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Stryyder

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Everything posted by Stryyder

  1. Why don't Living Card Games get more popular?

    Those run on sentences tho. o_O Seriously, WotC is not going to take their huge money pit and drop it down to LCG. there is no reason at all to do that. If we needed any other evidence, they just announced a HUGE shift back to Core+3 format. Why would they do that and then swap to LCG before the new release format has even begun?
  2. Reporting in from Gencon 2017 Day 3. Today was the first of two "Release Anniversary" tournaments, being held off-site of the convention at Good Games in Indianapolis Indiana. I was able to register online for the event, so I booked it from the convention center to the store as soon as my volunteer shift ended to check in. 44 players came together, running may variants of well known decks like Broly green and Vegeta blue, plus a hint of Frieza Yellow and a strong showing from Champa. The tournament's winner, in fact, was Anthony Hernandez with Red/Blue Champa. Anthony took home a VERY large trophy, playmat and TEN additional tournament promo packs. (for those wondering how I did, please just....move along. Let's just say I'm lucky that the 2 promo packs they gave to ALL attendees netted me at least 1 foil). One of the more interesting prizes that players were given for entering (or for getting a lottery ticket and not getting in) was a set of sleeves. This pack of 0 sleeves features a new piece of DBS artwork as well as the word "Winner" at the bottom, and they have said they will likely be prizes for future tournaments. The REALLY cool part is in addition to the 60 deck sleeves, the pack included one leader sleeve, which was clear on both sides, but has a small border on the sides and bottom. Expect to see these being gouged on eBay any day now. But the real story is not how we did, it's what was said! In attendance were representatives of Bandai and game developers Moteki Yoshito Sensei (Right) and Kawashima Tatsuro Sensei (Left), both decked out in Turtle School gi. After the event finished they thanked us and gave us a bit of news about upcoming product and processes. (NOTE: the following is not final and as always could be subject to change) - OP. Bandai is currently working on large events, judge programs and more, hoping to release more info before the end of the year. - Set 2 will be releasing in November and spoilers will be hitting the website as early as next month. There have already been pictures circulating on Facebook of some previews at the Bandai booth(including Future Trunks and Zamasu leaders), but the folks running the event wanted to give us all a little something extra and spoiled a THIRD new leader coming in set 2 that has some DEVASTATING effects. Grab your Potara and hide the jawbreakers, because the martial artist formerly known as Vegirot is coming to town: Vegito - Leader - Red - 10,000 Permanent - Each <Son Goku> and <Vegeta> in all of your areas gain red, blue and green colors. Auto - When this card attacks, place up to 1 card from the top of your deck in the Drop Area. If that card is red, this card gains +5000 power for the duration of the turn. Awaken (Standard) Fusion Warrior Super Saiyan Vegito - Awakened Leader - Red - 15,000 Permanent - Each <Son Goku> and <Vegeta> in all of your areas gain red, blue and green colors. Auto - When this card attacks draw 1 card and if there are 10 or more total <Son Goku> or <Vegeta> in your Drop Area this card gains +5000 power and Double Strike for the duration of the turn. Everything changes in Dragon Ball Super series 2, coming in November. Some quick shout outs to the crew of Good Games in Indianapolis for a great venue and an amazing hosting job, Anthony Hernandez for running a great game (and beating me soundly in round 1), Allek "The Beard" Pastrana of Bearded Collectibles for letting me get my only W of the night and finally, but most importantly, Moteki-Sensei, Kawashima-Sensei and the rest of the Bandai Crew for running a quality event and giving us fans so much to enjoy and talk about. ~Stryyder View full content
  3. Yeah it was a rough event. Was a pleasure to meet you tho, and put a face to the name.
  4. Reporting in from Gencon 2017 Day 3. Today was the first of two "Release Anniversary" tournaments, being held off-site of the convention at Good Games in Indianapolis Indiana. I was able to register online for the event, so I booked it from the convention center to the store as soon as my volunteer shift ended to check in. 44 players came together, running may variants of well known decks like Broly green and Vegeta blue, plus a hint of Frieza Yellow and a strong showing from Champa. The tournament's winner, in fact, was Anthony Hernandez with Red/Blue Champa. Anthony took home a VERY large trophy, playmat and TEN additional tournament promo packs. (for those wondering how I did, please just....move along. Let's just say I'm lucky that the 2 promo packs they gave to ALL attendees netted me at least 1 foil). One of the more interesting prizes that players were given for entering (or for getting a lottery ticket and not getting in) was a set of sleeves. This pack of 0 sleeves features a new piece of DBS artwork as well as the word "Winner" at the bottom, and they have said they will likely be prizes for future tournaments. The REALLY cool part is in addition to the 60 deck sleeves, the pack included one leader sleeve, which was clear on both sides, but has a small border on the sides and bottom. Expect to see these being gouged on eBay any day now. But the real story is not how we did, it's what was said! In attendance were representatives of Bandai and game developers Moteki Yoshito Sensei (Right) and Kawashima Tatsuro Sensei (Left), both decked out in Turtle School gi. After the event finished they thanked us and gave us a bit of news about upcoming product and processes. (NOTE: the following is not final and as always could be subject to change) - OP. Bandai is currently working on large events, judge programs and more, hoping to release more info before the end of the year. - Set 2 will be releasing in November and spoilers will be hitting the website as early as next month. There have already been pictures circulating on Facebook of some previews at the Bandai booth(including Future Trunks and Zamasu leaders), but the folks running the event wanted to give us all a little something extra and spoiled a THIRD new leader coming in set 2 that has some DEVASTATING effects. Grab your Potara and hide the jawbreakers, because the martial artist formerly known as Vegirot is coming to town: Vegito - Leader - Red - 10,000 Permanent - Each <Son Goku> and <Vegeta> in all of your areas gain red, blue and green colors. Auto - When this card attacks, place up to 1 card from the top of your deck in the Drop Area. If that card is red, this card gains +5000 power for the duration of the turn. Awaken (Standard) Fusion Warrior Super Saiyan Vegito - Awakened Leader - Red - 15,000 Permanent - Each <Son Goku> and <Vegeta> in all of your areas gain red, blue and green colors. Auto - When this card attacks draw 1 card and if there are 10 or more total <Son Goku> or <Vegeta> in your Drop Area this card gains +5000 power and Double Strike for the duration of the turn. Everything changes in Dragon Ball Super series 2, coming in November. Some quick shout outs to the crew of Good Games in Indianapolis for a great venue and an amazing hosting job, Anthony Hernandez for running a great game (and beating me soundly in round 1), Allek "The Beard" Pastrana of Bearded Collectibles for letting me get my only W of the night and finally, but most importantly, Moteki-Sensei, Kawashima-Sensei and the rest of the Bandai Crew for running a quality event and giving us fans so much to enjoy and talk about. ~Stryyder
  5. Set 2 Gencon Spoilers

