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Amanax

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Everything posted by Amanax

  1. New CRD

    Yeah, the overpowering attack one just feels... strange. My Babidi deck, my primary ally deck, doesn't actually even run the card. Currently my only deck that does is my Resourceful 13, which is in Blue and will just use another blue card to be almost as good I guess? I don't get that one at all.
  2. New CRD

    Depends on the deck I suppose. I know my Combative Trunks deck at least ran Deflection Drill and I was considering running Lookout drill on top of it (Since Vengeance Trunks can pull the non-styled drills for more Orange destruction fuel and it would protect me from two sources of mill per combat). But yeah, the other versions of combative I've seen have been pretty weak to mill. I don't remember all of the nerfs, but the biggest one that got me was when it changed to the skip mechanic it is now (First styled attack). It used to be a when entering effect, something akin to "When entering combat, destroy the top card of your life deck. If that card was styled, your opponent skips their first action" so it was a forced blind mill attached to if that card was styled you get a first action skip. No sequencing around it, you just had to either be lucky, top deck with some card effect, or build with light or no non-styled cards if you wanted to rely on the effect.
  3. New CRD

    You make a fair point about newer player base. That was mostly referring to the retro ranters who I KNOW have been around since those days and not necessarily the player base as a whole. I'll be the first to admit my rant was not entirely focused lol. As for a deck having answers, the point I was trying to make was that almost any higher tier deck can already deal with it by either running tech cards (most of which they would run already) or by adding 1/2 cards they should have already been considering anyway if there groups they were playing with were so heavily saturated with board heavy decks. These orange combative decks have terrible weaknesses even in their optimal setups. They have no real answer to ally decks, no real answer to dragon ball decks, mediocre answers to MPPV (Especially now) and has all the inherent weaknesses of any non-combat heavy deck vs a truly aggressive deck. If a deck is bad against MPPV, DBV, and Aggro decks BEFORE tech cards are added It's probably not worth worrying about. Sure, keep an eye on it especially from a design perspective to make sure it doesn't get out of control, but why go out of your way to intentionally make it worse? For oppressive, I wasn't just referring to the MPPV nerf. There was a series of nerfs that poor mastery received, the last of which was the change to MPPV, and every nerf pushing it more and more to only work with the MPs it was already working with and alienating the fringe MPs more and more. At one point, I actually had a functional Oppressive Cell Jr deck that was a blast to play (at least fun for me, as was my main point it often feels bad when things don't go your way in this game). The new version of the Mastery we ended up getting killed that poor deck. R.I.P. Cell Jr, you were playable for a whole week.
  4. New CRD

    TL;DR - I don't like the changes. They were made because a vocal minority complained about "not having fun" and the dev team gave in when "fun" has different meaning to different people and shouldn't be used to determine what gets banned. For the full rant, see spoiler tag. Warning, wall of text incoming.
  5. FanZ Escalation Checklist

    No Adept anything at ToP. 16 man event with only 2 orange entrants: Adaptive 13 and Combative Trunks, both of which were knocked out in round 1. Adept Goten is pretty fun, especially with the two new physical beats cards from escalation. His parenthetical on level-up makes up for a lot of the potentially lost momentum that adept suffers from when changing levels since you can quickly get back to the two primary leveling drills. Our group has been debating which deck is stronger, Adept Goten or Adept Gohan. I personally believe Gohan, since his parenthetical can ensure the drill reset upon level vs Gohan giving you additional tools that now count as styled and level 2 ensuring that you get Orange Beatdown.
  6. That guy was Trevor Cox, who won/topped multiple events with multiple decks playing different styles each time and was the #1 seed going into the tournament with 14,051 points. I was honestly shocked that he got knocked out round 1 in such a quick game. Another reason I can't wait for decklists, because like you I am scratching my head over why adaptive over adept for 13. The ONLY thing I can think of is unleashed/devouring to 2, level 2 power to 3, keep your board state while doing it, using unleashed and devouring if you get bumped to 4 or de-leveled to maintain level 3.
  7. Yeah, no adept. There was an Adaptive 13 and a Combative Trunks. I am guessing the Devouring Drill/unleashed package was used by the 13 deck to try and jump? No idea... it got Broly'd. Can't wait to see deck lists for some of them.
  8. FanZ Escalation Checklist

