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Regionals Recap: 5th Place with Gogeta Xeno!

What’s up Ballerz?! Today’ I’m talking about my experience going X-1 at PPG’s July 31 Webcam Regionals! It was BO1 format and I took Gogeta Xeno. I wasn’t expecting to do as well as I did, and was very happy with the result. If you’ve been following my blog, you’lll know I ran really hot this year so I am glad to have taken home another finals invite. Gogeta and Janemba are my favourite characters in Dragon Ball so it was really hype for me to be able to top an event with (a variant of) one of my favourite characters. Plus the art on all of the deck’s cards is so good! So I’ll talk about my list, potential changes, BO3 changes, and my matchups further on. Enjoy!

Decklist

Click here for decklist!

My list was actually very, very non-typical for Gogeta Xeno. I tried a bunch of variations of the list, focusing on Paikuhan unison, then focusing on 1 drops, and trying with just black good cards. I ultimately decided the build above 2 days before the tournament. I had topped a 3 Mana locals with a very similar build, but prior to that I was fully intending to play Vegeks. Unfortunately, in my testing with Vegeks I could not consistently beat Mecha and the RNG of my mills dictated my unfavourable/50-50 matchups. The list was partially inspired by Vegeks as I maxed out on ‘mill’ effect cards such as Unrelenting Assault Trunks, Kai TP, and Mira Unison.

The Leader itself is very strong, having an ability to draw an additional card with Union-Fusion on both the front and back, Mill 5 cards to warp to pseudo-extend your hand size, and also having the ability to draw on attack and self awaken on both the front and back of the Leader. He is very, very versatile, and on your awaken turn you can draw 6 between your life and deck while untapping an energy, not including any trunks you might draw off your mill.

I play this list similar to how I would play Dark Broly, and that’s why there’s an abundance of 30ks and a large defensive package. Specifically, my choice of Unison being Mira was based on my experience with testing both him and Paikuhan. I found that when I played a 1-drop spam game the 1-cost cards were frequently removed, my hand would stall, and Paikuhan never got to 3 markers to use the -3 skill. With Mira, I was able to get an extra hand filter ability as well as a top-end game-ending swing if left unchecked. The hand filter was key, as the deck runs so many cards that are useful in the warp it is kind of like artificially increasing your hand size. I overrealmed every turn after T1, usually only overrealming Trunks or Goku unless there was a target I needed to clear with Vegeta or my opponent had low hand size I could exploit. I usually used the topdeck-to-warp skill 3 times, 15-20 is a good amount of cards to have in there, this was also dictated by what cards I’d seen, for example if I hadn’t seen a trunks yet and I know I have 20 cards left in deck I would mill to try to see the Trunks.

Changes I’d Make

A card I wanted to get more testing in with and that would like have won me my only loss is Belmod, Double Devastation. Being able to clear your Gogeta, Thwarting the Dark Empire and play another one for even more pressure/board clear would be very strong, and its easy to build a board for little to no energy with this deck given the amount of 1-cost and overrealm cards. Other than that, for BO1 there isn’t much I would change to be honest, maybe slim up my 1-of tech cards and add a second Goku, Catastrophic Premonition, but they were all necessary and space was already tight at 53 cards.

For BO3 I’d say you can pick either Petrification or Supreme Kai negate to maindeck 2 copies of, as they both do similar things. I would also suggest -1 Vegeta True Fighting Spirit (TFS) and +1 Vegeta, Catastrophic Premonition. You can side the 3rd Vegeta TFS. The 1-ofs don’t hurt as much in this deck as you can grab them back with the 30K Goku. I’d lastly suggest maining 4 Thwarting the Dark Empire if you are also adding in Belmod, just to up the consistency.

M.V.P.s

My MVPs were Mira, Dimensional Superpower, who won me 3 of my games (once with a Champa doublestrike ontop!). I would keep 1-2 Mira in my hand late game if the gamestate allowed and stuff one under my existing Mira to swing and -2, and/or play a new Mira with 3 markers and swing with it once my opponent tapped out. People have forgotten how to respect a Mira swing because there’s so much battle card interaction now. Second place MVP goes to Son Goku, Catastrophic Premonition, being able to play him with the SR from drop/warp allowed me to sneak 2 damage in on a leader or unison. Lastly, the MVP and my favourite overrealm to play is the SS4 Goku. Being able to grab back any flavour of Gogeta, a Brainwashed, or a Kai Negate was so much utility, in a pinch, I would just grab back an extra copy of himself!

Matchups/Rounds:

The PPG Tournament was about 250 players, so it went to 8 rounds. I ended X-1 (7-1!) and got 5th. Sucks I bubbled out of top 4 but I live in 5th and was very happy with my performance regardless.

Game 1 – King Cold – W

I had never played this matchup and was a little nervous. I think my opponent was also inexperienced in the matchup because I could tell he was saving his Charismatic Villains for my Gogetas, so I just didn’t play Gogeta unless there was a second copy I could put down or I could clear his Unison. It went to about 5 energy which was very scary. Luckily I was able to use Petrification on his Frieza to stop the dual attack/pop a field, my battle card, and a card from my hand skill.

Game 2 – Tien WMAT – W

I was actually really scared in this matchup. I know many of the cards the deck runs has barrier, but thankfully I opened the blocker Gogeta that can warp a card ignoring Barrier. My opponent actually pressured me pretty hard, but unfortunately I think he overextended on Turn 3 and didn’t have enough defensively to stop my clapbacks. He tapped out, I got him to 1, and then ended the game with Mira.

Game 3 – King Vegeta R/G- W

A matchup I was very scared for. Shout out to my Gogeta Senseis, Nick and Ced, who explained to me that I should focus on board clear and pressure, because if I can awaken KV fast they have trouble stabilizing whereas I can stabilize easy. This was very true, it wasn’t an easy though. My recollection was I ended the game with Mira Champa.

Game 4 – SS3 Goku Reboot w/ Boujack – L

My only loss of the day. I don’t have practice against this deck, you can actually watch gameplay of me getting bodied 2-1 against Rashaad of BadBeats with very similar decks. It basically comes down to if my opponent has Baby Hatch, the issue is with my opponent untapping 3 its hard to ‘read’ if they have overextended and have access to Hatch as opposed to a different blue Leader. My assumption in this case was because the Leader doesn’t draw well, hope they don’t have it and extend myself. Of course my opponent used Baby Hatch when I had spent all my energy but 1. Unfortunately the next turn I lost on his clapback by 5k. I had a great Petrification play where I negated Baby Hatch and then petrified a Boujack dual attacker, but it wasn’t enough and he ended up outcomboing me on his last swing by 5k. Very sad loss for me but outside of getting hit with Baby Hatch and overextending there isn’t something I would have done differently.

Game 5 – King Vegeta – W

#5 and #6 run together for me, but I think this is one where my opponent punted. He had 2 energy open into my turn 2 where I had 5 life. He gives me a young invader to crit me to 4. I Gogeta Thwarting him, swing, he goes to negate with Toppo and I have to say “Sorry you can’t play Toppo. You gave me a young invader and he’s not a red saiyan.” I let my opponent take the obviously super neg play back, and then he countered with Testing the Opposition instead, to which again, he couldn’t play a blocker token. I was able to pressure him and he couldn’t recover.

Game 6 – King Vegeta – W

Close game, I focused on controlling the board and outdrawing my opponent, ultimately he couldn’t get enough board presence. I scummed him a bit at the end, he had a bigger hand and 2 life, he had tapped out on 3 for the Vegeta SSB evolve. I had an unlimited power Mira swing and Heroine’s Lineage in my hand. I stole Vegeta to crit him to 1 then swung in with Mira for 120K. He could only combo to 90K.

Game 7 – Dark Broly (jayson scott/regional winner) – W

A very tough game, I am lucky enough to be super familiar with Dark Broly, and I’ve had some pretty decent experience with the matchup, enough to know its about 50-50 pre-banlist and Gogeta will be favoured post-banlist. I won by a hair, though I didn’t see negates, I sat on two SS3 Gohan blockers to soak up swings in his endgame. Dark Broly started slow and it seemed to me his hand was at least a little brick, so I also played a slower game knowing I could get more value drawing 2 and creating a board presence than he could turn-by-turn.He ultimately couldn’t push enough swings through and I was able to win on the clapback, despite a very capable opponent who even Brainwashed out of my doublestrike Mira attack.

Game 8 – Launch R/G – W

My final match, a very fun game and I thought it would be very difficult. He went wide early and I was able to clear his board then start gaining hand advantage over him. He ended up tapping out for Toppo at 3 life with 3 cards left in his hand after warping for Goku TFS to my 10 cards. I had 2 doublestrikers and some 1 drops on board and it was very, very tough for me to take the Toppo Challenge. I thought about it for a full 30 seconds, because if he had testing the opposition in his hand I could swing in and punt the game. I ended up taking the challenge, comboing up to 30K on my Goku Catastrophic premonition, I then overrealmed and took game with a 30k swing that I combo’d up to 60k. I finished X-1 and was ecstatic!

Conclusion

Overall I was so happy to be able to perform with Gogeta Xeno. The playlines and cards I was using were unique and to my knowledge no similar build has done as well. Special shout out to my team, Team Berserk, to Rashaad, Giancarlo, and special thank you to Ced, You guys all helped me on this build and I was grateful for the advice. I had a ton of fun, and I am so glad Sublett and Eric Selitto stayed playing and topped with me as well!

That’s it for me. Not bad for one of my first ‘real’ events with Blue Baby. I’m going to try to make some changes and stick with it for the next one, at least until I get some Gogeta winners and can go back to Dark Broly! For what its worth, I think Baby is the best relatively cheap deck in the format. It isn’t the most difficult deck to learn and there’s lots of awesome resources. Big thank you to the folks that support me, I keep making articles and playing the game because of you guys. Let me know what you think, what the best decks are, etc., and above all, Keep Ballin’.

Click here to check out my 36 CHAMBERS LESSONS series to learn to improve!

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My Experience At Carta Magica’s Masters Division, Oct 18/20 with Dark Broly!

What’s up Ballerz?!

