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Amanax

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Amanax last won the day on March 23

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  1. I've been in a mood for deck building it seems lol. I want to find my next Red Buu Ball, but no luck as of yet. The deck I was having the most fun with was probably Mischievous Bojack. The deck had a lot of fun interactions, including things like Black Destructive Beam to temporarily banish Nefarious Plot, give me the card draw and then at the end of the turn return Nefarious Plot to play to be used again the following turn. However, the deck folds HARD to anything with aggressive stage beats. Majin Vegeta, any resourceful or adept deck, older Broly.. they all put my variant in the ground. So I've moved on from Bojack until I figure out what I want to do about that weakness since those decks aren't exactly uncommon. Orange Adaptive Yamcha has continued to prove that he can do monstrous things. Orange Absorption Drill mitigates so many normally deadly match-ups it is pretty crazy. Just have to make sure you can get it out and make it stick when it matters. But even without it, the deck can level like crazy and once on 2 or higher (especially level 3) the decks damage is top notch. Due to the way Bojack played most games, it made me want to build a deck that more specialized in picking my opponents deck apart (Searching Technique, Scout Maneuver, Malicious Intent, Black Knightmare, Black Schematics, etc). With Bojack on the back burner I've gone through an MP / build or two per week to try and find something to scratch this itch. Started off with Cooler, with his rebirths allowing me to bring back key cards from banish and I decided with that build to try conflict with all their new toys. Deck had a HARD time getting off of level 1, which is a bad place for cooler to be normally. However, the deck functioned surprisingly well despite it. Lots of stage gain to mitigate incoming stage damage, lots of ways to filter out my opponents cards so I could start shaping what the end game would look like. I especially had fun against anger gain decks thanks to Trick Shot and then rebirth recurring trick shots back into the deck. However, the only games the deck ever won were the rare instances it managed to just draw the "right" cards. But it seemed to turn every match into a close game. So I decided to try out Mischievous Roshi , running the same concept but taking out the hand discard mechanics from Conflict and replacing them with discard pile removal to trigger mill effects from Roshi level 1. Deck was cool, but I actually don't think I won a single game with the deck lol. Between getting pushed to level 2 by my opponents either feeding me anger or force leveling me and then opponents running heavy board removal or just plain being caught in a single bad combat against the wrong deck, it just struggled all around. So on to the next deck I went. I played around with Bardock, back to Bojack and Cooler as they overall tested the best but couldn't quite find the right builds for them so Bojack is still sitting on the shelf and currently working on a Mischievous Majin Vegeta and Mischievous Tao. I've only had the chance to do internal (against myself testing) with these two so far, but both have tested much better than the earlier decks. M. Vegeta has shown that it can gain anger in ways that make it hard to stop him from leveling, plus has all the discard pile hate that the stack can bring to the table, plus has shown to have surprisingly high burst damage potential. The deck does however seem to suffer a little bit on damage per action if that makes sense. A lot of the black 2-anger cards are not the hardest hitters out there. My favorite interaction so far from that deck though? Having Punt attached for massive "what" moments from Vegeta level 1's added hit effect to your next styled attack. As for Tao, the deck can do some STUPID things. It's running 9 combat enders, 10 omni-blocks, it's got access to Absorption Drill (Though post errata this card has lost some bite) and has some sneaky ways to get Black Capture attached to join Dodon Ray. Plus the decks obvious synergy with Black Android Programming (B.A.P.) giving Capture and Dodon Ray a nice boost, but thanks to Unleash and B.A.P. Seeing Tao's level 3/4 isn't unheard of, and you know what's fun? Throwing any attack and immediately forcing your opponent to banish the top 2-3 cards from their deck before you even get to the immediate effects of your attack. I'll see this upcoming Thursday how well the Vegeta and Tao do in external testing though. Internal testing has lied before (Looking at you Ascension Pikkon) so fingers crossed they continue to perform.
  2. Gohan interacts with orange charge the same way as everyone else. Gohan doesn't turn the attack into a styled attack until you are performing it (With some strange timing windows that get around cards that stop your opponent from performing non-styled attacks). While in the deck, cards are still their original style (or lack there of). It's awesome to hear that the deck worked though! I was worried that it was going to be too convoluted. Sounds like the mixed damage profile does have the potential to flop, like you said, with just some bad luck. I imagine well timed blocks can really ruin your time as well. Like letting the first head charge hit and then blocking the sword chop / second charge. Did you see any issues getting your damage through against a more defensive deck? You mentioned Supreme Kai, which I would have expected to be a pretty hard match given it's ability to sculpt hands.