    http://tcgtoptier.com/index.php?/dragon-ball-super-card-game/news/gencon-2017-news-and-exclusive-spoiler-from-anniv-tournament-r11/
  6. Set 2 Gencon Spoilers

    New spoiler at the Gencon event! Check out the news story being posted shortly for a glimpse at Leader Vegito!
  7. Hey all. This seems to be a large point of contention, and so I wanted to expand upon it for a bit. There has been a LOT of talk and confusion regarding the resolution timing of Counter cards, in relation to what phase they are used. A lot of these are for the more high profile cards like Cold Bloodlust and Whis's Coercion. People are using battle timing as reference for play timing and vice versa, but the fact is they are quite different. In this post I'm going to go in depth on the timing for both playing cards and attacking during your main phase free timing. You can find any referenced rulings in the official rules manual: here There are currently 3 counter types in DBS: Play, Attack and Counter. (though there is one "Attack" counter that is specific to Battle Cards attacking, King Cold) Counter: Play - Relevant Manual Section - 6-3-1-3-1 (Playing battle cards) In playing a battle card, there are 3 steps (6-3-1-3-1-1 through 6-3-1-3-1-3). In order these steps are: 1 - Declare the card you are playing and switch the appropriate # of energy to rest mode. 2 - Counter Timing occurs - this is where Counter: Play skills may be used and resolve. 3 - Actually playing the battle card. This is where the card is placed onto the field and any "When played/evolved" auto skills would be triggered and resolved. What does this mean? The only 2 current cards with a "Play" counter are Cold Bloodlust and Crusher Ball. Per the timings above, these would resolve BEFORE the targeted card hits the field. In the case of the former, it would hit the field blank (thereby negating ANY skills, including "when played" skills) and for the latter, the target enters the field in rest mode. Counter: Attack - Relevant Manual Section - 7-1 (declaring an attack) In attacking, either with your leader card or a battle card, there are 3 steps (7-1 through 7-1-2). In order these steps are: 1 - The turn player may choose their active mode leader or battle card in their leader or battle card area and turn it to rest mode to attack, declaring either their opponent's leader card or one of their opponent's Rest Mode battle cards as the target. 2 - Counter Timing occurs - This is where Counter: Attack skills may be used and resolve. 3 - A checkpoint occurs. This is where "Auto" abilities that trigger upon attacking occur as well as when the defending player may use the "Blocker" skill. NOTE: there is a special clarification on this step in Rule Manual section 7-1-2-1 that states that even if a "Counter: Attack" skill used in the previous step NEGATED the attack this checkpoint STILL occurs and these Auto skills will STILL resolve. (after these steps come the Offense and Defense phases where combo and "Activate: Attack" skills may be used, but we're focusing on JUST the declaration phase at the moment) What does this mean? Just as stated above, even if a card would negate an attack, any "Auto" skills that trigger when attacking(ex. Beerus, General of Demolition BT1-041) STILL resolve. BONUS - per 7-1-3 in the rules, even if an attack is negated, skills that trigger "at the end of battle" (such as Revenge) still go off. Counter: Counter - Relevant Manual Section - 4-7-3-2 (Counter Timings) Whenever a Counter Timing occurs (see step 2 in both of the above examples), there are 5 steps (4-7-3-2 through 4-7-3-5) 1 - The player who DIDN'T play/use the triggering Card/Skill may use a relevant Counter card. 2 - The other player chooses to use a Counter: Counter card or does nothing. 3 - (situational) if the second player used a Counter: Counter, the initial player may use a Counter: Counter card or does nothing. (Repeat 2 and 3 until one player does not play a Counter: Counter and then proceed to step 4) 4 - Resolve all Counter skills in reverse order (First in last out) 5 - Carry out the original triggering action or skill if possible and then return to normal play. What does this mean? While sections like 6-3-1-3-1-2 and 7-1-1 simply state "The Non-turn player can activate [Counter: ______] skills..." section 4-7 expands the counter timing window to its FULL form (final form?) in which players may bounce "Counter: Counter" skills as necessary. (This can deter rules lawyers who may try and claim that sections 6 and 7 ONLY allow the non-turn player to activate counters, when it isn't that simple.) So that's it for now! You now have a hearty knowledge of counter timings in any (current) situation. Who knows what set 2 and on will bring up, but this is a good basis point for now. Any questions, comments or accusations of lack of reading comprehension may be left below for subsequent follow up. ~Stryyder
  8. Evolve Cards and Retained Effects

    You are correct, (got an official reply from Bandai this morning). i was just playing devils advocate. Since section 6 of the manual shows negates happen before the card is played to the table I wasn't sure if it would extend to cards already on the table transferring their effects. But you are correct, even effects coming over from the preevolved card would be negated
  9. 2 things to look at: 1) These specific cards use the "this card" reference twice, both times would be referencing themselves, logically. 2) The difference between the Piccolo-type cards and cards like senzu bean, Senzu bean gives a plus to POWER. The others give a plus to COMBO. Combo is the value on the side of the card, so Piccolo is giving its own combo value +10000.
  10. Auto skills and Blockers

    Is that answered officially somewhere? If not, I would disagree. 7-3-1-3-1 says autos resolve AFTER negates and Cabba's effect is a "may" effect anyway. So it would go: Attack -> Auto triggers -> Counter window (Negates) -> Attacker Autos resolve, you choose if you want to soak a life for the boost (since it is a "may") -> Defender autos resolve and blockers are assigned (if used)
  11. Evolve Cards and Retained Effects

    Yeah, I don't know. By the timing, if I play mecha frieza, which gives itself doublestrike for the turn, then evolve into some other Frieza (hypothetically), Cold Bloodlust would resolve, blanking my evolved card before the evolved card hits the table, so would the negate carry down into the double strike that was already on the card being evolved FROM? Odd interaction.
  12. Counter:Play Cards

    Yeah, no worries, I was just trying to get everyone's attention, lol. The timings are really weird in this game and it's going to take into set 2 and maybe longer until everyone has them all down.
  13. Beerus Auto and Blocker

    It's a moot point. the Q&A (63 I think) states that Autos resolve before blocker can be used.
  14. Breakdown of stat types

    My first thought it to look at which ones are useable my most, if not all of my characters and I go with effects from there. if one is really strong for an effect (Multi 5 with nightwing) it's an auto-include, regardless of who else can use it, but having too many of those makes your deck REALLY situational. Best to have a majority of BCs that most of your characters can use.
  15. Now that it's official