    Okay, now that ToP is out of the way I think we can better assess the goodies we got. Babidi confirmed pretty good, going into semi-finals and having a super close game against BroGeta. Buu I don't think got a fair shot in the ToP, I would have loved to have seen an Ascension Buu in there but I'm glad to see people respecting the sheer amount of rejuvination flying around these days and running cards like Popo to counter it. Broly is still a MONSTER. I think it was a 24 minute first round for Broly followed by a 20-22 minute second round only finally losing out in a slow grinding 50+ minute game against the tournament winning Supreme Kai list. Halt is a good card. In the testing environment for this, our own play group was pretty spot on for meta choices it seemed, but things just tipped the wrong way. Joel's Ascension Krillin had some bad match-ups, but they were rare enough in the conversation and he could consistently fight against any of the other more control oriented decks people were touting. Same with Jeff's Future Gohan - though in our testing we found that Ascension Buu, Mischievous Buu, Ruthless Dabura, and Mischievous Dabura to be pretty consistent decks against anything else we threw at them and had some super dominating victories and any losses received were really close. I would strongly suggest people give these decks another look, they are far better than people are giving credit and have far better matchups then you might think at first glance. My personal favorite has been Ascension Buu. It plays a lot like Ascension Cooler, but for me it has better built in synergy than cooler does. 1 - Concussive Strike/Red Disregard + Red Panic/Red Disregard: I LOVE this. What feels better than a 3 anger swing card that rejuvinates 2? A card that counts as styled so it doesn't increase risk on mastery. has the potential to either be a 5 anger swing card, a 4 anger swing card + ball fetch, or still a 3 anger swing card with double ball fetch (Requires a banished ball). Concussive Strike is by far one of my favorite cards in this deck and because of it, the opponent has to be super careful about what is in my discard pile at ALL times. 2 - Buu's Chocolate + Red Controlled Anger Drill: I absolutely love this combo, especially on level 3/4. Being able to use controlled anger drill for a decent rejuv, then power to pull Chocolate onto my own card to later threaten a 2 anger play and while keeping up damage tempo feels great. 3 - Buu's Candy Beam: This one is simple, it's a built in card to pull your candy's sure. Yes, everyone admits that it's needed to have early access to your board removal. However, since you are already running it at 3-of, you need to worry less about cards like Mule Kick for attach removal as you have a built in way to remove attached cards. Feels good. 4 - Buu's setups: In most ascension decks, running a full suite of named cards is risky due to the overall number of non-styled cards increasing the chance that the mastery skip fails. Running an Ascension Ball deck only further complicates things. In other decks, I don't like putting myself at a -3 card disadvantage at the start of the game for no real power gain (Frieza level 1 at least gets to go -7 to go to level 2 and then immediately use those banished 7 cards for crits) but in this I love reducing the chance of a dead draw / mastery power. I haven't done the math on it, so maybe with the mastery power it ends up being a wash, but it also feels like reducing card count to increase odds of drawing into balls for auto win (Or banishing a ball to later concussive/Disregard/mastery into Panic for an unexpected ball victory) feels pretty fantastic. 5 - Buu's AT Bracket retention: HOLY CRAP. This dude's bracket retention is REAL. On level 1 he is comparable to most level 4s. With his built in -1 stage on level 1, plus ball 6 once you get it, and consistent stage gain from crits from mastery... this guy becomes a difficult guy to push stage damage onto. Trading blows with even this more ball/MPPV victory deck I have found that most stage beat decks have a hard time keeping their AT relevant in the fight and end up doing next to no damage to me through the early game, allowing me to coast through early levels without any real pressure. So there are some of my points on Ascension Majin Buu, and like I said I would strongly suggest people look into him. I have been having a blast with the deck and so far have not really found any real bad match-ups besides those occasional ones where it wouldn't have mattered what I was playing (Dabura entering combat with 8+ card hands and you only drawing 1 physical block for example).
  9. Yeah I missed a good chunk of the final match, but from what I did see Conflict wasn't really doing so much (I think mainly there for stage gain if needed and the lower crit threshold to steal balls back if needed?) The deck overall was just very well rounded. Hell, the entire tournament seemed super close. I know it would not have been possible due to time constraints and player fatigue, but I would have loved the entire tournament to be Bo3 and finals Bo5. So many matches, including round 1 matches, came down to 1-2 life cards left for the winner. Seeing orange get stomped out of the tournament round 1 was hilarious, especially with one of the two decks being the "Oh so broken" Combative Trunks that retro was saying was neigh unbeatable. Just goes to show that the decks can be easily dealt with if you tech properly, and a lot of players came prepared. I plan on watching it fully a little later myself - but for those who missed it here is the video of the final match: https://www.twitch.tv/videos/302276295
  10. FanZ Escalation Checklist