  3. Orange Examination Drill. You can use this with all of your hit effects to throttle your own anger? Okay okay, I got you. What about.. Adept Sword Tien? Just go ALL in on what you were already considering. Lets keep that tutor engine going! Running Aggressive Sword Drill makes it so your Draining Blast and Tri-Beams can't have damage prevented. Like you mentioned, sword chop can fetch out Targeting (It can also grab prep if you wanna throttle the opponents anger). You want to go in with non-styled combat cards, well this also gives you access to the attack cards like Devilish Sword Strike and Dashing Sword Attack. Dashing Sword Attack can fetch your lost Sword Chops if they hit the discard pile. Use defiant Challenge as you already suggested to give you more ways to fetch your named cards. Okay, this will actually take a LOT more work than I anticipated. Basic thought process, build the deck like a Yu-Gi-Oh! deck. Instead of looking at individual power cards and "staples" you include as much tutoring, draw mechanics, and "engine" pieces for your combos as possible to maximize your consistency. My biggest concern, is that your primary card is Sword Chop, which is Banish After Use. You would be running two primary "Engines" in the Sword and Tien packages. So that probably gives you roughly 21-23 cards. Then you have support for each of those engines, cards like Defiant Challenge, which gives you direct tutors for your named cards, maybe cards like Orange Hoping Drill that make your opponent mill when you play a sword card. As was already mentioned, Examination Drill to help you control your leveling, maybe Freezing Drill so your opponents' options are limited for responses to your combos. I would say Spheres and Confrontations so again, to limit your opponents options to deal with your game plan. Bicycle Kick so you can filter your drills out for ones you need right now. Orange Power Point / Orange Extension / whatever you want for direct Drill tutors (Depending on Mastery you also have Orange Memory). You have hand filtering cards like Orange Luxury, Orange Possession Drill, and Orange Affection Drill that might be useful to filter out dead combo pieces for live ones. I don't know if it'll work. Last time I built a deck like this I build a Babidi deck that only had 5 total attack cards in it lol. It was fun but fragile if interrupted. I am curious to hear how it goes though. You should keep us (Or at least me maybe?) posted on the decks progress.
  4. I wish I had the list for the Tien I helped build because clearly I am misremembering some parts of it like with the level hop blocks. We chose to do the level hop build because the idea of camping level 1 seemed nearly impossible. It's not like people don't know that your level 2 isn't great and with all of Tien's good named cards giving him anger, you will level if your opponent ignores your anger. You could try to put in cards like Stomach Dive, Forward Stance Drill, and other anger spenders to try and keep your anger in the 2-3 range (Which also would promote the use of Red Despair Drill). If you ever get set up it could mean some serious punching power... If you get set up. How do you guys feel about Red Announcement in the deck? You're not alien so it's not named, but it still gives you another way to dig for your tri-beams
  5. The cool thing about red Tien is Red has plenty of ways to level hop, and if you are level hopping in red as Tien you also get access to Red Trailing Blast. So Trailing Blast, Unleashed (Remember, you can go up or down), Tien's named cards (Prep, draining blast, Tri-Beam, targeting, and Solar flare), Red Focus, Red Tandem Blast, the level hop blocks, On the Move!s, spheres/confrontations so you can try to not get fully shut down by your opponent drawing Time. Oh, can't forget Red Leap just in case your tri-beams trigger it for the bonus damage. That's always fun. That's 43 cards assuming max counts of each. I would probably run it as Ruthless with the original level 1. New level 1 is cool and will probably get more love if, as you said, more of the new masteries have when entering effects. The consistency of tutoring your named cards with the old level 1 is just so.. Tien. Helped a buddy build one for Grand Kai, and the deck is the same as ever. It wins fast or loses fast. They are rarely boring matches though! If you are considering Tien, I would strongly consider it. It's a fun all out aggro deck to play. ~edit~ The level hopping blocks might actually be a bad idea... Forgot that you might lose your trailing blasts at the end of combat. Might still be worth it, but might be really disappointing if you manage to get all three attached and lose two of them
  6. Yeah, makes sense. The free drill tutor is pretty good in that scenario. I just wonder if the added survivability would be worth it. Just spinning ideas.
  7. I wonder if it would be worth it to switch off adept and go to combative at that point. You don't get the on hit drill fetch, or the stage damage increase but you would give the negative modifier to your opponents stages, gain the stage gain when needed, and you would have the added benefit of preventing 3 and 3 (5/5 if you decided to include conference drill) every time you landed a styled energy attack
  8. Orange 18 didn't win, he just got top 8. Oppressive Drawku won. Sorry for the confusion! His decklist is on the deadzone site but yes it's a more standard build for orange 18 and uses Adaptive mastery. Shutting down ally actions could certainly be useful. Are you trying to level at all?
