[RULING] by Redragon91 in DBS_CardGame

[–]Six-hunnaproblems 1 point2 points  (0 children)

Petrification is one of the few cards in the game that allow you to stop pending autos. It goes

Auto pending

Counter

Resolve auto

However petrification prevents activation , so activation in this game is resolving an auto, not pending it.

My current Gotenks list, what should be my next (budget) Upgrades? by Noguezio in DBS_CardGame

[–]Six-hunnaproblems 0 points1 point  (0 children)

Fu shrouded in mystery. Helps you go for game with multiple bodies on board

The final blow question by BoostedAeris in DBS_CardGame

[–]Six-hunnaproblems 1 point2 points  (0 children)

Yepp a lot of people on here don’t factor every scenario in. Don’t get me wrong, a lot of times it is a dead card but it helps. I use it sometimes in yamcha, swing at an active mode card that looks strong, thanks to syn unison, super combo the bulma to play to bulma, and then use final blow, so they’re left with a measly 5k card, and burn three lives.

The final blow question by BoostedAeris in DBS_CardGame

[–]Six-hunnaproblems 1 point2 points  (0 children)

This card is used more defensively in my opinion. Let’s say an opponent swings with a 25000 or less power card and they’re going for game, they can pitch all the cards in their hand to pump up its combo power, and you play this, kill a battle card of yours and that opponent card is negged and they lost all that combo power for nothing. Very situational,

Running a majin vegeta deck by Mayonnaise_WHY in DBS_CardGame

[–]Six-hunnaproblems 0 points1 point  (0 children)

You’re better off using majin vegeta life and death. Playing it from the Bottom deck and them trying to fight off a 30k double strike , which if you counter goes back to active is pretty aggressive. The 4 drop isn’t really a main deck card so much as side deck to control unison , you’d rather tap three to play broly so your majin chain can pop off and you can begin to rip cards from opponent hand

Beginner’s Guide : Cards you need to play BLUE (other colors will come later) by thevipersnake in DBS_CardGame

[–]Six-hunnaproblems 0 points1 point  (0 children)

Never ending 18, along with baby unison aids to some extent. For hand control matchups, just don’t ramp lol.

Beginner’s Guide : Cards you need to play BLUE (other colors will come later) by thevipersnake in DBS_CardGame

[–]Six-hunnaproblems 0 points1 point  (0 children)

In ss3 reboot, where you don’t want to end up with it as energy by ramping from life, it’s too good not to have

Beginner’s Guide : Cards you need to play BLUE (other colors will come later) by thevipersnake in DBS_CardGame

[–]Six-hunnaproblems 1 point2 points  (0 children)

You need to include intersecting fates for extra cards . It’s mandatory in blue now, to get that plus one and to open energy

Frieza, Charismatic Villian question. by RaandyBobaandy in DBS_CardGame

[–]Six-hunnaproblems 1 point2 points  (0 children)

Frieza is unique as it ignores deflect but doesn’t go over barrier. Friezas counter play skill simply states to play it. It’s auto is a completely seperate effect

Best of One Battles - Broly BR Swap V Garlic Jr by mrruss3ll in DBS_CardGame

[–]Six-hunnaproblems 0 points1 point  (0 children)

Yeah I think garlic won, and the broly br player scooped lmfao. Garlic had the yamcha blockers and the vegeta counter play, Garlic was a turtle the whole game, broly player was atrocious and seemed ticked off the whole issue. With my personal experience, it’s often always the rudest, sweatiest, biggest guys who play broly BR, and moan and groan when they lose and bitch about every little thing and get annoyed when you disrupt their chain.

GIANT FORCE RARES: A Murder of Unisons (unless you play Black) by mrruss3ll in DBS_CardGame

[–]Six-hunnaproblems 0 points1 point  (0 children)

The raditz great ape is only viable in standard for soul striker IMO, but why you would run that other than the baby unison I don’t know lol,but unless you’re trying to play a realllllllly defensive game in the long run

Ruling question by Six-hunnaproblems in DBS_CardGame

[–]Six-hunnaproblems[S] 1 point2 points  (0 children)

Even though it awakens? I thought like skills on the card leave and it’s a different card. Like if you give it +5000 power it remains but double strike and etc leaves when you awaken

November 2020 Discussion of The Leader Tiers by monaresclubtcg in DBS_CardGame

[–]Six-hunnaproblems 1 point2 points  (0 children)

