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Amanax

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Everything posted by Amanax

  1. Set 10.5

    My initial impressions: Starting from the first reveal and working down. Nail level 1 - Dude is cool. I'll be curious to see what people do with it. If his trigger power was constant, then I think he would be a lot better, but still being able to force a Defensive Burst upon your opponent or any other such nasty hit effects could be fun. He's really close to good (I feel) but I honestly do think he is missing enough to make it a big splash (Like most of the one off levels). We'll see, but right now it seems Black is the only stand out to make use of that power. Red Shining Sword Attack - Great... more named Sword cards. I know how this card came to be, and my utter dislike for Future Trunks creates some biased against this card. it's overall a decent card for sword decks and I know I'll be playing it in my Red SworDura (Sword Dabura) deck. We'll see if the whole swords want to deal stages but this does life thing becomes a problem or not (I don't imagine so since red has ways of making both sword and named card damage unpreventable) Guru ally - Potentially cool. Not great for Nail, we'll see once Dende gets his stack if he becomes worth playing. Raditz Ally - Only thing that comes to my mind is Blue Resourceful Ginyu. Maybe it could be a thing? Doubt it. I feel like I'm missing something with this card. Feels okay but not great. Namekian Planetary Countdown - This thing had me lose my mind when I first read it. Then I realized it was shuffle not rejuvinate and I calmed myself. It's a cute card but ultimately I am not sure how much I like it when it gets compared to Namekian Growth. (Growth doesn't have the requirement to only work when you lose, allowing you to work around opponents removal. Growth Rejuvinates instead of shuffling, which for ball decks means you get to top deck your balls when close to death. Growth has other uses if you are in a position where rejuvinating isn't a concern). Overall this card is cool, but I don't think it's as big as people make it out to be. Blue Stylish Pose - OMG YES FINALLY GINYU BABY YOU'RE BACK. *cough* So I enjoyed playing Blue Ginyu. What I didn't like is playing Tag because my playgroup loved banishing my allies. I might rebuild the deck with this card. Feels really strong. Already talking with someone in our play group about a deck that might be able to abuse this for some fun shenanigans. Will see how that goes. Saiyan Swift Sword Drill - I don't know how I feel about this. It's another trunks card, which I already dislike and in the hands of trunks we can now make Trunks Knee bash stay in play to be used twice? It's a fun card that has some strength behind it but it helps everything I dislike about Trunks and this makes me sad. Black Judgement Rush - Cool art, cool endurance, more "considered named" card and it's black with anti anger. I have yet to come up with a deck that wants to play this in my head outside of Mischievous Broly/SworDura but I'm sure someone will find a way to put this neat card to use. Orange Luxury - This card is a trap. You have been warned. Don't do it. Resist the urge. All in all, feels like Trunks came out of this the best with the Red and Saiyan card literally being designed for his stack, which frustrates me the most about this mini set. Only thing I'm truly excited for is that new Blue card. TONS of potential in that setup. The rest are pretty mediocre but neat additions to the game. Now, to wait to lose to the new namekian setup.
  2. A Home For Frieza?

    Always happy to help =D
  3. A Home For Frieza?

