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About Trunks123

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  1. Jiren's Draw power

    I get what you are saying as far as making cuts. My personal philosophy for this deck is to use Jiren leader's ability to put u11 cards in my drop area and to preserve my life as best I can early in order to get to turn 6. Swift Dyspo helps preserve my life total as you can combo to avoid taking damage and then you also put him into play and then usually the opponent will try and kill him so that he can't attack their battle cards or just apply pressure to their leader. The negates are also used during the first few turns against aggro decks. Flying Nimbus also makes you discard a yellow card to get full effect (also filling your drop area with u11 dudes). If you can preserve your life until turn 6 and play the 12 drop (should be 6 as you should have 9 universe 11 in the drop area) the only way the opponent can stop him is to combo higher than you. There is literally nothing else that stops him. So my recommendation is to cut most if not all non u11 battle cards. My decklist is 9 extra cards (x4 flying nimbus, x2 cocotte zone, and x3 bad ring laser) and then 41 universe 11 battle cards. I felt this gave the deck the consistency I wanted to allow the game plan to pan out
  2. Jiren's Draw power

    I will type a more in depth response tomorrow as I hate doing it on the phone but stay strong u11 is a good deck but it does take some overall game knowledge to succeed. There are some changes needed to your deck but minor- nothing expensive $ wise either. Okay at a computer now. So the first thing that your deck is lacking is negates. Flying Nimbus is the best negate in the game in my opinion and its yellow so I would recommend playing 4 copies. There is another negate called Cocotte Zone which is also very good but I think 2 copies plus the Flying Nimbus should be enough. Having those in the deck will help you get to your sixth turn so that you can play the big fatty Jiren that usual ends the game when he attacks. Hero combination Kunshi is also a card that I would recommend as not only does it allow you the ability to awaken on your terms but it also puts a 4 energy or less battle card into rest mode. This is good against blockers as most fall into that energy range. It's also good because it allows you to set up the 3 energy Jiren that destroys battle cards in rest mode. I think with these minor changes you will see the deck work better. Hopefully this helps