I'm going to start what I like to call Deck Theory that WORKS. This is going to be combinations in dbz that may not be considered Top Tier A class decks that surprisingly work in theory and in practice if played right.
This topic, as if the card up top is any indication of a spoiler, is about Trunks and combining him with ORANGE!
I know, I know, some people will call me crazy and say, oh if you play orange do it with Ginyu or Goku as they are designed for it, but actually trunks works out very well..
First, the Deck
Main Personality:
Trunks, Energy Charged
Trunks, Inquisitive
Trunks, Resolved
Trunks, Young Super Saiyan
Mastery:
1 x Orange Adaptive Mastery
Dragon Balls:
1 x Namek Dragon Ball 1
1 x Namek Dragon Ball 2
1 x Namek Dragon Ball 5
1 x Namek Dragon Ball 6
Drills:
1 x Orange Aura Drill
1 x Orange Burning Aura Drill
1 x Orange Devouring Drill
1 x Orange Empowered Drill
1 x Orange Energy Dan Drill
1 x Orange Energy Phasing Drill
1 x Orange Focusing Drill
1 x Orange Guardian Drill
1 x Orange Hiding Drill
1 x Orange Steady Drill
1 x Quickness Drill
Setups:
1 x Orange Celebration
2 x Orange Escape
Events:
3 x Orange Destruction
2 x Orange Excavation
3 x Confrontation
1 x Time Is A Warrior's Tool
Physical Combats:
1 x Orange Cover Up
3 x Orange Overhead Smash
2 x Orange Refocus
1 x Orange Uppercut
2 x Orange Quick Dodge
3 x Trunk's Sword Slash
Energy Combats:
2 x Orange Energy Catch
2 x Orange Energy Evasion
3 x Orange Offensive Strike
3 x Orange Power Point
3 x Orange Precise Shot
3 x Orange Stare Down
3 x Overpowering Attack
Allies:
1 x Bulma, Genius
1 x Yamcha, Action Ready
Why Trunks.
Since the re-release I've always been drawn back to my favorite character in all of Z. His ability is one of if not the best power in the game. Stage 1 you look at the top 4 cards of your life deck and put them back in any order at the start of combat and banish the top card in your opponents discard pile.
Stage 2, you can do that to Either deck, AND you pick the card to banish.
Stage 3, you look at the top 6 cards and put them back in any order, then draw a card (effectively giving you a 4 card draw)
Stage 4, look at the top 6 of EITHER deck and place them back in any order.
Why do I think this is the best power in the game?
You will never have a bad hand when your opponent enters combat, and on stage 2 and 4 you can almost guarantee your opponent will draw crap, or at the very least know what your opponent has in his hand.
How it plays
It plays well very Defensively, that is, don't attack every turn unless you can almost guarantee massive damage or that most of your cards will go through.
It goes through the typical progression of orange. put all your drills in play, protect them Orange Focusing Drill (cards that banish or destroy your drills can only hit that drill), get them back when they are discarded thanks to the mastery or one of the other cards. Orange Precise shot can get that key card in the discard to banish later,
Key "Tech"
The stand outs are of course Trunk's Physical attack aka the Sword Slash. What it does is in addition to it being a physical attack, with trunk's already high stages can be a big damage boost. It lets you banish 6 cards from the discard pile, and on a hit it makes your next Styled energy attack a success. Timed with the right energy attack could be devastating for your opponent. Orange Power Point can get that drill that you need as well.
Bulma is also tech. Once you have that key card in your opponent's discard pile, Throw bulma out there to take it so it can't be played. Namekian Hybrid defense got you down? Put it on bulma. Blue cards that are annoying? Bulma says NO! Sure she can be discarded, but that's what overpowering attack is for. Bring her back out, and put a different card on her.
Yamcha. He is under utilized for how awesome he is. On a hit he can shuffle an ally, drill or setup into it's owners deck from play. With orange you're going to be spending stages to do energy attacks so you can get down there. with Confrontation and knowing what your opponent is going to draw, you can plan around getting down to those ally using stages and then using him to shuffle that unkillable thing.