I played Dark Broly in the Oct 18/20 Carta Magica webcam tournament and got 5th/120. I’ll do a later post on how I got to my list, how it evolved, etc. For now I’m just going to talk about my matches, tournament preparation, and pros/cons of webcam games.

My List/Locals players

http://dbs-decks.com/?fbclid=IwAR03OAZKCXfpu0rzx9CBCiGVP4PioHUlla6J9z-Lkc6R1dGUYow7p_Of8YQ#!/deck/340553

I took Dark Broly to the tournament, relatively budget at $210. As you’ll see in the spread, there were only 6 Dark Broly players. In my opinion, this is an extremely difficult deck to pilot. I’ll do another article on the deck, how I got it to the list above, and some playlines.

Another guy from my local, Donnie, also got Top 8 with a Bulgeta (Bulma and Gogeta Br) list. I think it was a strong meta call against aggro, I know he beat a Reboot Gohan and a Vegeks. Both of our lists were tailored to be able to deal with Green Gotenks and Red Broly Br, which is what we were expecting an abundance of.

The third of my locals guy piloted a unique Green Gotenks build. He did very well, and went 4-0 the first few rounds. Unfortunately he ended up playing some rogue builds we didn’t test against (Green Goku hand control, Blue/Black Soul Striker Reborn) and didn’t break into the top 16.

My Matches/Spread

Round 1: Invoker (George Moniz) – Loss. This is probably Dark Broly’s hardest matchup. I tried to keep a high life total, negates, and energy up so he couldn’t blast me with Catastrophic Blows on turn 5. Unfortunately, I needed to see the Mechikabura to stop the 3 drop Goku, and I couldn’t find it in time. He ended up playing 4 catastrophic blows on me on his Turn 5 and I lost before I could awaken.

Round 2: Blue Baby (JT?)- Win. This seemed like a decent matchup for Dark Broly, playing a bunch of 6 drop 30Ks that are difficult to interact with, you control Baby’s hand and drop with the Rare that warps, and warp their battle cards with the SR. The SCR Baby Hatch did excellently shut down my kill-turn after he tapped out, but I ended up winning it in the grind.

Round 3: Green Gotenks (Set 11 – William) – Win. This was a matchup I had a ton of practice in, and I knew how to play it out. My opponent didn’t see his Unison on turn 2, so I was able to play the match a little slower, not needing to utilize my self-awaken and letting my opponent take me down.

Round 4: Red Gogeta (Set 6 – ?) – Win. I saw mechikabura, before my opponent’s turn 3 I played it and declared Gogeta 5, this left my opponent with a suboptimal turn. My opponent also didn’t realize my big Broly cards played from drop. He self awakened and I was able to take 5 of his life on my turn 3.

Round 5: Invoker (Brian Fox) – Win. This was my toughest win of the day. Playing slow at high life didn’t work in my first round, so I tried to go full aggro, swinging, popping my 30ks to play the blocker Gohan and swinging with it, using champa doublestrikes, etc. I got very, very lucky, in that my opponent had 2 life and I had 2 swings remaining. I swung, he took the life (after debating for a long time!), and I knew if he drew into a negate I was done. On my last 30K swing I dumped my hand (I had baited out the Emperor’s Death Beam earlier) and my opponent revealed his last life, which was the Toppo. If he had ripped the Toppo from life instead I would have lost.

Round 6: Dark Broly Mirror (Cedrick, from Quebec) – Win. I went first so had an advantage. He played the deck well and I was happy to play a Broly near top 16. Unfortunately, I feel he attacked me too many times early (taking me down to 4) so it let me awaken first, whereas I held off and only attacked with my leader to draw. Otherwise we both had the exact same playlines for the first 2 turns. I ended up getting Mechikabura out first and declaring “Dark Broly 6”, then started a rampage forcing him to awaken defensively. On my opponents next turn, he tapped out with 2 life (if I recall correctly) after also playing Mechikabura on me. Armed with a Champa I swung with my leader, he powerbursted, as I was unable to play a Dark Broly I used my leader skill to draw and found a Mira, Creator Absorbed. I played Mira and swung for game.

Round 7: Red Gogeta (set 11 – Eric Sellitto) My game with Eric was a blast. He did very well with Red Gogeta and it was close. Eric had an unlucky whiff off his leader swing, and didn’t want to awaken defensively so had to take a bunch of damage and was put to 2 life. Mechikabura was again clutch as I declared “Gogeta Br 5” on his turn 3. I sparking negated all of his big doublestrikes to keep my life reserve high, and swung with my leader after my 30K got hit by Violent Rays (stopping me from pressuring with Dark Brolys). Unfortunately he used Wolf Fang Fist to -15K my leader. He had 5 cards in hand, and I couldn’t risk him using afterimage technique on my unison swing. So on the leader swing I combo’d 3x 10Ks from my hand (including a Champa doublestrike) and every 5K I could, I think I got to 55k. My opponent had already used 2 supercombos so I knew he would only have a max of 2. Luckily, he only had 1, and I believe he could only get to exactly 55k.

Standings: I ended up going X-1-0, ending up 5th overall out of 120 registered players.

Top 16

Here is a snapshot of the Top 16 (courtesy of Carta Magica). I looked at a few of the lists, and I’ll say the fact that 2 very different Bulma lists (Bulma Gogeta Br and Bulma Earthlings) made it to top 16 was surprising, but I can see how its a strong deck in BO1. Vegeks was not surprising to see in top 16 as I still think its one of the strongest BO1 decks, if not a little RNG reliant. Invoker remains very strong against slower matchups, and I was surprised there were only 2 Gotenks, but I suspect this is due to list-tailoring (I know I tailored mine to deal with it). Its not surprising that only 1 Dark Broly made it into Top 16, given that it was only 6/120 players, but I’m happy that it was my list. Now that you’ve seen the top cut, I’ll talk a little about tournament prep, and then webcam issues.

Tournament Prep

My friends and I discovered this tournament was open registration on Thursday, Oct 15, 2020 and started making our decks. I was either going to bring Pilaf, which I piloted in the Channel Fireball tournament last month, or Dark Broly, which I had newly built but was having difficulties with. As far as listbuilding, I reached out to Facebook groups, Paul Demos of Team AOD, and my two locals players Donnie and TJ, who basically taught me how to play. The bottom line at this juncture, is REACH OUT. Ask people you’ve seen pilot the deck on stream or on Youtube videos, ask your friends what they think about your lists, ratios, etc. It was TJ who convinced me that I needed to main-deck Mechikabura, and I won every game I played it in. It was priceless advice. Donnie convinced me to add a second Champa and just increase my deck count, and I was stoked I did because the second doublestrike came in handy on multiple occasions.

Test against meta decks. If you don’t have the cards, proxy them, put them in the hands of some of your friends who are adept players and play against it to find holes/weaknesses in your lists. With Dark Broly I found I had no early game defense, and threw in Time’s Judgment and Petrification so that I could slow down early aggro and have an outlet to get value out of all the 0+0s on the unawakened side.

Watch gameplay, watch it on streams, youtube, your friends playing, etc. You need to learn plays, misplays, and either make mistakes or watch other people make mistakes so you don’t reproduce them! Example, don’t dump on a non-barrier battlecard doublestrike because your opponent can easily remove it mid-battle, save your Champa dumps for the Leader and Unison swings. Test multiple decks to find something that will give you the best results in the tournament restrictions (BO1, BO3, etc) and with the meta-call. We knew Gotenks and Red Broly would be prevalent going in.

Test your build for consistency. Ask your friends what they’d change, consider what your “flex” spots are, make sure you know what cards to charge in what scenarios, and make sure you know what’s in your deck. You should have a rough understanding of every card in your deck and how many you run in a tournament, you need to be able to review your hand and drop, and be able to make a determination on what’s left in your deck and life for you to draw into that might be able to assist you. Practice going first and second so you can learn your playlines.

Webcam Format

Obviously, this is not the most competitive format of the TCG. There are problems associated with camera cutting-out, not being able to see your opponent’s hand, not being able to see your opponent’s life, and more. I’ll give a few tips, and maybe some anecdotes.

-Ask your opponent how many cards in their hand and in their life in every one of your turns. This lets you know if they are adding/subtracting extra cards from their hand, and can help you make decisions on whether to dump your hand (I dumped on a doublestrike when I thought I had game on one occasion, only to find out my opponent had 3 life left! What a scare that was);
-Ask your opponent how many supercombos are in their drop area. This gives you an idea of the total combo power they might be able to muster and will help your math;
-If you think you missed something or there was a misplay, ask your opponent to repeat it, or ask the question about the card. In one game I had an opponent tap a blue energy for the invoker skill, and just asked if they were paying the full cost, he then realized he had accidently rested the wrong energy. It happens, and you should be understanding. Another game an opponent lost because he didn’t know my Dark Broly cards could play themselves from drop. If he had asked I would’ve read the card out;
-Relax, its about having fun. Some people are going to be less-than-savoury, some people are going to rule-shark, some people will let you take an honest mistake back. These are webcam formats… Appreciate the inherent issues and make the best of it you can. Getting mad or upset is just going to sour it for everyone. Have fun and talk with your opponents. I had a blast getting to know Cedrick and Brian Fox, as they both chatted with me for a bit after the game. Its nice to put faces/voices to people in the online groups, as really, we’re a global community.

Closing Thoughts:

I thought Carta Magica did an awesome job. The tournament was run fairly effeciently, there were judges on-hand, they answered questions when asked, they were up-front about prizing being delayed. I honestly had a really positive experience in both of my webcam tourneys, and look forward to playing again. Until then, Keep Ballin’!

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Set 10 Synergy: Raditz, Brotherly Hate!

What’s up Ballerz!? Today we are going to take a look at my current r/g Raditz brew. Want to learn how to control your hand while blocking or deflecting attacks? Deter your opponent from comboing on you entirely? Granted, there’s 3-4 cards (1 ofs) that I still want to test with to see what I prefer, and you’ll see that in the list. Cards in the side are alternative options I’ve considering as well. Anyways, let’s get to it!

