First Impressions: Mr. No Chill…

Hey everyone!

I know it’s been a bit of a delay, but today we will be going over my first impressions for the tiny ball of fury that is Chilled!

As with the other First Impressions articles, we are going to be breaking down each of his levels, his Named Cards, and I will be presenting a deck list I think can help utilize his unique effects!

Stages into Life Cards into Stages into Life Cards?

Before we dive into Chilled, I wanted to go over the rules clarification that was updated in the latest CRD involving conversion from Stages of Damage to Life Cards.

The biggest thing to note, is that even though many of Chilled’s effects care about dealing Stages of damage, any damage that is converted to Life cards once your opponent has reached 0 stages on their personality WILL STILL COUNT as damage dealt as stages.

One of the examples from the CRD is as follows:

Your MP is at 1 stage above zero and is hit with an attack dealing 6 stages and 4 life cards of damage. Stage damage is dealt first, so you lose one stage. The remaining 5 stages you need to take are now converted into Life Cards of damage. You continue taking these 5 Life cards and find no endurance. Finally you must take the 4 Life cards remaining from the attack itself. The first card you discard has Endurance 3 on it, so you are able to prevent the rest of the attack’s damage by banishing it.

The final count of damage from the attack you took (for purposes of card effects) is 6 Stages and 6 Life Cards, despite some of these stages being converted.

This is incredibly important for Chilled, as many of his levels care about dealing at least 5 stages of damage. Because of this clarification, any stages that are converted to life cards will continue to count as stages of damage; meaning that all of Chilled’s attacks can still trigger these stage requiring effects, even if your opponent’s personality taking the damage is at 0 stages!

With that all cleared up, let’s dive into what Chilled is all about!

Level One

Chilled’s first level is Chilled, Familiar Foe. Sitting at the Standard 2 PUR for his Level One, we see that most of this level will be in C Bracket, with his first stage starting in B & his last stage reaching D Bracket.

Chilled’s big theme that will accompany him throughout his entire stack is the Constant Effect which converts all of your Life Card damage into Stages instead. On top of this, as an Instant Power, if one of your attacks deals 5 or more stages of damage, it is considered to deal Critical Damage and you raise your anger 2 levels! Finally, he has the Power to Rejuvenate 1. You may then draw a card, and if you do, you must discard a card as well.

As far as Level One’s go, this one is pretty terrific. Not only does it give you the ability to crit easier (having only to do 5 stages instead of 5 life cards), but it also grants you 2 anger and the ability to rejuvenate and filter your hand if needed. Chilled is certainly no slouch, it seems!

Level Two

Chilled’s next level is Chilled, Space Pirate. This level is a bit of an oddity as it also sports a 2 PUR, something I don’t believe we have seen as of yet in the game for a Level 2. What makes up for it, however is the fact that his stages are split nicely between 5 stages of C Bracket & 5 stages of D Bracket.

Again we see the “Life cards converted into stages” Constant effect, except this time it also comes with a nice little +1 stage damage bonus for all of your attacks. This level grants us our first attack of the MP stack, giving us a Physical attack which Rejuvenates 1 and is considered to deal Critical Damage if it hits! It has a base of 5 stages, yet thanks to our +1 modifier, it deals an impressive 6 stages base! If it does happen to hit, it will also raise our anger 1 level.

This level is a bit interesting. Having played with the MP a lot recently, I think it is safe to say it is the level you can find yourself trapped on the longest throughout a game. While you will be able to deal additional damage while on the level, the fact that you gain no bonuses from your Critical Damage means that you’ll have to be leveling the honest way this time around.

Level Three

Chilled, Pissed pretty much sums up this next level. Chilled jumps to an impressive 4 PUR from his lowly 2 from the last level. His stages are a pretty standard mix: 3 stages of C Bracket, 6 stages of D & 1 stage of E Bracket.

Again we have our Constant conversion power, but this time we also have the ability to crit with each attack that deals 5 or more stages of damage. Not only that, but we also may raise our anger 1 level each time we deal critical damage! Pissed indeed I would say!

We have yet another Physical Attack on this level. This time around it deals a base 6 stages of damage with no immediate effects. However, should it hit, it will gain us 1 anger (2 really from the constant effect!), Rejuvenate the top 2 cards of our discard pile and allow us to banish a Setup, Drill or Ally our opponent controls!

