Come with me, and you’ll see, a new MP of Pure Imagination…
Welcome to our next installment of First Impressions for Set 11 – Escalation!
This time around we’re looking at the Candy Man himself, Willy… I mean Majin Buu!
I know a lot of people were really excited to see what Buu had in store for us, but not many seem to know what to do with him. So let’s take a look and see what we can figure out together!
Buu’s 1st level is: Buu – Playful.
As with Majin Vegeta, we see that starting the game in F Bracket is no longer left to Super Saiyan Gods alone. On top of this, Buu makes sure that there’s no need to wait for his Named Setups to show up, as he gets to start the game with them all banished!
Well, that doesn’t seem like the right place for them. Ah, but if we’ve learned anything from Frieza, we know that getting to remove specific cards from our deck can be a great bonus at the start of the game! So let’s keep that in mind as we move forward.
This beginning level seems to be nothing but utility through and through. We get stage negation as a Constant; and a Physical attack that both raises our anger 1 level and rejuvenates 1 as an immediate effect. While it only hits for 3 stages, that isn’t exactly a bad thing. As the damage is somewhat low, your opponent is more often than not going to let it through, meaning we also will usually get the benefit of discarding a card to draw a card.
As an avid Tao player, I cannot speak highly enough of hand filtering. Don’t sleep on it. It could save your life one day. Not to mention all the great cards that exist out there that have “when discarded” effects!
Buu’s next level is: Buu – Abomination.
As with most MPs, Level Two is where things start to get more interesting. Instead of a -1 stage modifier, this time we have the Constant of rejuvenating 1 whenever we are hit with an attack. While that does mean we have to get hit, it also means that taking stage damage will allow us to prolong our lives thanks to the rejuv. Again, nothing to scoff at!
This level also bring us another Physical attack that gives us more longevity by letting us shuffle any card from our discard pile into our deck. It also dishes out a healthy 5 stages and comes with the added bonus of either raising our anger 2 levels or rejuvenating 2 on HIT.
I like the flexibility of this level. If you want to race to his upper levels, it lets you. But if you want to camp and be a pain to kill, you can do that as well! I’ll be interested to see how many people decide that staying at 2 is the way to play.
Will you be one?
For Buu’s 3rd level we have: Buu – Monstrous.
This level is just as beastly as it sounds. First off, whenever we rejuvenate we get to increase that amount by 1. While that may not seem like a whole lot, it definitely adds up over time, and can lead to a lot of interesting interactions. No doubt you have seen the posts about it running around Retro at this point. But if you haven’t, I highly suggest looking into it. There could be a lot of fun to be had at this level!
On top of that, we get an entering effect of Rejuvenating the top or bottom card of our discard pile. Oh wait, I mean two since our Constant works for this as well!
Finally, we get a third Physical attack for 6 stages that lets us search our Banished Zone for one of Buu’s Named Setups and either use its power (attaching it to its target) or placing it into play (if we have nothing we want to attach it to).
Again, this allows us to be flexible on our hate for our opponent’s board. Nothing is safe in play while you are on this level!
Lastly, we have: Buu – Steaming.
This level comes with the awesome Constant power of preventing all damage from the first attack your opponent plays each combat. While there are some builds out there that can waste throwing attacks for little value, not everyone can; meaning that you’ll get a lot of reach through this level against aggressive deck strategies.
On top of that, we have an Instant power that allows us to grab one of Buu’s Named Setups from the Banished Zone and again either use its power or place it into play after hitting with any successful Physical attack. Basically turning one of your attacks each combat into a slightly worse version of his Level 3 power. Not too shabby!
Oh, and did I mention this level comes with a 4th Physical attack! This time for 8 stages that comes with the HIT effect to banish all your Named Setups from play and Rejuvenate 3 for each card banished this way! That’s a lot of life gain if this bad boy hits.
Having a Physical attack on each level is really going to keep the pressure up on your opponents. I believe Buu is only the second villain MP to come with 4 built-in attacks in his MP stack (our favorite Redneck Robot beat him to the punch on that one)!
I’m personally very interested to see how aggressive people can get with our gumball looking friend. But we’re not quite done yet.
I’ve mentioned his Named Setups a few times, but what are they? Well let’s take a look!
Named Card #1
Buu’s 1st of 3 Limit One per Deck card’s at Buu’s disposal is: Buu’s Candy.