The List/Gameplay

To see the full list: http://dbs-decks.com/#!/deck/323713

To see the deck in action: https://www.youtube.com/watch?v=z1yNvJ6ivy4

The Leader:

Our leader is Raditz/Raditz, Brotherly Hate; and boy, is he garbage. No draw, at all, not even when you Awaken. However, when Raditz attacks a leader (and only a leader…) he makes your opponent warp a card from their hand, this is very powerful in combination with other hand control and the Magnificent Collection card Raditz, Ruthless adversary. Raditz also has a ‘pseudo’ draw on his front that lets him search top 5 for a red or green Vegeta, Nappa, or Raditz card. That’s it. So if the deck looks janky, its because there is a bunch of targets. We need to hit targets to 1) thin the deck, 2) load your drop. I originally intended to run the leader with overrealm and drop-stacking cards, however after testing the Broly, Tragedy Foretold engine I really liked the synergy between Broly, Bardock, and Raditz’ hand hate. I typically take most hits, barring critical, until I am at 4 or 3 life. I want to stay on my front as long as possible to keep generating value from pitching cards and keep warping cards from my opponent’s hand.

The Broly Engine:

Our main engine in the deck is Broly, Tragedy Foretold. Essentially, the engine works like this. Broly, Tragedy Foretold is an absolutely busted arrival card that can only be played if Dormant Legend is in the drop. The reason for the Nappa supercombos and Raditz r/g in the deck is to pay the arrival cost with 1 card instead of two, though we are also running a red Vegeta negate that can be used for red. The big problem with Dormant Legend in the deck is that it can clog your hand. Thankfully, Raditz has a natural way to pitch cards in his hand with his activate main on the front side, letting you put Dormant Legend in the drop for ‘free’. Otherwise, if you have a red/green multicolour in your energy, Bulma, The Problem Solver’s cost gets reduced to 1, and when she is played she can dump Dormant Legend or another red or green extra card in the drop from your deck to draw 1. This gets you consistency with seeing Dormant Legend in drop, and you want to play cards that let you draw in this deck because your leader can’t find Broly with his search skill. Originally I was running a 3/2 split of Tragedy Foretold and Rapid Barrage, but recently went to 4/1. I might bump Rapid Barrage back to 2 if I can find some room in the future.

Unison Synergy

We run 4 unisons, SS Bardock Paternal Unison. Bardock is an excellent addition to Raditz’ game plan, but isn’t essential to win the game. Bardock has an auto skill that when your opponent combos, you can choose 1 card from their Combo Area and send it to the owner’s drop, then if you do you negate the skill for the turn. This is huge, because Bardock’s auto is optional. This means you can wait for the right card to send from the combo area to the drop, and you can use it on either player’s turn. In combination with his activate main +1, you can easily take 2 cards out of your opponent’s hand every turn. In a pinch, he has a -3 skill that can also help you when going for game. If you wanted to edit the list to include Unison searchers, I would suggest “Bulma, Life on Namek” as she can find 3 cost or less mono green saiyans which is the bulk of the deck. Newfound Power Gohan has excellent synergy with the Unison, as you can play him, self awaken, swing for 15k Critical, and if your opponent tries to combo out you can send the card to the drop area. Once you’ve swung with Gohan, you can then activate main with Bardock Unison to deny your opponent a ton of resources.

Warp Synergy

Now for the big ones, warp synergy. What makes this deck playable is Raditz, Ruthless Adversary. Ruthless Adversary lets you draw 1 for every 2 non-black cards in your opponent’s warp on play (terrible against Vegeks, sadly) or self awaken and KO a problematic 1 drop. Because of this skill, we want cards that synergize with warping your opponent’s cards such as Vegeta the Cruel, Remote Serious Bomb (or Xeno Goku, which I might replace RSB with but for Syn Shenron decks),and Raditz Arrival of the Invader. These cards double as utility techs for the deck, as Ruthless Adversary can be used by the Unison, Arrival of the Invader can be a free R/G arrival combo, and Vegeta the Cruel allows you to control your opponent’s board and hand.

The Mulligan:

On your opening hand, you want to see at least 1 R/G card to charge (ideally not your super combo), a Unison, Roshi, Dormant Legend, Broly, and Cell’s Kamehameha. Obviously you won’t get the ideal hand every time, so keep in mind the following:
-You want to charge R/G on T1 or T2
-It’s probably safe for you to put back all of your search top 5 targets (Raditz cards)
-You want something you can pitch with your activate main skill, be it Dormant Legend, Master Roshi, or a battle card you won’t worry about losing.
-Don’t put back Unisons or Broly cards, even if you pull 2. (At 3, you probably can).

Playlines:

Turn 1 you want to charge a multicolour, use your activate main skill, swing if applicable, and pass. On your activate main, look for either supercombos or Vegeta the Cruel.
Turn 2 on you want to charge mono green (Don’t charge red!), and keep building your drop. You can usually pass with all energy up to arrival or Vegeta the Cruel, or spend 1 for a raditz or bulma and sit on a Cell’s Kamehameha/shocking death ball for defense.
Turn 3, ideally you are at 4-5 life and you want to play your unison for 2 and a 1-cost. The reason we want to play the Unison a little later is it is more likely to be ignored by your opponent, and we want your opponent to swing at the Raditz leader for the first few turns to boost our hand size. Use the activate main with the Unison and remove the 1-cost card. If you don’t have a Unison, sit on energy for defensive plays.
Turn 4+ I usually will stop charging until my kill turn. We want our opponent awakened early as well. If they are, and Raditz isn’t awakened, I would swing at their leader with 10K Raditz to keep them warping cards without gaining advantage.Once your opponent is at 3 life, you want to start positioning yourself to take the game, either with Broly arrival swings, or a triple attack unison. If you have Focused Breakthrough, it is an excellent out to Toppo or other floodgate negates. You always want to save your awaken to use defensively, because tapping out could mean death. At this point, your opponent will probably have 4+ cards in warp, and I would also start playing Raditz Ruthless Adversary to out-advantage them and take the game.

That’s it. Hope you enjoyed my article. If you have any questions about other techs in the deck (R/G Vegeta and Trunks for searchable board clearing, for example) please feel free to let me know in the comments! ‘Till then, Keep Ballin’!

36 Chambers: Mastering Sequencing with Nick Menard

What’s Up Ballerz? I had the pleasure of getting some tips from Team Berserk’s (my team!) Nick Menard. Nick has a very unique perspective given that this is his first foray into card games and he only started playing DBS in Set 10! So continuing my 36 Chambers series we’re going to hear how he’s learned to sequence and master a number of decks in a relatively short time.

This series was inspired by the Shaw Brothers film franchise, and looks at teaching lessons about the DBS card game through learning from others!

Nick – Team Berserk

I’ve known Nick for about a year now. He’s one of my most frequent playtesting partners and a very strong player in his own right. Nick is actually the one who recruited me for Team Berserk! Being the Bandai Webcam Finalists Champion with Cell Surge (Frieza Xeno Chain) and was even interviewed by Egman. We unfortunately played to a 1-1 draw in PPG’s webcam PPT Qualifier #3 and since I have known him, he’s a consistently winning/topping locals player in a number of weekly Canadian tournaments. Nick plays in online tournaments weekly such as 3 Kings Loot, 3 Mana, and Upper Hand, come join in on the fun if you are a Canadian player!

You can hear more from me and Nick by checking out our videos on the Team Berserk Youtube!

Sequencing

As someone with a record of strong performances for being relatively new to the game, I thought this would be a great opportunity to pick Nick’s brain about sequencing. Its worth noting, Nick plays a lot of deck that are sequencing-heavy (Cell Surge, Mecha-Frieza, Gogeta Xeno) where a miss-sequence or incorrect read can cause you to leak massive amounts of advantage.

“Sequencing is different for each deck, for Cell Surge, the end goal is the same [get your opponent to low hand size], but the sequencing for example is based on what I have in my hand.”
-Nick Menard

To really dissect this point, you need to identify the ‘goals’ for your deck, and how you can properly sequence to obtain those goals. For example, in a deck like Cell Surge, you want to be top 5 searching your unisons, Frieza Counterplays, etc. and ditching your Ribriannes and multicolour Cell cards so that way you can maximize your value from the drop area. In Gogeta Xeno, you want to take your turn 1, hopefully have SS3 Gogeta, Thwarting the Dark Empire, warp 5 cards to try to get a Goku and Vegeta in warp, then union-fusion to draw a card and board a doublestriker. If your opponent has a non barrier battle card, even one in rest, it would normally be correct to attack with your leader into the battle card first, but here you might as well swing on their leader, because SS3 Gogeta will warp the battle card anyway when it attacks due to its auto. This is just a basic ‘idea’ of early game sequencing. You will want to understand what your decks goals are for early game, mid-game, and end-game, and sequence accordingly.

“[In some decks], you just have to know the matchup.”
-Nick Menard

Sequencing can have the same themes or goals, but vary significantly. For example, in the Cell Surge v. Mechikabura matchup, you might have a Ribrianne and Multicolour Cell in your hand, in this case its better to drop the Cell off your leader skill, that way you can immediately warp the Cell to draw. If you drop the Ribrianne first, you run the risk of the Mechikabura (or Dark Broly) opponent interacting with your drop area and warping your target before you can get the skill. This, meaningfully, is a reminder to attempt to sculpt your opening hand, mulligan, and plays according to the matchups you have.

“What you have in your hand is going to dictate what you have to do… You don’t just tapout and Ribrianne, you tapout when you have enough cards that allow you to safely do so.”
-Nick Menard

A lot of decks have clear plays/big plays you want to make for value. What separates a good play from a misplay is knowing the optimal time and circumstance. For example, if I am playing Blue Baby I always want to resolve Majin Buu Unison on Turn 4. Lets say I am against a Soul Striker deck that has 2 mono blue energy untapped, I know I’m safe to tap 4 for my Buu unison, as my opponent misplayed and left 2 blue up instead of a blue and a yellow. Likewise, as much as I may want to attack to draw a card before playing anything, in this circumstance its better not to, as my opponent could senzu bean or dimension magic to fix their energy.

In the alternative, if my opponent has a blue and yellow energy up, I know he could have the Zamasu counterplay live and if I tap 4 for the Buu unison, my opponent can bounce it likely costing me the game. The correct play here is to pass and play it on turn 5 by tapping 5 energy. Otherwise, if you want to make a big play that you are unsure of, you need to be sure that you will not be subject to a clapback and lose because of it. This is a tiny element of sequencing that can mean the difference between a Win or Loss.