So this level is definitely Chilled’s best in the bunch. The ability to crit from every attack that deals 5 or more stages is an incredibly powerful tool, on top of the pseudo-Enraged Mastery ability of gaining us an anger if we so choose from each Critical Damage we deal. The hit effect on his built-in attack is also a game changer in the right place, giving you incredibly board and anger control.

Level Four

Finally, his MP stack is rounded out by Chilled, Prophet. His PUR hits the traditional 5 at this level, and his stages again are split: 3 stages of C, 5 stages of D & 2 stages of E bracket.

We continue the trend of having our conversion Constant Power and gain the same “5 or more stages” for a crit clause that we got from our last level. This time however we won’t be able to gain any anger from it. This level also comes with the rather interesting restriction of Hidden Power Drill, capping each personality in play to only 5 stages instead of 10.

Instead of an attack, we are given the Power to gain 3 stages then choose a personality in play to lose 3 stages.

Honestly, this is probably his worst level in the stack. While limiting your opponent’s personalities to only 5 stages, and basically have a PUR of “Go to Full” each turn, you really aren’t able to capitalize on the MPPV strategy that his other levels have helped you with.

Much like his Level 2, we have lost any added bonuses to our critical damage, so while our attacks feel more threatening, since having half the amount of stages makes each count twice as much, we really aren’t going to be able to seal the deal anger-wise on our own. Not to mention the Power on this level just feels really lackluster for a Level 4 power.

Chilled seems to have suffered from the same illness that Garlic Jr has, having much better lower levels with a stack designed to catapult you to your worst. Like Garlic Jr, I wouldn’t recommend jumping to this level unless you are able to end the game quickly!

Named Card #1

Chilled’s first Named Card is Chilled’s Prescience. First off, this Event has an impressive 3 Endurance, already making it feel worth the slots in your deck. It also has the parenthetical text of allowing you to discard this card after a successful attack to draw a card and have that attack be considered to deal critical damage!

The card’s Power itself allows you to Rejuvenate the top 3 cards of your discard pile, then choose a personality in play to lose 3 stages. Not too shabby of a damage swing.

So clearly this card’s parenthetical text is really where it shines. Being able to potential convert it into another aggressive card while allowing you to crit when you otherwise have no business doing so is just fantastic. However, should you find yourself behind, the actual power to rejuvenate 3 and lower a personality 3 stages (which could convert to 3 discarded cards if that personality is already at 0), is definitely nothing to write off either.

All-in-all I think this is a great, versatile tool for Chilled to possess.

Named Card #2

Chilled’s other Named Card is Chilled’s Enraged Volley. Again we see this card has an impressive 2 Endurance on it, pulling its weight both in your hand as well as in your Life Deck.

This time around we are given an Energy Attack costing 1 stage that deals 5 stages of damage. This card also comes with a plethora of immediate effects! First, we Raise our anger 1 level. Next, if our opponent happens to change levels during this combat, they are immediate placed to 0 stages (a la Nappa’s Energized Charge). Finally, whenever you use a critical damage effect this combat, you can choose a personality in play to lose 1 stage.

Oh, and did I mention the hit effect allows it to stay in play to be used a second time this combat? Meaning that critical damage effect buff is able to stack!

With so much on this card, it is no wonder it is Banish After Use!

If played at the right time, this card could spell a world of hurt for your opponent to deal with! Being able to potentially grant you 2 anger (more if you happen to be on Level 1 or 3), with 10 potential damage and 2 potential drains each time you use a Critical Damage Effect. There really is nothing bad to say about this card!

You’ll play it in every Chilled build you run, and you’ll love it every single time!

