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Post by whatah on Feb 19, 2006 10:26:31 GMT -5
ok, made lots of changes to my deck:
Mastery:
Blue Style Mastery (cell saga)
MP:
lv1 Master Roshi (GT tin promo) lv2 Master Roshi (CC1) lv3 Master Roshi (CC1)
Sensei:
Master Roshi Sensei -Huh??? -Old School Beatdown
Deck:
Kami's Floating Island Defenseless Beach Winter Countryside
Namek Dragonball 4 Namek Dragonball 7
Victorious Drill Vegeta's Quicknes Drill Speaking with the King Drill Caught off Guard Drill x2 Blue scattershot Drill Z Warriors Gather x2 Don't You Just Hate That Goku's Lucky Break Fatherly Advice Trunks Reconstruction Krillin's Concentration Hero's Lucky Break expectant Trunks Dende's Help Z-warriors Band Together Unselfish Behavior is Best x2 Human Technology x2 Namek Drgonball Wish
Trunks energy Sphere x3 Blue Body Breakdown x3 confrontation x3 Mark of the Dragon Super Sayian Effect Straining Destruction Move Blue Leaving Dream Fighting x3 Blue Narrow Escape x3
Blue Terror Blue Round Throw x3 Gohan's Kick x2 Tien's Tri-Bean x3 Krillin's Heat Seeking Blast x3 Strength of the Dragon Good Advice The Luck of Trunks
Goku's Super Sayian Blast! x2 Yamcha's Skillful Defense x2 Gohu's Energy Absorption Time is a Warriors Tool Vegeta's Physical Stance General Rildo's Force Field Super Andriod 17's Absorption
lv 1 Nail, The Namekian lv 1 Piccolo, the Avenger lv 1 Pan (saby saga, energy for 10) lv 2 Gohan (Majin Saga) lv 1 Super Sayain Goko (focused Physical) lv 1 Krillin, the Friend lv 1 Yamcha, the Friend lv 1 Oolong lv 1 Yajirobe, Retired
alright, I think I need to fit in about 2 more good allies
I need good sensei deck advice
is winter countryside obsolete now that gt leveling mechantic exists?
should I throw in namek DB 3 since I run a goku's lucky break to play it mid combat? or should I cut goku's lucky break...
I wanna cut Z-Warriors Band together and maybe blue scattershot drill for memory lane(s)
blue round throw stops focused energy
good advice and the luck oftrunks want to be cut for majin's destruction and another g0dly attack
super sayain blast and Y's skillful defence are great becasue they are stopalls that cannot be spheres... when my opponent is factoring in te effect of me CS mastery it can be great to have basicly a "second acrivation" before I end combat
any advice/ tweaks would be appreciated, thanks.
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Post by allforthegames on Feb 21, 2006 19:42:00 GMT -5
I like your BR.dec but you don't have a main emphasis--deckarchtype if you will. You have a few allies, a few energy attack there, and a lot of non-combat cards. You should cut down on the amount of cards you must play during your turn only. Also, don't play dragon balls because they can easily get captured, and especially DB3, no matter what set cause they all draw 3, because you don't have a concrete fashion of re-obtaining them once they are gone. If I was you, I would make my drills and set-ups to: Vic D Vegeta Quick D 2 Caught Off Guard D 2 Blue Scattershot D Uub's Energy Drill <--key card, especially if you have a Farewell Drill Fatherly Advice Heors Lucky Break Trunks Reconstruction Expectant Trunks Namek Drgonball Wish Krillin's Concentration 2 Z Warriors Gather <--add more allies if you want to use this to its full potential
Drop all of the cards that rejuvenate because they are not very useful. Also, if you can get your hands on either of these, they would greatly help your deck out: 2 Hercule's Dream Sequence Releasing the Sword 3 Blue Android 18 Abuse <--get 2 stop cards from your deck, any ones!
Onto your attacks, in your deck I would use: Energy Lob 3 Supreme Kai's Power Hold 3 Blue Energy Transformation 3 Strength of the Dragon 3 Krillin's Heat Seeking Blast Blue Terror 3 Gohan's Kick 3 Tien's Tri-Bean 3 Android 18 Power Beam <--double all modifiers!!
Drop your 3 Blue Round throw because they are very in-utile, there are many other cards that can be much more useful than it is. For events, you pretty much got it down, but there's a few things you're missing; also, use 1-2 copies of events that are not TES/TESsy cards, cause Black Scout Maneuver is a meanie: Trunks energy Sphere x3 Blue Body Breakdown x3 confrontation x1/2 CHampions of Earth x1/2 Mark of the Dragon Super Sayian Effect Straining Destruction Move Blue Leaving <--I would use 3 of this in place of your NC combat enders Dream Fighting x3 Blue Narrow Escape x3 <--set-up card, not event PURE DEFENSE! <--mucho abusio with your mastery!
For your cards that stop attacks, I would switch around and add: 3 Pikkon's Leg Catch <--stop a phys, raise to max, and regen 3 cards 3 Heroic Stand <--regen 5 cards!!!! Blue ENergy Guard <--common stop energy, and prevent all damage of energy rest of combat Yamcha's Good Wishes <--set-up that stops all physical attacks
And, for your sake, get 3 BLUE DRAINING BLASTs. The name says it all. You can get to 1 or 0 power stages with this card!!!!
Drop your Gohan level 2 because you must be at level 2 in order to play him! Also, he's not that great, baby saga level 1 is an energy for 10. And, although none come to mind right now, there are many great allies to use. Many are promos however.