Getting the Ball Rolling on Sequencing

Sequencing starts with deck building. It doesn’t just happen.
-Nick Menard

Taking this into consideration, you should have some semblance of the deck’s plan or goal while you are building it. For assistance in deck building and ideas, I highly recommend you take a look at my previous article with Hermit Style. Once you develop a vision for the deck, and understand how you want to play it, you can start learning the sequencing.

Learning to play control is understanding what you are up against, its being able to control by knowing your opponent’s deck, and knowing how and when to say no.
-Nick Menard

Not only should you be learning your own deck, but if you want to play competitively you should have a good idea what other meta decks look like. I have a wealth of previous content on these subjects and its best to follow your favourite content creators to stay up to date on topping decks and lists. Being aware of your opponent’s curve, what they are playing, etc. can help you learn to answer them, see my previous Baby/Soul Striker example.

At the end of the day your deck is going to be different after each set, and the meta is going to change after each set... With some matchups you can get away with being lazy. More experienced players are going to be able to out-sequence you, and you need to be alive to what the opponent’s decks are capable of .
-Nick Menard

As previously discussed in other articles, staying ontop of the evolution of your deck and the meta will help guide you towards how to change your deck and sequencing lines for the meta. As well, watch gameplay from tournaments, other players, etc. to see what decks will do or what the playlines are so you can adjust your own sequencing to accommodate.

Practicing Sequencing

“You’ll have a better match and learning experience if you play against someone else, asking questions and challenging each other’s decisions to force you to explain why you made the choice, but also debate which choices are more optimal. The goal is not to leak value, and it is best to have someone else discuss these options with you.”
-Nick Menard

Whether you practice your own list or a topping list you took off the internet, you need to practice its matchups to do well. Nick will try to find an able opponent or play against himself with decks on Untap to practice optimizing and playlines to improve his skillset.

“Do not bring a deck you are not comfortable with to a Regional.”
-Nick Menard

If you want to play in a competitive environment and succeed, it is better to bring a deck you know the matchups for than a deck that may be considered ‘better’. Understanding the wider meta will be infinitely better than playing a ‘brute strength’ deck and for me personally, I have a style of play I like to stick to and do best with decks that embrace my control/value style of play. This should always be in your mind when prepping for an event.

“Not just playing with your deck, but playing against the top deck of each colour, and understanding your sequencing and lines of play. That’s how you top an event.”
-Nick Menard

When you want to do well, you should prep yourself by practicing against other players and decks that are both favourable and unfavourable so you can get a feel for different matchups, specifically if you intend to top an event! Remember, don’t be ‘imperfect’ if you can avoid it!

Philosophy

Life’s battles don’t always go to the stronger or faster man. But sooner or later the man who wins, is the man who thinks he can.
-Bruce Lee

In life and in Dragon Ball, knowing your playlines, goals, and how to achieve them is certainly an assist on the way to success. You don’t necessarily need the best deck, the most expensive cards, or the strongest strategy if you can outplay your opponent and nail the fundamentals of how you are going to play your matchup.

“Relax and calm your mind. Forget about yourself and follow your opponent’s movement.”
-Ip Man

There is frequently a ‘sword’ and ‘shield’ analogy in DBS. You can be the proactive ‘sword’ or the reactive ‘shield’. It is difficult to identify when you need to switch roles, or what role you should play in each matchup, but a lot of it is defined by your opponent’s deck and first turn, look at what your opponent charges, what their leader is, and try to discern which route you need to take to maximize your playlines.

“Knowledge, know the ledge to where your heart is or fall off into the internal hell that’s uncharted.”
-Wu Tang Clan

Don’t get lost in your game. You need to be able to identify a misplay and recover to get back on track. Know the order you should be playing your battle cards, unison, and leader skills, then plan your turn accordingly for maximum value in each matchup.

Conclusion

Sequencing for every deck is different, but once you learn it the end goals are usually the same. You need to prepare for sideboard, aggro, etc. Sequencing starts with what you charge on turn 1, and could even lose you the game against an aggro deck by charging an important negate, so to be more competitive you should consider everything as you move forward and test your deck. I’m glad we could get some tips from Nick, he’s one of the best players in Canada and I’ve been learning Surge Cell from him, its a great deck and you’ll need to understand how it works so you don’t get caught sleeping. ‘Till then, keep ballin’.

Going Rogue: Chilled, the Pillager – 3KL Locals Winning Deck!

What’s up Ballerz?! Today coming at you hot with what I think is the most underrated deck from Set 13, Chilled, the Pillager. Being a cute pirate with a bit of a tummy, I’ve always enjoyed Chilled’s aesthetic. Now with so many good Green engines, I wanted to give him a shot and talk about some interactions. For more great articles check out my Lessons series!

The List

Check out the list here.

For full disclaimer, and with respect to the tournament the deck won, we were playing as if the Leader could gain Revenge, which we now understand it cannot (FAQ Below. Super Lame). That being said, I don’t think there would’ve been a huge difference one way or the other in any of the games I’ve played (outside of testing) as I had hand advantage in every game I’ve won. I still think the leader is good, he just isn’t snapped/the best Green Leader in the game, which is what I was thinking prior to learning that Leaders can’t gain revenge.

Cards that didn’t perform as well as I wanted were Paragus the Sacrifice, Cabira 1 Drop, and Tapion got occasionally cloggy if I drew into them all at once so could go down to 3.

Regardless, this is a very fun and interesting leader that rewards good tempo play and will help you learn looping and efficiencies while you play. The cards look great, as a bonus. By dropping Dormant, Zamasu, and the Ape SCR you can severely budget this deck, the best part is none of those cards are really needed.

Leader

Front side is terrible, and if you are bad at resource management he can have trouble because you can starve yourself while giving your opponent too many cards, it has to be measured swings. It’s important to note you have to play a token on swings, and the tokens gain a skill so they aren’t skill-less. I typically only swing with my leader twice on the unawakened side. You want to awaken as fast as possible typically, because the backside is where this leader really shines. The awaken is at 3 life draw 2 untap 1, like Syn and Reboot Gohan, which is very strong! It lets you get a bit more of a hand size and a play extension.

So what makes him good? His activate main. Because it gives 2 “Chilled’s Army” cards +5000 power and revenge until the end of your opponent’s next turn. That’s right, you become a 20K Leader! BUT UNFORTUNATELY YOU CAN’T GIVE YOUR LEADER REVENGE, WHICH IS WHACK, BUT OH WELL. That’s wild. Otherwise he’s the same but he draws now.

You typically want to awaken on the turn you can push your opponent to awaken as well, you want to push your opponent by when your opponent is at 10K swinging on them first with your tokens, then with your unison, then with your awakened leader, than you can give the token your leader plays and your leader +5k from the activate main and either pressure again with the token or leave it in active for potential blocks with Cabira, the Beseiger which we’ll get to next.

Chilled’s Army Engine

The Unison is both your self-awakener and finisher. It is also surprisingly tanky. You don’t really want to play it if you know its going to get cracked on, it can be a good turn 1 play and after you start boarding your blockers its very decent. It’s +1 takes a life and plays a token at the end of the turn, then its permanent can ditch the token instead of taking damage.

Cabira, Feigned Greeting is another self awakener that gives him +5k (also making him a Cabira the Beseiger target for crit, yay!) Great to play on your awaken turn. Cabira the Beseiger is nutty, I’m debating bumping him up to 3. If you are on the front side of your leader or at 10K for whatever reason he can be a free senzu bean if you combo with him, giving your leader +5k for the turn. Otherwise he can be a great tool to give a token critical or blocker for pressure or defense. Very, very underratd card. If your opponent starves you or stalls you, its also decent to play Cabira for 2 and give your leader crit/+5k on his front.

Chilled the Assailant is a fun barrier removal card that doubles as a green “Obuni’ buffing 2 tokens a turn. In practice I haven’t played him more than once but he’s excellent on theme barrier removal.

Looping Healing Pod

Because we don’t draw on the front you realistically want to play a resource game. A huge boon here is Healing Pod, typically you want to turn 1 healing pod, then afterwards play Zarbon by discarding Ribriannes and draw 1 or use the Tapion activate main to draw 1, then at the end of the turn play him from drop to draw 1. Draw 2 and 15k blocker for 1 energy, or draw 1 and 5k blocker that makes your opponent discard for 1 energy, and then sitting back on a 20K leader is very powerful. A reason we want to run the Paragus supercombo is to get deeper deck-digs and to filter out dead/non combo cards from hand.

As a bonus, you can use “Paragus, the Sacrifice” to pop Zarbon, draw, then make your opponent discard, then play Zarbon again and draw from healing pod in slower matchups!

Ending the Game

You really have to grind with this deck, if everything goes as it should, by turn 4/5 your opponent should have less than 7 cards in hand, and you should start outpacing them, when your opponent has 5 cards or less is when you want to ‘go in’, the best way to do this is by using value engines and trying to keep a few tokens on board so you can -3 on your unison, give your tokens +10k and randomly make your opponent discard, and then go in. Cards that help you grind are Zamasu, Ribrianne (especially good with looping Zarbon), and Cell’s Earth Destroying Kamehameha, which can be tossed on a token for a huge threat or be used defensively which when combined with your leader skill can get you to 35k.

So between the Leader being able to Draw 1, play a token, and then give himself +5k for your opponent’s turn on the awakened side at no disadvantage to hand size, I think Chilled is really underrated!

Alternate Build Considerations

A skill-less build with Pan to give the Leader blocker and gain a bunch of markers could be decent, especially if there’s good new spirit boost support. Basically, you can get a free 20K block every turn when you awaken to defend your battle cards or unison, and then keep your hand size up by adding back skill-less cards. Alternatively, the DB3 Hirudegarn Engine might be a good fit, although I don’t know if the deck draws enough… The Green Hirudegarn engine does a lot of combo and filtering, which can get wasted a lot of times because the beaters in the deck already have pretty good attack power, this way you can combo your cards like Tapion that ko’s Hiru and Hoi on tokens to make them more threatening. Basically any green engine will be good in this Leader. I’ve tested this and a much larger ‘core’ Chilled Army build and I don’t think the Chilled Army cards get you enough value. I’m intending to try Machine Mutant tokens and Planet M2 after I get tired of the hand control build!