So with all that to consider, where do we go with Chilled? Well, let’s take a look:

Initial Deck Concept

MP Levels and Mastery:
1 – Chilled, Familiar Foe
2 – Chilled, Space Pirate
3 – Chilled, Pissed
4 – Chilled, Prophet
M – Red Ascension Mastery

Blocks (13):
3x Red Determination
3x Red Blocking Hand
3x Red Brace
3x Red Stop
1x Time is a Warrior’s Tool

Setups (5):
3x Red Relaxation
2x Visiting the Past

Drills (5):
1x Red Tactical Drill
1x Red Forward Stance Drill
1x Red Intimidation Drill
1x Red Oversized Drill
1x Red Threatening Drill

Events (3):
3x Chilled’s Prescience

Energy Attacks (14):
3x Red Controlled Blast
3x Red Enhanced Beam
3x Red Static Shot
2x Red Freezing Beam
3x Chilled’s Enraged Volley

Physical Attacks (20):
3x Red Pound
3x Red Power Rush
2x Red Cheap Shot
2x Red Driving Knee
2x Red Double Strike
2x Red Face Break
2x Red Heel Kick
2x Red Mule Kick
2x Red Tandem Attack

Deck Concept and Goals

So the focus of this deck is MPPV first and foremost. With only 13 of the 60 cards in the deck unable to gain anger directly, jumping up levels should be a piece of cake. On top of our Mastery granting us 2 anger per combat (1 active, 1 passive), we should be able to climb quickly.

While there were plenty of other cards I wanted to test out in this list, cards like Red Energy Outburst or Red Sneaky Strike for example, there just wasn’t enough room for everything this deck wanted to accomplish. So at the end of the day, I had to make a bunch of sacrifices to try and get the deck to where I think it could function. I still managed to get a few cards into the list that I think could be pretty spicy, like Red Determination and Red Power Rush, but ultimately I didn’t want to clog the deck with fancy cards that do little to progress the deck’s main strategy.

As with virtually every Red Deck I build these days, we have a small Drill package that helps to support the driving force of the deck. Ideally I would love to play a second Red Tactical Drill and 1-2 cards that can help tutor our Drills out of our Deck for us, but since they are not the main game plan this time around, I had to give those slots to other more practical cards.

Who Do You Think You Are to Test The Almighty Chilled!?!

And that’s our take on Chilled.

Check back in tomorrow when we go over the new Levels for Vegeta and Nappa, as well as our first impressions on the 4 “Legacy” Named cards in the set.

Until next time, FanZ Warriors!

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Theory-crafting 101: Are You A God?

Hey everyone!

Sorry for the delay on this post. I’ve been dealing with some unwanted pests in my apartment, and it has taken up a lot of my free time getting rid of them.

Now that it is out of the way however, I’ll be able to focus on the blog again and give you all the updates you deserve! And since South Kai is only a few hours away, it shouldn’t interrupt the update for Sunday either!

But enough about my troubles, let’s get into what you really came here for, Kami!

The List

MP Levels and Mastery:
1 – Kami, Earth’s Guardian
2 – Kami, Prepared
3 – Kami, Fighting Spirit
4 – Kami, Overseer
M – Namekian Radiant Mastery

Blocks (15):
3x Namekian Hybrid Defense
3x Namekian Knee Block
2x Namekian Left Block
2x Namekian Forceful Block
2x Namekian Buffer
2x Namekian Crossed Guard
1x Time is a Warrior’s Tool

Setups (8):
3x Namekian Growth
1x Namekian Wish
1x Namekian Dragon Clan
2x Visiting the Past
1x Dragon Radar

Drills (5):
1x Namekian Heritage Drill
1x Namekian Assistance Drill
1x Namekian Hospitality Drill
2x Kami’s Guardian Drill

Dragon Balls (7):
1x Earth Dragon Ball 1
1x Earth Dragon Ball 2
1x Earth Dragon Ball 3
1x Earth Dragon Ball 4
1x Earth Dragon Ball 5
1x Earth Dragon Ball 6
1x Earth Dragon Ball 7

Events (6):
3x Namekian Overtime
2x Namekian Chase
1x Heroic Energy Sphere

Energy Attacks (19):
3x Namekian Surge
2x Namekian Training Ball
2x Namekian Force Push
2x Namekian Maximum Will
2x Namekian Onslaught
2x Namekian Resourceful Shot
3x Kami’s Focused Beams
3x Optic Blast

What Are We Trying to Accomplish?

I think the ideal list for this deck was somewhere around 75 cards haha. So don’t be surprised if you find yourself cutting cards you want to play in order to build your own version of this deck.

There isn’t really a primary objective for this version of the deck, as DBV and Survival seem to both be reasonable outcomes for your match. What you really want to do is try and get to Level 3 if possible, so that you can start dishing out crazy amounts of damage.

