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Antispor last won the day on April 5

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About Antispor

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  1. He said he interacts with allies in a new way because he can search all of the opponent’s zones for their allies, which may be hero allies, on level 4. At least, that’s how I took it. He seems to be a mix of Ginyu, Cell, and Wheelo. Overall I like this a lot.
  2. So I actually have a had a chance to play as and against Buu. The first match was against Retribution Buu as Resolute Cooler. This was actually pretty close until the last couple turns. There were 3-4 combats where we were both at 25-35 cards and just wailing on eachother. Eventually Cooler broke through with a Sin Choke, after I had made my way through his Orange Jukes. Cooler ultimately won with 25 cards still in the deck. What I learned about Buu is that his level 3 isn’t just his best level, it’s an amazing level even compared to every other MP in the game. Specifically in Orange, this MP can Rejuvenate 2 when entering combat and 3 more at the end of combat if Checkup Drill can stick around. Orange Juke can tutor TWO drills on this level. He did this to me multiple times. I’d enter, destroy his drills with Nova, and then attack. He’d block, play two drills, search if it was checkup, and the combat continued as if I had done nothing to his board. Really awesome stuff. He wasn’t running Orange Counter Ball but I think something can be said about it Rejuvenating FIVE CARDS on HIT. His level 1 and 2 are serviceable but not as abusive as that level 3 constant. Level 2 is a safe place to camp and recover a ton of cards. He spent the early combats here and coasted till I was even in deck count with him. The HIT: Gain 2 anger or Rejuvenate 2. Was really useful because he’d throw it and if it hit in Ret you’re likely going to level or you rejuvenate 2 key cards. That’s a lot to consider when he’s still got 2-3 cards in his and only one block in yours. He did get to level 4 for one combat but I Sin Choked through the prevention for game. I also played as Ret Buu against Ascension Piccolo(W), Rampaging Drawku(We didn’t finish), and Ret Hero 18(W)
  3. I agree that the designers don’t have to make each MP’s level 4 more powerful than the last. I think they’ve done a good job at keeping the MP powerlevels in the same place while making the styles faster. Drawku is still sort-of the bar when it comes to how powerful a character can be. My issue with this is that I think Buu is going to struggle when not camping his 2 and 3. Hitting 4 is when you’re going to start losing a close game because your opponent can easily answer it. I hope that they buff level 4 in some way. I would like to see the first attack “Deals no Damage.” Like Pikkon level 2 here. I think that change would power that effect up quite a bit. I like what you said about the cards in your banished zone triggering the rejuvenation. Since it’s a HIT effect you won’t automatically rejuvenate 9 but it’s a looming factor your opponent will have to play around. That may be even too strong though haha.
  4. Have you tested this MP? You do not need to have a beastly hand to play around his powers. Each of them have an easily exploitable weakness. Something the best level 4s in the game do not have. If you let an attack hit, hold the block for his power or banish it in the next action with a removal option. Rejuvenate 3 isn’t even significant enough to swing games and in the games current state nobody is going to let your setups sit on the board for more than a turn or two. It’s a power that requires too much setup for something Ox King does just for entering the field. His level 2 can probably recover 5-7 cards in a combat much easier with zero setup. The level is pretty bad for a level 4. edit: I also want to point out that if you enter against Buu Level 4 and throw an attack like Blue Neck Beam, Defensive Burst, or any other powerful HIT effect your opponent is going to be forced to stop the attack anyway.
  5. His level 4 is by far the weakest level on paper and in testing. Each of his powers are so easily played around on level 4. The prevention effect can easily be blown through by multiple attacks in the game. If it were “deals no damage” it would be a significant boon. AK, Sin Choke, and a ton of other no prevention options make that power significantly worse than the consistent recovery on his earlier levels. Otherwise all of his other effects are HIT effects. Inconsistent and slow. Cooler whips out a zero cost rejuvenate 7, Drawku can tutor Saiyan Tantrum for a Rejuv 3 and an auto crit, and Krillin is automatically tutoring multiple setups with a ton of other effects attached. All of these are zero cost level 4s. To get a significantly game-changing move on level 4 you’re going to need 2-3 turns of setup to possibly rejuvenate more than 3. Board control is popular right now because of Orange and Krillin’s popularity. All your opponent has to do is either block the first instant so you don’t have a setup for the attack’s hit effect,block the attack on level 4 so he can’t rejuvenate, or just banish your setups as they enter play because you have an action to interact with it. It’s pretty weak even compared to his 3. Level 3 automatically blanks one of your opponent’s board and adds consistent auto recovery. I’d take that over a few okay hit effects any day.
  6. I want to like him but his named package is flawed. There are a few direct counter cards for the gimmick. That generally leads to a very losing matchup. I think levels 1,2, and 3 all have the makings of great MP levels and after a few changes for the release Buu could be very good. Level 4 is okay but the HIT effect is extremely underpowered compared to other 4s in the already in the game. Overall I’m excited for the rejuvenation effects. I like the level 3 constant working even during your rejuvenation step and the he’s got Cooler’s level 3 constant on his level 2. what styles do you think he will succeed in, in his current version?
  7. My only concern would be that your main attacks are going to be Life Card damage. That doesn’t seem to synergize with MV much. But I think it may be worth testing out. Majin Buu is up on Deadzone guys.
  8. I’ve thought about Blue Protective with Overpowering Drill myself. There may be something to that. However I think against other Majin Vegeta’s, he’s going to lose the mirror because he can’t reliably run Prideful Challenge.
  9. I’ve been toying with Mischievous. Black Face Off, Final Flash, and Prideful Challenge to lock your opponent out of actions. You’ve got some decent anger physical attacks in Black too and really good block options.
  10. I like this stack a lot as well. I think he’ll open new avenues of play rather than being Broly 2. The level 2 and 3 will definitely be his sweet spot and 4 is his end of game swing. I think he’ll be successful in all of the stage beats-capable masteries printed so far.
  11. Hey guys new post on the DeadZone Blog. What do you think of him?
  12. There’s a few cards that he’s just not running enough of. Supernova is 100% all the time a 3x in any Cooler deck. The card is unarguably one the top 5 best named cards in the game. Drill line is a little weak. Definitely needs Despair Drill, Forward Stance Drill, and probably Embarassing Drill for his Combined Blasts. I would drop Training Blast, Frenzied Blasts, Energy Outburst, Heating Beams, Double Blast, and Red Sword Stab. Definitely add 2-3 Red Right Punch. Make Energy Blast a 3 of. If you want more physical damage go Red Pound over Sword Stab. It’s damage is good and you can proc it with the mastery. Look at Red Relaxation and VtP. I would drop the allies all together but if not run Overpowering Attack so he has a way to tutor them. I would drop Red Reverse if you are not running unleashed. Make Red Blocking Hand a 3 of. He may have good luck throwing seven dragon balls in with Red Bribes as well. I got creamed by an amp cooler that was setup this way the other day.