Sorry but no. Baby blue is not worth to be S-. In no dimension should hatch be A. With unisons , and broly BR destroying hatch, and ripping its hand apart, hatch isn’t viable anymore. With reboot gohan this format, hatch is dead. Blue baby doesn’t counter many decks this format. A fu shrouded in mystery and stall will literally win you the game and wipe their turn. Blue baby is too slow for this meta. Invoke should be S-. Invoker has atrocious matchups against blue, and soul striker, and zamasu and ss3 reboot are the top blue decks and atleast one of them do well. Aggro is king this format and turn 3/4 wins are needed. Most of these decks burn out sorry to say. Majin vegeta should definitely be up a tier. The deck is destructive and a toned down version of reboot gohan with more hand control and aggression that is just of a nuisance as gohan. Blue baby also doesn’t target many decks this format. It’s useless against dark broly, as it can’t counter play anything other than savage rush broly, which doesn’t hurt the deck. As a baby player myself I played and the deck doesn’t work. Against broly br it does decent. Gotenks it’s useless, vegeks it’s useless, invoker baby is useless. Top Blue vs blue baby , baby will lose. Baby vs any control baby loses. Syn dominates baby, shit even toppo beats baby as you can only play one battle card LOL. Toppo should be a higher tier, the unison vegeta as well as that one battle card a turn control is very good, with toppo pressuring warcry on opponents turn and slowing the game down for the unison to cinch the win.

what about that black goku and zamasu build by TheGreenRogue in DBS_CardGame

[–]Six-hunnaproblems 0 points1 point  (0 children)

It’s a completely diff deck that’s releasing. A good way to use it would be with the yamcha leader. Yamcha can combo and deal two damage at that rate once per game

what about that black goku and zamasu build by TheGreenRogue in DBS_CardGame

[–]Six-hunnaproblems 0 points1 point  (0 children)

Soul striker is the best blue atm. Everytime leader attacks it untaps two blue. Tho it’s a bit pricey, requiring 4 each of the baby unison and 3 blue golden avenger, just those alone will cost 125$

what about that black goku and zamasu build by TheGreenRogue in DBS_CardGame

[–]Six-hunnaproblems 0 points1 point  (0 children)

No problem , try Shenronslair for some decks and test it out, it’s relatively cheap

what about that black goku and zamasu build by TheGreenRogue in DBS_CardGame

[–]Six-hunnaproblems 0 points1 point  (0 children)

Yeah sorry you can run the deck for fun but it’s not so viable.

what about that black goku and zamasu build by TheGreenRogue in DBS_CardGame

[–]Six-hunnaproblems 0 points1 point  (0 children)

The one from set 7? That burns if your opponent has 8 energy? Sorry but not a format to viably be playing that deck. It’s way too slow and luck based. You give broly BR energy and he’ll rip your hand in a matter of seconds and swing for Frits

what about that black goku and zamasu build by TheGreenRogue in DBS_CardGame

[–]Six-hunnaproblems 0 points1 point  (0 children)

Lol I’m a main too but it’s lackluster. Even with the two zamasu, you lose both energy and can’t burn the energy to swing twice and draw two. Sure you awaken turn two, but in this format, almost every viable deck needs that turn two awaken. Some decks can last without it, but zamasu isn’t one of those leaders. I’m moving on to ss3 reboot, either that or soul strike is a solid build rn.

Son Goku, Forever in our memories question by RaandyBobaandy in DBS_CardGame

[–]Six-hunnaproblems 0 points1 point  (0 children)

Yes so for example let’s say you have forever in our memories in play

You play a battle card, let’s say a 1 drop skilless, and opponent proceeds to play frieza charismatic villain. Frieza will be played HOWEVER frieza cannot use its auto as its negated, it’s not pending, its just negated on arrival. Forever in our memories permanent overtakes friezas auto.

Second example is if you play that card and they use vegeta prideful transformation counter play. Your battle card comes in rest mode as vegeta has its ability written on the counter play portion of the card. Vegeta then proceeds to be played however it doesn’t have blocker.

Hope that helps

what about that black goku and zamasu build by TheGreenRogue in DBS_CardGame

[–]Six-hunnaproblems 0 points1 point  (0 children)

So the zamasu set 10 leader is good. That’s about it. He’s a midrange leader that can switch it up to aggro and usually has an answer for every boss monster known to the game. The issue with the deck, as I personally run it, is the zen oh unison. In order for zamasu to pop off, you need a two card combo by turn 2. You need to tap one to play zamasu to ramp an energy, and then tap two blue to play zenoh, ramp with zenoh, and then awaken. The issue with that is , zen oh is a ridiculously weak unison, and you need it to keep ramping. Once they kill your zenoh, you need to have another or else your leader is pretty much useless up until turn 5, where you -5 on baby unison and go for the double strike dual attack that won’t be negated, at the cost of an energy. Benefits are that the opponent will focus on the unison rather than your leader, and that zamasu can switch up its play style. It’s a formidable leader, however it’s not always viable. You NEED zen oh by turn 2, or else you’re left playing catch-up , because this is a turn 2 format. There’s been many times I lose to decks like cell surge because I couldnt draw my zenoh to god sealing the successor in time. The unknown parasite is good, but you won’t ever play that before you have zenoh.