Majin Goo

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Dragon Ball Z Trading Card Game

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Everything posted by Majin Goo

  1. Let's have a haven to discuss and show off all the previews. Loving this Future Trunks.
  2. Finally got my demo deck despite the hiccups on Bandai's end... had to commit a federal crime and all just to use them. I will be writing up a review of what I learn and have that out nlt Friday. Hopefully, I can get a good video of game play this weekend with my local scene.
  3. Panini made the decision not to compete. It was a business decision. Read the official announcement. It clearly says that parent Panini did not want to compete due to saturation issues. Whether Panini renewed their license or not, this game was coming out and Panini did not feel it would be profitable enough to challenge it. Now, whether Bandai pushed to have the licensing price increased to an uncomfortable level or not for Panini is speculation but a common business practice.
  4. For reference, the answer can be verified at: https://paniniamericadbz.files.wordpress.com/2016/10/16_dbz_awa_rule_book.pdf Section: Making a Deck.
  5. Not necessarily. I'm buying two because I'm a collector and I love opening product. I will have a play set of every card so that I can build any deck anytime. However, some players know what they want to play and this game's secondary market could be pretty fair which makes it inexpensive for those players to buy singles. If he's unsure he could wait to see what the exclusives sell for as singles.
  6. I see it being fairly successful. There is solid hype, we've already gotten to test the engine with real cards, a good number of players have been play testing with proxies and it seems to get better with the booster set applied. Bandai has been very connected with communications with the players. They seem to understand there is a player base, we have dealt with DB card games in the past and we have expectations to meet. They also seem dedicated to helping us bring in new blood which is something that was lacking in the last DB game I played. Looking forward to attending events and will enjoy being the reason @Jarrett gets knocked out of a top cut.
  7. That's normal for Bandai. In the Dragon Ball CCG by Bandai, the Chibi Promos in Set 1 share the same collection number as their normal counterparts.
  8. GT Focused was my favorite iteration of the game as well. Mixing in Z and GT together created a garbage environment.
  9. ... and they added drill memory. Sloppily might I add. https://fanztcg.wordpress.com/2017/06/27/summer-crd-update/ "Rules Changes These changes are effective immediately in all official FanZ events (Open & Eternal Formats). They are recommended in any unofficial FanZ events as well, but ultimately up to the discretion of the Tournament Organizer. Drills now have ‘memory’ – Powers of Drills can only be used once per turn, regardless of them leaving play and re-entering play. Styled Drills may not be used again even if another copy of the card enters play in place of a copy that has already been used. Example: Player A uses “Orange Possession Drill” Player B destroys “Orange Possession Drill” with a card effect Player A uses an effect to search his Life Deck for another copy of “Orange Possession Drill” Player B passes their action Player A cannot use the POWER of the new “Orange Possession Drill”, since that drill was already used this combat."
  10. Thank you. I appreciate the assist.
  11. What is OCTGN? OCTGN is a virtual table top with an integrated player lobby and chat system that supports custom card and board games. The DBSCG Game Definition lets players play their favorite Dragon Ball Super Card Game on there!! This OCTGN patch is maintained by Brandon Shollenberger. What you need: OCTGN - Download Here Image Packs - http://www.hi-izuru.org/DBZ/ After you install OCTGN, here are the steps to add the DBSCG patch to the program: Open OCTGN. Click on "Games Manager" tab Click "Add Game Feed" From Add Game Feed, input the following: Name: DBZ Feed Feed URL/Path: https://www.myget.org/F/dbzccg/ Leave the rest blank. After the game feed is installed, click the drop box to the left of "Add Game Feed" and select "DBZ Feed". From there, you have the option to install or uninstall the game. To add images, you have to download each image file. To add the images in-game, click "Add Image Packs" and select the .o8c file(s). After installing the image pack(s), you should get a success prompt. That's it! You're all set to play DBSCG online via OCTGN. Enjoy the many benefits OCTGN has to offer, like game rooms, matchmaking, etc. Notes from the developer: "As a quick note, you will need to add both versions of your leader to your deck (and manually switch them out) until the code can be written to add an Awaken command. Also, I want to give a big shout out to Manveer Singh who has helped out quite a bit with getting this patch ready. There are a few useful shortcuts you might want to try to use while playing. At the start of the game, you can right mouse click the table and select an option to setup the game (or press F12) to automatically place your leader into play and draw your initial 6 cards. After you mulligan, you can do the same but select the option to setup your life or press F10) to automatically place the top 8 cards of your deck into your lIfe zone. When placing energy, I recommend right clicking on the card or holding Ctrl and pressing E to automatically send the card to your energy zone (this will also place the card upside down)."