    We have like... two metas lol. Our ToP practice group and then the rest of the group. Our Normal group had this HUGE spike of Dabura that seemed to shape the meta. Certain decks just can't handle the level of aggression Dabura can pump out. Because of it, decks that can have risen in prominence. M.Vegeta has been some response, Ally Mill decks (Though they run the risk of being entered on and just getting wrecked in one bad combat). Adept Gohan / Goten MPPV/Survival decks have been getting some love, Drawku and F.Gohan are always present. Oddly no real Yamcha or Surpreme Kai, though I suspect that they would be doable if they don't get caught in a bad combat. Discard Pile hate has been rapidly growing in both circles, as has anger hate and anti-ally techs. Spheres seem to be running around at 3-ofs in most decks up from the 2-ofs.
  11. FanZ Escalation Checklist

    Black punishment got an errata in set 4. Now reads: Energy attack costing 2 stages. DAMAGE: 4 life cards. Raise your anger 1 level. HIT: Until the start of your next turn, whenever a card banishes itself after use your opponent destroys the top card of his Life Deck. http://dragonballztcg.wikia.com/wiki/Black_Punishment
  12. FanZ Escalation Checklist

    Denithan - Arrival drill doesn't proc for Cells ally fetch since his is "When entering" and arrival is only during combat. Other than that solid. Does the deck typically run the blue restraint / wash combos? I tried that with Babidi at first and it felt.. well bad. Also, with Blue tag having no reliable way to rejuvinate Cell's provocation, does it typically make the cut still? Jaith1 - I have been trying to find a place for Raditz. I thought it was going to be this Babidi deck especially since the first iteration ran a pretty absurd number of setups. The problem I have with him as a whole, is that once again I find myself not having a reliable way to push myself to low enough stages to actually use him. For example, my Babidi deck has 0 stage damage in the deck, he won't be pushing broly to 1-0 stages anytime soon. Driving drill will certainly hurt some decks more than others. Moment of peace is certainly neat, honestly forgot that card existed. Would add, non-adept, non-combative decks. Majin Vegeta isn't just a beats MP though, so he should lose the beats race to Broly. Mike, the guy who does the art for FanZ is in our play group and has a pretty fun Red Ruthless Majin Vegeta. He has a hard time if he gets stuck on 1, but once he gets to 2+ he is bouncing all over the place. Beat decks not named Broly have a hard time chewing through the raw amount of stages that deck tends to have just from the level hopping, and it can push some real damage while it's doing it. Like Babidi to Cell, I would compare Majin Vegeta to Broly. Yes, they both want stage beats and extended combats, but they approach how they do it in completely different ways.
  13. FanZ Escalation Checklist

    Yeah Babidi's combos harder when all the pieces line up, but his normal level 2 power with reliable support is slightly below what Cell can do with reliable support. Though, I was thinking about it, and I'm wondering if there is a misplay in the interaction? So here's how the super combo goes if I'm correct on how the interactions work Cards in play/in hand/availabe: Blue Feast + Level 2 power + Blue Waiting Drill w/ Tora+Buu+Dabura+Random Ally (We'll say Yakon) Activate level 2 power, destroy Yakon (Buu then forces a mill 2 thanks to Tora), period break in Babidi Power, respond with Blue Feast since an ally was destroyed, search your life deck or discard pile for a setup, drill, or ally and put it into play. Grab say.. Yamu and put into play. Feast is still resolving on the stack when the ally enters play and triggers both Blue Waiting Drill's rejuvination and Dabura's mill. Dabura mills for 2 thanks to Tora, and you rejuvinate the destroyed Yakon, which since you rejuvinated an ally will trigger Waiting drills mill 2 (3 w/ Tora). Cards resolve and go to discard and we complete Babidi's level 2 effect, milling my opponent for 4. Mill 2 - Yakon leaves play Mill 2 - Yamu enters play Mill 3 - Ally was rejuvinated Mill 4 - Babidi remaining effect Total - 11 In the particular turn I did the 18 mill I believe I had 1 Blue Training going and a challenging strike. In total I milled for high 30s to mid 40s that combat. I don't think Cell has anything that can compete with that level of shenanigans, and I'm honestly not even 100% sure I would get the ally rejuvination or if it would be Feast that would be rejuvinated, which would effect the mill count pretty substantially. Going to your other random note, I raise your Blue Piccolo with my Mischievous Tao thanks to the new Black Glare allowing for a tutor on Black Absorption drill for out of combat deck stacking and 9 combat enders (5 of which are repeatable). It's along the same vein, longs of mischief but difficulty closing out games. Ha Dabura deck ready to rage quit last week over it though after I ended every combat and watched him discard whole hands of sword cards then get pricked by Black Capture and/or dodon ray.
  14. FanZ Escalation Checklist

