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Denithan

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Everything posted by Denithan

  1. I mean, you might be right, but my take away was that it was how he "uses and abuses" his allies as that was the following line. Ultimately, it doesn't really matter. Just irritating to me as a personal note.
  2. Babidi has come forth, and honestly, I actually think he's really solid. Just his named cards alone make him a phenomenal Ally MP, and honestly, he kind of feels like the finished product to King Kai's beta MP, bringing in all the strength of the Cell/Cell Jr. engine into the traits era (although I still think Cell/Jr is a slightly better deck at doing this, in part owing to access to Namekian). That said, it does annoy me that the post makes this bold declaration of how he "interacts with allies in a new way," when he is seriously a rehash of Cell's Awakening stack straight down to the use of Ally-based mill strategies. The difference is that he has more focus on utility, while Cell has more focus on offense.
  3. U.S. Supreme Court to End E-Commerce?

    I'm not 100% sure I understand the full impact of the situation as the wording seems confused and strangled at certain junctures, but I am rather curious to see how this will affect the merch sales of online content creators based within the US. While certainly not the full brunt of the impact from any decisions going forward, it is curious how it will influence the online climate for people who rely on merch (such as webcomic creators). But I do expect that Trump will veto anything that could maybe change this to something for the better. I have every faith in that man to make some very fucking stupid decisions without understanding their full-impact because someone said it was a good idea.
  4. I'd honestly say that if we made this change, we'd need to bring down the sheer number of cards rejuvenated. I'd say maybe 2 cards per banished Named Card/specific named cards. This would put it in line with the Supreme Kai's Level 4, and it draws nice parallels between the two of them.
  5. This is a bit of a side note, but in terms of design philosophy, I actually don't mind them deliberately making new MP Level 4s that are weaker or lateral to old ones. Not every MP needs to be a complete winner, and I think there's a lot to be done/said about his previous levels. That said, just changing the attack from Physical to Energy might make it a bit more likely to land. I just straight up dislike the HIT though, personally. Rather than banishing what's in play, it would be nice to see it rejuv for the one's that are already banished. There is just a bit too much set-up needed as things currently sit.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  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. 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
  13. 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.
  14. 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.
  15. 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.
  16. 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?
  17. ToP SCR