    Have a huge frieza fan in my play group - Will say this: Retribution Frieza is pretty dirty. Set 1.5, which should be released sometime this week will also apparently release something for Red that makes the red variant pretty dope, and there is also Mischievous Frieza as was already mentioned. While I'm sure there is a blue build that would work for him, the other 3 styles he has access to are all pretty strong for Frieza. Just comes down to what you ultimately want to do with Frieza. Do you want to camp 2? Do you want to get to 4 for that sweet 3-action generating MP? Do you want to mill? Do you want to nuke with named cards? One mistake in your original post though that I noticed - Retribution Frieza does not get the drill first combat. He levels when entering combat (Which is not yet in combat) and retribution mastery requires that you have changed levels this combat, not turn. I would leave MPPV to Cooler. Take the new level 1 and enjoy having easy early access to that golden form. From there, build to your liking.
  4. Well, I came I saw and I went to West Kai with Dynamic Cell. Had a few people ask for a report so I thought I would post one. Normally wouldn't do so since I didn't exactly do well, but sure why not. Keeping things brief: Round 1: Mischievous Frieza (New level 1+golden level 2) - Mario Ramirez - Didn't know much to expect other than the hand discard and mill that I had been playing against plus the standard Frieza named card shenanigans. Turns out, I was on point. Nothing really to say, the deck was cool. He ran things like Tora ally and milled a bunch. I was honestly worried, he was chipping away at me pretty good but then for some reason he pushed himself to 3 and lost all pressure he had on me. I cleared out his allies and just made short work of the deck. Really cool concept, and if he had managed to get to / stay at 4 or just decided to stick at 2 I think he could have beaten me. 1-0 Round 2: Enlightened Awakening Gohan - Oscar Lew - Didn't know it at the time, but this was the champion from the previous year. I knew he was going for physical beats, but for some reason it didn't quite register in my mind he would be playing leaping kick. It's so obvious now, but too little too late. My thought process was that I wanted to get Tracking blast attached ASAP so I wouldn't get ball'd down to 1. I get my tracking blast attached thanks to Cell level 2 when entering, he leaping kicks and I realize my doom. Long story short, he reaches level 3 in the first combat and continues to reply the Cell Games arc after Gohan reached SSJ2 versus Cell. I eventually make it to 3, but it's waaay too late for me to recover and I get blasted. 1-1 Round 3: Knowledge Future Gohan - Jeff Sosa - Of course... One of my traveling companions. Time for our first team kill. I had played against Jeff a lot and I knew I was in for a tough match that was going to need a few things to come up in my favor if I wanted any real chance to win. Unfortunately, I didn't see any of that needed luck. Few combats later, I'm level 2, He's level 3 and I have about 20 cards left in deck. All 3 unleashed and both Cell's Draining attack in deck. We enter, I finally draw into my unleashed and manage to hit level 3. Too bad by the end of that combat I only had about 8 cards left in deck. We go another round of combat and he drops me to my final 3, passes until I run out of gas. No reason to keep fighting, I can't kill him and can't heal any of that damage back. My turn, I draw out. 1-2 Round 4: Radiant Slug - Jacob Schrum - There was a slight reporting error where I got the points from my last match. We got it corrected but was told to play the round with the current pairings. Not going to lie. Since hearing about that Radiant Slug deck that won an event not too long ago, I've been playing a bit of speed ball on the side myself and was really looking forward to this match so I didn't mind the chance to face off against Jacob's rendition. I'm a little fuzzy about how everything starts off, but we're both making pretty good headway towards our various win conditions. I'm slowly eating into his deck and he is slowly making progress with his balls. I keep him stuck between levels 1/2 so he can't get to slug 4, but still we find ourselves at this amazing moment where if I had been playing anyone but Cell I would have lost. Jacob has 5 balls out and plays down earth ball 3. One of the cards he grabs from discard is Namekian Surge. All he would have to do in normal circumstances is enter and play the attack. We both see it and reach for the GG handshake. I stop halfway through and say "and you win... If I was anyone but Cell" and sit back down. Jacob sits there for a second and sees the same thing I do. Makes the right call and passes rejuvs. My turn, I can't risk him just drawing into the ball so I enter, use my level 4 when entering to grab a "Reveal for crit" effect - hit ball 5 to shuffle another ball back into his deck setting him back 3 balls away from victory and just push for game. It was a lot of fun and was the game that made me happy I teched in my Overwhelming Powers. Without them I'm pretty sure I would have lost (Were responsible for taking out radar twice and dragon clan once, along with a few others) 2-2 Round 5: Oppressive Vegeta (Awakening) - Hector "Miguel" Gonzalez - Was looking good. I was 2-2 but it looked like my two losses were doing well enough that I might still be able to get into top cut with a 3-2 record due to good tie breaks. All I had to do was win this one to find out. I only glanced at the name on the sheet and didn't realize I was playing Miguel otherwise I probably would have been a bit more cautious with some of my plays. I don't take Oppressive Vegeta too seriously with Cell. I have just as many tricks up my sleeve as he does, except I don't run out of gas as easily as I have found OP Vegeta to in my own testing. It starts off great, I get to 3 early on, we are trading back and forth with some great awesome endurance coming in clutch on both sides. Exactly how a fight between two saiyan decks should be. We have ourselves a good ole Unleashed/Vicious Strike/Cell level 4 bouncing game going on inside of our battle as well. Sadly for me, I end up losing this war and find myself on level 2 at full stages looking down a level 3 Vegeta. final combat and he gets in a jab I'm not worried about, follows up with a gutkick (Due to skips). I make the biggest mistake I can think of all day and don't block it with the outrage in hand. I was worried about some threats that could be in his hand, however I didn't realize that they were all used up and if I had taken my time to check discard/banished I would have known I was holding this block for a card that couldn't come. I take the attack and get dropped to 1 stage. I can no longer throw the Saiyan Burst in hand. I throw vicious strike instead. It hits, I lower myself to get my stages back. He throws final flash, I can't block it with outrage and it takes me down to 3 cards left. He uses the hit effect to lower himself to 2 and snipe a card in hand. He hits the Saiyan Burst. There goes my chance. All I had to do was either block the gutkick to have stages for the burst (Which would have rejuvinated a card, putting me at 4 left at the end of the turn and likely done lethal damage by the end of the turn) or had him snipe the block with final flash hit effect and I would have won with the damage from outburst. Either way it was a super close game and by far my favorite game of the tournament. Final score 2-3 Final notes: My record was pretty abysmal but I still take some solace in my losses. All three made it to top 4 (One won the tournament and another was in the top 2). So at least I lost to the best there. Great crowd and I thoroughly enjoyed meeting everyone. Hope for a rematch or two at Colorado.
  5. No, none of the matches were recorded. Jeff Sosa, the second place winner and my traveling companion for the event was going to stream but I convinced him not to do it so that he could better focus on his matches. in the end, I'm glad I did because it got him to a higher placement but I understand a bunch of people would have enjoyed seeing some games. As for future kai events, no idea. There is another set being released between now and the next Kai event I plan on attending. Who knows what that will do and how things will shift with that release. The deck is still solid though and I have a hard time imagining a world where it would get worse. Maybe as more MPs come out that are either stronger on earlier levels so I can't use domination or have quick level up mechanics so I can't use Ki Burst. Or in the case of stacks like the new Frieza, both.
  6. Saiyan Dynamic Cell

