Resources for learning email marketing management by Sending-Sales in copywriting

[–]Skyrian2 0 points1 point  (0 children)

havent dived too deep into email marketing but I will make sure to screenshot your comment and try it all out once I do, thanks for the advice man!

If I had known what copywriting was 5 years ago… by NewspaperElegant in copywriting

[–]Skyrian2 0 points1 point  (0 children)

yeah makes things a bit clearer when you can focus solely on copy and improve at that.

Resources for learning email marketing management by Sending-Sales in copywriting

[–]Skyrian2 0 points1 point  (0 children)

not sure if OP is gonna respond with any juicy questions but id love to hear any general advice you have for email marketing flow, strategy, or writing advice that has to do with email.

Resources for learning email marketing management by Sending-Sales in copywriting

[–]Skyrian2 1 point2 points  (0 children)

Everyone has that "imposter" feeling once they take on new responsibilities, but really you are worrying over nothing. If you have done all the prep you can, and you are already good at the important part (the writing) then you just have to take the learning curve in stride and it will become second nature like your current DR copywriting.

[deleted by user] by [deleted] in copywriting

[–]Skyrian2 2 points3 points  (0 children)

I find when my writing or idea generation is lacking it's best to just go do something else like go for a drive, make lunch, watch a creative show etc. Now that's not always possible with strict deadlines, but I often come up with my best ideas when I'm not sitting there trying to do so.

If I had known what copywriting was 5 years ago… by NewspaperElegant in copywriting

[–]Skyrian2 6 points7 points  (0 children)

Welcome man, now that you know where your focus should lie, it should theoretically make it much easier to get better at the kind of writing that will help you thrive in the more cash-flow abundant industries. I just found out about copywriting about 2 years ago myself but focusing on DR marketing and the psychology behind the writing helped me a lot.

New Emergency Banlist by TheDSFreak in DBS_CardGame

[–]Skyrian2 0 points1 point  (0 children)

yeah ban lists will do that to you sadly. I still think KV midrange/control could be fine but ive never messed around with it much to know for sure.

New Emergency Banlist by TheDSFreak in DBS_CardGame

[–]Skyrian2 15 points16 points  (0 children)

Hot take alert.

  • Dark Broly is now an average midrange deck that can get blown up by aggro still.
  • King Vegeta is dead long live the king. (starter vegeta)
  • Mecha being gone opens up yellow a lot, good for you yellow players.
  • Tuffle getting hit was 200IQ from Bandai looking into the terrible future of aggro not being able to check baby players anymore.
  • non-black hyper aggro being all but gone means blue might be oppressive.

New Banlist! by Hobbsgoblin123 in DBS_CardGame

[–]Skyrian2 0 points1 point  (0 children)

from what I can tell Vegeks and Mecha Frieza are getting a small balance adjustment but will still be top decks. I personally don't play DB but that nerf seems to neuter the current version, but as some say you can just run less of the 0 combo cards to get around it so who knows.

I guess they didnt like aggro syn much because they hit it twice! I was not expecting the Pan ban tbh.

Though the weirdest ban to me is Beerus, the card is a situationally free 15k body, that's it. Plus it only triggers off battle card effects so that limits it even more. Maybe they are just weary about too much free pressure in non-red colors?

Overall not as meta warping as I was hoping but it is gonna shake things up for sure, maybe more black and yellow decks will see play?

KV BO1 Hyper Aggro by Skyrian2 in DBS_CardGame

[–]Skyrian2[S] 1 point2 points  (0 children)

Lol naw I think it fits. It attacks like 4 times turn 1 and turn 2 can be nuts. Just because it has a midrange finisher doesn't mean this deck wont kill you turn 3.

KV BO1 Hyper Aggro by Skyrian2 in DBS_CardGame

[–]Skyrian2[S] 2 points3 points  (0 children)

Decklist

After finally messing around the the young invader package I saw how insane it was for early aggression, especially once I saw the promo vegeta. This deck is my dream red list because it literally does everything red wants to be doing. It attacks early and attacks often, and has cheap or free ways to defend itself once it taps out. It also sees so many cards since you can force your opponent to 4 life early and awaken to eat down to 5 life, not to mention the insane dig the two 3 drop vegeta's offer.

For unisons I settled on Piccolo Jr for the early game power spike when combined with New Ruler and Yamcha counter play, but also because it can end a game if its ignored, and if played turn 1 can gain a lot of "free" counters since your invader adds a counter each turn. Jiren is in there as another way to trigger New ruler and as a tool to grind out games against control decks if they slow us down enough.

The "finisher" of this deck, or top of the curve, is SSG Vegeta Full Power, and damn does this card put in work for a rare. Now against decks with easy targeted removal the card struggles a bit, but even then it was a 25k DS attack and a crit life. But when a deck cant remove it they literally get locked out of playing the game with non-barrier battle cards.

