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Amanax last won the day on April 12

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About Amanax

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  1. Hmmm.an interesting approach. Since there are two I just want to clarify, you mean remove bruning aura drill not aura drill right? I agree. Puar can be dropped easily. He's an extender for when the deck is working. Right now, his engine isn't working. If this deck could spit out allies faster I would agree that two of the blocks aren't needed. However as is, I'm hesitant to remove my only two non-BAU physical blocks AND remove the passive block that so far has been working. Perhaps we just play against different types of decks, but honestly black is not why focuaing drill is at 2. Pretty much every deck in play group runs removal. Which is another reason why the deck currently isn't functioning. I can't get the allies to stay in play. In the 10 or so games this deck has now played, I think only once has the primary blocker (chichi or pickles) not been banished early on forcing me to rely on the drill engine for protection. With how my test games rounded out last night, I don't see the Ally engine being worth pursuing in my group at all. It's the inconsistent part and giving up what it does do well to double down on that weakness feels like a disaster to me. With that said, I encourage you that if you like the concept of the deck to use the now styled allies to create prevention then run with it. Unless orange gets a little more Ally support I think I'm going to try something that can focus on what is already functioning with the deck.
  2. Update after tonights games Shenron is awesome for getting back Icarus from destroy effects and the layered drill protection engine works fantastically. What doesn't work - The allies are too slow. Maybe I do need to look into combat enders or something, but I just cannot get my allies out fast enough early on against an aggressive deck and if it's something aggressive that also has access to a ton of crits on command like ascension Krillin then that ally engine just completely falls apart. Anti-anger. It's simply not strong enough. I CANNOT throttle a fast deck. I will say the deck feels REEAAALLLY close to being good. It's RIGHT there. It just needs one or two things, but I'm afraid that those things just don't exist at the moment. However, on a positive note, if you play against a lot of stage beat decks, this deck is a champ. But it struggles getting it's own stages low enough to get those attacking allies going. Would love an orange drill that let me drain stages to buff up attacks. That'd be fantastic. Currently looking at the sobering hammers again - I NEED more ways to get those allies into play. Wallbreaker - I have enough defense to keep it live, hate that it is only a speed bump against some decks and against unleash decks it can hurt me, but I am not seeing a real alternative.
  3. It hasn't changed too much as of yet. I still haven't decided what I want to take out for Shenron. Probably the second conference drill The only changes so far have been -1 Assistance Drill -1 Heroic Sphere -1 Right Beam +3 Assisted Kamehameha Here is the current list though
  4. So first off - Thank you again Denithan for the AK catch. Already noticing it doing work. I realized another card that needs to be added that fits the theme of layered protection. Shenron ally. With Icarus protecting from destroy effects and needing to be hit first, shenron can then just rez him similar to the combative mastery pulling back protection drill if it gets sniped. Now I just need an ally that tutors allies from the deck =P
  5. Deck testing