    Yeah, it's true I might be getting too caught up on the luck aspect of the one player too much. The other two decks I have been testing did just as poorly against him (Both are orange, played a total of 3-4 games with those two decks against him. Both decks run triple meditation. In total I played meditation once against him just because I never drew into it). As far as what is at the events, this is one of the other reasons I am hesitant about bringing my variant of Cell is because the decks have been so random. The meta seems to be the most open it has ever been and not knowing what a particular deck is going to do seems like it can cost you big time with Cell unless you can get off of 2 early on. Both of the other two decks have their own weaknesses but they are far more forgiving. Which leads me to your next question, I'm considering a Retribution Cooler and then a unique deck I have been playing around with of Orange Combative Future Gohan. But at this point who knows, I could show up to the event and throw caution to the win and put all chips on my Black Mischevious Hercule lol. Overall I like Cell and Future Gohan the most because they aren't common and they can really mess with someones head. But cooler is a real threat in both MPPV and survival where the other two are only survival decks. I think I'm going to give Cell more work. I've been focusing a ton on FG because Cell was a joint effort and FG has been my concept from the ground up. Cell has some stronger tools against other outliers like ball and ally decks. I just need to heavily change up my game plan for fast MPPV decks and adjust to counter their particular MPPV strategy.
  7. Saiyan Dynamic Cell

