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  1. Per @v3rse's request, here's my favorite deck in P/FanZ; Blue Tag Team Trunks There are a lot of ideas behind this deck, but at the end of the day, it all boiled down to three things. I like swords a lot (did 4 years of fencing in high school), I like being a pain in my friend's asses and I like Trunks (second favorite to Gohan). Thus, this deck. To be blunt about this deck, I would recommend that anyone that uses it really put in the effort to make it their own. Don't just run my recipe, or my counters to the meta. Use it as a guiding principle, and try building it from the ground up with the competition you're expecting in mind. Blue is a wonderful toolbox of anti-meta that is sorely underused, and is lacking in the pressure department. Drunks fixes this issue with Aggressive Sword Drill and Dr. Briefs. Use that. Because of this deck's nature as needing to respond to your opponent, I've also included a few cards for a side board (even though this game doesn't have one). These are just cards to consider in your own building of the deck. Main Personalities: Trunks - Protective Trunks - Frenzied Trunks - Energy Charged Trunks - Overpowering So, if it's not clear from my Personality line-up, this is an old friend to me. My first deck in this game was a Trunks deck with Energy Charged and Young Super Saiyan, and I immediately took him to Blue. In that vein, I've kept Energy Charged as his Level 3 for the rare cases where your opponent will force you out of level 2 to help buff up Dr. Briefs and substitute for the loss of Aggressive Sword Drill. Overpowering is then my choice for his level 4, but you'll most likely never see this in my version. Allies: Dr. Brief - Analyzing Bulma - Genius Ox King - Naming Genius You should never be running more than 3 allies in this deck, and you should try not to have too many in play at any given time. This isn't really vitally important, more a point in playstyle. You also should never be scared to banish your own allies for Blue Sword Rage; They will be rejuvenated, and they will return to you. Setups: Blue Dominance x 3 I used to run Visiting the Past in this deck. Mostly for the laughs of "ohey, Trunks!" but we all know how potent this setup is. Events: Blue Defensive Effect x 3 Blue Rest x 3 Blue Shifting Maneuver x 3 Time is a Warrior's Tool I'll explain why Blue Rest later. For now, just keep in mind how powerful a card Defensive Effect is with it's high Endurance and neigh unmatched anger control. Drills: Aggressive Sword Drill x 2 Blue Recuperating Drill Lookout Drill Quickness Drill The deck used to play a few more Blue Drills, but I've departed from that build in recent months to bring down the set-up time/dead draws. If you want to really emphasize the deck's strengths, however, you should try adding a few more Blue drills in and rock out with Blue Seeking Blast and Blue Tempo. A big point for this particular build is that you're only ever really looking to have two drills out; Aggressive and Quickness. Lookout is a great tech if you're facing mill, but in your typical match-up, the other 2 are significantly more important. After they're both on board, you're aiming to get off Dominance. Heck, if you HAVE Dominance available to you turn 1, just worry about getting Aggressive out and wait until you naturally draw into the rest. Physical Combat: Blue Betrayal x 3 Blue Flying Kick x 3 Blue Head Knock x 3 Blue Knee x 3 Dashing Sword Attack x 3 Heroic Dashing Punch x 2 Trunks' Knee Bash x 3 Trunks' Slam x 3 Trunks' Sword Slash x 3 Blue Crouch x 3 Blue Sword Rage x 3 You'll see the immediate focus of this deck in the physical combats; Stop the opponent levelling, delevel them, chain tutor "Swords". Any Blue player will tell you that this is what Blue does best, and with 3 Betrayal and Knee Bash, the control doesn't stop at anger. On that note, Flying Kick is here to stop Unleashed. If you're not having to deal with Unleashed, you can lose it. Something important to note, while discussing this, is that you should always go for Blue Sword Rage unless you know your opponent isn't going to aggro you into the ground or you draw one naturally. Blue Sword Rage is the best block in Blue imo, being able to banish a card from your hand to grab another copy of itself when you need the extra block, or turning dead cards like allies and drills into usable attacks. Energy Combat: Blinding Energy Move x 2 Blue Clash x 2 Blue Neck Beam x 3 It's definitely going to seem mighty counter-intuitive to anyone paying attention to have so few styled energies with 3 Trunks' Sword Slash, but honestly, Sword Slash isn't here for the HIT. It's here for banish 6, being a Named card, and being a Sword card (but is a candidate for being replaced with Devilish Sword Strike). I'm going to go over Blinding and Clash in a little bit, so hold on if you're confused about the two of them. Side Board: Blue Rejection Blue Seeking Blast Blue Arm Blast Blue Release Drill Blue Biting Drill Blue Battle Drill (this card destroyed Opp. Trunks) Blue Lifting Drill Hidden Power Drill Oolong - Concerned Goku - Thoughtful I know this game doesn't have a side board, but given the nature of this deck, there are a lot of ways you can and should take it depending on the meta. Oolong - Concerned should be brought in when dealing with a lot of DBV for example, Goku - Thoughtful is useful if you plan to go back to the more drill-dedicated deck (which I affectionately refer to as Panzer), and Biting Drill is wonderful against any MP that's not anger focused. Arm Blast is an oldie, but a goodie if