Orange Destruction. Take a huge chunk of unstoppable (minus an Ultra rare) damage to the face. With the full force of the drills in play you can have at most a 12 card discard, Averages out to 6-7 damage per card use without all the drills. Sure, you can't use a critical damage effect, but it can easily mill your opponents deck down.
Orange Excavation is excellent for getting back your drills into your deck. It also allows you to draw the bottom card of your discard pile in combat.
Questions:
1) Why so little physical combat cards to take advantage of Trunk's high power levels and stages?
A) Because when it all comes down to it, Orange is energy and drills. Take out the stop energy attacks and you can win the battle.
2)How does it respond to a Saiyan beatdown deck?
A) It has the key physical stops, ability to get to it when needed, AND has the ability to end combat at a whim thanks to orange escape and the massive number of drills
3) Why No Ultra rares?
A) It's in my opinion that ultra rares, barring the Villain one, are not staples in any deck. Sure an energy sphere can be useful for taking out an event, but Really, you'd save it for Confrontation/Stare down (which accomplishes the goal of the card to discard a card from their hand) and if you have 3 of them in a deck, that's 3 less cards that could be useful as attacks or other things that could improve on deck consistency. The Villain one that discards double the damage of what you just took from an attack is nice, but that's a one out of 60 card chance that you'll get to use it, and if your opponent is playing black, they can choose to use it thanks to one of their energy cards.
4) Is confrontation really needed for this deck with the ability to control your opponents combat hand on levels 2 and 4?
A) It's not needed, but It's very nice. You have to get to level 2 first, and you will never know what's really in an opponents hand. They're also cards that "Fetch" other cards in the game as well. The look on your opponents face after he fetches that card that might turn it around for him only to be discarded is priceless. Do I recommend opening with it? No, Wait a bit behind your blocks and drills and then destroy his hand.
5) Is this a "Top Teir" deck?
A) It needs more playtesting but it's on the verge of being one. In initial testing I forgot a few things like the mastery, order of drills, what the drills do, etc. but the potential is there. Recursion was amazing and using things like confrontation 4 times in a game thanks to said recursion helped out a lot. A lot of the deck will work better over the course of more games, but I think this might be one of the decks that can finally claim the top spot over Namekian Picc's and Blue Ginyu.
Trunks, Energy Charged
Trunks, Inquisitive
Trunks, Resolved
Trunks, Young Super Saiyan
Mastery:
1 x Orange Adaptive Mastery
Dragon Balls:
1 x Namek Dragon Ball 1
1 x Namek Dragon Ball 2
1 x Namek Dragon Ball 5
1 x Namek Dragon Ball 6
Drills:
1 x Orange Aura Drill
1 x Orange Burning Aura Drill
1 x Orange Devouring Drill
1 x Orange Empowered Drill
1 x Orange Energy Dan Drill
1 x Orange Energy Phasing Drill
1 x Orange Focusing Drill
1 x Orange Guardian Drill
1 x Orange Hiding Drill
1 x Orange Steady Drill
1 x Quickness Drill
Setups:
1 x Orange Celebration
2 x Orange Escape
Events:
3 x Orange Destruction
2 x Orange Excavation
3 x Confrontation
1 x Time Is A Warrior's Tool
Physical Combats:
1 x Orange Cover Up
3 x Orange Overhead Smash
2 x Orange Refocus
1 x Orange Uppercut
2 x Orange Quick Dodge
3 x Trunk's Sword Slash
Energy Combats:
2 x Orange Energy Catch
2 x Orange Energy Evasion
3 x Orange Offensive Strike
3 x Orange Power Point
3 x Orange Precise Shot
3 x Orange Stare Down
3 x Overpowering Attack
Allies:
1 x Bulma, Genius
1 x Yamcha, Action Ready
Why Trunks.
Since the re-release I've always been drawn back to my favorite character in all of Z. His ability is one of if not the best power in the game. Stage 1 you look at the top 4 cards of your life deck and put them back in any order at the start of combat and banish the top card in your opponents discard pile.
Stage 2, you can do that to Either deck, AND you pick the card to banish.