    Starfire control has been floating. Nightwing teamwork as well. Harley/bizzaro for some fun shenanigans.
  16. Set 1 Leader Card Rankings

    Agree with Bear but I would move Vegeta up to Goku/Vegeta then Beerus then pack Goku. Vegeta' sacrifice play seemed pretty detrimental, but it's coming out in recent events. red really got the short end for leaders.
  17. Counter : Attack vs revenge

    7-1-3 says it all
  18. So Bandai is holding what they call their "Release Anniversary Tournament", which sounds dumb, but looks fun. This is their first big event and it is going down at Gencon next week. http://www.dbs-cardgame.com/event/exhibition-event/gen-con_2017.php Here are the particulars. 2 separate events, Saturday and Sunday, 48 players each, 6 rounds of swiss, best of 1 (25 min.). Entry will get you a tournament pack, cardboard Goku Black Rose hair "crown" and a set of DBS sleeves. Entry fee is to simply buy at least 1 pack of DBS product at the host store, Good Games in Indianapolis. Sign ups are a little interesting, here are the ways to do so: 24 players will be chosen via online entry. Entry form went up in July with an August 1st deadline. 24 players from those forms were emailed their entry confirmation. 24 players will be chosen via in store lottery. Starting Thursday morning players may go to the Bandai booth inside the convention and request a lottery ticket (quantities are limited). Players then go to the event 30 minutes before start and lottery will be drawn to fill out the last 24 players. Those with a lottery ticket who do not make it into the event will each receive a pack of sleeves for coming (while supplies last). Tournament format: This event will have special rules that do not necessarily reflect the official OP rules for DBSCCG. There will be 6 swiss rounds, 25 minutes per round, best of 1 game. Winners will receive 3 points and losers receive 0. If players do not finish their game within 25 minutes, both players will be given a loss. At the end of 6 rounds, players will be ranked according to how many points they have accumulated. 1st-3rd will receive trophys as well as more tournament packs and top 2 will get mats. Full details available here: http://www.dbs-cardgame.com/event/exhibition-event/gen-con_2017.php As for myself, I received an email yesterday that I made it in via the online entry for Saturday, which is cool because I didn't want to have to try the lottery, and I will be flying out at about the time the second event is happening on Sunday. I'll send back info and let you know how I do!
  19. This is a good question. Both the Counter timing rules (4-7) and the combat rules (7-1) only state one initial counter per action with no looping clause, but it doesn't specify that you can't. for now I would say only 1 Counter per action, but I may be wrong.
  20. Counter:Play Cards