For sensei deck, use stuff such as Gust of Wind, 2 Black Scout Maneuever, Maniacal Blinding SLash, 3 You're Invited, Majin Destruction, Drills are for the Weak, 3 Brutal Knockback <--you could even main deck this card, Old School Beatdown, 2-3 Goku's Blinding Strike, HUH?!?, a couple True Face of Evil, Sucking Dragon Balls, Gohan SPots the Imposter Drilll, Black Water COnfusion Drill.
Also, switch your 3 battlegrounds/locations for 3 Dying Planet <--all cards are removed. It's a killer with SotD and KHSB. Also, if you add Android 18 from Baby saga and Marron and Krillin because Marron can search for a Krillin or A18 named card.
And, drop the DBs. They may help you once or twice, but when your opponent gets them, you're dead. You may also want to add an Eccelerated Agility Drill or two because it negates the effects of dragon balls, and when ever a card goes to the remove pile, you lose 3 life cards, which does more damage. Also, add in Initiative, Final Breath and Where There's Life There's Hope, they help a lot.
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Post by whatah on Feb 21, 2006 21:55:13 GMT -5
thanks for the input, I used to play this deck regularly against my friends' blue ally control deck and that is why the krillin's HSBs are maxed out, I used to run a couple krillin's drills to turn them into dragonball stealers but roshi sensei and blue scattershot drill are great I like how well strength of the dragon works against SWK also namek 4 has long been my favorite ball, I might move it to the sensei deck to only use in the mirror match... I'll cut a few rejuvination cards as you advise and just keep in the namek DB wish one reason I did not run many physical stops was that I would generally love for my opponent to throw physicals at me in order to activate my allies. this was long ago before many of the broken physicals that sayian blitz uses even existed but this deck, when thweaked right, could tear tapkar to pieces... I do like many of the cards you suggested that combine stopping attacks with very decent rejuvination I would just use 2 leavings becasue it can be tricky to abuse, you would need to try to use it when they attack, not get gohan kicked, then drop a bunch of setups during my turn and then attack and immediatly end combat to make them discard 6+ cards I found that 2 kicks is the perfect number to have in the deck to allow me to "go off" I might put a 3rd in the sensei deck tho... and yea my ally lineup needs help... for some reason I thought they changed the ally rule and now you can only use level 1 and 2 allies but you can drop them into play regardless of the MP's current level... I guess I was wrong, I will stick to good lv1 allies, I need to get another rare SDS trunks that has the big energy attack... I'll look around and see what I can find thanks for the advice/fix
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Post by whatah on Mar 13, 2006 11:16:26 GMT -5
alright, made still more changes to my roshi deck: Mastery: Blue Style Mastery (cell saga) MP: lv1 Master Roshi (GT tin promo) lv2 Master Roshi (CC1) lv3 Master Roshi (CC1) Sensei: Master Roshi Sensei -Huh??? -Old School Beatdown -Brutal Knock Back -You're Invited -Namek Dragonball 4 -Namek Dragonball 7 -Black Scout Manuver x2 -The True Face of Evil -Startled -Goku's Quick Save Deck: Kami's Floating Island Dying Planet Victorious Drill Vegeta's Quickness Drill Speaking with the King Drill Caught off Guard Drill x2 Blue scattershot Drill x2 Z Warriors Gather x2 Don't You Just Hate That Fatherly Advice Trunks Reconstruction Krillin's Concentration Hero's Lucky Break Expectant Trunks Memory Lane Blue Narrow Escape x3 Yamcha's Good Wishes Mommy's Coming Dear Namek Drgonball Wish Trunks energy Sphere x3 Blue Body Breakdown x3 confrontation x3 Mark of the Dragon Super Sayian Effect Straining Destruction Move Blue Leaving x2 Dazed Dream Fighting x3 Blue Terror energy lob Gohan's Kick x2 Blue Draining Blast x2 Tien's Tri-Bean x3 Krillin's Heat Seeking Blast x3 Strength of the Dragon x2 Majin Destruction Goku's Super Sayian Blast! x2 Gohu's Energy Absorption Goku Swiftly Moving x2 Pikon's Truce x2 Masterful Defense Time is a Warriors Tool Vegeta's Physical Stance General Rildo's Force Field lv 1 Nail, The Namekian lv 1 Pan (sd saga, energy for 10) lv 1 gohan (baby saga, energy for 12) lv 1 android 18 (s17 saga, energy for 9) lv 1 Krillin, the Friend lv 1 Yamcha, the Friend lv 1 Oolong lv 1 Yajirobe, Retired lv 1 king kai (energy for 5, opponent discards down to 2 if suc) lv 1 trunks (LES saga energy attack) 82 put in better allies cut out mos of the pointless rejuvination I <3 pikon's truce, it can stop any focused attack and works perfectly with the mastery. this is the best card to hold onto to stop important attacks. I now am running 5 event combat enders and 4 setup comabt enders. I also like my attack lineup, tribeam + roshi sensei + scattershot dril = 7 life card anergy attacks I still have the yamcha's skillful defense and goku super sayian blast, I really like how they complimet the mastery, they are energy combats so they cannot be sphered and are not affected by super sayian effect, and playing one to stop the opponent's first attack gives me an extra round in combat before I end it that said, since I am now running the pikon's truces I am considering cutting down on a couple stop-alls
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