Matchups

I believe in this tournament I played against Majin Vegeta, Android 21, and Mecha Frieza. I know I played the deck again 2 days later and played in another tournament where I went 1-2 losing to Dark Broly and King Vegeta. Unfortunately, the deck struggles against lists that can amass a large hand quickly while controlling your board. King Vegeta and Dark Broly were both deleting multiple tokens per turn, clearing my unison, and attacking me with big cards early game. Unfortunately Chilled needs some set-up so these matches are not favourable.

Conclusion

Don’t always write off a deck! This one flew under the radar, has access to a 1 energy +5k for your opponent’s turn, a free ‘senzu bean’ skill on the unawakened side, and a number of good support cards. Also, spamming tokens is crazy fun. Till next time, Keep Ballin’.

Set 14 Strategy: Returning from Hell with SS4 Goku!

What’s up BallerZ?! By request today I’m looking at a list for SS4 Goku, Back From Hell! This looks to me to be the more intriguing of the two yellow archetypes released. Though I really dislike his unison, I think the pseudo-hand extension and interactions with new mechanics will make him a very fun deck to pick up.

The List:

https://www.dbs-deckplanet.com/deck/6357

As always, this is a theory crafted ‘budget’ list with side deck options that include alternate ways to explore the deck. Something you can quickly pop in a game with and test the mechanics after reading the article.

The Leader & Unison

The front side of the Leader is fairly vanilla, yellow draw 1 when it attacks. Already to me this deck leans more towards a control/value build as you don’t have to attack a Leader to draw and the Leader has an alternate awakening condition at 2 energy. Most of your awaken plays in this deck will cost at least 1 energy, and the alternate awaken condition requires you to take life down to 5, so keep note of that. We’ll go through awakeners in the next segment.

Once the Leader awakens he gets a number of outstanding effects. Firstly, his Draw 2 then Choose 1 card from your hand and place it on the top of your deck, then gaining 5K power for the battle, is snapped. This is a better skill than Surge Goku had and not only lets you filter/stack your top card with anything from hand but lets you see more cards and naturally sculpt your hand. His activate main lets you search your deck for the unison and then place a card on top of your deck. Interestingly, this allows for you to run fewer unisons as you are guaranteed to see it or search it out. In a pinch, it also lets you re-stack the top card of your deck with a card from hand. Just remember, don’t use this skill unless you are absolutely sure the unison is in your deck as if you have no target you still have to topdeck a card from hand.

The Unison itself is sub par. Letting you stack the deck has good synergy with the Leader, but the only real reason to utilize this unison is that it is searchable by the Leader and can also quickly gain markers for Spirit Boost effects, which are very important as you will likely want to Spirit Boost with your leader often.

Awakening/Topdeck Mill Engine

These cards allow you to stack and reveal and mill the top card of your deck. Firstly, A Trip to Hell is the best of the lot, as for 1 yellow it replaces itself, lets you draw 2 cards, lets you choose a card from your hand to stack on top of the deck, then mill. This means the card not only replaces itself but also lets you sculpt your hand and guarantee an awakening, also at worst it has an alternate skill for free that lets you reveal and mill the top card of your deck if you have already stacked it with a different effect and are short on energy.

If you don’t see the extra card, there are other (albeit convoluted) ways you can trigger the leader alternate awaken but they typically involve the Unison. Either the 1 drop Trunks and its own Spirit Boost effect, or the Unison putting a ‘play’ target on top of your deck and then you discarding Goten or negating with the Vegeta will also reveal and mill the top card. Obviously either of these methods are less ideal, but can still work out favourably for an early Awaken. You definitely want to mulligan for A Trip to Hell. Trunks is also another good mulligan card because it can trigger a reveal and mill, stack the deck, and/or be played if it is itself revealed and milled.

Play From Drop Targets

There are two key free-play cards that play themselves when milled, Gohan and Pan, Gohan is ideal to mill on your opponent’s turn and Pan is ideal to mill on your turn. Interestingly, given Pan’s Auto if you use it to Awaken, due to your Leader’s auto resolving after Pan your Leader will sadly lose “Critical”. Given the number of cards with blocker and positive on-play effects, I think its very beneficial defensively to keep energy up, then to negate with “Vegeta the Brawler” to reveal a card from the top of your deck and mill it, potentially playing a card such as “Self-Restraint SS Son Goku” and being able to rest an opponent’s card and also later block with a 19k body. SS4 Son Goku the Brawler is a great mid-range attacker as it can be played off of a mill for 1 energy, has doublestrike and deflect, and can KO one of your opponent’s battle cards in rest when it is played. Being able to stack and utilize the top cards of your deck for these types of skills is not only a higher-level play but lets you essentially increase your hand size, giving you more options for plays/energy consumption during either player’s turn.

Winning the Game

Very simple way to win here, you grind down your opponent and then answer their negates. Turn 4 seems like the turn you want to win, either with Leader Doublestrike or “Son Goku, Return of the Dragon Fist”. Interestingly, my reading of Dragon Fist is that if the Spirit Boost skill is used, Goku can’t be negated by battle card skills costing 7 or less, so the only battle card negate that can stop him is Baby Hatch. You can consult the rulebook to satisfy yourself, but I understand that as the skill specifies “all areas” it refers to battle cards in the hand, and that the card is considered to be in a battle when the attack is declared. This nets you a 25K dual attack doublestrike, and Spirit Boost on Android 18 Unison will allow you to rest an opponent’s blocker. For 3 energy, that’s not bad. Otherwise, your Leader is swinging for 20K on the awakened side (and occasionally with Critical) so the only thing that matters is pushing swings through when your opponent is low to win the game..

Opening Hand/Playlines

You will typically want to open a way to awaken on your turn 2. Your first turn doesn’t matter much, you could even keep an energy up for Power of a Super Saiyan. I wouldn’t play the unison as it will give your opponent a target to swing at without netting you anything.

Depending on the matchup, Turn 2 you will likely want to awaken, then either threaten or start setting up to defend your Unison. So you will start the turn by using “A Trip to Hell” draw 2, topdeck Self-Restraint SS Son Goku, the Gohan Blocker, or any other card you have available to awaken. The reveal and mill will let you trigger the play, then awaken with your leader, untapping 1 and drawing 1 energy. Now, you should either have a blocker handy or setup for a blocker handy. It is also nice in these circumstances to have Frieza Army Reinforcements handy, because you can tap out for a ‘safe’ negate and then also board a blocker to defend the unison. In any event, whether you have 1 energy up or two, you would want to swing with your leader, draw 2, and ideally topdeck another free play target. You can then spirit boost and play another card, alternatively, instead of the unison you could save energy for the 1 drop Vegeta negate and play a card from top of the deck through that route as well.

For the mid-to-end game, you want to free play from mill cards such as “Pan, the Brawler” to give your Leader Critical and deny resources, pressure with cards such as “SS4 Son Goku, the Brawler” to attack with doublestrike, play from the top of deck as much as possible to keep hand advantage, and ideally win on the ”crackback’ or by pressuring with Dragon Fist. It would be easy to modify the deck for more aggro or control depending on your playstyle, but I think the engine lends itself to a grindier match given the hand advantage and fact you will be spending energy to advance your game state.

Honestly, what this deck can do for little to no energy is actually impressive. Your Leader Spirit Boost lets you mill and reveal, potentially playing a card such as “Pan the Brawler” which is at worst +5k combo power for free, A Trip to Hell can then play another card from the top of your deck either for free or by spending an energy and replacing itself, if you can stick 1 drop Trunks on the board you’ll get a ton of free advantage. My favourite play is setting up a blocker on top of the deck, then using the Vegeta negate to reveal and mill it thus setting up a more defensive turn for you!

Alternate Tech Considerations

See side deck cards, you could run Boujack and Apes, Planet Vegeta, HoM chain, or black cards like Fu to help close the game. Kami to board clear, SS Gohan to re-stand your blocker battle cards at the end of the turn, there’s a lot of viable options.

Conclusion

Hope you enjoyed my write-up on SS4 Goku! I think its a very unique deck that utilizes a new mechanic, almost like a controlled Vegeks-type effect. Its very neat, consistent, and rewards smart set up/plays. Let me know how you like it or what the next deck you want a breakdown of is! Till then, Keep Ballin’!

For more awesome content and tips to improve, check out my 36 Chambers series!

Regional Recap: 2nd with Blue Baby at Core TCG June 05, 2021 Regionals!

What’s up Ballerz?! Fresh off of my best Regionals performance to date, here is my take from the day! Unfortunately, I don’t have any extensive notes as this was my 2nd event with Baby so I didn’t take notes and didn’t expect to do well. I finished X-1-0. If you’ve been following my blog, you know I’ve had some rough luck, even bubbling out of Top 4 at 5th place, so it’s nice to get a top 4 placing!

Decklist

Click Here for Deck List

Just some tech choices to quickly address: 2 drop Baby has the same untap energy effect as Mechiorp, and also has Overlord. An extra Overlord is huge as it lets me recycle two Servants a turn or lets me use Servants while still on my front side. The Baby is also a 10K that can pressure my opponent’s leader. Zen-Oh supercombos are for when the Blue silver bullet cards get played. Jiren is for the blue mirror. Mafuba is for catching my opponents on a misplay (I.E. swinging with SS4 Son Goku Absolute Annihiliation, or any dual attackers). Dirty Burst and UI Goku are for Cell Xeno/Dragons, and the rest of my list is pretty standard.

Notable cards I don’t run are: the Trunks negate, I think that card isn’t very good. Gohan is better in almost every circumstance unless you have a Unison out, which in this deck is beyond turn 4. Max Power Kamehameha is honestly a card I wanted in the deck, but I didnt want to run too many black cards and it is non-chargeable and not combo power. Given that I expect the Gogeta promos to be come popular, its probably a card I will now be considering.

