rule sheet designed to get a player started in the newly released game. Five of the included cards are exclusive of this set, while the remaining cards are from the Galactic Battle expansion. Once you've learned the rules of the game, it is meant to be combined with the booster packs to build new and exciting decks . Both the starter deck and booster set are scheduled to arrive at your local hobby gaming store on July 28th. Click on the images below to get a closer look: If you're a fan of Dragon Ball art, this game will not disappoint. The card art in this game is fantastic! If you're a card game player or a avid Dragon Ball collector, you'll be excited. As I have played several Dragon Ball card games in the past, I believe these cards are the best looking to date. Much better than just grabbing anime stills, which there have been a few that have done in the past. The CG art on the Leader cards look very clean and the anime art on the remaining cards were made for this card game and pop out. The cards really make me feel like I'm seeing the epic battle of Goku and Freiza playing out in front of me. Also included in 51 cards are two foil cards - Vegeta Prince of Speed and SSGSS Son Goku, The Soul Striker. The foils look spectacular with their custom foiling pattern per card. I simply cannot wait to see more foils once the series one Galactic Battle is released. Regardless if you're a hardcore trading card game player or an avid Dragon Ball collector, I feel as a product Bandai really has a sleeper waiting in the mists. The cards look simply incredible. Bandai is giving it their all with future game support, with plans for local tournament play with promos, with possibly more in the future. Please be sure to check the game out on their official web site. Check back at the beginning of August when we will be doing a gameplay review and a look at the full Galactic Battle expansion. Be sure to check out your favorite local hobby gaming store on July 28th for the game's release! View full content
  22. TCG Top Tier got a hold of an early release of 'The Awakening' starter deck for the upcoming Dragon Ball Super Card Game, by Bandai. This review is purely going to be cosmetic and focus more on product quality. We will have a gameplay review once we get a hold of another starter deck and a booster box of product to play around with. However, if you're interested in checking out the rules for the game, check them out here: http://www.dbs-cardgame.com/rule/ Introduction In early February this year, Bandai announced that they would be releasing a new Dragon Ball card game based on the popular 'Dragon Ball Super' anime. Since then, the rumor mills have been churning out a few pieces here and there, but only after the last few months has Bandai really been pushing their game to generate a buzz, with frequent posts on social media (check out their Twitter and Facebook feeds), and passing out several waves of free half-decks to interested players. In short, we believe Bandai is trying to make this game a success and we're excited to see what they do in the future for support. The Product The Dragon Ball Super Card Game - The Awakening Starter Deck is a 51 card deck, playmat, and rule sheet designed to get a player started in the newly released game. Five of the included cards are exclusive of this set, while the remaining cards are from the Galactic Battle expansion. Once you've learned the rules of the game, it is meant to be combined with the booster packs to build new and exciting decks . Both the starter deck and booster set are scheduled to arrive at your local hobby gaming store on July 28th. Click on the images below to get a closer look: If you're a fan of Dragon Ball art, this game will not disappoint. The card art in this game is fantastic! If you're a card game player or a avid Dragon Ball collector, you'll be excited. As I have played several Dragon Ball card games in the past, I believe these cards are the best looking to date. Much better than just grabbing anime stills, which there have been a few that have done in the past. The CG art on the Leader cards look very clean and the anime art on the remaining cards were made for this card game and pop out. The cards really make me feel like I'm seeing the epic battle of Goku and Freiza playing out in front of me. Also included in 51 cards are two foil cards - Vegeta Prince of Speed and SSGSS Son Goku, The Soul Striker. The foils look spectacular with their custom foiling pattern per card. I simply cannot wait to see more foils once the series one Galactic Battle is released. Regardless if you're a hardcore trading card game player or an avid Dragon Ball collector, I feel as a product Bandai really has a sleeper waiting in the mists. The cards look simply incredible. Bandai is giving it their all with future game support, with plans for local tournament play with promos, with possibly more in the future. Please be sure to check the game out on their official web site. Check back at the beginning of August when we will be doing a gameplay review and a look at the full Galactic Battle expansion. Be sure to check out your favorite local hobby gaming store on July 28th for the game's release!
  23. Post-Errata Meta

    Anyone else notice it's just a bunch of FN decks? Pretty lame that they changed a universally solid card, and ignored the problem cards (Poe/Maz, FN-2199, Rey). I'm actually not excited to play in the tournament today.
  24. Post-Errata Meta

    I played FN/Trooper/eUnkar at the local today. Went 3-1. Lost to a close eVader/eKylo deck match due to some early blank rolls, but the rest of the games I was dominating.
  25. Beerus Deck

    Well I haven't even really played a game yet, and I'm not familiar with the cards enough to build a two-color deck, but how does this pile look to those that have been playing? Leader 1x Beerus 4x Objection 4x Mighty Striker Son Gohan 4x Whis,the Resting Attendant 4x Energy Boosted Majin Buu 4x Energy Boost Beerus 4x Bulma, God Tempter 4x Whiss Coercion 4x Kind Saiyan Son Goku 2x Guardian North Kai 2x Result of Training 4x SS3, Son Goku, Maximum Energy 4x Taunting Piccolo 2x God Rush Son Goku 4x Rapid Spirit Ball Son Goku Idea of the deck is to get energy quickly out while keeping the hand size up and Beerus Leader to keep threats lower. All of our 1 drop characters are utility or hand advantage. Buu draws a card, Bulma searches, and because we use a few Gokus as finishers, Kind Saiyan Son Goku keeps with the theme as well. Any ideas or criticisms are welcomed.
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