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SirCod

Cards that ruined the game...

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Cards that ruined the game…

 

Black Smoothness Drill: In card games hand advantage is king. Black Smoothness Drill goes even farther allowing people to plan ahead by saving two power cards. It’s not just the hand advantage that made this card OP, it was the ability to set up perfect combos. This was limited to 1 per deck in Score Z, yet the much milder PanZ gets to run these as a three of?  Black decks could easily preemptively remove all your answers to this card, meaning you’d have to fight the entire game with your opponent at a huge advantage.

 

Namekian Flinch: At first glance this card doesn’t look too powerful. You have to be at level 3 to use it. It would seem that you have to wait for your opponent to perform a physical attack too. It would seem that you need to have a DB out.  But with Piccolo’s Weighted Clothing, and his first two levels giving you free anger, this card just became OP in Piccolo decks. You can play it after your opponent plays any attack, so no you don’t need to wait for a physical attack. Being able to grab one of seven different effects was OP, but the ability to use NDB2 at will shaped the metagame. It made personalities that needed to get off of level one, just that much worse, and gave Namekian an easy answer to MPPV decks.

 

VTP: Yes, Score Z had Expectant Trunks, and Fatherly Advice. But two key differences made VTP a cancerous card. First off VTP only gives hand advantage to the defender. Second, PanZ’s smaller deck sizes made drawing this card much more consistent. Being limited to 2 per deck in a 60 card format, is like being limited to 3 per deck in an 80 card format. This card was often just used to grab combat enders allowing control decks to avoid a loss.

 

Wall Breaker: In Score Z cards like Awful Abrasions were introduced to give silver bullet answers to the OP Trunks Saga Red Mastery. After the Knowledge nerf PanZ didn’t have an MPPV mastery that was broken. But the game devs decided to take Awful Abrasions and drastically improve on it anyway. It was no longer a dead card during combat. It no longer could be dealt with by any setup hate. The detach conditions were harder to pull off. This was one of the cards that made the already bad Frieza, and Vegeta even worse. Top heavy MP stacks like those could have been B tier if not for all the limiting anti-MPPV cards in the game.

 

Black Corruption: This card gave Black decks an easy out vs Dragonball decks. It was also just more pointless freebie damage in a style that already had way too much free damage. Ginyu decks could sometimes be ruined just by accidentally losing two allies to this card off the top of the deck.

 

NDB7: This card gave the person playing it an instant 6 life card advantage, while setting up their next combat. Defensive decks often just used it to stack freebie damage cards, and defenses. This meant that having your opponent draw this often meant your opponent was about to close the life card gap by 12 to 16 life cards. The ability to bounce or shuffle this card back in, meant that many games were won entirely from this card alone.

 

NDB6: Physical beatdown decks didn’t really have a good mastery to modify their physical attacks during the first set. Black Devious helped but Black wasn’t a good style for dealing with ally decks outside of Nappa.  Nappa was too weak to have consistent damage. NDB6 made it even harder for physical beatdown decks to win, by shutting off most of their already weak damage. Namekian Knowledge decks just had to drop this and then laugh as their physical beats opponent had no way to capture it. This effectively pushed physical beats out of the meta-game for the first four sets.

Unleashed: This one is obvious. 

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I missed the first season of OP because I did not know the game existed.  While most of these have since been fixed, I would have to agree with you that many of these cards really messed up the meta for the first four sets.  Because of this I am not too sad that I missed it.  Fighting nothing but black krillin is not my idea of a good time in a tournament.

A couple of these still have not been fixed.  I lost yet another game yesterday in a tournament due to NDB7.  Hate hate HATE it. 

VTP is still annoying too.  All people do is juggle time/BEM. IMO it should NEVER give hand advantage. Unless your hand is empty when you use it, you should have to put a card at the bottom.

 

After seeing set 10 in action I'm very happy with where the game is.  Beats are still viable but control decks have honestly had it rough since Broly was released.  Now, they have some room to breathe without being dominating or overpowered.  Heck, after seeing Supreme Kai in action, I'm gonna give it a shot! Got a good idea for control/heavy energy  beats.

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35 minutes ago, Thearbiter20x6 said:

I missed the first season of OP because I did not know the game existed.  While most of these have since been fixed, I would have to agree with you that many of these cards really messed up the meta for the first four sets.  Because of this I am not too sad that I missed it.  Fighting nothing but black krillin is not my idea of a good time in a tournament.

A couple of these still have not been fixed.  I lost yet another game yesterday in a tournament due to NDB7.  Hate hate HATE it. 

VTP is still annoying too.  All people do is juggle time/BEM. IMO it should NEVER give hand advantage. Unless your hand is empty when you use it, you should have to put a card at the bottom.

 

After seeing set 10 in action I'm very happy with where the game is.  Beats are still viable but control decks have honestly had it rough since Broly was released.  Now, they have some room to breathe without being dominating or overpowered.  Heck, after seeing Supreme Kai in action, I'm gonna give it a shot! Got a good idea for control/heavy energy  beats.

Yeah I'm loving set 10 too. Supreme Kai's regeneration is just what Orange needed to take advantage of having all those drills out. The 60 card format makes games end so quickly that it can be hard for Orange to setup in time. Regeneration solves that issue for Orange. 

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1 hour ago, SirCod said:

Yeah I'm loving set 10 too. Supreme Kai's regeneration is just what Orange needed to take advantage of having all those drills out. The 60 card format makes games end so quickly that it can be hard for Orange to setup in time. Regeneration solves that issue for Orange. 

Yeah!  I'm going to try him in Orange Combative.  That mastery is getting no love so I'm going to try it!

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Honestly, I'm kind of curious what your ultimate hope is with the creation of this thread. If you're just looking for extended conversation/debate about the power of some cards, if you're expressing some annoyance, or if you're using it as a study as to how the game was imbalanced early on and what lessons could be taken from such.

This isn't meant offensively, for the record xD I don't see any cards on this list that shouldn't be, and I'm glad you're enjoying Set 10. Personally, I only came in around the same time as Trunks' first MP stack did, and it wasn't really adopted in my neighborhood until MUCH later on so we mostly just played structure decks until then and I never had to deal with any of these issues. It is amusing to me, however, that a lot of the "fixes" to the problem cards were, in themselves, bigger problems. This kind of says a lot about the mentality of balancing out strong cards by introducing stronger cards/counters. Eventually, things get a bit too out of hand.

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I'm going to go on a tiny bit of a side tangent, but I've been thinking about the following since the game premiered: how would the game have been affected if Set 1 Frieza and Set 1 Krillin's MP powers were swapped? I felt like both Black Devious Mastery and Krillin's suite of powers are more thematically appropriate for Frieza. Would Frieza have taken the Black Krillin mantle that ran roughshod over the meta without Destructo Disk's automatic damage? Or would it have left Ginyu in the spotlight for even longer?

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I don't think the "promo" vs "hi tech" would have been an issue if it had been Frieza.  His higher levels were pretty badass, so the anger would have been welcome.  Add that to Supernova and the anger gain in black, he probably would have been a top tier deck.

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In response to OP, you should for sure mention that the promo typo of Krillin would have changed a lot.   I will agree with you on all the cards mentioned but mention a few other things.

I think you neglected how strong and prevalent Ginyu was. Ginyu was the reason Krillin/Piccolo's crit effects were so relevant and powerful. 

Lastly, I think my greatest pet peeve over Devious Krillin was control mppv in the form of devious/Enraged Roshi/Cooler.

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