Top 16 (Video from Egman)

Click Here for Lists

Changes I’d Make:

Unfortunately, though Saiyan Slayer did help me win a game or two, playing it was so stressful. Not only is it vulnerable, but it costs too much energy for a card that does not win the game. This card is definitely a ‘fun’ card and not a ‘regionals’ card in my opinion. Saiyan Slayer is very spicy, but when afterwards you realize the better play was probably to pass with energy up and just floodgate your opponent, it feels bad. Its too tempting to play it offensively. Goten was in there as an additional Servant draw, but in practice every battle card I played late game essentially died before I could Overlord it, and Goten cost too much energy in the early game. I’ll probably bump up to 3 Baby counterplay instead. I’d also consider adding Kamehameha instead of Gohan/Piccolo, as its a blue charge in dead matchups.

M.V.P.s

Most Valuable Players for me were obviously Android 17, Kami (especially if you saw on stream, even though I lost!) and the Majin Buu Unison, which is the best card in the deck hands down.

Matchups/Rounds:

1 – No Show – Win

My opponent said he wanted to go apartment hunting and scooped. Kind of disappointing as I wanted to play/warmup, so having to go into an opponent when you are fresh and they are already in the zone is tough.

2 – Majin Vegeta – Win

Thankfully, my opponent went second so I could stabilize early. That being said, a turn 2 koitsukai turned this into one of my toughest matchups. I remember I only won by 5k combo power and prior to that was convinced I lost the game. One of my toughest matchups of the day and definitely my closest! I was lucky enough to be familiar with Majin Vegeta given I’ve previously played it, but my opponent was very good.

3 – Android 18 Mill – Win

Unfortunately for my opponent I was very well-prepared for this matchup. My teammate plays this deck so I was familiar with the endgame and goals. I held onto all of my cards to cancel out Frieza (UI Goku, Hit, God Sealing) and once I had bounced the Frieza there was little my opponent could do. The game went long and I think I played two Obunis on him.

4 – Mecha Frieza (Skilless) – Win

This was a very interesting deck I hadn’t played against before. It ended in a way where my opponent had to go for game on his turn 6 hoping I didn’t have Baby Hatch or enough negates and I had to negate with Baby Hatch hoping he didn’t have Swift Retaliation Cooler. Unfortunately for him I was able to resolve Baby Hatch, and if I recall correctly the Cooler was his next life. Poor set of circumstances but it was a very fun game.

5 – King Piccolo – Win

This was funny because it was the same opponent I had played the week previous at the Carta Magica case tournament. He was a very skilled King Piccolo player who was running the Vegito Unison to control me after turn 4. I was able to Kami his board when it got too wide and he unfortunately couldn’t recover.

6 – King Cold – Loss (Devin Buttersworth on Stream!)

I hate playing on stream, I almost always lose. That being said, it was a very fun game, lots of back and forth and swing-plays. I think I flubbed when I combo’d onto my Ape swing, I should have dumped my whole hand or not combo’d at all, but I was a coward. He played very well and took me out on his turn 8 after sniping the Android 17 from my hand at random prior to my Turn 7 with his 5 cost Frieza. Multiple cards with Deflect make this a tough matchup for Baby.

7 – Launch – Win

My first time playing as Baby against Launch, it was the Red/Green variant (IMO the best one). I had no idea how to play this, so props to Mike for the tips and the info on the Hermit Style Podcast, he gave me pointers on how to approach the matchup. Very simple, your life doesn’t matter until its at 2 because Piccolo will burn you, negate a lot, don’t let them build a board on your turn, swing with everything you can. If my opponent had too much energy up I wouldn’t attack, I made sure to mulligan/keep bounce cards that would deal with the Piccolo, I focused on clearing my opponent’s board and outvaluing them. He ended up scooping on his turn 6 after I bottom decked his first piccolo and bounced his next 2 back to hand.

8 – Syn Shenron Aggro – Win

This was a much tougher matchup than anticipated. My opponent was running 3 coolers. After he bursted one and used the second on a revenge big bang to get me low, I thought I was safe to Baby Hatch, surprise surprise, he Cooler’d it. I flubbed by trying to dump for game on a Unison swing, as my opponent had enough combo power in hand and board to defend, I was then on the backfoot for 2 turns but was able to win it out. When Syn Shenron goes first this is a much tougher matchup than when Baby goes first.

Overall Thoughts:

My loss to Butters was rough. I think if I had played a little differently I could’ve won. That being said, even if I went to the finals I would’ve been absolutely clapped by Cell Surge because Blue decks lose to hand control without siding. So I think my record was staying X-1.

That’s it for me. Not bad for one of my first ‘real’ events with Blue Baby. I’m going to try to make some changes and stick with it for the next one, at least until I get some Gogeta winners and can go back to Dark Broly! For what its worth, I think Baby is the best relatively cheap deck in the format. It isn’t the most difficult deck to learn and there’s lots of awesome resources. Big thank you to the folks that support me, I keep making articles and playing the game because of you guys. Let me know what you think, what the best decks are, etc., and above all, Keep Ballin’.

36 Chambers Lesson: Learning Different Decks and Playlines with Giancarlo Paradiso

What’s Up Ballerz? I had the pleasure of getting some tips from Giancarlo Paradiso, he has been running hot at a lot of major tournaments, and in contrast to my previous article with Eric Selitto , Giancarlo takes a much different view; frequently changing decks, colours, and even netdecking! So if you want to steal some tips from Giancarlo without actually talking to him, here’s an article that might give you a hand.

Giancarlo – FOE x PPG

I’ve known Giancarlo for about a year now. He’s one of the players I respect the most, has been running very hot (he got first at a recent Regional with KP and just recently won the Comic Kings case tournament!), and he is a player I can consistently learn from. He also gets major points as being one of the first content creators to ask me to chat with him on Youtube!

You can check out more from Giancarlo by following Team FOE’s team talks or by joining the Hermit Style Discord, where he and I are both active chatters! I wanted to ask him a little bit more about playing decks, building decks, and taking tournaments seriously. Literally every deck list this man plays is a ton of fun, and he has the performance record to back them up.

Netdecking

I netdeck all the time… I joke around about netdecking, I do build my own decks. I usually just message people and ask for their list, then in play testing I’ll change stuff. I think it is just more time efficient to take somebody else’s core.
Giancarlo

There’s a bizarre stigma around netdecking. The reality is, a lot of competitive players, myself included, constantly look at techs and lists that other players are running. If you post a list up online, odds are I’m gonna glance at it. I am not advocating stealing other people’s decks, that’s unsustainable and if you aren’t familiar with their playstyle might give you a loss. However, there is certainly no shame in looking at alternate lists for inspiration or ideas.

This is a crucial tip in being efficient. I usually like to build my own ‘from-scratch’ lists but I will look to others for inspiration. Giancarlo’s view here is equally valid. In terms of figuring out core ratios and tech cards, asking someone who you know is familiar with the deck will certainly help you get started. Being able to skip the initial testing/building phase can save you weeks of ‘work’ on a competitive deck.

“A great way to improve your deck building is just to keep your ears open and absorb information. Sometimes people will be playing a worse list, but a really good card that you didn’t think of.”
Giancarlo

Whether you start from someone else’s build or your own from the ground up, this is a super-important consideration. Again, looking at other lists can be super helpful! Maybe you’ve seen an interaction that I didn’t think of, or maybe seeing a tech-card in your list will improve a matchup I have that’s bad. Watching people’s tier lists and seeing what others are playing is another great way to stay on top of the game!

Philosophy

If he plays the deck all the time, he’s going to understand the deck better than me. Asking for a list is going to be better than my first drafts.”
Giancarlo

This is a really simple and straightforward view that really does boil the whole argument down. If you can cut the middleman and set yourself ahead, why wouldn’t you? Don’t be afraid to ask someone for a list if you know they have been playing the deck. At worst, they say no, and you are exactly where you started. I usually post my lists all the time. Even my tournament lists I’ll post day-of!

“Use only that which works, and take it from any place you can find it.”
Bruce Lee

This applies not only to DBSCG but to life in general. There’s no shame in taking something that works, in fact, Bruce Lee encouraged mixing styles and was a pioneer of what would be come MMA on this basis. The approach here is really no different.

“There is no difference in who started to study first; the one who achieves accomplishments is first.”
Ip Man

If you aren’t a Wing Chun person and haven’t seen the Ip Man movies, I highly recommend them. Ip Man was a famously influential martial artist, and his quote here perfectly sums up the ‘stigma’ of netdecking. If you take inspiration from an existing list, but you are the one who succeeds with it, then you’ve simply succeeded.

Keeping Fresh and Having Fun

“Boy got funky fresh like the Old Specialist”
-7th Chamber, Wu Tang Clan

Keeping things fresh for you by taking form others is definitely not a bad thing. Playing a deck does not marry you to it, and many would suggest its best to try out different things and adapt what you can.

If you need help looking at lists, check out popular Youtubers, link my lessons , bloggers, etc. and you’ll get there. Popular deck builders with a huge number of public lists are:

Shenron’s Lair
Apex-Decks
DBS-Deck Planet

I play this game to have fun and I just don’t have fun playing the same deck every week. Even though I take the time to master a deck, I don’t want to play it every week.”
Giancarlo

This is one of the most important lessons. We should all play the game to have fun, and play the game the way we want to. Nobody can tell you the correct way to build your deck, or test, or play, you have to figure out what works for you. Hopefully you can learn something by keeping it fresh!

🔥

“Although I play a lot of different decks, I do play test a lot with decks I consider seriously. King Piccolo for example, I played hundreds of games. So I entered the Regional seriously and played seriously.”
Giancarlo

By playing with a lot of different decks, and then taking the time to master one deck, you can get a better perspective on how the deck you intend to compete with will perform in different matchups. Being familiar with other decks also opens you up to an understanding of those decks playlines and weaknesses. For example, I know from a brief stint myself of playing King Piccolo that a lot of the time the best early choice is to clear your opponent’s unisons, and if you can also clear their Pianos you can likely outgrind them, as without Piano or the Unison the deck doesn’t have much draw power.