  12. This.
  13. I do not. However, I remember seeing a site that did, or for the most part had almost all of the ones released. I'll take a look and see if I can find it.
  14. Here it is, the image collection I've been working on. Everything needed is there except some alt art promos and Beerus. I couldn't find a hi-res scan of Beerus, but as soon as I get one it will be updated. I have painstakingly renamed every card based on its collector's number to make it somewhat easier to find (Panini's naming conventions for their files became horrendous as they got into later sets). https://drive.google.com/file/d/0BzI8YZLelEpkZk9uNnpsWHlxQ0E/view?usp=sharing Below is a link to tournament documents needed for competitive play. It includes the most recent CRD's, Tournament Guide and Rulebook for PanZ and FanZ. This will also be updated each time there is a change. https://drive.google.com/file/d/0BzI8YZLelEpkOTZ4NVZVLWFYbGM/view?usp=sharing Below is the link for the Image Packs for OCTGN as provided and maintained by Brandon Shollenberger. All other instructions for installing OCTGN and the DBZ Feed remain the same for now. http://www.hi-izuru.org/DBZ/ Drop a comment to let me know if anything isn't right or if the link stops working. I'm not sure how you request a sticky but I think this would be something useful to have at the top. I will be keeping this updated as FanZ progresses. I'll continue to keep a quick startup for new players active for as long as FanZ is still a thing.
  15. This will be updated Monday 7/2/2017 after I get off work. The update will include a complete package updated with set 9 and a separate download for set 9 by itself.
  16. Yes. If you had his named cards with Dragon Balls, he couldn't be killed due to his named card counting as damage and cycling back in. With well placed timing you could come back from that and DBV. Fortunately, the one thing the Developers had on this game was they would hear us and at times listen.
  17. Endurance should exist but it was overdone. No card should exceed 3 Endurance and even then high Endurance should not have been put on Tier 1 cards. I feel like Panini's biggest issue with development was properly scaling cards to be both balanced and fun. In most cases, they either went too far or some cards were just useless. Here are my fixes for them: Create a standard for keywords. Define Keywords. Consistently use them every time. Roshi wouldn't have shuffle problems and Vengence Roshi wouldn't have some weird clarification in how he gets along with Beerus if this had been a part of the design. Create a standard for wording mechanics. Define those standards. Consistently use them every time. One of their biggest problems was wording. There are only so many things you can do with the engine. A finite number of options. As you come up with each one write it down, proof-read it, let average people proof-read it, test it, finalize it, and always word it the same. Speaking of mechanics... Don't create card effects that are not apart of the damn card. The way parenthetical text worked in this game was asinine. If it's printed on the card it is apart of the card and therefore an effect of the card. Doing it any other way is counter-intuitive and creates confusion. Roshi Ally and Blue Tag interaction being a prime example. Focus more on developing Styles and giving them unique identities. Focus less on making Freestyle Cards the best part of any deck. Those are my ideas. I honestly would never believe they carefully planned any sets other than set 5 and 6. Sets 1-3 were extremely meh. Set 4 failed to accomplish their overall goal with the exception of Android 20. Set 7, I feel their Mastery Card design was spot on and there MP development was good with the exception of 2, but there were still printing errors and obvious balance issues. How they didn't see Goku and Orange Retribution Mastery being problems is a mystery and did they not see the potential loop for Hercule. I get that they fixed the loop, but only after we pointed it out to them and it was an extremely obvious loop.