you need the extra defense/more energy and one I favor in the Energy Beats version of the deck (nicknamed Jaeger for how much faster it can be). Cards of Special Note: Aggressive Sword Drill - NEVER REMOVE THIS CARD. EVER. This + Dr. Brief's is what makes this deck work. Blinding Energy Move - I get a lot of smack for running this in my deck, but after a lot of testing and botched finals, I decided it was better to maintain it than drop it. A big point with using this is stopping the opponent's rampage when you're not yet ready, and it can be the only thing that keeps you alive when you're faced with the Broly freight train (this would also be relevant in match-ups against things like Arbiter's Adept Gohan if you're not yet set-up). This was also VITAL for stopping Oppressive Trunks for the brief period I had to worry about that. This is only personal experience though, and honestly, Trunks has access to a named card that can force your opponent to pass. Use your own discretion, but if you're going to edit for an upcoming meta, this is a prime candidate for removal. Blue Recuperating Drill - This is a leftover from my previous version of the deck which had Blue Seeking Blast to search out a couple big Blue drills. I've retained it in this version for the discard effect. It gives you an extra attack, and you can discard a spare copy of Dashing Sword Attack for you to grab back to your hand with a Dashing Sword Attack added by Aggressive Sword Drill. This can also be used to discard excess Allies since you normally only want 1 or 2 on the board at any given moment. Since the current version doesn't include any way to tutor this to your board, this card should also be considered a prime target for Blue Sword Rage to Banish. Blue Clash - @Thearbiter20x6 Okay, so technically, you don't need this. At all. This is a tech card that I used to run at 3 because a lot of my friends started playing Ally banishment to get around Tag Team's ally protection, but if that's an issue in your region/meta, this SHOULD be replaced by Overpowering Attack (which I REALLY wish was a Named card). This said, if you're going up against A17 (a big unit in this upcoming meta), Gohan, or other Blue decks with Blue Betrayal, this becomes a 8 life card unpreventable attack that is unblockable following Trunks' Sword Slash. This is some SERIOUS damage, especially when you then grab back the Ally your opponent just banished. Dr. Brief - In a neutral match-up where your opponent doesn't need a tech ally to stop them, Trunks' grandfather and his Sword Drill become the most important pieces of the puzzle. If you're going up against a mystery deck you know nothing about, or are seeing something you've not actually tech'd for, drop Briefs to the board with Tag Team and make sure you keep him there. The longer he's live, the better off you'll be. Other Allies - Every other ally in this deck is able to be changed to match what you're expecting. If you're expecting a lot of Namekian DBV, put in a Krillin to kill the Dragon Ball's immediate effects. It won't save the situation, but it'll slow them down a LOT. Likewise, if you're not having issues with Broly's, Nappa's, Turles', or ally-based stage gain (Turles ally in a Namekian Cell, for example) pull out Ox-King. A lot of these decks tend to work on the assumption that they can use the weaker attacks because the stage gain makes up the difference, and it can utterly stop their offense. Blue Rest - Also interchangeable depending on your match-up. One thing I kept running into was a lot of people rocking attacks that can't be blocked. To counter-act this, I went through a period of running ALL the omni-damage preventers. At present, I've only kept Blue Rest because it returns to deck. If you're not confronting a lot of HIT effects, this is a very, very good card. If you are, omit it and replace it with energy blocks because this deck does NOT have enough energy blocks. Delevelling Cards - I would include cards like Blue Head Knock in this as more and more level 1 camp decks show up, but the flat life damage means that it's never a terrible thing to have. Things like Blue Knee and Neck Beam are utterly pointless in a lot of these decks though. Neck Beam at least has the saving grace of having a on-discard effect built in, meaning it works with the aforementioned Recuperating Drill. If you're in an environment where you're just facing non-MPPV, don't bother with these, but if you expect a Dynamic deck, a Golden Frieza deck, or any deck that advances levels, keep 'em. Nothing f*cks off an opponent more than suddenly going from level 4 to level 1 because of a combo of delevelling effects (totally didn't do this. Not at all. Not to my best friend in the finals. Yep.) Blue Dominance - Just don't drop this card. This deck doesn't have much in the way of strong energy generation, and honestly, no matter the edits, it never will. You're using skips to jump up, and Dominance is the best level skip in the game since it can also be used as a way to stab back at your opponent's drill hate. And that's the deck, accompanied with a very long spiel about how to use it. Which actually brings up, are people generally for, or against this kind of long spiel surrounding decks? xD I personally prefer them, since I like to know the thoughts behind a deck, how to use that deck, and exactly how much people actually like a deck they play (if it's a bit boring, it'll read in the explanation). Oh, and if anyone's curious, this version is the Schneider. Ten points for anyone who guesses the reference?
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