Conclusion

Well that concludes my lessons from Giancarlo. Never be ashamed to look at lists. Looking at other lists, particularly winning ones, should be actively encouraged. Keep testing, keep playing, but most importantly, do what is fun for you. Do what is time efficient for you. Nobody is gonna tell you how to enjoy your hobby. Click here for a refresher on other Lessons, and let me know what you thought of this one! Until then, Keep Ballin’!

Me stumbling through self-growth.

Set 13 Strategy: Blue Son Gohan

Whats up Ballerz?! Today by popular demand we are looking at Blue Gohan in set 13! I think Gohan has potential to be a very strong generic blue leader, and there is a wide variety of routes you can take when building the deck. His core engine is relatively few cards and can provide an awesome win-con as well, or you can go a more defensive route and try to stall to a later game and win with Android 17, Turning the Tide.

The List

https://www.apex-decks.com/decks/6820

This list is just an attempt at a ‘budget’ blue list that can showcase some game mechanics and interactions using a core of most of set 13 cards, it is not a tried and true competition list nor have I playtested it to the point where I’d recommend it. I do think it’ll give you a good base to start form and uses some standard blue good cards such as D-Magic and Hit.

The Leader

Finally, another playable Son Gohan leader. He has potential at being a good generic Blue Leader as his ‘core’ engine is relatively small and is very useful, giving free play and multiple uses out of core cards, and allowing you to manipulate your energy and hand. His front side allows you to pick up a mono blue card from your energy and replace it with a mono-blue battle card (in active mode). The awaken alternate leader flip condition is triggered by his core engine, and otherwise he awakens at 4 life, with similar skills on the back except that he can draw when he attacks and activate battle during either player’s turn once per turn can give a blue skill-less +5k for the battle. While his awakened side might be a ‘weaker’ Soul Striker, the fact he has such a simple awaken condition and gives more room for manipulation in my opinion puts Gohan at a higher ceiling than most blue leaders.

Core Engine

So turn 1 you can charge a vanilla, turn 2 you can charge an “energy fortification” card and play the vanilla from energy, ramping from top of your deck, then you can awaken with your leader on turn 2! From here, you can attack, draw 1, and then replace your tapped energy with another skilless! You can play around with the skilless cards and energy fortification cards in a number of interactions, recycling them from board, to hand, and back into energy. The R and SR give you some defensive and offensive capabilities, as well as affording blue a much-desired cheap form of barrier removal. The core engine is essentially to pressure with 2-drop skilless cards, use your energy defensively, then end the game with multiple boss-monster swings.

Tech Cards

The Energy Fortification cards don’t have turn or phase limitations, meaning with supercombos like Zen-Oh, Edge of Space you can trigger their skills during your opponent’s turn to accrue additional value! Zen-Oh Cosmic Unison has a neat interaction with the leader’s skill after using the +2 whereby you can still add a card to your hand (IE: the card ramped with Zen-Oh’s skill) with the Leader’s on-attack auto but you will not be able to place a card back into your energy, thereby turning your leader into a draw 2 on attack! The Son Goku, Dad to the Rescue negate gives you a free panic-button negate that also lets you get some board presence, and more importantly in a situation where the negate isn’t viable it is a 0+5k combo piece or 10K swing to play out. It gives a ton of niche versatility in this respect.

Alternate Considerations

Intersecting Fates can give you something to do with the extra energy ramped from zen-oh, or if you don’t have a play let’s you dig a little deeper and then lets you re-set the energy you tapped with your Leader auto, then you can tap-out for a big play and still untap at the end of the turn. Chilled, Majin Buu, and Janemba are alternate blue skill-less engines that either provide additional pressure or more removal and can easily slot into the deck to take advantage of the vanillas. I know personally, alongside the above I certainly want to try the deck out with the blue Apes from the Draft Box 6!

Boujack and Gokua are non-leader restricted combo-into-play cards (think yellow Bardock Apes) that let you get some additional pressure or board control while also building a board of relevant attackers and giving you something to do with all the extra energy that you’ll be untapping with the leader skill and cards like Dimension Magic. On the alternate side, if you want to play more of a tap-out and control strategy Mira faithful servant and Mira explosion of energy is a neat way to spend a few energy and start controlling your opponents hand while swinging with a relevant barrier 25K attacker that most importantly has an “auto” negate that can get around cards that counter:counter.

Conclusion

I think Blue Gohan has a lot of fun playlines and can be built for some sophisticated plays. I think he will struggle in ‘not doing enough’ compared to decks like Blue Baby and Soul Striker, but he definitely has a unique playstyle. Once set up access to free negates and a variety of tech cards that give some control over different matchups might be enough to get a lot of wins with the deck. Try it out and let me know what works, until then, Keep Ballin!

Come chat with me at the Hermit Style Discord! For more cool articles check out my new series of lessons and tips from the most prominent players in the game called 36 Chambers!

36 Chambers Lessons: Crossworld TCG on Content Creation

What’s up Ballerz?! Today I am going to do a quick article on content creation, and I was very, very fortunate to have Joey Paladino of Crossworlds TCG provide me some tips on being a force in the community and creating great content! This is a bit of a switch in style, but I wanted to approach this series from a bunch of different angles and perspectives, and appreciating content creation and creators is certainly an important part of the game!

This series was inspired by the Shaw Brothers film franchise, and looks at teaching lessons about the DBS card game through learning from others!

How to Get More Involved in the DBS Community

Very straightforward. Join Facebook groups, Discords, Twitch Streams, and subscribe and comment on Youtube videos. I can’t stress enough how many good friends I’ve made through this game. It is a fun, expensive hobby, so you might as well have a good time and make new friends while you are enjoying it. This is a VERY important tip for staying in the game and improving your mental health in this pandemic.

Being a Content Creator and Helping to Contribute to the DBSCG Community

Though I would call myself a content creator, I think what a real content creator needs to be recognized and popular is a notable reputation as a player/market force, good quality content, originality, and consistency. Consistency is something I can say I fail at constantly, but I am really trying to get back on track! Ideally you engage with the community and foster good relationships as well. I can’t think of a better example than Crossworld TCG when it comes to this.

Joey Paladino is one of the few players who is present in so many aspects of the DBS Card Game community. Not only is he an avid Youtube Content Creator, he is a very competitive player with notable tops, currently plays on one of the best teams in the game, and offers a high quality Patreon for more competitive-minded players with extremely useful articles and write-ups.

If you are a fan of Crossworld, definitely support him in one of the ways he discusses in his Youtube Videos or subscribe to his Patreon, few if any players do as much for the community as he does! He even appeared as a guest on Hermit Style podcast in one of my all-time favourite episodes!

Listen to Joey’s Guest spot on Hermit Style!

Subscribe to Crossworld’s Youtube!

Check out Crossworld’s Patreon!

Learning from the Masters: Content Creation Tips from Crossworld TCG

Joey was kind enough to give me some great tips on how to make great content, and I’m going to provide some examples and try to give some background commentary on them.

“Make the content that you want to see out in the community.”
Joey

Take this to heart. Really consider what you intend on creating, and really ponder on what you like about the content that you absorb. It’ll help guide you in either discovering or supporting existing content creators, or becoming one yourself!

One thing I love about the Crossworlds channel is that there are awesome deck/tournament top cut breakdowns. I think this is great content that really helps players who couldn’t participate/see the lists in these tournaments and giving breakdowns really provides a nice meta snapshot for different regions and formats.

This type of content really inspired me to do my own tournament recaps where I discuss some of my matches/matchups and what I would change.

You can read my recent breakdowns with Dark Broly or Majin Vegeta for a better idea, though if you browse my posts I have tons!

“Don’t make content just to make it, if it means something to you, it will mean something to other players.”
– Joey

This was an excellent tip. If you are grinding out drawl content, you won’t appreciate it, your audience won’t appreciate it, and you won’t want to keep going. This tip was a huge motivating force behind this current strategy series, as I love giving help/tips to new players in a bunch of different areas of the card game, so this tip really hit home for me.

Another type of content I really enjoy is when Crossworld breaks down key cards in new sets coming, I think its extremely valuable to get an idea of some cards you should be chasing before the set drops and gives you a better idea of where you might want to start making trades.

“… That’s the number one thing I say when people ask me about making content.”
– Joey

Joey’s tips were short and sweet, and I’m hoping to keep them close to home as I try to revamp my own content creation via blog and Youtube.

Philosophy

If you spend too much time thinking about a thing, you’ll never get it done.”
Bruce Lee

If you want to start creating your own content, I recommend you make an action plan as soon as possible. There a bunch of guides on how to start a blog or Youtube that are probably better than what I’ll tell you, but I’d suggest you get started right away!

Make an action plan. What type of content will you be making? When will it get released? Will you have a defined format, or will it be freeflow? Do you have guests? Are you willing to invest in the proper equipment to make good quality content?

How will your content be shared? A suggestion I have is to start with Facebook groups and discords. Engage the community and let them know you have something to offer!

Are you just looking to get more engaged in the community? Join discords and start talking! DM players you like or know of and ask if they are in any discords they would recommend.

“That’s why I give you more of the Raw, Talent that I got, will rock the spot,”
Brooklyn Zoo, Wu-tang Clan

As you create new content and get more confidence, you’ll make better quality content. If you get the talent for it, keep going, and keep pushing yourself to do bigger and better things. I promise if you make a consistent effort to create high quality content, the audience will appreciate you.

Conclusion

Well that concludes my first article on content creation. As I wanted to cover something different this segment, I want to see how it hits. So please let me know if you like this type of article and I can look to gain more insight from content creators. That’s the third Lesson. Try to stay positive and consistent with the goal of having fun and creating the type of content you want to see. You won’t regret it. Click here for a refresher on other Lessons, and let me know what you thought of this one! Until then, Keep Ballin’!

Me, stumbling through personal growth.

Set 13 Strategy: Field Spam with King Cold!

What’s up BallerZ?! Today we’re looking at a draft list for King Cold! This is a leader I am very excited for and specifically, the full art foil fields are going to be awesome.

The Deck List

https://www.apex-decks.com/decks/6358

For the record, this list isn’t a tested tried and true competitive list, its simply meant as a draft budget[ish, I include options for swapping DPU below] list to showcase some mechanics of the deck!