There isn’t a ton of anger built into the deck naturally, but using your Mastery’s ability to place Dragon Balls into play during combat to gain you anger passively, on top of being able to loop your own EDB 3 should hopefully creep you along.

Luckily, Kami’s Level One also acts as a fine anchor for this deck as well, making each DB that enters play mill your opponent for 1; not to mention you can shuffle that ball immediately back into your deck to get a Styled Drill of your choice.

So depending on how anti-anger heavy your opponent is, the flexibility of Kami’s Levels should keep you relevant throughout the match, no matter what level you find yourself on.

The other thing to be mindful of when playing this deck is that this version of the deck only has a limited supply of Rejuvenation. While big bursts from Namekian Growth or Namekian Buffer may help you turn the tide, they themselves are not recurring targets. Everything else at your disposal mainly deals in a single Rejuvenation at a time, so be careful not to get too greedy with the amount of DBs you have in play once Kami’s Guardian Drill is out.

The Power is Yours!

And that’s our first take on the Legends meta for TC101!

Thanks for checking out the article for this week. Don’t forget to vote in the poll below on what you’d like to see next week!

I look forward to seeing everyone at South Kai this weekend!

Until next time, FanZ Warriors!

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South Kai Approaches…

Hey everyone!

In 12 short days at Showcase Comics & Collectibles in Slidell, LA we will be deep in Set 9 Tournament Flavor Country with the South Kai Regional!

I wanted to use today’s post to put some of my personal thoughts down as I prepare for the event and shed some light on some things that might matter for those testing over the next two weeks.

So let’s take a look at what lies ahead and see where it leads us!

The “Legacy Bonus Ruling”

So one of the biggest things moving forward towards South Kai is that Black Devious Mastery and Red Enraged Mastery have become unthawed…though with a few restrictions.

The biggest of these restrictions is that you are only allowed to use set 1-7 cards in your total 65 cards (MP and deck) if you choose to use these Masteries. Not having access to Celestial Tournament or Legends cards could make a huge impact on your decision to run these masteries!

The next big restriction for these Masteries are the MPs that are allowed to use them:

Black Devious Mastery:
Krillin, Frieza, Piccolo, Captain Ginyu, Vegeta (Villain only), Nail, Nappa, Raditz, Tenshinhan, Turles, Lord Slug, Garlic Jr, Dr. Wheelo, Android 16, Android 17, Android 18, Android 19, Mercenary Tao, Hercule, & Cell Jr.

Red Enraged Mastery:
Krillin, Frieza, Piccolo, Captain Ginyu, Vegeta (Villain only), Nail, Nappa, Raditz, Tenshinhan, Turles, Lord Slug, Garlic Jr, Dr. Wheelo, Android 16, Android 17, Android 18, Android 19, Mercenary Tao, Cell, & Cell Jr.

As you can see, the MPs allowed to use these Masteries are not currently the strongest in the field, giving them a new lease on life, but at the cost of not playing any of the FanZ cards that may help push the game further in their favor.

Finally, the last restriction for playing these Masteries is that the following cards become “(Limit 1 per deck.)”: Black Smoothness Drill, Black Strength Display, Black Memories & Assisted Kamehameha.

Limiting yourself in these ways is by no means a light cost, yet even through all this, there still might be justification in forsaking all of the new tools at your disposal for stronger Mastery options.

Decks like Devious Krillin or Devious Tenshinhan may once again rear their ugly head in the tournament scene. Likewise, the thought of Enraged Cell or Enraged Piccolo could be sleeper decks waiting to be unleashed on the meta.

Whether you are looking to play with or without the “Legacy Bonus”, the one thing that is certain is that you will have to keep these two Masteries in mind while testing for the event. It might be time to dust off a few of those old lists to play against before you forget just how much Krillin used to crit and show up with a DBV deck haha.

The New Legends Meta

With the buzz around town focusing on the 3 newest MPs to hit the streets – Bardock, Chilled and Kami – less attention has been given to the specific style cards which were also brought in with the new set. Not to mention some very interesting Ultra Rares in the form of Ocular Pat Down and Amphibious Exploration Drill.

With all of these new cards, what should we really expect out of the older MPs thanks to these new tools?

Well, right off jump, I feel like nearly every Black card in this set has been a quality of life improvement for the Style. Black Punt and Black Energized Guard feel like the cards you will likely see the most out of the pack, but I wouldn’t count out the others at all either.

