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Found 2 results

  1. Saiyan Rampaging Gohan: MPPV

    Saiyan Rampaging Gohan So, while I always kind of knew and respected the potential power of Saiyan Rampaging, I've never gotten the Mastery to really work for me. But after having tried out Saiyan Empowered Gohan to great success and having a pretty good time playing with my friends, I thought "Could I add an MPPV win condition on this if I just changed Masteries?" The first answer is yes, but probably with great difficulties since my level 4 was Martyr in Empowered. The second element is that I'd need to trade out a lot of my pure damage cards for cards that helped with Anger as well. And of course, I'd need to be mindful of Orange Ret MPPV and how quickly it can pull out of nowhere. This all said, onto the deck; Main Personalities: Gohan - Adept Gohan - Unlocked Gohan - Unassuming Gohan - Undeniable I really don't think I need to explain why I'm using the Awakening stack. Allies: None. Gohan doesn't need help |: Setup: Saiyan Enraged x 3 A bit of Rejuv, and any Anger + 2 card is huge in Rampaging. Events: Saiyan Assistance x 2 Saiyan Sword Skill x 2 Saiyan Outrage x 3 Time is a Warrior's Tool x 1 Saiyan Assistance has REALLY grown on me, and I originally included 1 Sword Skill to just fill out the deck recipe. I've got a few cards that allow me to attach directly from deck, so I figured why not. Holy crap was that a good decision, and we'll get to why a bit later. Drills: None. Physical Combat: Devastating Blow x 3 Gohan's Power Punch x 3 Heroic Dashing Punch x 2 Pulverize x 3 Saiyan Body Blow x 3 Saiyan Elbow Drop x 3 Saiyan Face Strike x 3 Saiyan Gut Kick x 3 Saiyan Light Jab x 3 Saiyan Spin Kick x 3 Shoulder Slam x 3 Saiyan Arm Catch x 3 Saiyan Escape x 3 Saiyan Flip x 3 After some more testing, I may go ahead and remove one of these blocks entirely. But as it currently stands, having this many physical blocks has worked out with my local meta. Also, a quick shot-out to the MVPs of the Combats; Saiyan Body Blow, Pulverize, and Gohan's Power Punch. Body Blow's ability to attach immediately works really well, especially if you've exhausted your opponent's blocks and grab Sword Skill since it forces a skip immediately. Power Punch I don't think I need to explain. As for Pulverize, I've never really understood why it wasn't used more often as a tech for Vegeta, and after playing it with Gohan, I'm debating it as a tech in general. As this deck doesn't really have any natural hand generation besides your normal draws, I thought I'd see problems with Broly, Goku and Roshi, but Pulverize letting me grab Blinding Energy Move, Heroic Dashing Punch, or Saiyan Gut Kick to end unfavorable combats immediately saved entire matches. The discard pile banish also doesn't hurt. Energy Combat: Assisted Kamehameha x 3 Blinding Energy Move x 2 Saiyan Crouch x 3 I don't think I need to explain the attacks, but I will add that I would really love to play at least one more group of Energy blocks. At present, I'm debating dropping Saiyan Light Jab in favor of Saiyan Blockade (love the Rampaging synergy) and will probably do so before the next time our locals does something with the game. Of all the decks I've built so far, I kind of feel like this might be the strongest I've used so far. Or the one I've got the luckiest with. Over the course of the last few days, it has taken on Saiyan Empowered Broly, Orange Retribution Pikkon, the same Namekian Knowledge Piccolo that Cell Jr. struggled with, and quite a few other things. I'm not going to write a full thing on these matches since I don't know how interested people are in casual play outside the US since our meta tends to be a bit more dictated by accessibility, but I will dive into the opening turns of Broly: I'm pretty sure we've all been hit by the freight train that is Saiyan Empowered Broly. This match in particular wasn't all that different, with my opponent dropping an early Unleashed, Saiyan Elbow Blow and Saiyan Clothesline for around 15 cards in the first couple of combats (I forget the other attacks). At that point, I pretty much conceded that I'd lose the match before I swung a Saiyan Body Blow and attached Saiyan Sword Skill. Luckily, the Broly didn't have a block, and I gained enough anger to hit Level 2. Then Saiyan Elbow Drop grabbed me another 2 anger, forced 2 skips and I hit him with a Pulverize before ending the combat at 3 anger and setting Heroic Dashing Punch for my next draw. Next combat opens, and I take a couple of cards of life damage before he rejuvs and I respond with Heroic for Level 3 and end the combat. Drop everything but Saiyan Enraged. My turn swings around, and I draw into Gut Kick, Pulverize and Shoulder Slam. I figure, what the hell, I'm probably not going to get better than this and enter combat. Pulverize enters, but he unfortunately has a block. I take a hit to the chin, but get Endurance so he can't get the critical. I throw out Shoulder Slam, and this time, he doesn't have a block so I go up the 2 anger (1 from Slam, 1 from the Mastery) and he has to skip because of Sword Skill. Not going too heavily into the rest of the match since this is roughly what the rest of the match was like, the end result was I grabbed an MPPV win thanks to Sword Skill forcing more skips and his Endurance stopping me from hitting critical damage. The turn I got MPPV on, I had 2 Assisted Kamehamehas, and thanks to Gohan's level 4 not having a damage modifier (never thought I'd say that), I was able to avoid hitting critical and stop any plays from Broly in that final turn. Long story short; I goddamn love this deck. It's fluid, Gohan making everything styled is fantastic, and the high endurance count of the game actually makes Saiyan Sword Skill all the stronger a card (as I had emphasized for me again and again). While its aimed at MPPV, it doesn't struggle too hard with changing speeds to go for Survival, and Shoulder Slam + Devestating Blow give Orange a hell of a time trying to get their own MPPV. The one major weakness that I think you'd run into with this deck is Blue Protective with a strong MP slowing down the level gain, and controlling your anger, but being stuck on Level 1 isn't too bad either once you have a few cards attached. Quick Thought: Probably going to trade out Saiyan Light Jab for Saiyan Direct Strike for higher damage/endurance and Saiyan Assistance for Visiting the Past. Edit: Been made aware that skip effects don't count towards the 2 skip to end combat thing. A lot of us have been cheating each-other ever since we started playing |:
  2. There is too much endurance in this game, and it has been ruining it from the start. Control decks want to mitigate damage, while slowly whittling their opponents down. Endurance helps with that. MPPV decks don't want to suffer critical damage, and endurance helps with that too. Captain Ginyu would have been a lot easier to deal with, in the early environment, if there wasn't enough endurance in Orange and Blue to choke a horse. Maybe Namekian Knowledge wouldn't have required an errata. I think every card with endurance should be lowered by one. Cards with three endurance should only have two endurance. Cards with two endurance should only have one endurance, and so on.
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