    Made an article to explain this: http://tcgtoptier.com/index.php?%2Fdragon-ball-super-card-game%2Farticles%2Frules-primer-counter-timing-windows-play-vs-attack-r9%2F
  21. Hey all. This seems to be a large point of contention, and so I wanted to expand upon it for a bit. There has been a LOT of talk and confusion regarding the resolution timing of Counter cards, in relation to what phase they are used. A lot of these are for the more high profile cards like Cold Bloodlust and Whis's Coercion. People are using battle timing as reference for play timing and vice versa, but the fact is they are quite different. In this post I'm going to go in depth on the timing for both playing cards and attacking during your main phase free timing. You can find any referenced rulings in the official rules manual: here There are currently 3 counter types in DBS: Play, Attack and Counter. (though there is one "Attack" counter that is specific to Battle Cards attacking, King Cold) Counter: Play - Relevant Manual Section - 6-3-1-3-1 (Playing battle cards) In playing a battle card, there are 3 steps (6-3-1-3-1-1 through 6-3-1-3-1-3). In order these steps are: 1 - Declare the card you are playing and switch the appropriate # of energy to rest mode. 2 - Counter Timing occurs - this is where Counter: Play skills may be used and resolve. 3 - Actually playing the battle card. This is where the card is placed onto the field and any "When played/evolved" auto skills would be triggered and resolved. What does this mean? The only 2 current cards with a "Play" counter are Cold Bloodlust and Crusher Ball. Per the timings above, these would resolve BEFORE the targeted card hits the field. In the case of the former, it would hit the field blank (thereby negating ANY skills, including "when played" skills) and for the latter, the target enters the field in rest mode. Counter: Attack - Relevant Manual Section - 7-1 (declaring an attack) In attacking, either with your leader card or a battle card, there are 3 steps (7-1 through 7-1-2). In order these steps are: 1 - The turn player may choose their active mode leader or battle card in their leader or battle card area and turn it to rest mode to attack, declaring either their opponent's leader card or one of their opponent's Rest Mode battle cards as the target. 2 - Counter Timing occurs - This is where Counter: Attack skills may be used and resolve. 3 - A checkpoint occurs. This is where "Auto" abilities that trigger upon attacking occur as well as when the defending player may use the "Blocker" skill. NOTE: there is a special clarification on this step in Rule Manual section 7-1-2-1 that states that even if a "Counter: Attack" skill used in the previous step NEGATED the attack this checkpoint STILL occurs and these Auto skills will STILL resolve. There is also a clarification that Attacker's Auto skills resolve BEFORE blockers may be declared. (Q&A 63) (after these steps come the Offense and Defense phases where combo and "Activate: Attack" skills may be used, but we're focusing on JUST the declaration phase at the moment) What does this mean? Just as stated above, even if a card would negate an attack, any "Auto" skills that trigger when attacking(ex. Beerus, General of Demolition BT1-041) STILL resolve. Counter: Counter - Relevant Manual Section - 4-7-3-2 (Counter Timings) Whenever a Counter Timing occurs (see step 2 in both of the above examples), there are 5 steps (4-7-3-2 through 4-7-3-5) 1 - The player who DIDN'T play/use the triggering Card/Skill may use a relevant Counter card. 2 - The other player chooses to use a Counter: Counter card or does nothing. 3 - (situational) if the second player used a Counter: Counter, the initial player may use a Counter: Counter card or does nothing. (Repeat 2 and 3 until one player does not play a Counter: Counter and then proceed to step 4) 4 - Resolve all Counter skills in reverse order (First in last out) 5 - Carry out the original triggering action or skill if possible and then return to normal play. What does this mean? While sections like 6-3-1-3-1-2 and 7-1-1 simply state "The Non-turn player can activate [Counter: ______] skills..." section 4-7 expands the counter timing window to its FULL form (final form?) in which players may bounce "Counter: Counter" skills as necessary. (This can deter rules lawyers who may try and claim that sections 6 and 7 ONLY allow the non-turn player to activate counters, when it isn't that simple.) So that's it for now! You now have a hearty knowledge of counter timings in any (current) situation. Who knows what set 2 and on will bring up, but this is a good basis point for now. Any questions, comments or accusations of lack of reading comprehension may be left below for subsequent follow up. ~Stryyder View full content