    Didn't you know? Dragon Ball fans only want Goku |: Apparently.
  18. 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?
  19. 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.
  20. 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.
  21. 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?
  22. It's not that you've got too many blocks, I didn't mean it like that. Just that you're on the upper end of blocks in your ratio with around 40% of your deck being blocks, and most of them are hard blocks (instead of omni-blocks, ie. Time is a Warrior's Tool, Enhanced Reflexes, etc.) Personally, I tend to go for around 6-9 hard physical blocks, and maybe 6 hard energy blocks depending on what my locals is seeing a lot of? And even then, where possible, I'll favor omni-blocks over hard blocks where possible. Do note though that this isn't advice to die by. A lot of cards can only be blocked by hard blocks (Gohan's entire level 4 awakening makes omni-blocks a lot less useful). I just tend to find that omnis work better in a general sense, and let me save a lot of room. So for example, I'd run both Time and Enhanced Reflexes and count them both in my Physical and Energy Blocks, which means I save 3 cards I would've put into those hard blocks. My point with that was more that you should look through the blocks that Black offers, and maybe consider changing some of them out. But I don't really know your options in terms of cards you own, so I'm not going to give you a bigger load of cards to go hunting for when it isn't a strictly necessary change.
  23. Defiant Challenge is less worthwhile than Heroic Dashing imo, but they both do very different things. One can enable Trunks' Knee Bash, which is a high value card, while the other is just a high-value card itself. I'd say try the deck out with both against different people and figure out which one you like most. As for Black Restoration and Interrogation, again, they both CAN be solid cards with the right personality match. The downside is that Trunks doesn't actually get any value out of them, and given that all of your most important cards are Banish After Use or have Endurance, you're really not getting anything special out of Restoration's rejuv. And unfortunately, a 3 card rejuv isn't worth an action when your opponent can easily swat you down an extra 5 life cards in retaliation. I've already said why Interrogation doesn't really work with your theme. And the issue with Anger is mostly just that there's almost no way you can 100% guarantee you'll skip past 1 on the first combat. Things like Black Hug Maneuver alleviate the burden considerably (and yeah, I'd say to use Black Hug Maneuver personally), but you've also got a lot of cards that don't give anger lined up in the bench-lines and will have to deal with your opponent's anti-anger. Depending on match-up, you'd probably be looking at 2-3 turns between levels. Which isn't a bad thing, mind you. Only specific personalities SHOULD go hard on Black MPPV, and pretty much all the best Black cards don't involve anger. So it's not remedying the anger issue you should be focused on, but more getting continuous value out of your Level 1 while you build up to 2. You also don't want to be hitting 3 or 4 with this deck, since that would blow up all your drills and you don't have any reliable way to rebuild the board, so it should be an act of balancing anger gain with high value utility cards. Having gone through the deck in full now, these are the changes I think you should make: - 1 Black Absorption Drill - 2 Ocular Pat down This one is dependent on the meta, but in the current format, there are a LOT of MPPV/Survival double threats so Ocular has become a lot less useful and too conditional. - 2 Black Double Team Too conditional and doesn't do enough. -2 Black Sword Rush I've said it before, but the card isn't necessary in favor of stronger Sword cards. Even if all conditions are met, it's just not doing enough to have a place over Trunks' Sword Slash or Dashing Sword Attack. - 3 Black Flying Kick This card doesn't really offer enough either. It's got low endurance, low damage and only banishes 3 cards. - 1 Pulverize Personally, I love Pulverize. I think it's a perfectly good card. But it's a card you need to dedicate to. Just running 1 really won't do enough and you don't have the room in here to run 3 right now. - 2 Black Restoration - 2 Black Interrogation + 1 Freestyle Drill of your choice (I like Lookout Drill) + 1 Trunks' Sword Slash Named card, huge banish effect, chains into Black Teamwork and Counter Ball and gains benefits from Trunks - Frenzied and A. Sword Drill. This is as high value as it comes. +2 Trunks' Slam Combat ender if it follows a block. Really valuable considering just the sheer number of blocks you're running. + 1 Dashing Sword Attack + 2 Heroic Dashing Punch + 2-3 Black Vehicle Toss This card is just an overall staple in Black tbh. It's only a slight modifier in stages and life, but it stacks fast over a game. + 2-3 Black Dismissal/Black Hug Maneuver Black Dismissal is just an objectively good card with a lot of value to it. Lowering the opponent's anger, gaining anger, restoring stages and flat stage damage. Black Hug doesn't do terribly much in comparison, but is good for the anger gain. + 1 Black Teamwork SUCH a good card because it ignores Endurance. If it hits, it is almost definitely going to be a flat 10 life cards gone. Honest to god, this card alone is what makes me want to play Black. Alright, I've left you a couple of spaces to work with provided you put everything in at the minimum I've recommended there. These two spots can be used for pretty much anything you want, but be mindful that it needs to compliment your win condition and that you seriously don't need any more grave banishment then what you've got here already, so if a card banishes from the opponent's drop, make sure it does significantly more than just that. Also, as a side note, you've got a LOT of blocks in here and quite a few of them could stand to be changed around. I've not gone into that here, but if you get OCTGN set up, you should be able to find a few better blocks by going through the database. As a side, is this for casual play with mates, or are you building to a tournament?
  24. I'll happily hazard a few suggestions for the deck, but before I do so fully, can I ask what you're hoping for from the deck? I can hazard a couple of guesses judging from the recipe (Sword, Defiant Challenger to replenish the above, Teamwork & Counter Ball to hit the opponent's endurance, a fair amount of discard banishment), but I'd like to know for sure what your main aim is with getting help. A few things I will say immediately is that you should probably lose Black Sword Rush. It's okay on paper, but in application, it doesn't really do that much (even when the second effect triggers), and you've not maxed out other fairly important Sword cards like Dashing Sword Attack (and arguably Trunks' Sword Slash). Similarly, you definitely want to change out Resolved for Frenzied. Resolved doesn't screen enough to really change either player's fate, and banishing from a player's drop is just straight not worth that much. You should straight up lose Black Restoration and Interrogation. Neither of them are nearly as good as they look without the right personality, and Trunks is definitely NOT the right personality. They both take up an action/card in hand, and the most you'll get with Interrogation is forcing both players to go -1. That doesn't actually present any hard advantage/value while taking up very vital space. Similarly, Restoration is really meh for taking up an action. As I said prior, banishing from a player's drop isn't that high-value a mechanic since the majority of personalities are un-phased and will take the opportunity to get ahead of you. Not to mention the fact that it just doesn't factor into any win conditions. Not to say that it should be dismissed completely, as it can be handy, but it should never take up a card in your hand and should only be a secondary effect on something that furthers a win con. Put in a pair of Heroic Dashing Punches. They're not strictly necessary for all hero builds, but you're doing physical beats, so... I'd say it's just hard-value overall? Also, you're not running any freestyle drills besides Aggressive, and you don't have the hard anger to level off of 1 immediately. You might want to screen through the Freestyle Drills just to find something else to give you that extra oomph after you've dropped A. Sword Drill. I'd say to trade out Black Absorption to that end, since Absorption just doesn't offer that much hard value to Trunks. Same can be said for Black Smoothness Drill, but that one opens more doors in the way of being able to pass without losing high-value cards. I still don't really like it though tbh, and I would say to replace both with freestyle drill techs. Honestly, your base concept here seems fine, and it shows that you've got an interest in some alternative styles of play, but there are a lot of cards in here that just aren't necessary and don't do enough to be worthwhile (Ocular Pat Down being one of them). Come back to me on what you're wanting from this deck, but I will pre-emptively say that you shouldn't be too worried about building synergies for Black Teamwork and Black Counter Ball. This game is ridiculously Endurance heavy, and both of those will be very much alive and very much deadly just from a few skirmishes without anything else helping. They both also cap out at 10 cards in your opponent's banish, so there is sincerely no reason to focus on that.
  25. 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.
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