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Denithan

Blue Tag Team Drill Trunks (Drunks Schneider)

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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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Dang.  You weren't kidding.  This would be a hard wall to smash through...especially since you can use Trunks' Slam very easily with your reliable defenses.  Adept Gohan's weakness is drill/setup control (a problem orange has in general).  He can take out a few here and there, but getting both of your drills could be tricky. Meanwhile, searchable Knee Bash will make quick work of my first few drills. 

We'll have to try this out sometime.

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Zoids reference?

So far 2 games against Ret Broly. The deck certainly does a lot of things to give it a hard time. That being said the reverse is true as well. Trunks has a very difficult time keeping allies and/or drills on the field against broly. Broly usually ended up on 2 for about half the games, which means drills went bye-bye immediately. It also allowed broly to chip away life cards even with the high physical defense.

Blue rest didn't feel very useful because most of broly's attacks had hit effects or were unpreventable (Dig). And blue sword rage, while very good in the match up, turned out to be not enough in the long run. After the sword rages were used up the deck felt like it didn't have much defense. Especially with the many orange attacks that can only be stopped by physical combats. Trunks knee bash definitely put in work though. That and slam were probably the biggest hurdle (and not being able to level effectively, but I'm used to dealing with that). However, with aggressive sword drill rarely in play for long it was hard to get it when you needed it, and the decision between that and another rage to block with was a difficult one.

The allies that were the most trouble to deal with were of course briefs and ox king. Though ox king wasn't quite as impactful as I expected because knee bash was keeping most of my drills off the board anyways. And like you said it was difficult to keep both in play which was really needed in the match up. Need ox king to keep broly's damage low and needed briefs to keep up with actions/deal enough damage to broly. Could only really get one out at the beginning of the game reliably, and they didn't stay out long (see eraser cannon with no energy blocks). I also expected flying kick to be more trouble, but like I said I rarely had more than 1 drill in play at a time on either side of the field. It was useful for the endurance though.

Basically both decks neutered each other to the point where both were hitting like wet noodles. This led to a long dragged out game which worked in broly's favor as more of trunk's tools got banished (after use, from board, from discard, etc) and broly kept chipping away by banishing the top of the life deck. Broly also runs nearly as many phys blocks as trunks + check up drill, so it was nearly as defensive. Also rejuv from check up added up unless it got banished.

All in all, Ret Broly took both games, but it was only 2 games and by narrow margins, and I'm sure you would've piloted trunks better than I did so it's hardly conclusive. Still a great experiment. I have a Ruthless trunks deck myself which works pretty similarly actually (Though without the allies and more drills. And sacrificing some anger hate for more damage.). Speaking of which I need to update that deck.

 

PS: Dashing sword can only grab styled or named cards, so it can't grab itself. You may want to consider this if you add Devilish Sword Strike since you would also not be able to search for that.

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2 hours ago, v3rse said:

Zoids reference?

So far 2 games against Ret Broly. The deck certainly does a lot of things to give it a hard time. That being said the reverse is true as well. Trunks has a very difficult time keeping allies and/or drills on the field against broly. Broly usually ended up on 2 for about half the games, which means drills went bye-bye immediately. It also allowed broly to chip away life cards even with the high physical defense.

Blue rest didn't feel very useful because most of broly's attacks had hit effects or were unpreventable (Dig). And blue sword rage, while very good in the match up, turned out to be not enough in the long run. After the sword rages were used up the deck felt like it didn't have much defense. Especially with the many orange attacks that can only be stopped by physical combats. Trunks knee bash definitely put in work though. That and slam were probably the biggest hurdle (and not being able to level effectively, but I'm used to dealing with that). However, with aggressive sword drill rarely in play for long it was hard to get it when you needed it, and the decision between that and another rage to block with was a difficult one.

The allies that were the most trouble to deal with were of course briefs and ox king. Though ox king wasn't quite as impactful as I expected because knee bash was keeping most of my drills off the board anyways. And like you said it was difficult to keep both in play which was really needed in the match up. Need ox king to keep broly's damage low and needed briefs to keep up with actions/deal enough damage to broly. Could only really get one out at the beginning of the game reliably, and they didn't stay out long (see eraser cannon with no energy blocks). I also expected flying kick to be more trouble, but like I said I rarely had more than 1 drill in play at a time on either side of the field. It was useful for the endurance though.

Basically both decks neutered each other to the point where both were hitting like wet noodles. This led to a long dragged out game which worked in broly's favor as more of trunk's tools got banished (after use, from board, from discard, etc) and broly kept chipping away by banishing the top of the life deck. Broly also runs nearly as many phys blocks as trunks + check up drill, so it was nearly as defensive. Also rejuv from check up added up unless it got banished.

All in all, Ret Broly took both games, but it was only 2 games and by narrow margins, and I'm sure you would've piloted trunks better than I did so it's hardly conclusive. Still a great experiment. I have a Ruthless trunks deck myself which works pretty similarly actually (Though without the allies and more drills. And sacrificing some anger hate for more damage.). Speaking of which I need to update that deck.

 

PS: Dashing sword can only grab styled or named cards, so it can't grab itself. You may want to consider this if you add Devilish Sword Strike since you would also not be able to search for that.

Ret Broly?  Now THAT'S a new take on Broly!  Do you ever have problems being in a position where you might eraser cannon your own drills, such as facing off against a deck that doesn't bother putting anything on the board?

Ugh.  All this deck talk is getting me HYPED for Saturday. 

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2 hours ago, Thearbiter20x6 said:

Ret Broly?  Now THAT'S a new take on Broly!  Do you ever have problems being in a position where you might eraser cannon your own drills, such as facing off against a deck that doesn't bother putting anything on the board?