I know that Blue Zinger and Blue Recuperating Drill are two of my favorite cards out of the set personally, but every style got something new and exciting to play with. Likewise, the 4 Legacy MP Named Cards are all spectacular in their own way and should warrant looking at their MP stacks again for tournament play.

While there are still a few MPs that I personally wish would have gotten a bit more love from this set, the meta is shaping up to be bursting with solid MP choices these days.

Test, Test & Test Some More

The biggest thing I can say about the next two weeks is that testing is likely to be an all-time high on OCTGN.

With so many new things to think about, and so many old favorites that have a chance to shine again, testing is going to be a huge benefit for those looking to find the diamonds in the rough this time around.

I expect that Chilled, Kami, Broly and Gohan will all be top runners going into the event, but only time will tell what might be waiting around the corner.

The Countdown Begins

And that’s it for today’s post. For those thinking about coming to the South Kai event, I hope to see you there!

July 15th is so close and yet still so far away.

Until next time, FanZ Warriors!

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Food for Thought: Determination

Hey everyone!

So today I wanted to talk about something that I’m sure we’ve all felt at some point or another. Whether it be in this game, another you play, or life in general. We’ve all been in a situation where it feels like everything has gone completely wrong, and no matter what we think we can do, the whole situation is hopeless.

Sometimes the universe just feels like it’s against you, and we feel like the only thing we can do is give into its will over us.

But what I want to talk about today is that things have a way of balancing out in the end. What seems like a hopeless situation could present something that, if capitalized on, can shift the momentum entirely in your favor.

What I’m trying to say is, nothing comes easy, and the best thing you can do for yourself is stay focused and stay determined to win.

Determination in Deck Design

I think it’s pretty safe to say that we’ve all been in a situation where we were really excited about a deck we built. We put in countless hours theory-crafting the perfect list. We ran all the scenarios in our head and found the perfect 60 cards to sleeve up. We can’t believe no one else has figured this list out yet!

Only to find after several test runs that the deck is a flaming pile of garbage.

Now, a lot of people are likely to take that deck and throw it in the proverbial dumpster. Let it rot in a box and forget they ever thought about it, or piece it apart and skulk in a corner somewhere feeling defeated.

But why? Why is this the natural inclination of players when their pet deck crashes and burns? Now while it might be true that some decks might be a little too ambitious to fit everything they want into one deck, that doesn’t mean that you haven’t learned something incredibly valuable from the experience. Why give up on the dream entirely when you can adapt it to fit in this new found knowledge? Does it feel like a failure to take a step back and think, “Ok, this version was a little too much. But I’ll nail it the next time around!”

As it’s been stated many times before, Rome wasn’t built in a day; so then why do we expect our decks to break these expectations? There is nothing wrong with taking your time and analyzing the strengths and weaknesses of your deck after testing it. In fact, testing is the best thing you could possibly do for yourself. Test it 10, 50, even 100 times. Find where the deck fumbles and learn from these short-comings. As odd as it may sound, poor testing results can sometimes be the best thing you can get when figuring out a new deck. Finding your weaknesses early on in the deck design can help you plan to overcome them well before they present themselves in a tournament environment.

There is nothing wrong with having an idea blow up in your face during testing. What is wrong, however, is disregarding these results and giving up entirely. We all fall down, but we’re not meant to lay on our backs forever. So get up, and give it another try, even if you have to fall a few more times to understand it all.

Determination in Matches

Another thing I’ve seen throughout my experiences with this game, and life in general, is that people are so willing to give in at the first sign of disaster instead of battling through it.

How many times have you been in a game where your opponent, or perhaps you yourself, have said, “Wow! I can’t believe that happened. There’s no way I am winning now. What crappy luck!” This is by far the biggest cop out on your skill as a player you could give into.

The nature of card games is centered around the balance of skill and luck. They play an intricate dance together, and more so in this game than any others I have had the pleasure of playing. The important thing is to stay positive. If your opponent has had a lucky break in a game, the chance of you having the same luck could be found within the next turn, or the next combat, or maybe even the next match.

Giving into negative experiences and chalking them up to “good luck” for your opponent or “poor luck” on your own part is no excuse. If you are not willing to dig in and figure out how to come back from those situations, you will never do well in a competitive setting.

