Archive for April, 2015

Another week, another Dragon Ball Z tournament.  

This week I ran an updated Namekian Piccolo build, modified after my 2nd place finish at last week’s International Tabletop Day event. 

Round 1: vs. Namekain Piccolo

This was a more Energy Aggro build with emphasis on Dragon Ball victory than my build.  Unfortunately, in the battle for the soul of Namek, I lost.

0-1

Round 2: vs. Red Tien

This match had me concerned as, by the second combat, he was able to get Tien to Stage 3 with little effort.  After a little Dragon Ball juggling, I was able to knock him back down and deck him.

1-1

Round 3: vs. Saiyan Trunks

My buddy David was my opponent this match and the last time I fought his Saiyan build, he almost had me but we had to call for time.  I was smart this time, however, hitting hard and keeping as much in my deck as possible.  Pulled it off with a Dragon Ball victory.

2-1

Round 4: vs. Saiyan Trunks

This one was over quickly.  I hit 4 out of 5 Crushing Beams and banished all of the Trunks cards with Special Beam Cannon.

3-1

With a score of 3-1, I was able to get into the finals. It was me versus the player that  beat me Round 1 in a best 2 out of 3 match up. 

Finals: vs. Namekian Piccolo

For what it’s worth, it was a good game.  It wasn’t as easy a fight as the first time, I went down swinging.  He won the first match though MPPV.  I won match two by MPPV.  He then won the third through MVVP.

I ended up winning four boosters (netting another Crushing Beam and a foil Nail’s Heritage), alternate art promo Frieza’s Supernova for participation and the alternate art Black Scouting Manuever for 2nd place.

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late

Saturday was the annual International TableTop Day, hosted by the fine folks from Geek and Sundry.  As usual, I spent the majority of the day running events for Comic Quest around the great games put out by WizKids (HeroClix, Dice Masters, and Attack Wing), aided by a group of great guys running the demo portion.  This year, however, I managed to sneak away and play in the Dragon Ball Z constructed event.  Grand prize was the limited edition 2-player playmat.

It was an 8 player event with the following decks in play:

-Krillin Black (Rob)

-Piccolo Namekian (Myself)

-Ginyu Blue x2

-Trunks Black

-Tien Red x3

Not a whole lot of variety, but I was a bit excited to face off against a Tien Red deck that I’ve been reading online about a lot.  So how did I fair:

Round One: Red Tien

This round was against a fairly new player to the game and one of the guys I regularly play Dice Masters with.  The game started off strongly in my favor but mid-game I experienced, first hand, the kind of card advantage a Tien Red deck can master.  Luckily, a few Dragon Ball draws positioned me into place to win.

Score: 1-0

Round Two: Blue Ginyu

Well, here it is.  The one deck I had never beaten in an official capacity before.  Again, another strong start for me.  I managed to discard several Allies and get my Piccolo to stage 2.  Next combat, however, as I’m one anger away from stage 3…Wallbreaker.  After that, he was able to retrieve Frieza and that was pretty much all she wrote.

Score: 1-1

Round Three: Red Tien

This was another Tien Red round against a new player that I’d never played before.  Advantage was in his favor early on, but I managed to win by decking him with a stage 4 Piccolo.

Score: 2-1

Round Four: Blue Ginyu

This match was against John, the guy that beat me at the Heroes and Villains launch event last month at Book Broker.  We were both playing it rather cautious. However, a few turns in and I threw caution to the wind and began blasting away.  Somehow, I managed to win.  This was my first and only tournament Ginyu victory!

Score: 3-1

Somehow, I was able to make it to the finals to go against…

Finals: Blue Ginyu

This was the same guy that beat me in Round 2.  This match was best two out of three.  Round one was a Wallbreaker to stage 2 Piccolo combed with a Blue Neck Beam.  Round two was a WallBreaker second hand in.  It was a slaughter.  The Blue Mastery’s ability to be an Omniblock, combined with their own blocks and the ally blocks, there was no way I could land a hit let alone a critical damage hit.

Score: 3-2

late

Welcome to the first in a long line of articles for a card of the week sort of feature here with the Late Night Players.

I decided for the first article to kick off with a card that has quickly become a personal favorite for my Namekian deck:

This card should be called something else entirely but they had to keep the game family friendly...

This card should be called something else entirely but they had to keep the game family friendly…

This is a card that is potent on it’s own but becomes increasingly more dangerous when combined with other cards. Let’s break down the text of the card:

  • Banish after use: This is pretty straight forward.  Once this card has hopefully done its damage then it is banished from the game.
  • Physical attack. Damage: 3 stages: Flat 3 stages of damage.  Nothing more, nothing less.
  • Damage from this attack cannot be redirected or prevented:  While the attack can still be stopped, the stage damage cannot be passed off to another personality or endured.
  • This attack stays in play to be used a second and third time this combat: Yes, you read that correctly.  Three attacks accumulating in, hopefully, at least 9 stages of damage.