Ugh.  All this deck talk is getting me HYPED for Saturday. 

Yes. I usually only run 2 eraser cannon because of this, but can easily up to 3 if I think the meta calls for it. Usually 2 is enough though. Also the deck has a few ways to ditch dead cards and turn bad hands into good ones. Possession drill being the biggest. But sometimes you just need to throw the eraser cannon anyway even if it means blowing up one of your drills. The deck can still perform even if it loses some drills, and you can always hope to get them back later. But the vast majority of the time your opponent has stuff to blow up.

 

I've been playing this deck since set 7 when I finally gave in to broly in order to beat awakening goku (which was running rampant at the time). It started out as adept gohan. Then became ret gohan. And finally ret broly. Even won the last Colorado ARG with it. Was always surprised it never caught on more since it was (and still is) one of the best decks in the format. At least in my opinion. 

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4 hours ago, v3rse said:

Yes. I usually only run 2 eraser cannon because of this, but can easily up to 3 if I think the meta calls for it. Usually 2 is enough though. Also the deck has a few ways to ditch dead cards and turn bad hands into good ones. Possession drill being the biggest. But sometimes you just need to throw the eraser cannon anyway even if it means blowing up one of your drills. The deck can still perform even if it loses some drills, and you can always hope to get them back later. But the vast majority of the time your opponent has stuff to blow up.

 

I've been playing this deck since set 7 when I finally gave in to broly in order to beat awakening goku (which was running rampant at the time). It started out as adept gohan. Then became ret gohan. And finally ret broly. Even won the last Colorado ARG with it. Was always surprised it never caught on more since it was (and still is) one of the best decks in the format. At least in my opinion. 

I'm not going to lie, Ret Broly was one build I have never run into, and the recipe there is definitely not equipped to deal with it. As I said in the initial post, this deck was designed to counter a specific meta at my locals and things like Blue Rest should be dropped ASAP if you're not going into a meta where unblockable is more important then HITs. But I'm honestly just surprised (and kind of excited) that it kept pace with a kind of Broly it's never seen. Broly was always the biggest contender with the deck (see Saiyan Empowered) because it was god damn impossible to stop him from leveling and his named cards just did SO MUCH DAMAGE to my board. I'd recommend other counters to sub into the deck, but again, Ret Broly is something I have no experience with. I have no clue how to counter it! xD

Good catch on the Dashing Sword Attack, I actually forgot that point a LONG time ago.

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@v3rse, how does your ret Broly deck do for leveling up?  Do you run orange anger energies to help with that or do you take it slow and steady with Broly's named cards, the mastery, and the small handful of orange anger physicals?

I'm just curious. I like decks that are different and Ret Broly (as well as the Tag Trunks subject of the thread) both fit the bill.  I wish more people would be willing to try some CUHRAZY things.  At East Kai I fought freaking 3 Saiyan Empowered Broly and a Dynamic Broly, though I did fight some cool ones like Blue Resolute Future Gohan and Red Ascension Cooler.  Cooler pooped all over Adept Gohan.  Good thing for me that it lost the top 8 match (it was undefeated until it lost) because I can't see how I could have possibly won that matchup with my deck.

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2 hours ago, Thearbiter20x6 said:

@v3rse, how does your ret Broly deck do for leveling up?  Do you run orange anger energies to help with that or do you take it slow and steady with Broly's named cards, the mastery, and the small handful of orange anger physicals?

I'm just curious. I like decks that are different and Ret Broly (as well as the Tag Trunks subject of the thread) both fit the bill.  I wish more people would be willing to try some CUHRAZY things.  At East Kai I fought freaking 3 Saiyan Empowered Broly and a Dynamic Broly, though I did fight some cool ones like Blue Resolute Future Gohan and Red Ascension Cooler.  Cooler pooped all over Adept Gohan.  Good thing for me that it lost the top 8 match (it was undefeated until it lost) because I can't see how I could have possibly won that matchup with my deck.

It works very similar to the ret goten deck I posted not too long ago (I still haven't tested goten though). It levels up super fast and delivers heavy beats at the same time. Both feed each other. It is a strong mppv and survival threat. The only energies in the deck are eraser cannon. It wins by survival about 60/40 to mppv. Usually when it wins it is about to win by both win cons at once. In fact it has won both in the same action several times. Still need to update it for set 10, but probably not many changes. Probably just suppressive strike. 

 

I estimate the goten deck will work similarly but favor mppv instead of survival. Less board control may hurt though.

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I'm not going to lie, I'm actually really bothered by the fact that I can't compete against people like you two at big events o-O The most I got was the same like, 8-12 people who turned up to my locals, and the most unusual deck I ever got to verse was Tag Team Frieza. Most of the time, I was versing some variant of Namekian Cell/Gohan, Saiyan Broly, or F. Gohan after FanZ dropped. Tournaments would've been INSANELY fun if I saw more unusual decks.

This said, @v3rse, I actually think Goten is a significantly easier MP to handle than Broly in Ret. Goten plays a bit too similarly to Drillku and Retgeta, and is easier to prepare for then the INSANE double threat that is Broly and Ret MPPV. I feel like, with Broly, most decks just don't have enough to innately cover all the ground needed to handle him and aren't quite sure where to focus their attentions.

That said, I do still think there's going to be something insane waiting to surface with Goten. Retribution feels like his equivalent of Broly's Empowered in that they are nearly made for each-other, but I don't think it's going to be the Mastery/Style that gets the most out of him (at least, after having sat on him for a bit).

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