Do not give up on yourself as a skilled tactician. We play these games because at some level we enjoy figuring out the “how do I beat my opponent?” puzzle presented to us. Sometimes that puzzle can present very abstract and odd looking pieces, but it is up to us as intelligent human beings to look at those pieces and fit them together. Maybe you won’t figure it out the first time you see them, but eventually you will see that piece and know exactly where it falls into place; but only through trial and error.

Giving up and admitting defeat will never help you grow, so do yourself the favor and roll with the punches until you hit that moment of clarity that brings the puzzle together.

Determination in Competitive Play

The last thing I wanted to talk about today is this misconception that “Top Tier” players will always do better than you ever could in an event. This concept is a bit of a double-edged sword.

Certainly these higher end players will have a record that shows their skill in the game. And while you might find yourself paired up against someone that has a much higher record than you at the game, don’t forget that this record took time to sculpt.

Think about how much time they have invested in learning their deck, or learning the decks in the current meta, or theory-crafting scenarios that might present themselves at any particular moment in a match. Compare that to your own time spent playing the game. It may not match up equally, but the point is that you should always learn from each experience you have. The higher end players are always reviewing their poor matches in their minds. Figuring out what went wrong in order to prevent it from occurring again in the future, if possible.

You have to be able to adapt to the circumstances in front of you if you hope to succeed at anything in life. Just because you find yourself dwarfed by someone of higher perceived skill does not mean that you can’t be the one to teach them something new. Being good at a card game is a learned skilled. At some point, that higher end player was exactly where you find yourself on the scale of player skill, and lower before that. You have to be willing to take the steps needed to grow as an advanced player, and often this means taking the time to play as much as you can. While you might not be able to do it as frequently as some of the others who play this game, that doesn’t mean that you won’t reach that tier eventually yourself.

All it takes is evaluating each situation that arises within your matches and fluidly adapting around them. Don’t be stagnant in your play approach, and don’t let yourself fall into the logic trap of “they are just better than I am.” These are the tools of your destruction if you let them enter your mind.

“Don’t Fight for Victory…Fight to Improve Yourself.”

Thanks for checking out the post today.

As always, please remember to vote in this week’s TC101 poll. Tuesday’s article will be our first look at the new environment, so let’s start if off properly!

Until next time, FanZ Warriors!

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Why Should You Playtest Early?

Hey everyone!

Today we have a special guest article presented by Matthew Coombs!

Matt was gracious enough to drop his wisdom on why he dedicates time to early playtesting in a meta and what he gets out of the experience.

With that, I’ll let Matt take over. I hope you all enjoy the bonus content!

“Why Do You Test So Early!?”

This question was raised by my boo, Ryan Zachary Lambdin, and instead of commenting on the thread in typical “Git Gud God” fashion, I have decided to turn it into content! Yay, content!

It’s preview season and speculation is running rampant! People are overreacting to every Orange card shown and losing their shit over each MP whenever they are previewed. Each MP’s potential impact on the existing meta game has us all in an uproar, due largely to the fact that the current meta has gone a bit stale.

This brings me to my first reason for testing sets so early:

Reason #1: It Makes the Game More Fun

At least for me, from a deck-building and game play perspective.

As a player and deck designer, I consistently get bored when a format feels solved. What I mean when I say “solved” is that it usually refers to knowing which MPs are top tier, which styles they pair best with, and what are the major archetypes that shape a given format. Once I feel that I have figured these things out, boredom sets in and I am in need of some inspiration in order to begin brewing new decks and playing games again.

Preview season allows me to do this by easily proxying up the cards shown and then jumping into “the lab” to start working on the synergies that lie within the current card pool.

Reason #2: Learning the New MPs Power Levels

The next reason why I begin my testing of a set so early, is that I can get a feel of the power level of the newly released MPs before the new meta develops.

A lot of times we can jump to quick conclusions without any data, and end up finding in practice that the hyped up MP is either too niche or too similar to another MP. If we look at previous testing of older sets, this data can be seen when it came to Master Roshi.

Roshi, upon reveal, was looked down on as the third or even fourth best MP in that set. People thought his abilities were too niche and wouldn’t do well in live game play. As soon as Roshi was previewed, I had multiple Roshi decks sleeved up and was grinding games against the other previewed MPs, as well as top decks from the previous format. The results were pretty astounding! After gaining all of that insight it was clear that Cell and Roshi were tied for first. Yamcha was a distant second or third.