The Leader

King Cold is very interesting in that he’s the first Leader that can play multiple Field cards, he places “King Cold’s Dynasty” in the battle area at the start of the game and the combination of the two allow you to break mechanics of the game. He has an excellent auto on his front, letting you draw and optionally self-awaken when you play a field with an energy of 2 (due to specific wording, you can only really run Field cards with energy of 2 in the deck, sadly). On his awaken side he keeps the draw when using a field card and gains the ability to place one in the drop to gain +10K in a battle once per turn, giving the leader a built-in way of recycling his fields for advantage. You want to flip your leader fairly early so you can start using his +10K to recycle your field cards as you can’t have more than 1 of each on board at a time.

The Core Field Card Engine

The core “Draw Power” of the deck is a double-edged sword. You get a ton of value for playing these Field Cards, but you unfortunately also need to play a bunch of Fields, which are not traditional combo power. King Cold gets punished more because of this than other decks with similar mechanics like UI Goku or Dark Broly. Because you can only run a certain number of fields, have limited ways to recycle them, and will generally want more draw power; Berryblue, Frieza’s Advisor is a strong choice to both boost consistency and let you recycle fields from Drop while keeping your hand size up. A New Ruler is ideal for drawing and self-awakening, as you ideally want to flip to your back side very quickly so you can start ditching and recycling fields. Unstoppable Invasion is an excellent card to use for aggression, functioning similar to Fruit of the Tree of Might for King Cold.

Core Frieza Engine

Anticipated Onslaught Gives you removal for 1 energy and lets you play a 2 or less Frieza Clan. As well, Frieza Pinnacle of the Clan gives the deck a low-cost boss monster that has built in barrier removal and hand control. Though it requires some set-up, Frieza Revived and Reviled gets reduced based on your extra cards in drop and battle area, so with ease he can become a 2-cost Frieza Clan by that reduction and can then be played by Anticipated Onslaught! When you trigger your leader skill to place Anticipated Onslaught in the drop, you can KO something with an energy cost of 2 or less and then also play Surprise Attack Frieza! This gives you a few easy and low-cost Frieza 4 drop options.

Surprise Attack Frieza can come down and swing for critical, then use the One-Star Ball, Parasitic Darkness to play Frieza, Dark Infestation on top of him! Frieza Dark infestation can swing with double strike and then activate main on himself to either grab back the One-Star Ball or cards like Dormant Potential Unleashed! With Roshi banned, this is a great way to recycle and add some consistency to the deck. It’s worth noting that Dark Infestation will not be able to grab back field cards, sadly. If you don’t own DPU, a good budget alternative is either Homicidal Clones or Shocking Death Ball!

Tech Cards

King Vegeta is a strong Unison to play in the deck as he gives a bunch of incremental value over multiple turns and ultimately can serve as a strong 25-30K finisher with relative ease. Royal Supremacy is a free negate that has built-in removal so it can also trigger Surprise Attack Frieza, Zarbon is a blocker that lets you filter your hand while building a board from Drop and is playable for free off Anticipated Onslaught, and Ribrianne is combo power that is also a good target to discard from A New Ruler to activate from drop to reduce your opponent’s hand size.

Other Considerations for Deck Engines

Alternate playstyles/Frieza Clan cards to consider are the above. Chilled can be played off Anticipated Onslaught to build a board and help self-awaken your leader, Cooler Effortless Strike is a very strong counter-play option that helps to control the opponent’s hand, Cooler, Vicious Ambush is a nice extra critical swing for 1 green energy, though I think its use is very limited. And Freiza, Demolisher of Planet Vegeta is a nice utility 1 drop (so it can also get played off Anticipated Onslaught!) that can draw a card and if played late game gives a cheap board whipe attached to a 30K doublestrike body. Definitely high value and versatility there.

If you want to go off-theme, the Goku and Tien cards from Evolution Booster is a relatively small engine (8 cards) that has built in protection (barrier/deflect) and become very strong beaters, with Goku offering optional self-awaken. Alternatively, if you want to play a more control game hand control cards like the Dark Broly Unison and green Maidens can offer a ton of value as King Cold does not need to attack to generate value, thus he can sit back and draw in the early turns, not giving his opponent any cards from life, and pick apart the opponent once he gets the field cards set-up. The Frieza/Dark Ball engine is about 12 cards above that can easily be swapped out to accommodate any of these techs.

Conclusion

I think King Cold has the potential to be a very versatile Green Leader with some interesting playlines. I think he will suffer from the same issues that Turles has, being mainly that the ‘core’ of the deck isn’t high value and takes up so much deck space. I don’t think he ‘replaces’ Turles or Majin Vegeta as the current best green decks (in BO3 and BO1, respectively) and I think King Cold will have a real problem against Aggro decks due to the high number of dead cards in hand, but that being said, once set up access to free negates and a variety of strong control cards certainly gives King Cold enough gas that there is some serious potential. Try it out and let me know what works, until then, Keep Ballin!

Come chat with me at the Hermit Style Discord! For more cool articles check out my new series of lessons and tips from the most prominent players in the game called 36 Chambers!

Set 13 Strategy: Future Gohan and Trunks!

What’s up Ballerz?! Today we’re going to be looking at one of the deck’s whose artwork I’m most excited for! I don’t think it’ll be good, but I do really enjoy Future Gohan, and I’m glad he’s finally here. I’ll be looking at a draft budget list with some explanations!

The List

Simple draft list using most of what is available in the set and some key legacy cards!

https://www.apex-decks.com/decks/6284

By no means is this list competitive or tried and true after testing, its just something simple, relatively budget, and a good showcase for the mechanics of the deck.

The Leader Son Gohan/SS Son Gohan, Hope of the Resistance

The leader lets you draw on the front on any attack, so you don’t need to attack the opponent’s leader and can play more of a control-style game. Given the deck’s access to Critical this is likely the best way to play it, trying to grind your opponent down so you can win the game with your bombs. This is also supported by the alternate Leader ‘awakening’ available when one of your yellow battle cards with blocker is KO’d. Plus, its pretty cool to play as the John Connor of Dragon Ball.

The Leader on the awakened side has some really neat abilities/interactions. The Leader not only draws on swings but can also give a yellow trunks card +5K and Critical. This allows you to pressure with your Trunks cards. Further, when you are attacked, you can use his auto to re-stand a Trunks card. Because the owner decides the order of their card’s autos in these cases, you can re-stand a trunks with ‘blocker’ and because ‘blocker’ will already be in pending and can then resolve because the Trunks will be in active mode when you resolve ‘blocker’.

Core Battle Cards

Son Gohan, Warrior of Hope is a self-awakener (sort of) in that it crits one of your own life to play a 1-drop Trunks from deck. The 1-drop Trunks the deck runs either then search for other targets or can ultimately play a 3 drop trunks upon the Gohan being KO’d. The two drop SS Son Gohan, Desperate Last Stand plays a 1-cost trunks when he activates blocker, you can then play Trunks, Warrior of Hope from the deck, and when he is KO’d you can trigger Trunks, Warrior of Hope’s auto to play a 3 Drop Trunks from deck ontop of him! This will then also let your leader awaken! It is a very cool chain of interactions, it’s just a shame the Son Gohan cards don’t have barrier.

The Trunks evolve targets are all very good! Impenetrable Defense Trunks lets you attack with your leader, give him critical, then he can attack, when he attacks at the end of the turn he will re-stand back to active mode and he has blocker! During the next turn you can use his “blocker” auto then use your Leader’s auto to re-stand him so he can block again! SS Trunks to Change the Future is another very playable 3 drop trunks, with Barrier he is certainly the safer option, and if you intend to go into the boss monster or have the 8 drop trunks in your hand he’s probably the better option to go into! Ultimately going into the 8 drop with Dual Attack, Doublestrike, and being able to Crit your opponent and keep their energy down when combining with your leader skill gives you a ton of flexibility.

Tech Cards for the Deck

Frieza Army Reinforcements is a free negate (good because you’ll be tapping out a lot in this deck) and creates another blocker to give you more defense. SS Son Goku Trusted Ally lets you re-stand a trunks with his Activate: Battle skill giving you flexibility in using The deck both offensively or defensively with your trunks cards, SS Vegeta, Trusted Ally lets you KO a 3 drop in rest mode (relevant against new android decks, King Piccolo, and Rozie) and also boards a 10K critical attacker. Although not the most relevant attacker Critical is certainly a nice skill to have and on-theme with the deck. The Future’s in Your Hands is a nice extra card that you can activate from drop for free to increase the survivability of your Trunks cards from being KO’d by big dudes in battle (such as Dark Broly) at the cost of hand size.

Alternate Deck Engines to Consider:

The tried and true Apes might be a good consideration for this deck. This deck requires a lot of ‘pieces’ of the engine in hand to function properly, and Planet Vegeta can grab most of the core for 1 yellow energy. It also has the extra ability to restand your apes at the end of the turn, so combined with Planet Vegeta either Ape is a solid consideration. Particularly, Might of the Rebellion offers another Critical/blocker for 1 energy that plays itself, which is very much on-theme with the deck.

The GT Vegeta cards are another decent choice to bolster the deck’s consistency. Vegeta the impregnable can search up to 3-cost yellow saiyans, letting you grab the first few pieces of your chain and/or unisons and counterplays. The Unison is dependant on playstyle really, I’d probably go with Unison of Fury in the present meta, but given that this leader will be tapping out with blockers and that the deck can keep energy rested, the benefit of the 5K and -4 for SS Gogeta to keep even more energy rested is worth considering.

Conclusion

This is a deck that is quite far from broken. It requires a lot of specific pieces and obvious sequencing, and it is sadly somewhat linear. That being said it has a lot of barrier and blocker, and does something new with the re-standing autos. I think it will be a fantastic ‘locals’ level yellow deck but I don’t think it’ll be dethroning Mecha Frieza or Syn Shenron anytime soon. Either way the deck uses a bunch of cool mechanics and I really like the artwork so this is likely something I’ll invest into a week or two after release. Hopefully you enjoyed my breakdown and have fun playing the deck. ‘Till then, Keep Ballin!

Come chat with me at the Hermit Style Discord! For more cool articles check out my new series of lessons and tips from the most prominent players in the game called 36 Chambers!

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