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So, with the recent inclusion of traits and the constant allusions to Blue Frieza in the build-up to set 10, I thought I'd go back to the Galactic Emperor and have a try at crafting him a deck for the modern format. ... except I have no idea what style to play him in, or even what style really benefits him the most. My thoughts mostly went back and forth between Blue Tag and Orange Ret/Combat. My thoughts with the former was mostly imitative of an old deck a friend used to play, going for King Cold ASAP and using HFIL/Golden Frieza to drop a Cooler/Chilled turn 1 (or really whatever other ally you want to tech in) so that our opponent cannot level you out of Golden. His variant played very defensively, and did an excellent job of rejuv'ing Frieza's banished zone while slowly building up speed to start dropping insane Supernovas in the late game. The latter was just an idea I was playing with, making use of Orange Sword Chop to net Frieza's Arrogance to your hand while using a handful of attacks that swing twice. This one mostly just lets you keep up defense while using Frieza's respectable PLs to really do some damage, and would rely minimally on any actual drills. Plus, Retribution + HFIL lets me just go and grab a drill of my choice as my first action in a combat, or even save it until my opponent is done swinging to net something I want to keep around, or I can forfeit my instant level up and build up from Frieza's level 1 for a chance at MPPV. But then I decided to go through the Set 10 cards, and I noticed Red Announcement. And how nicely that fits into Frieza's themes. And the fact that Red has just as many, if not more, attacks that stay in play to be used twice. Plus, I've seen the havoc this combo can pull from when my aforementioned friend was trying to find a home for his own Frieza, where he was able to go into combat on turn 3 and deal easily upwards of 32-ish life cards of damage because he'd just pushed me into such a corner with the endless assault of energy attacks. And all of this theory-crafting has left me where I am now; Wondering where the hell post-Set 10 Frieza should set-up shop and start trying to deal out the hurt. After all, Frieza has (on the surface) all the tools for a hyper-aggressive deck whether you level jump or try to grind up to MPPV. What are people's thoughts, and does anyone have experience with trying to build Frieza since set 10? Should I give up on the prick and turn my attention to his ever-rejuvenating brother, who may have very well gained more from Torturous Volley and King Cold? After all, a Red MPPV Cooler could be MEAN.
So I'm going to fess up pretty much immediately, and submit that this deck has somewhat stolen the concept from @Thearbiter20x6's Red Ruthless Goku that focused on Surprise Attack. I don't know why, but the second I saw the concept, all I could think was "Bardock". And not wanting to copy too much from his idea, I thought I'd take him to a different style and see if I could replicate the theme. The result? Orange Retribution Barodck Mastery Orange Retribution Mastery Main Personality Stack Bardock - True Saiyan Bardock - Vengeful Bardock - Displaced Bardock - Legend I'm mostly listing the MP Stack here in case FanZ ever comes back to him. But also, just to quickly cover some ground, Retribution Mastery has mostly been chosen because of how strong it is. This said, I actually don't think it's the best Mastery for him. Rather, I actually think he'd work better in Combative or Adept. The main reason I kept him in Ret is because I don't know how to make Combative or Adept, and want to leave the invite out there for someone else to take him down those trees. Drills Orange Captivity Drill x 2 Orange Energy Dan Drill Orange Energy Phasing Drill Orange Driving Drill Orange Checkup Drill Did you pick up on the fact that this is an Energy Beats deck? Truth be told, I don't know if I would actually say it's a true Energy Beats deck. It is pretty heavy on Energy combats, but it mostly ended up being that way as a result of Orange Precise Shot and Energy Dan Drill. This combo lets you sift out your opponent's Energy Blocks early on, helping you keep up the pressure of grabbing your opponent's blocks out of the deck and giving them no good avenue to defend. Alternatively, you can always go through your opponent's deck and kill off their more valuable cards (If you can pick them at face value). Events Orange Juke x 3 Orange Meditation x 2 Time is a Warrior's Tool Short, sweet, easy to remember. One thing that's immediately prominent is that I'm not using Bardock's Premonition. Truth be told, that may actually be a huge error on my part. Especially with something like Orange Sword Chop (one of the best cards for Orange imho) being able to grab it from your deck and then give you a +1 to hand size. This is mostly because of a tech I stole a bit later on, but if you omit said tech, you should definitely go for the above "WOMBO-COMBO." Setups None Allies None Physical Combats Surprise Attack x 3 Orange Knee Strike x 3 Orange Launcher x 3 Orange Spine Kick x 3 Orange Uppercut x 3 Orange Cover Up x 3 Orange Refocus x 3 Yep. I took the exact same tech as the one that Arbiter used. I did fess up at the start that I took the concept, and tried to run it with Bardock xD This said, I have departed a bit from how he attempted to pull it. He decided to avoid any and all freestyle cards, focusing on just Red Beats and hoping to disarm the opponent through it. I've decided, "who cares if they mess up my deck while I mess up theirs?" Energy Combats Bardock's Riot Javelin x 2 Orange Fierce Attack x 3 Orange Power Point x 3 Orange Precise Shot x 3 Orange Stare Down x 2 Orange Rage x 3 Orange Counter Ball x 2 Orange Bicycle Kick x 3 Orange Energy Absorption x 3 Orange Energy Catch x 3 I don't feel like it's controversial to think that when Bardock first dropped, a lot of people had the default response of gawking a little bit at how powerful he seemed. Searching through the opponent's deck to grab cards and destroy them seemed both out of character for Bardock (who had foresight, but no real ability to influence the future), and also like it could devastate quite a few decks (my own Blue Tag Team Trunks, for example, would be pretty susceptible to a Black Bardock who went after my Drills). But alas, when it came to actually playing and using him, very few people seemed to have found very much success at all. He was hand-crafted for Black, but he didn't help to overcome any of the issues in Black. Saiyan could use him, but he was too control focused for the highly aggressive style, and the end result was a MP/Mastery combo that half-arsed tried to do both. Honestly, he just didn't really have a solid place in the games landscape at the time, and your options only get that much worse when you get stuck on his level 2. So, rather than make Bardock work for a Mastery or try to force a Mastery to work for him, I decided to try and go back to a mostly-dead theme in Orange; Sniping. As I said before, the concept has been undeniably taken from Arbiter. But rather than try to make myself safe from my own Surprise Attacks, I kind of want to welcome the chaos of me and my opponent pulling the living hell out of each-other's decks. All the same, I feel the deck would perform better if you were to change to Adept, drop Power Point in favor of Sword Drop, and drop Surprise Attack in favor of Bardock's Premonition. But that just wouldn't be as much fun, you know? (Besides which, I'd rather someone else take that concept and run with it). My current testing with the deck has been a bit odd. Turn 1, it's normally for the best to grab either Orange Captivity or Orange Dan. Thanks to Bardock's passive, Dan acts pretty much in the same vein as Crying, tacking on an anger gain as you snipe out a card from the opponent's deck. This means that turn 1, you can often go Bardock's Power -> Orange Precise + Orange Dan. This gives you at least 3 anger gain from searching the opponent's deck, which only gets better as more and more decks get tutor heavy. This also lets you get rid of big, problematic cards immediately, grabbing out the opponent's Time while preserving your own, ridding yourself of Blue Betrayal, or stuffing your opponent's Orange Bicycle Kick where the sun don't shine. From there, however, I keep finding the deck starts to run into trouble as the opponent controls your anger, or elects to just simply start beating into you. For that reason, I am almost certain that I've made a mistake somewhere. Still however, I kind of feel confident that Bardock's home may actually be in Orange, and Arbiter, I personally invite you to make something horrific with this concept |: Or anyone else, for that matter.