  9. Orange 18 with Palm Charge is a fun deck, as is Yamcha. We've got two players in our group that are enjoying the 18 build. Michael Martin even made top 8 at Grand Kai with it. Which 3 drills?
  10. I ended up going with Mischievous Bojack. I wanted the ability to snipe cards from my opponents deck with more than just malicious intent. I also found Black Destructive Beam. Checked the ruling on it on the Wikia, and it has some pretty cool synergy with Bojack's Nefarious Plot, Malicious Intent, and Team Bojack. Not just that, but Bojack brings a bit of board control to Black which so far has felt nice. The deck feels really fun. It's going to take a lot testing to refine it though.
  11. Jank triple threat ramp biobroly sounds hilarious. I wonder if red ball would work better for it. I've been tempted to try tweaking my red buu ball and seeing if I can make it work with the new bio broly stack. Right now though, I'm thinking of trying to get a pikkon (or cooler haven't decided for sure yet) red deck working and then I want to do something with Bojack, probably something black?
  12. It's on the Dead Zone word press site under the CRD. Dead Zone Fan Z CRD version 1.6.1 Scroll to the bottom, it's listed as "Frozen List"
  13. Depends on the meta call with Protective. I think based off of what I have sen the hardest matchup it would have would be a protective Future Gohan deck. But if we're talking tournament setting, Protective Supreme Kai is probably the deck you would have to worry about the most, since that seems to be more popular than Future Gohan deck at the moment. Kenosha had no blue decks at all. We'll see what shows up today. Wall breaker is a cute concept, but at least here no one will run that card. It's too risky. Throwing it against a deck that might run unleashed and giving them a free level can mean a death sentence for the match. Even if you did get the hit off against Broly, deck has a number of ways to deal auto critical damage if they get through the block line. Deck is fast enough to out pace Mischievous Supreme Kai early before SK can get his board established. This is all after only two days of testing with the deck. It's not unbeatable by any means, but I haven't seen a match up yet that can consistently stop it from popping off. How is the new Orange testing for you testing Jaith? Enjoying the new cards? They've certainly given the style a lot of new life over here. The Adaptive Yamcha and 18 so far are by far the most fun I've been having with them. Both decks can do some silly things, and even just the addition of Orange Absorption Drill gives orange a lot of longevity against one of it's formerly difficult matchups.
  14. Some people are coming in for Grand Kai, got to play test against some of the upcoming competition. That said, I'm glad they changed Broly's new 3. His ability to make use of Rampaging is intense. Giving him a consistent setup draw like what was previewed would have been crazy. It's already not too difficult for him to go to 1-3 in one combat against anything that's not running ridiculous amounts of anger hate. Even then, with decent draws that's not going to stop him either. An early Saiyan enraged hitting the field before combat means it's almost a certainty he will hit 3 that combat with minimal effort. I am curious to see how he does in other styles though. Specifically red looks like a lot of fun with cards like Red Hurl possibly seeing some play.
  15. Yeah I can certainly agree with the sentiment towards the set overall. For a 7 month wait, it doesn't feel like it's quite what I was hoping for. If this had been a normal 3-4 month wait I would probably be more than happy with what everything got. Orange got support for a mastery that wasn't seeing much play. Red got more named card and alien support. Black got some cards to help with combos. Blue got more support to help a mastery with low representation. Saiyan got shafted again by getting, as Denithan put it, another archetype with no other support to actually really build around. Oh, and the free style cards help fill holes that the community has asked for (A generic replacement for Overpowering attack so ally decks outside of blue can exist, and something to answer Mischievous hand hate). It's support on par with what I would expect from a single set. But enough time has gone by that we should almost have had two sets in the release period. We'll see if it's enough to stir up the pot as things move on though. I will say, one blue card that I am actually surprised about is Blue Agility. I just starting testing it last night and I must say I like it. Much like orange, it's another attach target without a detach clause. This is a big deal. Yes, blue had both Smug Punch and Rebuke as good attach cards before, but they both had the same detach clause of your opponent leveling up. Made it harder to stack them for multiple level jumps from unleashed. Blue Agility adds consistency to unleashing in Resourceful. It also not only gives you a damage amp to help that same deck, but gives ALL of your physical attacks anger hate, making Smug Punch stick longer. I had a test game last night where I had smug punch and agility attached, and since most of my physicals from hand didn't reference anger, every successful attack would lower anger by 4. Even the attacks that did reference anger mostly had an immediate effect to lower my opponents anger 1, so with agility attached, success still meant a -4 anger attack instead of -2. Made it incredibly hard for the opposing deck to have any significant amount of anger. A little over kill? Maybe. But I found it to be pretty useful in the one game. I plan to test it some more tonight and see if it was a fluke or if this might be something to keep an eye on.
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