  22. Hey all. This seems to be a large point of contention, and so I wanted to expand upon it for a bit. There has been a LOT of talk and confusion regarding the resolution timing of Counter cards, in relation to what phase they are used. A lot of these are for the more high profile cards like Cold Bloodlust and Whis's Coercion. People are using battle timing as reference for play timing and vice versa, but the fact is they are quite different. In this post I'm going to go in depth on the timing for both playing cards and attacking during your main phase free timing. You can find any referenced rulings in the official rules manual: here There are currently 3 counter types in DBS: Play, Attack and Counter. (though there is one "Attack" counter that is specific to Battle Cards attacking, King Cold) Counter: Play - Relevant Manual Section - 6-3-1-3-1 (Playing battle cards) In playing a battle card, there are 3 steps (6-3-1-3-1-1 through 6-3-1-3-1-3). In order these steps are: 1 - Declare the card you are playing and switch the appropriate # of energy to rest mode. 2 - Counter Timing occurs - this is where Counter: Play skills may be used and resolve. 3 - Actually playing the battle card. This is where the card is placed onto the field and any "When played/evolved" auto skills would be triggered and resolved. What does this mean? The only 2 current cards with a "Play" counter are Cold Bloodlust and Crusher Ball. Per the timings above, these would resolve BEFORE the targeted card hits the field. In the case of the former, it would hit the field blank (thereby negating ANY skills, including "when played" skills) and for the latter, the target enters the field in rest mode. Counter: Attack - Relevant Manual Section - 7-1 (declaring an attack) In attacking, either with your leader card or a battle card, there are 3 steps (7-1 through 7-1-2). In order these steps are: 1 - The turn player may choose their active mode leader or battle card in their leader or battle card area and turn it to rest mode to attack, declaring either their opponent's leader card or one of their opponent's Rest Mode battle cards as the target. 2 - Counter Timing occurs - This is where Counter: Attack skills may be used and resolve. 3 - A checkpoint occurs. This is where "Auto" abilities that trigger upon attacking occur as well as when the defending player may use the "Blocker" skill. NOTE: there is a special clarification on this step in Rule Manual section 7-1-2-1 that states that even if a "Counter: Attack" skill used in the previous step NEGATED the attack this checkpoint STILL occurs and these Auto skills will STILL resolve. There is also a clarification that Attacker's Auto skills resolve BEFORE blockers may be declared. (Q&A 63) (after these steps come the Offense and Defense phases where combo and "Activate: Attack" skills may be used, but we're focusing on JUST the declaration phase at the moment) What does this mean? Just as stated above, even if a card would negate an attack, any "Auto" skills that trigger when attacking(ex. Beerus, General of Demolition BT1-041) STILL resolve. Counter: Counter - Relevant Manual Section - 4-7-3-2 (Counter Timings) Whenever a Counter Timing occurs (see step 2 in both of the above examples), there are 5 steps (4-7-3-2 through 4-7-3-5) 1 - The player who DIDN'T play/use the triggering Card/Skill may use a relevant Counter card. 2 - The other player chooses to use a Counter: Counter card or does nothing. 3 - (situational) if the second player used a Counter: Counter, the initial player may use a Counter: Counter card or does nothing. (Repeat 2 and 3 until one player does not play a Counter: Counter and then proceed to step 4) 4 - Resolve all Counter skills in reverse order (First in last out) 5 - Carry out the original triggering action or skill if possible and then return to normal play. What does this mean? While sections like 6-3-1-3-1-2 and 7-1-1 simply state "The Non-turn player can activate [Counter: ______] skills..." section 4-7 expands the counter timing window to its FULL form (final form?) in which players may bounce "Counter: Counter" skills as necessary. (This can deter rules lawyers who may try and claim that sections 6 and 7 ONLY allow the non-turn player to activate counters, when it isn't that simple.) So that's it for now! You now have a hearty knowledge of counter timings in any (current) situation. Who knows what set 2 and on will bring up, but this is a good basis point for now. Any questions, comments or accusations of lack of reading comprehension may be left below for subsequent follow up. ~Stryyder
  23. Evolve Cards and Retained Effects

