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Denithan last won the day on April 16

Denithan had the most liked content!

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About Denithan

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    United Kingdom
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    Card Games, JRPG, Writing.
  1. Honestly, it's kind of sad that he's unable to be played in Namekian. The rejuvenation synergy would really work wonders there. As things are though, I'd say he works best in Orange. He's got some alright anger gain, and Retribution should help you jump up a couple of levels rather quickly to rest comfortably on his level 3 (and just have his level 4 there for when it's needed). Add in a bit of Orange's innate rejuvenation and a couple of drills to help bulk out his overall kit, and you should have a decently defensible MP. The issue still sits with his offensive kit; He just doesn't really have any. His attacks just don't do enough right now. One good thing about him that I feel needs acknowledging though is that he's got amazing power levels. He is going to be a BEAST to try and AT stage beat down into submission. Only probably relevant in a handful of match-ups in the current meta game, but it might really help out with other Escalation MPs. Time will tell.
  2. And he is weird. And that is honestly fantastic. |: I don't know how good he is though tbh. He's kind of a utility-counter stack, but that kind of creates what strikes me as the biggest weakness of the stack; It just pales in direct-beatdown match-ups.
  3. It's also probably worth mentioning his viability in a Blue Tag Team deck, with access to Turles, King Vegeta, Raditz, Nappa (for the mirror match), etc. I don't know if it's his most potent home, but it's definitely got some insane viability when versing other Majin Vegetas.
  4. He's neat. I like the setup. Bit frustrating that he stops skips and combat ending, but tbh, that's so abundant in the meta that it's probably a positive. It also kind of means that Oppressive isn't his Level 2's friend. One thing I really like is that THIS is a personality that is built for Saiyan Dynamic, since he's definitely worth level 2 camping and he has in-built protection against anti-levelling. This means that he's dropped the main weakness you're working around with Dynamic, you have innate disruption built in, and your opponent can't make you budge. And while I don't think it's nearly as good as the Dynamic Cell build at it, it can even employ the delevelling strategy to hop between the level 1 and 2 (with the level 2s attack replacing the card lost in hand). His level 3 is where things get weird for me. He's a bit less interesting than his first two levels, but that's got a lot of oomph to it. A free card to hand, hitting the board twice, and then drop banishing when you gain anger (not to dismiss the extra damage he's giving). His level 4 is pretty boring, but efficient. Unfortunately, I kind of feel like it means that MPPV isn't a highly viable strategy for Villaingeta as a result (although, who knows, maybe there's something waiting with his classic stack? Smeh.) 11 cards of unpreventable damage is pretty interesting, 1/6th of the deck gone. I'd find it more interesting if the HIT was actually just a cost for using the attack, so that you're punished to swinging into a block, but hey.
  5. Namekian Sword Archetype

    I actually didn't know that kind of parenthetical extended to cards while they were in the drop/life deck o-O I had always assumed that kind of thing ONLY applied when they were in the throes of being played. But I think I'm still working on Yu-Gi-Oh, where cards in deck are considered "unknown" and graveyard rulings are... Honestly, a god damn disaster. Fair dues, I have learned something new. As for his level 4, the main reason I don't mind it too much is because it needs a few turns to build up. But eh, this might be a Frieza's Supernova moment where I'm just missing how quickly it ramps damage. I'd need to see it in effect before I change my stance though, honestly.
  6. Xenoverse MP Stacks