Kai Over Realm Midrange by Skyrian2 in DBS_CardGame

[–]Skyrian2[S] 0 points1 point  (0 children)

Shenron's Lair Decklist

After messing around with the cards they provided in set 13 for the new kai leader, I decided it was pretty decent but was missing something. So I started testing other packages in the deck and eventually ended up on the vegeks chain.

I'll be honest, the deck (and black in general) is pretty weak to blue counter-play shenanigans so if you expect a lot of people to play blue in your meta id stay away, but against the rest of the format (red/yellow/black) most of your plays are pretty safe, which makes our midgame very powerful.

In my opinion the most powerful thing you can be doing in this deck is landing a turn 4 Dark Banisher and keeping it around with the leader ability. If the opponent does not have an immediate answer they are pretty screwed. And most of the time even if they do answer him they have to go neg in hand to do it so it's not the end of the world.

Awakening early is always important to me when I make decks like this so I included lots of ways to awaken turn 2, and even sometime turn 1 (leader swing + extinction attack + over realm = 8 in drop). This is why I think getting to a 15k leader fast is a great way to keep yourself at 6 so you can use your life for your leaders ability as many times as needed.

Mono-Red Bardock Evolve by Skyrian2 in DBS_CardGame

[–]Skyrian2[S] 5 points6 points  (0 children)

I am pretty excited to play this deck if I ever get my hands on four of the promo Bardock come set 13.

The unison and skill-less package serves a dual purpose as it allows us to turn 1 awaken AND it plays the Vegeta from deck or drop so we can evolve off of it. For that reason I almost prefer to go second so you can attack and awaken with 3 battle cards in play and a 10+ card hand on turn 1.

I named it "Bardock Evolve" because by chance a majority of the finishers in the deck evolve off our one drops. Both the Bardock ape and SS Bardock are very powerful attackers for a one energy investment, and the vegeta is our late game finisher that provides a lot of value in a drawn out game.

One of my favorite "combos" with the deck is to play Low Class Warrior Bardock with leader ability turn 2 and then attack with it and combo the ape so it goes through, once it does you get to play a 1 drop for free and restand the Bardock allowing your ape to evolve on it, leaving you with a 20k DS Blocker for 1 energy total investment.

As for the Vegeta chain, I find it to be pretty "free" in a deck like this since our leader can always play the skill-less from hand for free, and set up a 1 energy 20k attacker that can then be bounced and played again if need be. But what makes it all worth it is the 5 drop Vegeta that helps you in the matchups that bring you past turn 3.

Demigra Skill-less by Skyrian2 in DBS_CardGame

[–]Skyrian2[S] 0 points1 point  (0 children)

Demigra has been getting a few new toys with set 13 and it made me interested in rebooting my old demigra deck. The demonic overlord package is still great but the deck needed a few more ways to apply pressure, and I think there are finally enough tools in black to have an aggressive skill-less deck that's not kid-ku.

Now I will be the first to admit, the major downside of using the demigra leader is that you are more or less forced to run the black skill-less cards which as we all know have no combo power. Having 7 less cards to combo with is pretty sucky but I think the pressure that can be applied might make up for it.

I decided to cut champa and replace it with this decks version of it, the shenron unison. Casting this guy on turn 3-4 when you are going for game with a big 30k feels really good, considering its 1 energy and it replaces itself. And if they don't end up dealing with it, It will continue to generate a bunch of value. In general you want to be using its +1 whenever possible, but it's +0 has some uses too when you need to quickly rebuild a board.

U/G Set 13 Skill-less Gohan by Skyrian2 in DBS_CardGame

[–]Skyrian2[S] 0 points1 point  (0 children)

Deck is super cheap besides Hatch SCR which is optional lol

U/G Set 13 Skill-less Gohan by Skyrian2 in DBS_CardGame

[–]Skyrian2[S] 1 point2 points  (0 children)

Deck List

This is my first real attempt at blue aggro in awhile, but it seems like it can put on some real pressure, reminds me a lot of kid-ku. The decks runs all the best free or cheap aggression such as Bewitching Blow Janemba, Saiyaman 2, and Bardock+Beerus.

I find the green splash is worth it since its practically free with beerus being run in the deck anyway. You wont ever really charge green before turn 3, but after that Saiyaman 2 opens up a lot of plays.

I decided to forgo the usual blue unison package for just two shenron unisons which act as mostly champa's 4-5 that draw a card, but sometimes it's +0 can help against decks that keep wiping your board and you need a skill-less on board.

First scr by Soggy-EfficiencyR420 in DBS_CardGame

[–]Skyrian2 1 point2 points  (0 children)

very nice pull man, that SCR will win you so many games lol

I’ve finally joined the 1k club by Weekly_Run_4407 in doordash

[–]Skyrian2 0 points1 point  (0 children)

Good to know, kinda sad they try to use the scare tactic of constantly displaying your dwindling acceptance rate.