    That's a fair point about the ally spin. You are absolutely correct, and I failed to account for it as board control. When I think board, I think setups and drills which doesn't make sense when we are talking about ally decks like this. Babidi does bring other tools to the table though, such as 6 ally fetch cards (3 of which are combat enders). So different tools for different tasks. So, how are you getting your mill up that high consistently? Trapped doesn't do anything for you to increase mill unless he's your only ally out, so you can only get him OR Tora. So spin Escaping for mill 4, 7 if you have Tora out. Trapped doesn't increase the base mill of Cell's power since you mill before you spin on both level 1 and 2. So if you only have trapped + escaping on level 2 you mill them for 5 (base 3 not amped because trapped isn't your only ally, and then 2 from escaping which is now buffed by trapped being the only ally). Seems like the sweet spot is Tora+Waiting Drill+Escaping loop then you can mill for 4 from power, 2 for banishing Escaping, and then 3 from rejuvinating at the end of combat for a total mill of 9. Not bad for only 3 cards that are easy to setup. I like the consistency and ease of setup. I assume Dominance + Draining attack to get to 2? Maybe with that new Blue Drill to prevent de-level? Sounds straight forward enough.
  15. FanZ Escalation Checklist

    I don't see Cell as having more control than Babidi until level 3 where you can pull Nappa from anywhere. Outside of that one level, you are in the same position as Babidi and will rely on whatever removal you have in the deck to get the job done. I don't think the two decks are all that similar. Yeah, they both deal with mill and they both have allies, but beyond that they view combat completely different. Then again, I haven't played Tag Cell myself, so maybe I'm drawing too many comparisons to Knowledge Cell? With the way I've build my Babidi, I play a skirmish style where I'm ducking in and out of combat trying to punish every choice my opponent makes while I build up my combo pieces until I'm ready to go for a K.O. With Cell, I feel like you are actually attacking and trying to push for damage on the opponent, taking a more traditional approach to combat. If I wasn't already planning on building a Krillin-18 abuse tag deck, I might try and build tag cell just to see the comparison lol
  16. FanZ Escalation Checklist

    I think Cell would honestly have the advantage in the match up because he can spin any ally for his effects where babidi is killing off his own allies (At least in my deck as I sit at level 1/2 with Babidi). Babidi will QUICKLY run out of allies, especially if Cell lets Babidi get to 2, where his ability can only pull from discard and Cell keeps sending them to deck instead. In general though, I feel like Babidi can do it better. He doesn't need to rely on unleashed or another tool that shuts off MPPV to get where you want to go, so he doesn't open himself up to being de-leveled by opposing unleashed plays like Cell would. The Majin allies have built in protection in the form of damage prevention on Dabura and Buu vs the -1 life card of the one Cell Jr ally. Buu and Dabura both play into the combos of the deck where as the Cell Jr allies don't have any real effects of their own in most cases. Beyond that, both MPs can grab their allies, though Cell has the advantage of grabbing his Jrs from any zone starting at level 2 where Babidi doesn't gain such luxury until level 4 (Which again, you probably aren't seeing in my build unless your opponent digs you to four for... science?). I've not played Tag Cell, though I feel like if the Cell deck can get to 3 it'll probably do really well, but can struggle at lower levels. Babidi is a machine starting at level 1. Overall, I like Babidi more. But I've been looking for a deck to use cute cards like Blue Vision and Blue Feast for a long time, so I'll admit I'm probably biased.
  17. FanZ Escalation Checklist

    I don't know if my play group has just warped around a handful of MPs or what, but we seem to be having a very different view of the new Majin MPs then most. I don't know if it's how we're prepping or deck building or what, but we'll see what happens after ToP. Without giving away secrets on some decks I'll just touch on my new favorite pet project, Tag Babidi. I'm loving this deck and I think I have a pretty unique build for him (Or maybe not? No one is posting lists lol). Any deck is going to be a struggle to balance when you only run 5 attacks in the entire deck, but fine tuning and balancing it has been a blast. Not to mention the amount of combo potential it has. I think my record was a mill for 18 with one action? I would strongly recommend playing around the deck and learning some of the crazy things he can pull off. Favorite combo of the deck - Blue Feast + Level 2 power + Blue Waiting Drill w/ Tora+Buu+Dabura Bonus points for having Blue training active / Blue Challenging Strike active
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