    He plays a ton of the 2-anger cards like Dash, combo, knee catch etc. Runs dev blows and shoulder slams for anger control, small ally package that included sobering hammers that if it hits shuts down unleashed, the allies themselves weren't really a problem. Obviously runs Android 13's impenetrable defense and android insubordination for random anger gains. He also runs the hand sniping cards such as Black interrogation and stare down combined with michevious mastery; which I swear he sacrificed some kind of animal to get the accuracy he has to hit key cards out of my hand. Seriously, dude straight up rolls a dice to see what card will get hit and last night for example out of all the games I tested against him with different decks he only had one turn where he didn't rip the cards he wanted. Truly frustrating. Which is why I originally went with pulling outburst to stop the hand discards, but the more I play against it the more I think I just need to severing punch his anger combos away. I'm going to one of the kai tournaments here in the next few weeks and honestly I would love to take this Cell deck. But facing this deck really makes me gun shy and leaning towards another of my projects that is much more forgiving towards mistakes.
  8. Saiyan Dynamic Cell

    New threat encountered... Was up against Mischevious 13. Man that deck went straight beast mode. I did get unlucky and never drew into a way to get off of level 2 until it was waaay too late. The deck generates a lot of anger and packs a decent punch. I want to get a few more games in against it, Severing punch feels like it could be an MVP against the deck since most anger is +2 in the deck. Any suggestions?
  9. Saiyan Dynamic Cell

    So a few more game sessions later with this deck. Even had a buddy play test it and I have to say it is a blast. I did tweak my version by two cards, removing 1 Saiyan Power Up and 1 body blow to make room for 1 overwhelming power and a 3rd Saiyan Ki Burst. The only two physical beats decks I have gotten a chance to play against have proven a non-factor thanks to tutoring out Saiyan Parry when needed and simply using the level hopping to generate more stages. Even after taking a bad combat against one of the decks, it wasn't anything that cell couldn't stabilize and recover from. Last night, the deck met it's first big loss against a Resolute Pikkon. He managed to kill two unleashes early on (Not that I could use them while he was on level 1 anyways) and I chose the wrong course of action. He was doing small chip damage to me, so I was tutoring out the rejuvination cards like Tantrum, not worrying about his anger. He eventually hit level 2, which I originally was hoping I could luck draw into the third unleash after he did but I never saw it. All the while his rejuvination and damage prevention started out pacing mine since I was stuck on level 2. If I were to face the deck again, I would focus more on dropping his anger and chipping away at his deck faster than he can chip away at mine. However, it was annoying that Pikkon level 1 power level is high enough to stop my use of Domination. While there are only a handful of characters that can do that, and no other character in the game has the bracket retention that Pikkon has it's something to be noted. I also didn't draw Cell's draining attack all game. If I had and gotten to 3, I do believe the game would have become easy at that point. Any progress on your side? Any tweaks you have made?
  10. Saiyan Dynamic Cell

    Same. It's been a ton of fun and I think the deck has some good potential. I know I'll be playing it again next week and probably for awhile until I find some glaring weakness with it. For now, like I said, my biggest worry is a hyper aggressive physical beats deck like Broly.
  11. Saiyan Dynamic Cell

    Found the ruling. Number 17 17) If Cell level 4 searches for Saiyan Tantrum, is the card "revealed" to prove that it is a Styled card (triggering Saiyan Tantrum's critical damage effect stipulation)? Our previous Overwhelming Power vs. Roshi's Back Strike rulings states "you may reveal [Overwhelming Power] in order to use its placed into hand effect" - is this technically "revealing" or is it simply "show it to your opponent?" ** Searching for a card and revealing it to your opponent is considered “revealing” and would trigger Saiyan Tantrum in this scenario.
  12. Saiyan Dynamic Cell