Stage 3, you look at the top 6 cards and put them back in any order, then draw a card (effectively giving you a 4 card draw)
Stage 4, look at the top 6 of EITHER deck and place them back in any order.
Why do I think this is the best power in the game?
You will never have a bad hand when your opponent enters combat, and on stage 2 and 4 you can almost guarantee your opponent will draw crap, or at the very least know what your opponent has in his hand.
How it plays
It plays well very Defensively, that is, don't attack every turn unless you can almost guarantee massive damage or that most of your cards will go through.
It goes through the typical progression of orange. put all your drills in play, protect them Orange Focusing Drill (cards that banish or destroy your drills can only hit that drill), get them back when they are discarded thanks to the mastery or one of the other cards. Orange Precise shot can get that key card in the discard to banish later,
Key "Tech"
The stand outs are of course Trunk's Physical attack aka the Sword Slash. What it does is in addition to it being a physical attack, with trunk's already high stages can be a big damage boost. It lets you banish 6 cards from the discard pile, and on a hit it makes your next Styled energy attack a success. Timed with the right energy attack could be devastating for your opponent. Orange Power Point can get that drill that you need as well.
Bulma is also tech. Once you have that key card in your opponent's discard pile, Throw bulma out there to take it so it can't be played. Namekian Hybrid defense got you down? Put it on bulma. Blue cards that are annoying? Bulma says NO! Sure she can be discarded, but that's what overpowering attack is for. Bring her back out, and put a different card on her.
Yamcha. He is under utilized for how awesome he is. On a hit he can shuffle an ally, drill or setup into it's owners deck from play. With orange you're going to be spending stages to do energy attacks so you can get down there. with Confrontation and knowing what your opponent is going to draw, you can plan around getting down to those ally using stages and then using him to shuffle that unkillable thing.
Orange Destruction. Take a huge chunk of unstoppable (minus an Ultra rare) damage to the face. With the full force of the drills in play you can have at most a 12 card discard, Averages out to 6-7 damage per card use without all the drills. Sure, you can't use a critical damage effect, but it can easily mill your opponents deck down.
Orange Excavation is excellent for getting back your drills into your deck. It also allows you to draw the bottom card of your discard pile in combat.
Questions:
1) Why so little physical combat cards to take advantage of Trunk's high power levels and stages?
A) Because when it all comes down to it, Orange is energy and drills. Take out the stop energy attacks and you can win the battle.
2)How does it respond to a Saiyan beatdown deck?
A) It has the key physical stops, ability to get to it when needed, AND has the ability to end combat at a whim thanks to orange escape and the massive number of drills
3) Why No Ultra rares?
A) It's in my opinion that ultra rares, barring the Villain one, are not staples in any deck. Sure an energy sphere can be useful for taking out an event, but Really, you'd save it for Confrontation/Stare down (which accomplishes the goal of the card to discard a card from their hand) and if you have 3 of them in a deck, that's 3 less cards that could be useful as attacks or other things that could improve on deck consistency. The Villain one that discards double the damage of what you just took from an attack is nice, but that's a one out of 60 card chance that you'll get to use it, and if your opponent is playing black, they can choose to use it thanks to one of their energy cards.
4) Is confrontation really needed for this deck with the ability to control your opponents combat hand on levels 2 and 4?
A) It's not needed, but It's very nice. You have to get to level 2 first, and you will never know what's really in an opponents hand. They're also cards that "Fetch" other cards in the game as well. The look on your opponents face after he fetches that card that might turn it around for him only to be discarded is priceless. Do I recommend opening with it? No, Wait a bit behind your blocks and drills and then destroy his hand.
5) Is this a "Top Teir" deck?
A) It needs more playtesting but it's on the verge of being one. In initial testing I forgot a few things like the mastery, order of drills, what the drills do, etc. but the potential is there. Recursion was amazing and using things like confrontation 4 times in a game thanks to said recursion helped out a lot. A lot of the deck will work better over the course of more games, but I think this might be one of the decks that can finally claim the top spot over Namekian Picc's and Blue Ginyu.

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