When I first saw this card, I shuddered a little at the prospect of an attack that banishes itself after use.  One of the Namekian Knowledge Mastery’s strongest strengths is the Anger gain from Rejuvenating during combat.  It’s hard to put cards back into your deck when you have a banished pile growing because you are willingly putting cards in it.  However, I quickly realized I was wrong.  This card was fantastic!

First, it is a total of 9 stages of damage that cannot be redirected or endured.  If at max power stages, that’s 90% of the opposing personality’s power.  Since the attack is broken up into three separate attacks for 3 stages each, your opponent has to think twice about what Energy Combat cards they decide to play on their attack.  That Krillin’s Destructo Disc in their hand costs 2 stages to perform.  That’s 2 stages closer to 0 and closer to this becoming pure life deck damage.

Second, that’s only base damage.  It becomes even deadlier when combined with other cards.  How about Namek Dragon Ball 1?

"I really don't think you should hang out with him, Little Green..."

“I really don’t think you should hang out with him, Little Green…”

The best friend of many Namekian decks, this card already helped protect your other Dragon Balls, now it is tossing in an extra +1 life card per attack.  We’re up to 9 stages and 3 life cards of damage.

What about the three Namekian Main Personalities?

Dodge!!

Dodge!!

{Continuous} Your attacks deal +2 life cards of damage.

Combined with Dragon Ball 1, we are now at 9 stages and 9 life cards of damage.

"Nerd!!"

“Nerd!!”

{Continuous} Your Styled attacks deal +2 life cards of damage. When you deal critical damage, you may Rejuvenate 1.

Again, we’re at 9 stage and 9 life cards with potential to you get at least 1 Rejuvenated card for an Anger gain.

"Nerd!!"

“Nerd!!”

{Continuous} Your styled attacks deal +3 life cards of damage…

There is more to that one, but we are focusing purely on damage buffs right now as the remainder of the effect would not be triggered. This one is 9 stages and 12 life cards of damage.

"I'm going to call you Big Green."

“I’m going to call you Big Green.”

{Continuous} Whenever your opponent stops one of your attacks, he destroys the top 2 cards of his Life Deck.

Much like Gohan’s previous effect, the first half is the only part that triggers off of Namekian Backhand. Since your opponent can still stop the attacks, just not redirect or prevent them, you can still do damage off of them. If they respond with Time is a Warrior’s Tool they have just lost the top 6 cards of their Life Deck (2 cards per attack stopped).

"Nail, I saw a bird.  Kick it's ass!"

“Nail, I saw a bird. Kick its ass!”

{Continous} Your attacks deal +3 stages of damage.

Combined with Dragon Ball 1, this would be a brutal 18 stages and 3 cards. Let’s take a moment to think about that for a moment. If your opponent is sitting at 1 stage above 0 or less, you are guaranteeing yourself 3 Critical Damage Effects. There is a potential net loss of 21 life cards from this attack combined with this MP.

This is a card that I love drawing either in the first couple rounds or near the very end.  If drawn early, you have potential for your opponent to not have much in terms of power stages.  That will help stall some Energy heavy decks.  If drawn later in the game, the combination of later level personalities and Dragon Ball 1 helps ensure some serious beat down.  Hell, we haven’t even discussed what the field would look like if you had two of these bad boys in your hand, let alone manage to get all three at once!

If there were to be a draw back to the card, which nearly every card has one, is that it cannot be tutored through Namekian Overtime.  That card only allows you to search for Styled Energy Combat cards.

So, obviously I love this card, but it’s not for everyone’s play style.  So if I was to give it a score…

We need a better scale, guys!

We need a better scale, guys!

We’re giving it 6 out 7 Dragon Balls.  It would be the perfect card if it could be tutored from the deck/discard pile somehow.  It is a beast of card, dealing some mind blowing damage, when combined with the right cards.  The banish cost is a small price to pay for 3 attacks in the end.

What do you think, Z-Warriors?  Agree? Disagree? Chime in in the comments below to let us know!

This Saturday is International Table Top Day 2015.

uWuvvR1

I’ll be at the usual hang out, Comic Quest in Evansville, Indiana. I’ll be hosting several demoes and events around HeroClix, Dice Masters and Attack Wing (both Star Trek and D&D).

I’ll also be participating in a constructed Dragon Ball Z event. I am still debating between Namekian or Red. I’ll have to feel the crowd to see what gets played.

Until next time, keep your dice warm.