    For me last night, getting their discard pile full wasn't a problem, so Strength test was always doing something, but I also didn't have near the level jumping that the new build has. You have a good point with it. I'll keep it in my build for now, but it'll be a possible future cut. Severing punch for me has been a pretty consistent card. So like you said, it might be a meta call. For me, it shuts down black anger decks and orange anger decks (Which mostly use +2 anger cards), while slowing down Red anger decks to some degree plus the hit effect makes it a "must block" card against level jumping decks. This might be to you what Saiyan Destructive Blast is to me. At the very least, I would run a 1 of. Originally I was going to cut Saiyan Power Up from your build as well, however with the switch over to more energy focus I'm worried how we will hold up to an aggressive stage deck. Will the level hopping stages be enough to keep up pressure? Right now I'm not sure, so I left it in. If it turns out that it's not needed, then I will certainly be cutting it (Probably for Rapid fire, or something similar). the card is certainly on the list of possible future cuts alongside strength test. Will require more testing to know for sure though. I LOVE that Cell level 3 doesn't need to hit. I mean, you want to block it anyways just for the 7 life unpreventable. But yeah, it's fantastic that we can almost always get the banish/level effect off. As for the reveal when teching the card. I am like 80% sure it was ruled that the reveal when searching counted. I will double check though, I don't want you to get screwed over on a ruling because I remembered something incorrectly.
  13. Saiyan Dynamic Cell

    I actually do like the idea of keeping outburst. 17 is pretty common here. One of our players who wasn't there last night even favors an Adept 17 as his deck of choice. So having the tech is certainly something I would like to add . So after putting together your build and comparing it to the one I used last night. Here is what I came up with (using your latest build as base) -3 Cells Style (I like it, but I want something more consistent) -2 Hand Swipe (I feel the blocks are a little heavy at the moment, cutting back a bit to make room for more aggressive plays) -3 Rapid Fire (It's a decent hitter, but that's all it does. I am dropping it in favor of some more utility) -2 Saiyan Flip (Again, blocks feel a little heavy, so dropped them. I considered dropping all 3, I am not sure how I feel about giving my opponent free attack table buffs) -3 Lifting Kick (Again, putting in more utility with the same endurance. We are losing out on the AT life cards but I think the utility should more than make up for it) ~~~ +1 Energy Outburst (Possibly +2 depending on if you drop flip completely or not. Free 6 life cards and will stop hand manipulation. I like it) +1 Strength Test (Replacing an attach card, this card is secretly nice to have on hand against decks with discard recursion ) +1 Rescue (This card makes all my decks, especially this one so I can cherry pick what I want back in my deck for next combats search) +3 Saiyan Burst (Anger control, decent damage, rejuvination, high endurance. Consider this my replacement for Rapid Fire) +3 Severing Punch (I suppose this would be what I would consider the replacement for Lifting kick. Yes, you lose the lifecard vs stage damage and endurance goes down by 1. However, controlling anger and if it hits will also control Unleashed / dig / any other level hopping effects for possibly up to 3 combats is just too strong) +2 Legendary Strike (Again, Anger control with endurance. Plus, when you search it you get a crit if you need it (Ball decks, spot check allies, anger throttle when entering combat, etc) and you can always play it for prevention if needed. Overall, fantastic card) +2 Domination (Yes, I am running both this and Ki Burst. Domination excels against black and Namekian that both play events that aren't styled, while Ki Burst could potentially shut down decks like Awakening Vegeta / Android 13, etc) Overall, a 13 card change. Brings some of my utility over while keeping your level hopping and other utility cards. What do you think?
  14. Saiyan Dynamic Cell

    So to report, I got extremely lucky. In all the games I played, opening combat all started with a cell's draining attack or unleashed. The most notable game was against the new piccolo stack using the new mastery (namekian). I got to 4, and kept tutoring out Saiyan domination all game. I knew he was an unleashed build, it's namekian so hybrid defense is a thing, shutting down time, confrontation, and other shenanigans as well. Royally bent him over. He got off level 1 once... only for me to crit ball 2 away and drop him back to 1 in the following action. I think if we merge your new beats build with my more toolbox oriented deck we might actually have quite a beast on our hands. I didn't get to play against any future gohans, but I honestly think I am the only person in my play group that has a deck built up for him right now but I could see him being a problem now as well if it's a variant that gets to level 2/3 before I get to 4. I did forget to mention it earlier. While building this cell, another build came to mind. One focused on stage locking the opponent. It's kind of a mix of my former Raditz deck and a Cell Jr deck I built when oppressive was first announced. Same concept as now, you want to push off of 2 as fast as possible, though with this deck you want to get to 4 asap. Once at 4, you focus on rejuvination while stage locking. Run the drill that forces your opponents first attack to cost +1 stage, the new Saiyan Drill to make everyones PUR 1, Saiyan Emergence (Your preferred fetch card when entering combat at level 4) and the Saiyan card that reduces all opposing personalities 3 stages, gives an anger and then shuffles back into the deck. Plus running triple menace, triple Ki Blast, triple tantrum, rescue, the newer saiyan card that on hit rejuvinates a styled card etc and then Saiyan Overpowering Aura drill for consistent anger control while you are rejuvinating. If these other builds fail, I may have to look back into this one, unless someone is looking for obscure cell ideas and wants to give it a go.
  15. Saiyan Dynamic Cell