Which leads me to the final reason I test so early:

Reason #3: Shaping the Format

The final reason I test this early is because I want to find the speed of the format and what strategies/archetypes will help shape the format.

If we look at Set 9, I currently feel that the format is going to speed up, mostly due to Chilled. Chilled is by far the most format-warping personality from Legends, and I truly hope that players take the time to get a feel for him and the way his decks want to play. Kami is a Swiss Army Knife in multiple styles. He provides a win condition through his stack and Named Cards, and can support any style looking to get into DBV. He so far is the control-based MP from this set.

Bardock falls more into the mid-range category, due to the fact that his decks will require more combat-centric cards in order to get to his upper levels, but will be able to use his Level 3 to slow a game down in order to win. Once on Level 3, he can win with whichever attack type you’d like to land in the late game in order to close the door on most decks, yet won’t have to rely on a heavy onslaught of attacks thanks to his ability to destroy 3 Styled cards from your opponent’s deck each combat.

Final Thoughts on Playtesting

These opinions will certainly shift throughout most of the early testing, and the release of the full set may change some of these opinions drastically, as most full spoilers do. But the information I have gained so far has been invaluable in finding the most competitive and consistent versions of the decks looking to enter the new meta.

Matt’s MP Predictions

Set 9 MP Stock Report: Bardock, Chilled, Kami
Legacy MP Stock Report: Broly, Future Gohan, “Brohan”, Pikkon, Goku, Trunks, A20

Who’s Ready to Test?

And that’s it from our resident “Git Gud God”.

Thanks once again to Matt for sharing his thoughts on why we should playtest. I know we are all very excited for Legends full set release, coming up in just three (agonizingly long) days!

Please don’t forget to vote in this week’s TC101 poll on which deck we will kick off the new Set 9 meta exploring!

Until next time, FanZ Warriors!

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Theory-crafting 101: Going Out with a Bang

 

Hey everyone!

Today’s TC101 is our final look at the Set 8 Celestial Tournament meta!

So what better way to send it off than with an aggressive Red Deck! Let’s take a look.

The List

MP Levels and Mastery:
1 – Goku, Super Saiyan God
2 – Goku, Kaio-ken Enhanced
3 – Goku, Energy Gatherer
4 – Goku, Selfless
M – Red Ruthless Mastery

Blocks (13):
3x Red Energy Shield
2x Red Blocking Hand
2x Red Duck
2x Red Capture
3x Red Stop
1x Time Is A Warrior’s Tool

Allies (1):
1x ChiChi – Armed and Dangerous

Setups (5):
3x Red Relaxation
2x Visiting The Past

Drills (6):
1x Red Examination Drill
1x Red Cover Drill
1x Red Dazing Drill
1x Red Maneuvering Drill
1x Red Forward Stance Drill
1x Red Intimidation Drill

Events (2):
2x Goku’s Search

Physical Attacks (33):
3x Red Double Strike
3x Red Face Break
3x Red Lifting Kick
3x Red Power Lift
3x Red Wallop
3x Red Furious Lunge
3x Red Heel Kick
3x Red Leap
3x Red Tandem Attack
2x Red Shattering Leap
2x Red Back Bash
2x Red Stomach Dive

What Are We Trying to Accomplish?

So this deck is trying to just pound your opponent into submission as fast as possible.

With the added card draw of SSG, and the ability to possibly destroy an attack worth triggering your Mastery for, this deck can have a surprising amount of actions per combat.

A nice thing with this list is the addition of Goku’s Search. One of SSG Goku’s biggest weaknesses has always been how fast he tanks brackets as he takes stage damage. With the new ability to gain 5 stages during combat, we are able to gain upwards of +4 stages of damage for each of our attacks if we find ourselves too low for our liking. On top of that, we also get the ability to gain a bit of board presence and rejuvenate 2 cards we’ll be looking for later.

Speaking of the rejuvenation of Goku’s Search, Red Leap becomes a much more interesting tool for this deck. Having the ability to potentially mill it with our MP power and then rejuv it with Goku’s Search, we are able to set up scenarios where each combat our attacks can deal at least +2 stages and +2 life cards, with the potential for more!