    Alright, so after seeing @Jaith1 go back and change around his Namekian Sword Archtype, I felt inspired to try my second go at an Xeno Trunks personality stack. That said, I'm still rather slack about reworking a different mechanic/theme for each Level, and thought it might actually be easier to make sure I don't get out of control again if I make it a more gradual slant up in his powers. Xeno Trunks – First Time Patroller Level 1 HERO Image PUR 3 SAIYAN, EARTHLING (Your Life Deck can include “Trunks” Personality cards.) [Instant] When entering combat, look at the top 4 cards of your Life Deck and reveal any number of Named cards or cards with “Time” in the title. Put the remaining cards back in any order, then place those cards on the bottom of your Life Deck. [Constant] When a card is placed on the bottom of a player’s deck, raise your Anger 1 Level. As such, I limited it to his own deck so that he can no longer disrupt your opponent's plays while also giving some incentive to use his original stack. Xeno Trunks – Aware of Danger Level 2 HERO Image PUR 4 SAIYAN, EARTHLING [Instant] When entering combat, reveal the top 5 cards of your Life Deck and place any number of them on the bottom of your Life Deck. Put the remaining cards back in any order. Rejuvenate 1 card. [Constant] Whenever a Named Card or card with “Time” in the title is played, raise or lower a player’s anger 1 level. I based his second and third level on Trunks - Power Charged and made it so each level up gains a slight upgrade on the last. So at first, he simply screens his own top 4 and can put Time or Named cards on the bottom of his deck, then that is slightly improved upon by his Levels 2 which can put any card on the bottom of his deck. These two levels also have some innate anger gain (though nowhere near what his Awakening stack can pull), which should help offset any anger control your opponent lies down while you make progress to his Level 3. Xeno Trunks – Return of the Hero Level 3 HERO Image PUR 4 SAIYAN, EARTHLING [Power] Reveal the top 5 cards of your Life Deck and place any number of them on the bottom of your Life Deck. Put the remaining cards back in any order. Draw 1 card. [Constant] Your Named attacks and attacks with “Time” in the title gain “HIT: Place this card on the bottom of your deck.” His level 3 improves upon his screening again from his second level, now giving you a free draw. To be honest, this is literally just Power Charged's Power + 1, with the addition of a constant that lets you put any Named or Time cards back on the bottom of your deck immediately after using them (further triggering their parentheticals). This is kind of where this rendition of Trunks really kicks into gear, as he can screen his own deck to stack stamina as needed while gaining extra actions in a turn. That said, this is also the first time that power stops being an Instant, meaning that it can be shut down by the likes of Future Gohan. It also means that you get a free card the turn you Level up. Xeno Trunks – The Super Saiyan Awakens Level 4 HERO Image PUR 5 SAIYAN, EARTHLING [Power] Rejuvenate 2 cards with “Time” in the title. Draw 1 card. [Power] Reveal the bottom card of either player’s Life Deck. If that card is an Attack or a card with “Time” in the title, you may play it. His Level 4 changes the most from the rest of the stack, no longer screening in favor of rejuvenating Time or named cards to draw 1. I'm not sure how useful/powerful this particular power is alone, but it does give extra synergy with the Time cards as it will proc their parentheticals from the drop. It also plays into his second power to play an Attack from the bottom of his deck, and comboes well with the Supreme Kai of Time ally again to give you at least 2 extra attacks in a turn. To be completely honest, going back to rework this was pretty simple as he honestly just needed to have 1 or 2 points taken from each of his powers. He lost disruption, he lost end of combat deck stacking, and he lost a lot of the extra effects he gave his Named/Time cards. Admittedly, I'm not 100% sure if his Level 4 isn't still a touch overpowered, and I'm pretty confident that his first two Levels are largely under-powered and could maybe do with something more immediately useful. Depending on what people think, I may go back and touch on it again, and instead go back to him stacking the deck at the end of combat instead of screening as both play into the theme of altering the future. shrugs
  7. Namekian Sword Archetype

    @Jaith1 I really like this re-working, ngl. Especially the new Level 2. That is actually a pretty viable card, and really works wonders in Blue (although I still don't particularly like Setup Sword cards). This feels like it gives much more momentum in the first-half of the middle game. You get some good searchability, a few extra actions per turn, and while I can't immediately come up with any exceptional comboes using his Level 2's HIT, I'm sure I could come up with something once i get back into deck-building (not touched it for a few months). And tbh, I wouldn't really worry about any potential balancing issues with his Level 3. Or his Level 4. Neither of them really stand-out as exceptionally overpowered; The Level 3 is honestly still a little bit lackluster compared both the Awakening Level 3s and the FanZ Level 3s. This isn't necessarily a bad thing, since it does have some utility and an okay disruption element, but it feels like it's around equal to Trunks - Power Charged in terms of usability. As for his Level 4, it still has the potential to become a really overwhelming Level. But it needs set-up, and a lot of dedication and timing to hit that point. That is already more than 9/10 of the Level 4s in the game need, so if you hit his Level 4 and can come out swinging hard (even with Gohan's Backlash), that's actually pretty legit. And while I can see an argument for the number of actions being a bit iffy (being able to use Dashing Sword Attack, then rejuvenating it and grabbing an extra attack in a set-up, then Gohan's Backlash up to effectively net 2-3 free extra actions), I actually think this is completely fine because of how easy it is to stop. Heck, Awakening Goku is pulling similar stuff from his Level 2 (minus the ramp-up damage), and he doesn't need to rely on a HIT effect to pull it. tl;dr: You can maybe give his Level 3 a little more oomph if you are really determined to make it compete with current top stacks, but I actually think this is fine. I'd still skip his Level 1 outside of Namekian decks personally(it just doesn't have that much synergy), but you're also fighting with Adept for that spot, and that's a losing battle if there ever was one. Then his Level 2 is actually enough where I'd run Sword setups, and where I'd run him happily over his Awakening LV2. And I always liked his Level 4, so the slight buff of making it an attack is actually just wonderful and straight up means I'd genuinely consider Backlash decks. Now to go back and debuff the SHIT out of my Xeno Trunks stack.
  8. ToP SCR

    I'd be interested in seeing it tbh, since I have had genuinely no idea what to do with that Frieza. Heck, to be honest, I kind of don't know what to do with any of the U7 Leaders except Vegeta (and Gohan, to a significantly lesser extent). The U7 cards are mostly 3 or higher, and I keep finding the leaders are being outpaced. Vegeta can kind of mitigate this since he has the U6 crew to give him some early-game plays, and Gohan can somewhat keep up thanks to his combo'ing with Goku, 18 and Roshi (not to mention the Ultimate Gohan evolve). So I'd be really curious what sub-engines you're rocking to power-up Frieza's Destiny Draw.
  9. ToP SCR

    I just noticed that the SCR actually needs a 6 cost Universe 7 Goku, so there's one step we're missing there that's evolving into Son Goku, the Hope of Universe 7. I'm not sure if you guys caught onto that already, and I'm just now noticing the extra step, but it is worth mentioning since it suddenly requires a lot more resources in order to pull off (3 U7 cards in hand, 3 spare energy). tbh, that alone kind of seals the card as something not really worth using for me personally. I'm also curious, since I'm not too great with rulings in this game yet. Do things like Mafuba fizzle if the attack cannot be negated, as the skill reads "and place this card on top"? My instincts say it just fizzles because part A COULDN'T happen, but it's worth checking before I try to find a local-ish scene.
  10. ToP SCR

    I actually just finished building a 3ku deck irl over the last week, and finally found someone to play test against. I just want to throw out there, do NOT underestimate 3ku. Everyone I've seen discussing it kind of addresses it as a trap Leader since you "run out of steam fast," but honestly, I think everyone undersells how much value you get out of a turn 2 Comrades Combined, Goku into a free Vegeta beater, or the ability to drop a Preface to Recovery Goku turn 2, and then drop 2 single cost units, or a Comrades Combined Vegeta for an early 20k beater (in pure Blue). Are you just running a Yellow/Blue hybrid then? And more than that, how are you dropping the Goku to evolve for turn 3?
  11. ToP SCR

    Didn't you know? Dragon Ball fans only want Goku |: Apparently.
  12. Set 3 Droids

    I can't speak for the others, but personally, I'm just not in a place where I can really make recommendations or comments on the DBSuper game (since I can only just about play it and have no local scene for it). So even though I'm around, I have no real contributions to be made to it. I am curious if you've had a chance to trial the deck out yet, though, since you said originally you couldn't find time to do so. And if you have, how'd it go?
  13. Xenoverse MP Stacks

    That actually sounds pretty awesome, tell me how it goes. And tbh, if I do go back and change him, I'll probably make it so he only screens his own deck. The main difficulty is balancing themes with making an MP that's actually worth using over their previous MP stack. And I think Trunks is another difficult one because of the insane synergies his current stacks have with certain Masteries. But on the other side of that, at least Xeno would be the main Hero "Time" personality. Which means nothing right now, but eh.
  14. Xenoverse MP Stacks

    Yeah, that's pretty completely fair. I'd take it back to the drawing board and change it, but... I'm slack? That said, I do still like the concept between his first two levels, and I think his level three can be salvaged if you mess it around. The level 4 just feels like you need to scrap 90% of it, or have it only work on your own deck. Shit, actually just making the stack ONLY work with your own deck seems fine to me as a mechanic (makes the level 3 a bit awkward, but controlling your own hands is good enough on it's own). Removes a large part of the control element, but I don't god damn know why I thought that was needed.
  15. Xenoverse MP Stacks

    You know, now that this has been dragged back up (a few months after the fact), I really feel like I might've overdone Xeno Trunks' level 4. Screening the opponent's cards to move around their plays, grabbing attacks from the bottom of deck AND stacking his own deck is a lot. Eh, idk. What do people actually think of the Xeno Trunks stack?