  18. A: Remember what I said about inexperienced players. Nappa is only one threat and once I know it's apart of your game plan you will not have it out alone again unless it is your only ally (which won't happen in a Ginyu deck). B: Reread my original post. It says nothing about Nappa being in the field and averaging 2-5 critical damage effects a turn. It's an overall average for the deck in general. Also, remember, an average isn't a minimum. I can have combats with 1 critical damage effect and some combats with 3+ and still average a minimum of 2 overall. C: You don't need to loop anything to do that with those 6 cards. 1 Shoulder Grab turns all attacks into CDE generators. So it isn't unreasonable to land two hits afterwards. Red Knee Lift always generates a CDE and on hit generates 2 CDE's at no actual cost in Red Enraged. D: Got to include that Tug of War. That card is incredibly consistent in hurting Ally decks. E: If I'm feeling froggy, Red Energy Blast. That's just to name a few, with just those examples you're now looking at possibly 12 cards, with 2 additional cards that turn into any card I want and I don't have to show the pull to you. All of that can consistently set me up to deal with Nappa and get the crit train rolling again. Red has a lot of options and why Red Enraged was so powerful. As much as I hate it, Blue in the set 6 meta was not enough to keep Red Enraged down in the hands of Roshi and Cooler. So in conclusion I agree with Richie's decision. Red Enraged is too consistent with Cooler and Roshi. Going against either Blue Mastery at the time they could easily win by attrition or DBV and even pull off MPPV. I understand on paper it looks impossible, but in practice Roshi and Cooler are incredibly consistent MP's that bring a lot of options to a Mastery and Style that already have a lot of options. I stand by what I say, Nappa has never been the factor in me losing with Red Enraged Roshi and Blue hasn't been a problem for Red Enraged since set 5. Just remember, my perspective is based on the set 6 meta. There is no such thing as Red Enraged Roshi in the set 7 meta and shouldn't be a factor in anyone's planning.
  19. This. Trust us, ChangelingBard, Dashy, and myself have been running Red Roshi since before it was a thing and Tag Ginyu has never locked us or any other Red Roshi player down unless it was a luck sack or the Roshi player was inexperienced. I can literally crit 2-5 times a turn on average in a Red Roshi deck. The first thing my play group did was switch to variations of Blue to go against me. On paper it looks like Roshi has met his match, in practice there is too much anger and crits for Tag or Protective to keep up with. To make it worst and to justify Roshi still not being allowed back in Enrage, Roshi can fully get locked out of MPPV and stuck at level 1 or 2 and still be guaranteed the match through crit control and stall and win by attrition or DBV consistently. This was the reason Roshi was so hated. It could play aggressive and then when things start to go bad, immediately switch to defense and control against most any deck while staying viable in that match. I actually agree with Roshi being locked out of Enraged. It was my favorite deck, it's fun and exciting to play, but I never once felt challenged while running it. Now, I say this only considering the set 6 Meta. I haven't touched Red Enraged Roshi since Enrage being banished and probably won't as I'm going to play PanZ in it's final form. This however means I probably will never play with Red Enraged again since none of the MP's listed for it seem fun to me. I also don't understand Roshi not being allowed for Black Devious Mastery seeing as how it's strong but not broken and they literally made a level 1 to go with it.
  20. Probably not. Richie himself has suggested that FanZ keep Devious and Enraged frozen.
  21. Well, it could be, just unlikely.
  22. Also Richie himself doesn't believe that FanZ should adopt the Thawed Legacy Mastery and keep them banned for FanZ. So you have that. They will most likely take his advice.
  23. I actually think the way Retribution Mastery is handled in this CRD is more reasonably and thought out than FanZ drill memory. Honestly, the issue is Retribution Mastery and Orange Bicycle Kick. Without either one of those Drill Memory would most likely be unnecessary. Not to mention they wrote Drill Memory wonky and already have to clarify it. At least Richie wrote it right the first time. If they want to keep Drill Memory they should just mimic that sentence. I like limiting the two broken Mastery Cards to MP's that are the least likely to abuse them. Remember, this CRD isn't designed with FanZ in mind. It's done as a final format for PanZ so this is something that can function well. Unleashed will never be dealt with at this point as FanZ's plan seems to be power creep and fast leveling to nullify the need for the card. However, this game needs a level up card that doesn't benefit your opponent and their possible MPPV. Something that has a reasonable price but doesn't benefit the opponent. Until there is a suitable replacement either through making anger more accessible to more MP's or an actual card is made, Unleashed will most likely never be gotten rid of
  24. They're definitily king of marketing. I still haven't met one person that knows what MetaX is which sucks because I love Justice League but I can't get one person on board.
  25. Per Fashbinder, this rule does not apply to freestyle BTW.