All-in-all the main focus of the deck is to just capitalize on being as aggressive as possible. You don’t need to be calling combat every turn with this deck, but each turn you don’t you are giving up a little bit of advantage you get for playing such little board or board control, so try and keep that in mind.

The Power Is Yours!

And with that, we say farewell to Set 8’s meta, and hello to the excitement that is Legends new meta!

Since we are jumping into a new meta, we’ll be resetting the poll and starting with 6 fresh new deck choices. And, as an added bonus, we will be adding an option for each new MP that has been revealed to this week’s poll!

So don’t forget to vote and let’s start of this new meta with something exciting!!

Until next time, FanZ Warriors!

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Set 9 Preview: Black Rares Matter

Hey everyone!

Today we have the joy of checking out yet another preview for Legends, which releases July 1st!

So without wasting any time, let’s get right into Black Trick Shot!

What Is This Card Good At?

Well right off jump we see that the card is certainly an interesting take on anger hate. While lowering your opponent’s anger 1 level right away is nice, this card puts a major damper on leveling (for either player) until the start of your next turn. Lowering your opponent’s anger 1 level every time they raise it is definitely something that I feel a lot of Black decks will be happy to receive.

And it’s not just until the end of combat, but until the start of your next turn! So this card can stop anger from Red Ascension Mastery at the end of combat; can stop anger from Saiyan Empowered Mastery if your opponent rejuvenates a Styled card during their Rejuvenation step; it can even stop anger from playing Dragon Balls like Earth Dragon Ball 3Namek Dragon Ball 3 or Namek Dragon Ball 5 during the planning step of your opponent’s next turn.

That is a lot of power behind a single card.

Black Conflict Mastery based decks will love adding this card to their roster as well. Thanks to the fact its damage can’t be prevented or modified, it guarantees critical damage should your opponent be unable to stop it. This Mastery has been having a rough time finding its place in the current meta. But now that there are a few extra ways to try and guarantee crits up its sleeve, I’m very interested to see where it might wind up on people’s radars.

And since the card makes sure a Crit is going to happen on hit with the Mastery, it virtually adds another “lower your opponent’s anger 1 level” to this card should your opponent be unable to block it, making it feel a bit sweeter.

What Is This Card Bad At?

The first big potential eye sore with this card is the fact that it forces you under the same blanketing effect you place your opponent under.

Black has been rather notorious lately for having issues with leveling. Most of Black’s 2-anger generating cards have seen less play over time. Now this certainly may not be the case moving forward, as the meta is looking to promote the use of cards like Black Combo, Black Dash, and Black Schematics again, so time will really tell just how much or how little this is a detriment to the card’s health.

Speaking of 2-anger generating cards, since this card only lowers the player’s anger 1 level, instead of the amount they gained, you are able to burst through this effect if the stars align correctly, or if you just so happen to have a card like Red Antidote on the right board state.

Likewise, if gaining 2 anger from a single effect pushes you up a level before the trigger to lower your anger, this floating effect does virtually nothing. And while it can stop you from gaining random anger here and there, if it can’t stop you from leveling, this card is going to be in serious trouble.

The argument for not having Endurance could certainly be made here, but I feel as though the card is strong enough on its own to not have to piggy-back off needing Endurance to make it playable.

Another awkward, though not necessarily bad thing, about this card is that it really doesn’t bring anything to the table to Black Perceptive Mastery based decks looking to increase their anger hate. While it gets the same immediate effect just like Conflict decks, it will be fighting for space in an already tight deck list looking for destroy effects.

The last minor downside to this card is that it is Banish After Use. Now Black is certainly not the style known to have a lot of anger hate, and this card could certainly be a powerhouse if it were reusable. But it is a bit of a let down seeing BAU on this card since Black has been steadily gaining recursion effects throughout the course of the game. And since they all add the cards back to your deck in one fashion or another, instead of adding it directly to your hand, I feel like this was a missed opportunity to give those kind of recursion effects a sweet target to reload over and over.

I Was Feeling Angry, But I Forget Why Now

And that’s it for this preview!

Thanks for checking out today’s article and don’t forget to vote in the TC101 poll from last Tuesday’s article. This will be the last TC101 sporting set 8 meta decks, so let your voice be heard before its all changed!

Until next time, FanZ Warriors!

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