    I would disagree about negating, if we're talking about something like "Cold Bloodlust". The timing rules negate the cards effects BEFORE it actually gets played, so it is not yet a part of the evolved card yet. (Rules manual 6-3-1-3-1-1). Seems to me that it would Blank God Rush before it enters play, but as soon as it enters play it gains all the effects that were already on SS3. That would be a good question for Bandai.
  24. Counter:Play Cards

    @sh0ryu_repp4, @Flop07, @RPENERGY - Regarding Bloodlust you guys are ALL looking at the wrong set of rules. Attack timing has nothing to do with Play timing. You can see my last post above, but here's a reminder, per 6-3-1-3-1-1 (NOT section 7, which is attacking) Play timing goes: Announce card, rest energy to pay for card -> Counter: Play timing -> Actually Play the card, Auto effects for "when played" trigger By the time Cold Bloodlust is resolved, the card is blank before it is officially "played" so the auto effects do NOT trigger. @Dennis77 - Your above example (just below my last response) has the right end results, but has ONE mistake. You state "I pay my energy cost, and place the God Rush Son Goku on the field. After paying my costs and placing him on the table, my opponent plays: (Cold Bloodlust or Crusher Ball)" THIS is where the play timing comes in (6-3-1-3-1-1). You Pay your costs, but don't place him on the table until your opponent has a chance to play Bloodlust or Crusher. Once they have that chance, THEN you play the card to the table (either blank with Bloodlust or rested with Crusher.)
  25. Need opinions.

    I was highly skeptical early on, but I'm having a lot of fun with DBS. There are a few factors to this: Entry cost - There are only about 112 cards in set 1. This is about a THIRD of what PanZ had in set 1. If you pick up 2-3 boxes, you will have enough to make 2-3 competitive decks. After 3 boxes I am missing about 10 SRs to have a playset(which go for $5-10 each MAX because there are only 8 of them in the set) The 4 Super Rares are just alt art reprints, so those aren't MUST HAVE cards. Quick but strategic - Each color has its own identity, and there are plenty of nice combos to be had with any of them. The strategy during gameplay is not as deep as DBZ, but there are a lot of strong decisions to be made. How you fill out your splash cards and 1-of/2-ofs REALLY makes a big difference on how you handle the meta. So yeah, I agree, get some premade decks on OCTGN and try it out, or just watch some matches at your LGS if there is a scene. You'll catch on to the flow quickly and see if it's for you.
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