As with all 3 of his Named Setups, this card comes with the Parenthetical effect to banish the card it’s attached to whenever it leaves play, meaning that you hopefully won’t have to worry about that card anymore.
This card affects Setups and allows you to banish it once it’s attached to lower your opponent’s anger 2 levels and banish the top 2 cards of your opponent’s discard pile.
While certainly useful, I’m curious to see just how much mileage will come out of this one. Being able to blank your opponent’s clutch Setups will be nice, but I’m not banking on this one activating too many times throughout a match.
Named Card #2
Next we have: Buu’s Chocolate.
This version of Buu’s control attaches to Drills and allows you to banish it once it’s attached to raise your anger 1 level and make your opponent lose 3 stages.
This one will likely occur more often, and allows the pressure to continue thanks to the lose of stages. While your opponent gets to choose which of their personalities loses the stages, hopefully our next card will make that decision much more difficult.
Named Card #3
Up next is: Buu’s Cookie.
This last Setup attaches to an Ally and turns off its ability to redirect damage; an incredibly useful ability. It also allows us to banish it once it’s attached to gain 2 stages and rejuvenate 2.
Being able to use this as a resource to keep your pressure up while alleviating the pressure your opponent puts on you should make this card a great fit for all the aggressive Buu builds to come.
Named Card #4
And the card that brings them all together is: Buu’s Candy Beam.
This Energy attack costing 2 stages and dealing 5 life cards comes with the immediate effect to pick one of your Named Setups from the Banished Zone and either use its power or place it into play.
It also happens to come with 1 Endurance and the ability to banish an attached card in play if it happens to get discarded or destroyed from your Life Deck.
Like Buu’s upper levels, this card will allow you to access your Named Setups more actively in the early parts of the game. If you are running a deck designed to annoy your opponent’s board state, this card will be a no brainer to include.
But is that sort of deck really what you need to be doing with Buu? Or does starting the game with 3 less cards in your deck have a better advantage already?
Initial Deck List
3x Orange Energy Catch
3x Orange Refocus
3x Orange Juke
1x Time is a Warrior’s Tool
2x Orange Joint Restraint Drill
2x Orange Disaster Drill
1x Orange Bottle Drill
1x Orange Checkup Drill
3x Orange Meditation
2x Stare Down
1x Villainous Energy Sphere
Energy Attacks (8):
3x Orange Power Point
3x Orange Energized Push
2x Villainous Power Ball
Physical Attacks (25):
3x Orange Uppercut
3x Orange Knee Strike
3x Orange Hug
3x Orange Bicycle Kick
3x Orange Lasso
2x Orange Extension
2x Orange Enraged Bash
2x Orange Collision
2x Shoulder Slam
2x I’ll Dig Your Grave!
Breakdown of Deck Concepts
I originally thought about making this into a Dragon Ball Victory Deck, but the more I looked at Buu’s power levels, the more I wanted to explore what he can do in the word of beatdown.
We are using our level 1 start of game power to trim our deck of 3 cards and try to come out of the gates running with this deck. No Candy Beams to mess with, and no shenanigans to our opponent’s board. Just hit after hit aggression.
Those that have played against my Adept Chilled list will probably find this very similar. While not identical our goal is really only to get to our 2nd level and try to capitalize on dishing out big hits while constantly absorbing our opponent’s. If we happen to get higher than that, that’s icing on the cake, but realistically 2 should be plenty to keep the pressure up and slowly turn the game in our favor.
With Buu’s ability to rejuv after being hit coupled with his physical that shuffles a card and possibly rejuves 2 more, we should be able to make our opponent’s question if it’s even possible to kill us. All the while trying to dish out as much additional damage as we can thanks to our drills and other cards that pump our damage.
Is it a good build, hard to say. Will be be a fun build, almost certainly!
Most Adept lists are, after all.
The Candy Man Can
Thanks for checking out this latest installment of First Impressions.
As mentioned before, I will be doing a TC101 for each new MP stack once they have been revealed, so keep your eyes peeled for the poll to see which MP we’ll talk about first!
But before that though, we’ve still got one more MP to give a First Impression to. So check out next time when we take a look at the bringer of the Buu, the man behind the curtain, Babidi!
Until next time, FanZ Warriors!