    I do it when testing initial concepts. I'm fairly lucky that I have an active play group that meets almost every Thursday . However, playing against myself is something I have done in every card game I have ever played. Helps me get a feel of the deck and see if the engine actually functions before taking into a real match.
  6. It makes sense that you would mention some of the above cards. At one point another a lot of them have been in this deck and have already been cut. I'll start by addressing each of those and why I personally took them out. Orange Uppercut - Was cut due to the overall lack of damage the card brings. Yes, it lowers stages, but the ability to tutor an energy combat isn't unique for the deck since I already have awakening Gohan level 2 power to do the same thing. Combine those with the fact that it's a physical and doesn't get any of my modifiers or proc mastery, it just didn't make the cut. It might go in again though, since you're right, it would allow me to double down on the cost of that energy attack. Just wish it didn't have to tutor a styled card! ugh. Orange Bicycle Kick - This cut was a hard one to make. I loved the anti-anger on the card and the ability to swap out some of my drills. But like uppercut it was eventually dropped due to the lack of damage and synergy with the rest of what the deck was trying to do. It too could come back, just because the utility it offers is so high but I'm not sold on it being in the deck as of yet. Orange Offensive Strike - I LOVED this card in the original build. It was cut during the FG days of the build and I honestly miss it. The biggest problem I had with the card was when I would either draw two of them at the same time or have one go to damage making the rest of them weaker. Super fun card though. If it had just a little more.. anything I would probably put it back in without a second thought. Orange Electricity - I'm constantly going back and forth on this card. I really like the prevention effect and damage. It got cut during the transition to the ally build due to the lower cost and knowing stages was going to be a problem. Right now I'm considering dropping Right Beam for it again, especially after last weeks games where my allies were under heavy attack and having the prevention effect could have come in pretty clutch. As for the other cards you mentioned: Android defensive blast - Yeah I noticed this one as well. It would be cool to take some of the bluster out of some decks out there by shutting off their abilities. Ultimately it got put on the back burner because I have no idea what to replace for it while I'm still working out getting my stage drain down and it only being a 1-cost energy. Definitely bumped back up to the maybe list. Assisted Kamehameha - HOLY SUPER KAMI GURU: Okay, so this is exactly why I posted. I just KNEW there was something stupid obvious I was missing and here is a fantastic example of such. I usually don't even THINK about this card unless I'm playing Goku or Vegeta since they are the ones giving it reliable crit damage. But with my drills I will too. Big oversight on my part and will FOR SURE be trying to find a place for this one. Combat enders are a cool idea. You are right, I don't have a lot of "unconditional offense" as you put it. So far, I have yet to get an ideal scenario going, so we'll talk realistically what it does have. Puar + Tien + Fierce attack. Using Gohan level 2 to grab fierce attack and then Puar to copy Tien (Giving +1) and then Tien attacking (For another +1) with modifiers and whatever else you drew can start adding up the unpreventable damage fast. So far, I haven't played a game where people have enough blocks in the deck to stop it consistently. Honestly, the hardest match up I've had so far was Black Mischievous 17. I had to save Chichi for his punch so he couldn't stack vans and had to always be ready to grab an orange staredown to deal with Van should it come out on it's own. Though Icarus would have just been shuffled in thanks to assistance, a follow-up van would start to sweep my allies away. Plus the hand destruction kept hitting my attacks so I never had enough attacks in hand to drop my stages low enough to begin using the attacking allies while he kept firing off direct life attacks. Quite frustrating to be honest. That and letting someone use my Cell deck to see if it could keep Gohan down. turns out, the deck is rather resilient though, the only game I have lost so far was against knowledge piccolo, but he drew into a bunch of combat enders and I failed to play around ball 2 correctly which set me back a ton. With some quick changes, I think the deck has a decent match up against most. I need to test it against a TRUE anger deck though. See who gets where first.
  7. So far, cards I am considering adding Point Blank volley - Costs 3 stages which will eat a huge chunk of my PUR stages, has anti-anger and can randomly come to my hand after being endured from damage Orange Spotlight - I do so love my cute cards and this is among the cutest. I would have to play with my hand revealed for a turn, but giving all my attacks +2 life for the turn is pretty juicy sweet if I time it on a turn I can really pop off. Sobering Hammer - I HATE the fact that I'm still considering this card. It won't grab most of my allies. Pretty much only Icarus, it's not an energy combat so won't get any of my damage buffs or trigger mastery prevention if it hits. What it does do, is it allows me to cycle icarus easier and if it does hit will shut down unleash decks for a bit, including my own level up (Which yes, there have so far been some match-ups I have chosen to not use level 1 power because wiping my board and resetting my stages was far more painful than gaining the single ally would have been)
  8. What drew me to combative was a conversation I had on the trip back from the last tournament. How gross would it be to get to level 3 as Garlic Jr with combative mastery, ball 6, and hiding drill out. Of course, Garlic never got tested because... nah. But the deck quickly evolved into Future Gohan with his -1 life card on all levels and his ability to shut down / abuse opposing powers. The deck tested EXTREMELY well in some matchups but completely failed in others for both a leveling build and a camp build. The biggest problem with it was that it lacked aggression and couldn't deal with ball decks, ally decks, or speed anger decks at all because of it. Got me thinking about using the hero allies that perform energy attacks to make up for the lack of aggression and with Awakening Gohan they would also trigger the mastery prevention effect. This should, in theory allow me to still be very strong against a straight beats deck, whos damage is going to be heavily mitigated and recovered from and also give me a lot more pressure on the board. I especially liked the fact that I get to use cute cards no one ever uses, like assistance drill and goku ally. =P
  9. So I have started working on this as my new pet project, and I really really am enjoying the concept but am having some difficulty in certain matchups keeping my stages low enough to be able to fire off my ally attacks. Looking for some spicy card suggestions if anyone has them. Here is the deck so far: