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Everything posted by Denithan

  1. See, I dunno, because it does let you just kick off with Cell Jr. shenanigans immediately without needing to wait to set-up. That said, I think I'd still prefer Rampaging myself. His Level 1 + Rampaging's passive pretty much means any anger gain full-stop is Level 2, and after that, Level 3 is pretty easy to reach.
  2. You're probably right in that Saibamen are for Blue decks, it's just a pain since none of the MPs who work with Saibamen really like Blue :/ I'm curious to see IF A16 becomes relevant. I'm not going to beat around the bush, I've straight-up never seen an A16 deck at play (nor have I built one) so I have no idea what to expect from him other than a hell load of anti-Event stuff and a respectable amount of tech'ing. But then, with how prominent beat decks are in our current environment, I've got to wonder if being Anti-Event is enough? Ultimately, I think it'll all come back to how well he moves between offense and defense. He'll work well as an Anti-Supreme Kai/Babidi MP, but does he have the tempo for the others? And 100%, Saiyan Reinforcements will be a thing in Saiyan Ally Cell. That extra card gives him at least 10 Ally Searchers in your main deck, in addition to his own innate pulls. The real question for me is, what mastery will they use? Will we see a Dynamic setup with his old Level 2 to try and rush to 3 for the generic Saiyan pulling, or will we see mixed beatdown/mill like we see in Blue and Namekian?
  3. Man you got my hopes up with that one. I've been trying to get Nappa Saibamen to work for awhile now (or even Turles Saibamen), and unfortunately, I just don't think Saiyan Reinforcement is the card to do it. Unfortunately, just like Saiyan's other Ally Tutor card, this thing can only grab other Saiyans. Which honestly bodes really well for Nappa decks, since its flat stage damage AND grabs back your Clench, and drops a Turles to your board whose stage bonuses will also get doubled. But besides that, is super disappointing because I'm just waiting for a Saibamen deck to be made viable at this point.
  4. So with the Tournament of Power out of the way, and the new CRD dropped, I think we've just about seen this next meta settle into what will be going forward. At least, not accounting for further edits to the CRD. Unfortunately, with that token, my play group has pretty much put the game on hold (mostly because of the commute), and I'm getting gradually more starved to hear about the game. That in mind, I was hoping to put it to you guys to share whatever fun stories you have about the game. What kind of decks are you playing to freshen things up? What noteworthy decks are you versing? Hell, would anyone want to share a play-by-play of a match they found especially stimulating? Preferably not the full thing, but a couple of crucial moments would be badass to hear about. Even from before Escalation dropped. To throw my own hat in the ring, the last play session I had with my group saw me trying out an updated Blue Cell Mill deck. Never having played Cell Mill before, I actually found the deck kind of... Meh. Not that it wasn't strong, but that it wasn't the most engaging to play when I mostly performed the same 3-4 actions turn-in, turn-out. Effective, even when dealing with Broly or Gohan, but also straight-forward and simple. But it did give me the idea to make a more attack focused Blue Cell Ally deck, instead filling it with as many Allies with Attack Powers as possible. We're talking the full Android set-up, a couple of Cell Jrs, Jeice, Recoome, Bardock, a Saibaman, just weird allies that had no business in a Cell deck like Spopovich. Honestly, the deck did not take full advantage of Cell's Powers and I doubt it could do anything competitively, but in combination with his Level 2 dropping him to 0 Power Stages, it would often pull turns where I just kept swinging for a solid 6-7 attacks where Jeice, Recoome, A17, A13, Bardock and King Cold would keep it up while I nursed the odd attack to throw in there at the end and maybe pull another Ally out (the rule being; If the attack grabbed an Ally, I put it in the deck). Of course, throw in a Tora and Cell Jr. Escaping for a bit of extra guaranteed damage every turn, but by no means was that the focus. The deck was terrible, made in about 10 minutes while others played because I wasn't enjoying myself, and is basically Swiss cheese with how many holes it has. But I god damn loved how much fun it was to just throw shit at the wall. Honestly, the entire thing got me excited to try out a Saiba-Nappa deck, but alas, that day will never come. But for a story: The best moment with the deck came while versing a mate with Dynamic Broly. After a few turns of him mostly taking an arse-kicking from the sheer number of attacks getting thrown at him, he finally reaches Level 4 and banished my entire board. About 8 allies gone in that one moment, a glorious picture of devastation. Of course, I immediately reply with a Blue Stylish Pose and grab back a Guldo (my hand lacked any Blocks). He swings with Broly's Face Crusher, and I stop it. I throw out a Blue Clash, hit for the 2 stages and 10 life cards, and not knowing what else to grab, pull out a Jeice to try and push game as well as I can (he only has maybe 5 cards left at this point). But to no avail. He's played me for the fool, and throws out a Saiyan's Destructive Blast. My board disappears again, and the game is all but sealed. I await my inevitable demise, with all my big plays exhausted and no blocks in hand. Anyone else up to share?
  5. New CRD

    Oh, I 100% have. I actually used to build decks SPECIFICALLY to deal with Broly when I first came into the game, because I HATED him. And to this day, I uphold that Broly is way too strong of an MP since he has no trade-off, or downside. He's not spectacularly weak to anything, nor does he really have bad match-ups. But let's not pretend like Time balances Broly out. He's still a strong MP, and he can still compete even WITH Time around. Time hasn't discouraged people from playing him. In that argument, BROLY is the meta-defining card. As I said, Time is a wild card that shuts down all aggro decks for a turn. But it's not really influencing the game beyond that. As for the staples thing, I'm really more focused on game plans than deck make-up. Like, Ret and Double Bicycle Kick were both meta-defining cards, the latter because decks were actively changing to abuse it as much as possible (Uppercut and what not), and the former because it changed a LOT of Orange decks. Blue Neck Beam and its kin resulted in a Blue playstyle that can be entirely focused around Life Card damage and delevelling.
  6. Honestly, that just sounds really limiting and boring from a design perspective :/ Even from a gaming perspective, it's not exactly enticing. Especially since I'd say some of the strengths of MPs like Gohan and Cell now come from them having so many different traits. Right now, that's overpowering (mostly because these MPs weren't designed with traits in mind, and so it's become an added bonus), but down the line, that could really serve to give some diversity in deck building. Also; Goku did, or does, have Earthling. Did they say somewhere that he's no longer an Earthling? Regardless though, I just don't think Gohan should have Namekian. Let him use Namekian Masteries, because there are cards that ONLY work with him now (otherwise, he shouldn't even get that), but the cats already out of the bag, so eh. I stand by my previous statement though. They should make an icon that translates to "if it doesn't have THIS trait" (even if it's just a red cross over the trait symbol), and printing that on cards they don't want Saiyans, or Cell, to get to. One personality, one trait, while easy to balance, is honestly just boring.
  7. New CRD

    I don't actually know how much the meta WOULD shift. Like, would Broly get stronger, or would he just perceptively get stronger because more people would feel more confident running him? It becomes a question of how good is something VS presence. Like, when Tachikaze first launched in the new era of Vanguard, they were a top deck. After a couple of weeks, and the hype around it died, it became one of the worst performing decks. And the only difference, since this was before another set launched, was that there were less people playing Tachikaze. Thereon, less chances for the deck to simply luck out. We're actually seeing a very similar thing right now after Exculpate's release, where RP decks have become a fan favorite from hype, but aren't actually that great in performance. Just, when you have enough people playing it, luck of the draw will eventually tip the scales. I'd argue Pan/FanZ is similar to Vanguard in that luck plays a VERY definite part of it. So it stands to reason, if we see a lot more Broly decks, that Broly would perceptively be in a stronger position in the meta. But I don't know if the simple removal of Time would make match-ups that are historically bad for Broly, no longer an issue. Likewise, I don't know if anyone would really change their builds too much if you removed Time. It's a 1-of card that's not really formative for the majority of decks, so realistically, people would probably try to replace it with either an omni-block like Enhanced Reflexes, or would go for another tech. In that way, I wouldn't say it's meta defining. If 90% of your deck and game plan wouldn't change because of a card's removal, then that card isn't a defining part of your deck. (also, if your deck is entirely dependent on drawing 1 card out of 60 to win against Broly, then your deck has a terrible match-up against Broly.)
  8. New CRD

    To be honest, I could never get on board that train just because I liked the presence of a Joker/Wild Card that could swing an entire combat your way just by being dropped. And hell, Time doesn't even really do that, it just negates the opponent's offense. If you have a dead-hand, Time won't magically fix it and give you any advantage. Now in an ideal world, sure, there'd be something set-up so every Personality/Trait got one such card, but from a design/balancing perspective, that would easily become a nightmare. I don't think I'd call Time a meta-defining card though. It's a one-of staple run in every deck, but very few decks are actually based around any substantial abuse of Time is a Warrior's Tool, or really designed to combo with it. Presence =/= Defining a meta. Like, I'd say Orange Retribution Mastery was a meta-defining card because of how it changed the face of Orange decks. Likewise, I'd agree that cards like Blue Betrayal and Neck Beam are style-defining (if not meta-defining) because of how they've influenced the entire style. Time hasn't really influenced anything, it's just always been... There. The first, and pretty much only, wild card of the game.
  9. From a gaming perspective, I agree, but from a lore perspective, I really can't. Honestly, I think it'd be easier if they instead worked with things like "Allied Blitz," which specify a trait that it doesn't work with. Give cards that are both Earthling Trait, and that don't work with Saiyan-trait'd MPs, which locks off both Cell and the half-Saiyans. Hell, it locks out Goku too.
  10. With Dragon Ball Super finished, I've been spending a lot of time lately thinking about how good or bad it really was. What did it do for the Dragon Ball series, extended lore, video games, and merch? How has it helped/affected the anime industry, HAS it affected the industry, and how does it match-up to Z, or even GT? Now I want to preface this by saying that I don't actually have any figures. So I straight up cannot make educated (or even informed) guesses as to how it's affected the anime industry, or how well it's merch has sold. About the most I can say is that Super seemed to have attracted a fair amount of attention, with a LOT of anime-based serials focusing heavily on the series and doing articles episode by episode (which isn't too surprising for a headline Shounen anime), and quite a few streaming services paying it credit for growths in website traffic. How this has actually translated to the industry however, is beyond me. But addressing Super directly, for me, is a... Complicated feeling? Like, there's a lot of me on this forum defending certain decisions in Super. And tbh, I am okay with things like, assuming Trunks learned Galick Gun from Vegeta in the two years they spent alone together. I mean, if nothing else, I really doubt that Vegeta didn't at least TRY to improve his Galick Gun, and that's probably how we got the Final Flash in the first place. Unless he just... Winged the Final Flash against Cell. Likewise, I'm kind of... Well no, I was never okay with Super Saiyan Rage, but I could live with it. The main thing that bothered me was that it wasn't necessary. Like, if Trunks had just turned Super Saiyan 3, I would've gotten the EXACT same pay-off as with Rage, understood the transformation, and would've had none of the complaints. Actually, to be honest, I have a lot of small complaints like that. Like, why was Super Saiyan Blue necessary? Shit, why did we need Goku and Vegeta being able to turn into SSGod at will? We actually had just about the perfect "Final Form" transformation for Dragon Ball in God from a narrative standpoint. It was a transformation that didn't invalidate the past achievements and jumps in Super Saiyan because it was inconvenient. You needed a group of Saiyans, you needed to perform the ritual, and it took time to finalize the transformation. That is an excellent premise, and would've really put pressure on the heroes in certain situations such as with Goku Black. Imagine if the issue with the future timeline wasn't that Black would just magically get stronger for no real reason, but that he could access the Super Saiyan God form without the ritual (or timeline), and there weren't actually enough Saiyans in the future timeline for them to perform the ritual themselves. But putting these issues to the side, I think I was able to overall stomach most of the developments with Super (even when they actively retconned lore). Heck, I even found myself somewhat getting into it a lot of the time such as with Kaioken Blue (because fuck yeah, Kaioken), or Trunks' Final Flash (respecting that it was meaningless). But the switch for me, personally, was Mastered Ultra Instinct. When the hair went white. Holy shit did that sour my overall opinion on the show. In comparing GT and Super, I always kind of worked on the premise of GT had better ideas, but worse execution, while Super has worse ideas, but significantly better execution. And I genuinely always found that GT's execution was so bad that I just couldn't salvage anything from it. At all. The most I got was that I liked Baby up until the Strongest Form transformations. But after the reveal of the white hair... Holy shit, I actually think that Super may have been just as bad as GT. About the only positive I can give it is that I can watch certain scenes from it without any negative feelings. EXCEPT. That Dragon Ball Super was literally meaningless in regards to plot. The only thing that Battle of Gods did was introduce GoDs and angels. Frieza is dead at the start of Resurrection "F", and is dead at the end. Trunks' timeline is destroyed, and there's no fix. Until Whis magically comes up with a fix, and completely undoes any emotional impact of that entire plot-line (going on another side-rant here, this was just an objectively dumb move. Trunks saving his timeline could've been a really huge character arc in the Universe Survival Arc, where he was fighting not to save Universe 7, but to save his future. Not to mention how THAT would have affected Vegeta's motivations.) Universes are destroyed, and at the end, they're all instantly resurrected. The only difference in the world of Dragon Ball from the start of Super to the end of Super is that Frieza is alive again. Oh boy, that sure was worth 132 fucking episodes. And every single one of these arcs HAD to introduce a new transformation. Super Saiyan God, Super Saiyan Blue, Blue Kaioken, Rage, Evolution and Ultra Instinct, and then Mastered Ultra Instinct. It was always a meme that Dragon Ball had an issue with transformations, but oh my god, STOP. Please. None of these mean anything, and it's just... At least GT pretty much just did Super Saiyan 4. As of MUI, I actually feel that Super has only done harm to the series. Anyway, I intended this to be a kind of analysis post. I wanted to break down it's effects on the DBZ video games, and how it has helped from a business perspective, but instead I ended up having a rant. But what do you guys all think? Did anyone else have the same feeling I did of just being done with it by the time it finished? Or am I just expecting too much? I'd genuinely love to know the thoughts and feels of other long-term Dragon Ball fans when looking back on Super.
  11. Hey guys. So, long story short, I went away this last weekend gone, and was left stranded without internet. While I didn't have internet, my mind wondered a bit, and I ended up coming up with a few concepts for MPs based on Xenoverse (most likely owing to their appearance in Cross Worlds). The only one I really decided to flesh out and write up was Xeno Trunks', but I figured it could be fun to put it out there and see what other people come up with for other MP stacks. I've not been able to find any major resource that I can use to make the cards either, so you're going to need to put up with text. If that's a no deal for you, so be it xD 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, search the top 5 cards of your opponent’s 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 that player’s Life Deck. [Constant] When a card is placed on the bottom of a player’s deck, raise your Anger 1 Level. So right from the offset, I'm working with a similar concept as what we saw with the first Future Trunks stack. Screening the top of a player's deck, and re-arranging, with an added bit of bite to his power: The ability to put Named and Time cards on the bottom of a deck. Thematically, this plays on Xeno Trunks role within the story as aiming to prevent variations in the timeline. Predicting the actions of the opponent, and being able to see ahead to know what needs to be stopped to save a timeline. Additionally, I wanted to be able to give him unique named cards that would play into his "Time" archetype without buffing up the normal Trunks stack. Hence, he gets a parenthetical opening up his Named Card options, but also preventing his old self gaining that support. If you want a lore reason, then simply, he is the same person, but as we saw in the games, he can NOT interact with his past self. His constant is designed to work with the Time cards. Xeno Trunks – Aware of Danger Level 2 HERO Image PUR 4 SAIYAN, EARTHLING [Instant] When entering combat, search the top 5 cards of a Life Deck for any number of Named cards or cards with “Time” in the title and place them on the bottom of that player’s deck. Put the remaining cards back in any order. [Constant] At the end of combat, you may search your Life Deck for a Styled Block and place it on top of your deck. [Constant] Whenever a Named Card or card with “Time” in the title is played, lower your opponent's anger 1 level. Trunks second level ups the ability of his first level, allowing him to look at the top 5 cards of either player's deck and screen what's going to happen. This is meant to play on Trunks' gradual mastery of his responsibilities as a Time Patroller, as well as express his attitude upon learning the reality that time is under threat. However, as he's only just become aware of the threat and is only just on-guard, his own search is limited strictly to Blocks and only after brief clashes with his nemesis. You may ask me: Why would you want to put your own named/Time cards on the bottom of your deck? This plays a bit more into the theme I've been thinking of for the "Time" archetype. Similar in style to the Saiyan "revealed" cards, these cards should have parenthetical effects that proc when they're returned to the bottom of your deck (not counting Rejuvenate imo, but testing would tell that one). Xeno Trunks – Return of the Hero Level 3 HERO Image PUR 4 SAIYAN, EARTHLING [Instant] When entering combat, search the top 6 cards of a Life Deck for a total of up 2 cards and place them on the bottom of that player’s deck. Put the remaining cards back in any order. [Constant] At the end of combat, you may search your Life Deck for a Styled card and place it on the top or bottom of your Life Deck. [Constant] Whenever you play a Named card or card with “Sword” in the title, rejuvenate 1. Whenever you play a card with “Time” in the title, you may use a critical damage effect. First things first: This is MEANT to be a reference to Star Wars, extending from his Level 3 to his Level 4 to counterpart Future Gohan's references being his Level 1 and 2. This also leaves a few movies to be used for certain villainous entities who counterpart our boi here. Next up, you'll note that his power has now evolved in a more lateral and general direction than his previous levels. While his previous levels could return any number of cards (so long as they matched the criteria), this level can spin any card, but only 2 of them. This could hurt your strategy if you've been focusing on spinning your own cards while on Level 2, but this also lets you create a stronger defense against those aggro decks that just won't stop. Trunks has also had time to catch his breath now, preparing his own pre-emptive fight against those who threaten time and showing off his mastery of the sword. With his old Named cards largely doubling as "Sword" cards, I think it would let him Rejuvenate 2 (correct me if my wording is wrong for it), while his new named cards are all considered "Time", allowing him to Rejuvenate 1 while crit'ing. Again, if I've misworded it, please let me know, as this was my intent xD Xeno Trunks – The Super Saiyan Awakens Level 4 HERO Image PUR 5 SAIYAN, EARTHLING [Instant] When entering combat during your turn, reveal the top 6 cards of a Life Deck and place any number of them on the bottom of that Life Deck. Put the remaining cards back in any order. Draw 1 card. [Constant] At the end of combat, you may search your Life Deck for a card and place it on the top or bottom of your Life Deck. 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. Couldn't find a render that worked for this level. And finally, we have Xeno Trunks' level 4, and easily the strongest of his levels (as it should be). Similar to his OG stack's level 3, he can screen the top 6 cards of his own deck at the start of combat and gets a draw to help supplement your offensive pressure. But, he takes this ability a step further, being able to instead use it to interfere with your opponent's plays, put their stronger cards/dragon balls out of reach, and ensure that they don't have anything to defend themselves with. This, in my mind, embodies a Trunks that has become the true guardian of time. One that lives up to his potential, even if he never did so in the games. That said, to help balance it, I restricted it so that he can now only screen and spin during your own turn. Luckily, however, he is still capable of stacking his own top card at the end of each combat, so that you'll never truly be unable to defend yourself. This Level is largely an inversion of his Level 2, emphasizing non-stop attacks rather than building up a defense. To help reinforce this point, Trunks gains a very useful ability that generates a large amount of synergy both with his own "Time" cards, and with his overall stacking to that point; The ablity to play the bottom card of either player's deck, provided it meets the criteria. Trunks’ Call for Help Image EVENT (This card is considered to have “Time” in the title for your card effects. When this card is placed on the bottom of your deck, raise your anger 1 level.) POWER: Search your Life Deck, discard pile or Banished Zone for a Saiyan ally or an Ally with “Time” in the Title and place it into play. Search your discard pile for 2 cards and place them on the bottom of your deck. (Banish After Use) I very slightly broke my own rule with this card, which is designed to emphasize the strength of the Time Patrollers and the guidance he receives from the Supreme Kai of Time. Instead of making this card purely a Xeno Trunks' support card, I thought this would serve nicely as a dual purpose DBSuper Trunks' card as well. Hence, it can search out your Goku, Vegeta or Vegito allies, while also furthering Xeno Trunks game plan as it doubles up as a "Time" card that can help jump off of his first two Levels, both as an event played and as a card screened and spun. I will note that at present, I've only made 1 "Time" ally, which is the Supreme Kai of Time. But I'd also very strongly say that there should be a "Time Patroller Ace" ally, as well as an MP stack. While I'm not sure if the Time Patroller of Xenoverse 2 has a canon name yet, I'd also say that they should probably be an ally stack. We'll get to the Supreme Kai of Time in a second. Xeno Trunks’ Charged Assault Image PHYSICAL COMBAT Physical Attack costing 4 stages (This card is considered to have “Time” in the title for your card effects. When this card is placed on the bottom of your deck, you may use a critical damage effect.) Raise your anger 1 levels. Lower your opponent’s anger 2 levels. Reveal the top 4 cards of a Life Deck, and place any number of them on the bottom of that Life Deck. DAMAGE: 6 Life Cards HIT: You may lower your anger 2 levels to destroy all of your opponent’s Setups and Drills. Xeno Trunks' only exclusive named card, one that plays off of his Charged attacks from Dragon Ball Heroes. While I know it's a bit unoriginal, all of the other attacks he uses in Xenoverse are shared with his canon-counterpart. This named card is a bit steeply costed for a physical attack, but I feel it plays into it's role quite elegantly. It matches Trunks' powers, screening the top cards of a life deck and spinning, while also giving you some much-needed anger control. And if your opponent can't find a way to stop the attack, it continues to be useful as it becomes a Red Lightning Slash, dropping your anger off for some board control. And honestly, I love the parenthetical just because of how useful it can be to stop a DBV. And while I know she's not a named card, or a specific ally, I don't think she's deserving of a Spoiler herself: Supreme Kai of Time Image HERO Ally GOD (If your MP has “Xeno” in the title, you may use this power regardless of your MP’s power stages.) POWER: Reveal the bottom card of a Life Deck. If that card is an Attack, or a card with “Time” in the title, you may play it. [Constant] Whenever a player searches a Life Deck, you may gain 2 power stages. Probably one of the more important cards in an Xeno Trunks deck, and one that emphasizes the potential strength of Blue Tag Team Xeno Trunks. The Supreme Kai of Time isn't an exclusive ally, but rather, one that helps all of your Xeno units. So while she can't help the Time Patroller MPs, if someone ever wants to make an Xeno Goku, Vegeta, Gogeta or Vegito, she'll help work with them instead. The Supreme Kai of Time turns Trunks' rather passive skill of screen and spin into a very striking and deadly offense. By co-ordinating his efforts, and guiding him to corrupted timelines, he can anticipate his opponent's power and use it against themselves. Beyond that, her constant cheering and support as the fight goes on will help Trunks pay power stage costs. So, what do you guys think? Hopefully reading through all that didn't burn anyone's eyes out. And I know that I didn't include power stages, but to be honest, they kind of felt like the least important part of the design (and also, I wasn't quite sure what to do with them. Xeno Trunks is clearly meant to be stronger than Super Trunks, but has never been displayed as such. Statements and feats contradict). Would you be interested in taking him for a spin? If you do, give me a heads up on what you think and if I should nerf or buff him up some. As for my other concepts for the Xenoverse Series, these have mainly been focused on Ace, Mira and Demigra. For Ace, the lack of a sensei deck becomes a bit of a pain. If we did have a sensei deck, Ace could very easily work as an MP who goes between his Life Deck and Sensei Deck with ease, pulling out and picking cards for use when they're most helpful. To balance this, I'd say to genuinely give him no traits. There's not really any consistency with what Ace is, or where he's from. He could be an Earthling, or he could be from another planet and pulled to the time nest. He was made by Shenron, so he could be a god, but he's clearly not divine. He CAN be a Saiyan, but none of the canon material really addresses him as such. Hence, no traits. In lieu of that, I was thinking that Ace could instead have a paranthetical letting him use Hero or Villain allies, and to use named cards that aren't his own, but must all belong to the same personality. Then, we could turn him into an Ally MP with the restriction that he can't play named cards unless they match the name of an Ally on his field. This would emphasize the Z-Assist system from 1, while also allowing you to use whatever mentor you did in the main game. Then we have Mira. Mira is probably the easiest and most straight-forward MP stack I have a concept for, focusing on a "Time Pollution" archetype of cards that act as the opposites of the main archetype. These cards would focus on banishing the bottom cards of a player's deck, slowly stripping away their future by causing rifts in the timeline. This would be complemented by his own constant banishing 1 card from both player's drop whenever one of these cards goes off. Finally, his Serious Bomb would throw it all to the wind, dealing X life cards of damage where X is equal to the number of both player's Banished cards (Stamina plays be damned). I don't know if you'd want to give anything else to this strong an attack, especially with how much endurance is in the game, but hey. As for traits: Android, Saiyan, Earthling, God (Demon Race), Alien Then Demigra. My own idea for Demigra is kind of similar to one concept I saw thrown around on @Artificial Human's "Dragon Ball Top Tier" thread for a Baby MP stack that focused on taking control of allies, and then manipulating that to do damage to the opponent. I haven't really gotten much further than that, however, so someone feel free to come up with a way to implement that? The above said, if anyone else has any ideas for how to work one of the Xenoverse MPs, go ahead and take it for a spin. This isn't really a project per se, or anything I really think needs consistency. Just something fun to think up while I had no internet. p.s. Oh god, if anyone knows how to put up spoiler tags on here, give me a heads up. I want to make the giant wall of text fully optional |:
  12. Dragon Ball Super Anime Discussion

    I actually really, really don't want to defend any of this. At all. I'm actually really frustrated and annoyed at all these changes, and I just... Why did they need to connect Broly by some random fate to Goku and Vegeta? Can't he have just been some random fucking Saiyan who still existed? BUT. I do somewhat need to defend a different color scheme for Frieza. I don't know if we ever canonically saw flashbacks to the Frieza of yester-year, and his race can freely mold and change their bodies and colors. So in theory, he could've just rocked out that first form for a few years, then slowly molded it into something he likes more. God I hope the rumors that Broly is going to become a Z-Fighter are just fucking false. My god, it's just... Enough. Enough. Please. EDIT: Alright, so I watched a video by TeamFourStar, and I can freely admit when I'm wrong. It seems like Toriyama's "retconning" a lot less than we think, and more like a lot of what we have already was filled in by someone else. It's still frustrating to see so many changes to the story we know, but at the least, I have to give it to Toriyama that he's not "forgotten details," and from his perspective, is probably just working to fill in the blanks. After all, we know for a fact that he didn't watch too much of Toei's anime. I'm still bothered by him connecting Goku, Vegeta and Broly by fate though.
  13. New CRD

    Alright, @Jaith1, what are you trying to say? Because so far, it has come across as you touting that getting rid of Set 1 will create this amazing, imaginative, diverse environment in the game. Which I promise it won't, as literally any game with extensive banlists that has attempted to ban staples will tell you (ala. YGO). You get rid of one group of staples, people will MAKE another group of staples out of the cards that do well and are consistently strong, BECAUSE they do well and are consistently strong. Secondarily, I maintain, banning all cards from set 1 by name is an unreasonable ask for a mostly dead game with a cult community when they have been reprinted so often. You will straight up lock the doors on new players, because who the hell would bother with that for a game they're not already into. As for the stuff @Majin Goo has said, I'd be down for rotations if they do set it up right. Mostly, I'm looking at MPs there; either excluding them and their named cards from Rotations (the worse option), or rotating them back around in the next set, updated for the current format (the better option). I am curious though, what steps would you be looking at to introduce rotations into this game?
  14. New CRD

    Dude, I think you're overestimating how much of a change this would actually effectuate. Especially in a post-Reality Check universe in regards to Stare Down and Betrayal. It might knock down how MANY cards people have that are universal board control, but it still wouldn't change things too dramatically. As for Neck Beam, Blue DOES have other cards that de-level, and otherwise would probably just work around a couple of DB techs. Also, I've never really thought of Red Blocking Hand as one of the more broken Red cards. A common one, sure, but I don't think it's broken or too good o-O In my view, Black is probably the Style most deeply affected by dropping Set 1 just because those cards are actually pretty vital to a lot of their strats, and they don't have adequate replacements. Everyone else will probably be fine. Namekian might see some dramatic shifts and changes, but tbh, Earth Dragon Balls have literally got all the same support as Namek Dragon Balls do, + 1 with Radiant and a LOT of other cards (I'm not actually sure why Namek Dragon Balls are still run over EDBs. The effects are better, but only marginally so, and the extra support REALLY pushes DBV a lot harder). Also, straight up, no. It's not obvious what cards are Set 1. I could not tell you without actually checking a database, except by the old card style. I came into this game at Set 6, and my interactions with almost all of these cards have been reprints. For me to know what Set 1 cards are requires me to constantly go back and check, which... No? Shit dude, I don't even own any cards actually from Set 1. Remember that only America really has any kind of adequate scene with this game (someone feel free to correct me if else-wise), and I don't think anyone from outside (excluding the most die-hard fans) would engage with that kind of change. If you want to actually effectuate change WITHOUT alienating someone like me, then dedicate a FanZ set to errata'ing the stronger Set 1 cards, and actually give them flavor. While you're at it, go back and fix some MPs. Fuck knows, Broly needs some addressing, Awakening Goku is a mess, and old MPs like Ginyu are dust in the wind. And ftr, I mean, dedicate a FanZ set to this. Nothing new. Just erratas. Also, it's not a superstitious behavior in card games? It's just how things go. People see certain cards and strategies do well competitively, on a frequent and common basis, then adopt them into their own decks. It is exactly because they're good that they become staples, and again, we'd just get a new set up of staples. It wouldn't blow the game open in this amazingly creative way, just modify it.
  15. New CRD

    Dude, banning either set is going to complicate the game a pretty reasonable amount unless you're only playing on OCTGN/online sims, or have a near encyclopedic memory of what cards came from what set. Especially since you're disallowing reprints, which becomes its own complicated mess when you're a more casual player. Shit, I'll throw myself under the bus here: I almost definitely couldn't tell you what cards are reprints of Set 1, and any response to this that goes "You should educate yourself if you want to play," or "just go through Set 1 and remove every card from there from all your decks" can go stuff itself. I'd just straight give up the game because that's too finicky for me to care. And it's not that I'd lose Staples, it's that I don't want to go back and check if any given card is allowed while I'm brainstorming decks for fun. Same issue I have with rotations in Pokemon, only worse, because that one allows me to play reprints. The ONLY reason I wouldn't have this same issue with Set 7 is because we didn't get reprints of the cards there. That one, I can easily just go onto OCTGN, say to exclude cards from Set 7, and port those decks over to real life. If Set 1 was in the same boat, then I'd be more open to it, but in both cases, it's going to make deck building more complicated. Besides that though, I don't think banning either Set 1 or Set 7 would actually change the game in too many drastic ways. We'd rotate into a new set of staples per color if we dropped Set 1, because honestly, there are plenty of Freestyle staples and cards that came after that do similar things in each color. We'd have a meta, maybe two, where things were up in the air as to what cards are considered "tried and true," then we'd settle into staples because that's realistically how card game communities behave. We'd probably see a lot more in the way of Reality Check and co. though. As for banning Set 7, FanZ has already been balanced around Awakening MPs, so you'd realistically just lose a couple of tools that are pretty easily replaced.
  16. New CRD

    Ahh, I see where you're coming from there. I was under the impression that Knowledge would work like PUR, where your Sensei would gain a certain amount per turn, and then you'd get to spend it on their powers. While I can see how yours makes it easier to balance, I'm not going to lie, I was kind of getting into the idea of it being like PUR so that you could make Freestyle cards that spent/interacted with your knowledge counters. Something like: Sensei's Advice Event (You cannot win by MPPV if you use this card.) Remove 6 Knowledge Counters from your Sensei. Advance or lower your MP 1 level. And then having a couple of Senseis with really high Knowledge, but who either had a terrible Power or straight didn't have one, that were intended to just provide fuel for this kind of play-style. I do like the thematic element of that Goku though, and I definitely respect the strategic element that comes with only getting 1 use per game. It's also a lot simpler in terms of keeping track of the board.
  17. New CRD

    I definitely see where you're coming from there with Sensei decks and the knowledge counters, and I actually don't dislike the idea. I also think the inclusion of Sensei Decks would also open up further possibilities with MPs who are designed to interact with their Sensei in one capacity or another, or even ones who are designed to specifically not have one. That said, I think you'd need to put down hard design rules when making the Senseis to make sure they're not too disruptive to the current game and remain mostly optional. To that end, I think any Powers that search/draw should be high/middling when it comes to costs. An extra draw per turn can get overwhelmingly strong very quickly, as Awakening Goku has proven, and Dabura, Trunks and Supreme Kai have proven that searching for cards is... Well, a good way to stack things further in your favor quickly. Secondarily, I think there'd need to be a hard rule that no Sensei has more than 1 power. Going by your example, you'd be giving Goku EITHER the extra draw for a decent cost (say 3 or 4 Knowledge), OR a constant Stage gain. I think this ones largely important so that we don't get any one Sensei who does too much (making it a nightmare to further differentiate future Senseis), and it essentially forces them to be balanced at the design stage, or at least keeps them easy to fix if they do cause issues. I know there's always the argument that they can get around overpowering Senseis by being careful, but all it takes is a few combinations/interactions that they didn't see, and things get complex. I also know there's the argument that this keeps things too simple, and is "boring." To that argument, I say gtfo, this game is complex enough with enough weird interactions |: If you want to KEEP adding things to it, then you need to make sure it's relatively simple and easy to grasp. Thirdly, I'd really emphasize that the Senseis are ONLY characters within the series who actually FIT the role. So no Vegeta-Sensei, or Frieza-Sensei, or what not. Focus on things like Mutaito, Roshi, King Kai, King/Piccolo, Bibidi & Babidi (they fit in well-enough), Android 20, Whis, Mercenary Tao (and brother), etc. This is mostly a nitpick, but the majority of the teachers we've seen in Dragon Ball haven't actually been that strong, or that absurdly well-known in the grand scheme of things. Flavor is important, damnit |: Fourth, try to avoid generic Sensei Deck cards where possible. Make it a bit more specific. So if you have Goku-Sensei, have a specific Kamehameha that correlates to him as a Sensei. In tribute to Drillku days, you could even make it a riff on Goku's Kamehameha, and make it banish any number of Drills on both sides of the board. This stops you from trying to tech for every single thing in the game.
  18. New CRD

    I actually think banning either is a silly move, but if it was one or the other, I'd probably say to ban Set 7 over Set 1. Set 1 mostly just gave us staples, which aren't a terrible thing since they tend to be more for board control/utility. Feels like Set 7 was meta-defining in a much nastier way. That said, I don't think I've seen the blocking drills in... Well, a long ass time. Was someone actually rocking them in the ToP?
  19. New CRD

    So I guess the ultimate take-away about all of this is: None of these changes are all that game changing (except Visiting the Past), and they all lay bad precedents. Whether that be favoring a FanZ card over a PanZ card, half-haphazardly limiting a card instead of fixing it, or removing a largely necessary universal tool in what is perceptively an ill-conceived attempt to balance decks that didn't need the tool anyway. None of the changes seem to be reactionary to actual Tournament results, or defining aspects of the meta, and it ultimately settles to feel like they're making a SHOW of changes and fixes without really doing so.
  20. tl;dr: Australia's not great with proofing their laws and is really bad for implementing vaguely defined and limited laws while presenting them as objective positives. Honestly, this kind of law isn't that outlandish within the context of Australian history. My country has a long history of making vaguely defined laws with large, sweeping implications, and worse, of actually implementing them even amid cries of protest, or warnings that they are badly thought through and need to be more thoroughly defined. Don't get me wrong, I still hope they don't implement this. But Australian is a country without explicit human rights drawn up in our equivalent of a constitution. Instead we have implied rights, a very shake-y premise that is entirely dependent on interpretation to function. What this means is that, by law, the Australian government can revoke them simply by justifying why they don't apply in this instance. And we can't even act like this is something they don't do, as they revoked several human rights during their "bikie ban", and have constantly infringed on the rights of illegal immigrants for over a decade. Other examples of a shakey law with a broad reach and unacknowledged implications was the Broadcasting Legislation Amendment (Media Reform) Bill first proposed in 2015, which acted to change the laws surrounding audience reach and cross-media ownership in Australia. This was a bill that was DENIED on multiple occasions because it failed to offer any form of substantial protections against the consolidation of media powers in Australia, while further failing to outline a responsible party to enforce any of the legislative minimums when it came to local and regional coverage (which was being increased with this reform). This is actually one of the bills that acted as a trigger for Turnbull's double dissolution election in 2016 (for those unfamiliar, this is where the senate is entirely dissolved and every seat is voted upon throughout the country), and after the election, they actually managed to bring it back again, and pass it with amendments that failed to rectify most of these issues. Which has 100% resulted in the further consolidation of media power within Australia with very little in the way of side positives. If there's anything to take from that, it's A. Australia is pretty bad with this shit, and B. Even if this isn't passed, don't think it's gone away. Either this is going through, or this is going to b a constant argument in our government for the coming years until some dumb shit puts it through anyway. Kind of glad to see you pulling attention to it though.
  21. New CRD

    Side note: It always bothered me that Kaio-Ken doesn't drop Goku back to Level 1 after the jump. I know that might've been a bit of over-balancing for when it was released, but it would've future proofed the shit out of the card, and made it more thematically accurate.
  22. New CRD

    I mean, I would agree with you if they actually hit anything with any kind of impact. Or really that served a purpose beyond making a niche deck work? Like, if they were going after Orange Bicycle Kick, I'd 100% understand that. Orange wasn't struggling without it and it is insanely strong, especially since it can be tutored for very easily. That is a card I can agree, doesn't need to exist. I get Meditation as well. I don't agree with Meditation being limited to 1 since I think they should just errata it to make it less overwhelming. Drop the Parenthetical, or don't make it an Instant, because it's never a dead card, and it can catch people after they've wasted an entire turn of pumping anger. But limiting it to 1 is perhaps the laziest way to deal with that problem. But dropping Focusing Drill? Like, if the issue with the card was that it was co-existing with a FanZ card, then change the FanZ card. |: Especially since Focusing Drill isn't an especially strong drill stand-alone, and doesn't have a dramatic amount of inter-activity otherwise. But in general, I'm of the mindset that if a FanZ card comes in that makes a PanZ card more imbalanced, then the FanZ card is what goes. I do think we need Sensei decks though. I don't really understand why we're still avoiding them as a mechanic, tbh. Standardize the mechanic, because there's no point porting it over directly, but do something with it. It's a good concept for a competitive game. I will actually miss Overpowering Attack though. Not because it's especially strong, or because it was overwhelming. Hilariously, it's not actually "overpowering" as a card. It was just a generic Ally-searcher that I can't even say was the problem. The strongest Ally decks all have an entire arsenal of other Ally searchers available (Supreme Kai, Babidi, Brohan, Cell, etc.), so the only people really caught in the cross-hair are off-the-beaten-road Ally decks who were maybe trying to net some board presence in weird builds. Shit man, I literally just did a quick once-over of all my Ally-focused decks in under 10 minutes, dropped 2 Overpowering, and plugged in a couple of easy replacements without really thinking about it. But to use your thought process; Should it exist? Yes. Why? Because there are a lot of decks without any form of Ally tech available to them, and THEY are the ones who get caught in the crosshair. All the decks that could break it, don't need it anyway. So does Freezing it actually get to the heart of the problem?
  23. New CRD

    To be honest, you've probably got a good point about the deck not having needed the nerf. The primary reason I'm so blase about the nerf is because I genuinely don't think it does anything to the more versatile/competitive Orange decks, but I can get behind the entire sentiment leaving something of a bad taste when it's kicking a casual deck while it's down. Also, because I kind of feel like throwing it out there, the deck also has no clear answer to Mill decks. It actually seems strange to me that the setup saw enough play to even have people voicing complaints when it seems more like a hard-counter to beats decks. Likely, the issues came up from it being top-dog among the more prominent casual settings, but it still feels like Forbidding/Restricting Skill Drain to 1 in YGO. I actually don't remember any of the other changes to Oppressive tbh, so feel free to jog my memory. That said, I've not found the Mastery too lacking even when playing it nowadays, just that it kind of works as a lite-Empowered Mastery with less versatility.
  24. New CRD

    I had a couple of thoughts on your wall of text, but I can't be bothered to go through and pull out the parts I actually want to respond to. One thing I feel you need to keep in mind is just because there are answers to a deck does not mean that the deck isn't problematic. You seem to counter any arguments against these decks by stating that there are things that can deal with it, but that logic will straight up justify any deck/card in the game. In regards to people remembering the set 6 meta; Pretty much promise you they don't. One, because it was a long ass time ago, and two, I think a lot of the current player-base likely came in after the fact. Of course, I wouldn't say the majority did, but I also wouldn't dismiss them as a minority of players who came in with Set 7, or who only came in post-FanZ with the enchantment of a "fan-run competitive game." I don't really have strong feelings one way or another with most of your other points. I can somewhat comment that all of the Orange hate 100% comes from the Retribution days, and the over-saturation of Orange decks that followed. Orange Bicycle Kick also did a hell of a lot to alienate people from the Style when it first launched off. Whether it was ACTUALLY competitive or not is irrelevant. This said, I actually don't think the removal of Focusing Drill is really going to hurt Orange's viability in any meaningful way. Also, Oppressive 100% needed to lose access to MPPV. I don't care if the deck was TECHNICALLY beatable, or if there were ways to play around it, that card was badly designed from a future-proofing and balancing perspective. The deck heavily stacked things in your favor unless your opponent was specifically running Anti-MPPV (and I need to clarify, I AM someone who plays Anti-MPPV Blue decks competitively, I was fine), and it had a lot of potentially devastating interactions with Awakening Gohan, Goku and Vegeta on top of the Trunks builds. The sheer number of erratas and care with card design that would've needed to go down in order to keep Oppressive in check as things developed would've been unreasonable and unsustainable, and the Mastery was going to need some changes eventually anyway. That said, all the other changes to that deck that came with Oppressive's nerf were completely unnecessary. Without MPPV, those decks weren't any more broken than any other deck running those same personalities.
  25. New CRD

    Honestly, while I agree that VTP was a powerful tool for both Combo and Control decks, I don't think it's necessary anymore. The most prominent control decks in the game have some amazing tech ability to enable their comboes, and access to a great number of combat enders (depending on which MP you're running) to help survive Aggro beats. All VtP was really doing at this point in the game was hedging their bets and giving them an even easier time pulling things together, which is probably the main reason it was cut away. This said, I can definitely see Adept Broly peaking in through the windows here. Hopefully, if that becomes too big of an issue, we'll see some kind of balancing with him. This kind of logic is also why Unleashed is relatively untouched still, I suspect. It's still a necessary tool for a lot of MP stacks which otherwise can't pull together the anger to properly Level, and whose lower Levels don't have the versatility to camp. Not to say that Unleashed isn't still a win-more card, but we have seen it gradually phasing out of the meta except where it is absolutely crucial that the deck gain a Level or two. I have been thinking about it though, and I kind of wonder if Overpowering Attack was hit specifically to help balance Blue. If so, then I think that might've been the wrong move since it hurts Ally builds in all the other styles while doing minimal damage to Blue. If not, and it's just to try and curb the scourge of Ally decks we have now, then I can get behind it. I am curious @Mysterious Youth, what other cards are the big ones you'd have liked to see on there? If only for constructive conversation.