    Yeah, it definitely has a Swiss army knife feel to it. I did forget that you had switched some things around from your first build. Digs certainly would be nice, if gut kick had endurance it would for sure have made it in. I did one test game with it so far and first combat felt super smooth. In the end it turned into a giant grind match that could easily have gone either way. Tonight the real test begins though
  16. Saiyan Dynamic Cell

    Alright, I built my variant. I did make some changes, for better or worse but I would like your feedback. Allies aren't too big in my area, mostly just one off allies here and there. So I removed the anti-ally tech. I also removed the ally engine completely in favor of doubling down on attached cards/drill. I added a few more saiyan control cards that I felt would be useful overall to control the overall pace of the game. If you get a chance, let me know what you think - my games are tonight so I can always adjust between now and then if needed. Same mastery and levels except since I have 0 allies I switched level 1 for the old level 1 Events 1x TiaWT 3x Saiyan Outrage 2x Villainous Empowerment 3x Unleashed 1x Saiyan Rescue 1x Saiyan Strength Test Physical attacks 2x Cell's Draining Attack 2x Saiyan Body Blow 2x Saiyan Elbow Drop 3x Saiyan Grab 2x Saiyan Legendary Strike 3x Saiyan Severing Punch 3x Saiyan Turning Kick 2x Saiyan Backbreaker Physical Blocks 3x Saiyan Parry 3x Saiyan Reverse Catch Energy Attacks 2x Saiyan Aerial Attack 2x Saiyan Tracking Blast 2x Saiyan Domination 2x Saiyan Ki Burst 3x Saiyan Burst 2x Saiyan Tantrum Energy Blocks 3x Saiyan Energy Release 2x Saiyan Crouch 1x Saiyan Hand Swipe Drills 1x Saiyan Transformation Drill 1x Saiyan Protection Drill 2x Saiyan Overpowering Aura Drill 1x Saiyan Showdown Drill
  17. Saiyan Dynamic Cell

    So we should start a revolution on Retro about reversing the Cell level 4 nerf, right? I was honestly considering building a dynamic Cell deck myself. I don't know how I feel about some of the particular card choices (Like Saiyan Destruction Blast). I'll probably put together a version of it if I get time before my games Thursday and let you know how it goes.
  18. Saiyan Oppressive Nerf BAYBEEE

    Yeah, but Broly is good in anything. Like many, I'm bored with it and don't want to rely on a single MP to carry a mastery. Turles/Nappa will always have the potential to 1-shot someone. They are also super fragile. If you get rid of Clench their damage output can be pretty laughable. I might try a clench deck but the last time I did I gave up when half my play group was playing Awakening Trunks and then a few Saiyan Broly players running around (Love having clench spun away by back breaker )
  19. Saiyan Oppressive Nerf BAYBEEE

    I am only saddened by the nerf because it is now the second deck I have built with this mastery and had it completely destroyed by the mastery changing. 1st was a Cell Jr deck 2nd was my Kid trunks MPPV deck. I suppose I'm in the camp that now looks at the mastery and doesn't really see it's strength anymore. Nothing comes to mind when I look at it outside of possibly a Awakening Vegeta deck, but I feel there are still better homes for him outside of this mastery.
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