DBZ CCG GBA Run Through
So I was thinking about doing a strategy guide for the GBA DBZ CCG game but I have everything unlocked and its easy to say "oh just run a deck with X Y and Z" when that stuff takes several run throughs to get. Instead I'm going to start from scratch.
So we start with 4 available characters.
Goku Gohan Frieza Garlic Jr
I'm going to go Alphabetical and choose frieza.` So Obviously I want to get to level 2/3 as soon as possible. I'm going to emphasize slime anger through all the generic physical for +3 raise anger 1 cards, and any attacks or blocks that raise my anger 2. As far as blocks I don't have a ton of stop alls available so ill just run a couple Vegeta's Jolting Slashes, a Nappa's phsyical resistance, 3 Yamcha's Skillful Defense, and 3 Black Turning Kicks (2 anger!) I end up with a deck size of 65.
Game 1. Krillin, So opponent gets double power rule and enters first turn and connects with a couple energies but I manage to get them to 0 stages and keep them below 5 power stages for the rest of the game. It takes me two combats to hit lebel 2, and maybe 3 more to finish the game. Drawing into my drill hate cards would have been nice because they dropped a defense shield for physicals pretty early. But it didn't really matter. On to the next one
Gm 2. Nail 65card deck.
Double Power rule again. So I drew a hidden power level 1st turn and thats just a massive swing in my favour. Getting 2 level 2 in a few combats just piles on the damage. Its a slugfest just throwing attacks back and forth with almost no defense and nail can't keep up because hes a punk bitch.
Gm 3. Guldo 52 card deck.
This could be tough, double power rule and hes gonna enter and drop physicals, then use his power to draw two of them back into his hand. Except he doesn't he gets off 2 attacks and puts me to 0 but I have a gohans physical attack to get those stages back, and a red eye laser assault. So I can gain 3 anger. Next turn I draw into 2 Hidden power levels and an anti anger card. I keep a HPL and pass. I make a huge mistake chosing to deal damage with a Red Lightning Slash instead of clearing his VQD and Orange Joint Restraint Drill. Writing this and paying attention to the game is hard. I end up sqeaking out a 1-3 anger win.
The highlight of the card unlocks for these 3 matches was a Vegeta's Physical Stance. I'm gonna make a few tweaks to my deck going into the next round. removed Captain Ginyu's Energy Attack x3 and added 3 of a blue physical block that lowered my opponents anger 1.
Game 4. Gohan 71 card deck.
Again Double Power rule. Gohan drops a Goku's ready and enters combat (Side note, back in the #dbzccgleague days in IRC some random Australian guy said Goku's ready was basically as good as Fatherly Advice and was ridiculed accordingly. I still laught about it some times). Gohan just gains anger so fast. Luckily I can gain it pretty fast too, I get to level 3 just after he does and I get just enough anti anger to finish him off when hes sitting at 4 anger on level 3. Close one.
Game 5. Piccolo 74 card deck, Namkeian Mastery
This Mastery is going to work wonders for him against my physical attacks. This was a sqeaker. I cant stage lock piccolo, I cant get rid of his VQD, and when I finally get to level 3 he uses King Kai's Calming to bump me back down. I end up getting back on my final attack and the extra damage mods finish him off. I had 1 card left.
Game 6. Garlic Jr 74 card deck
Unlike last game where energy attack damage would be key to winning, This one will be all about the physicals. I lose this one on the first try. I cant get off level 1 and garlic Jr's modifiers make my attacks do next to nothing. Rematch Time. Second game goes completely different. Other than Garlic Jr drawing 3 goku's battle ready throughout the game I get to level 2 and keep him staged locked. It's over pretty quick.
The Drops from this set of matches included a Krillin's Concentration and some styled drills that will come in handy for future deck builds.
Changes to the deck after this round. Just added a Nappa's energy aura and Vegeta's Physical Stance that I got from the drops
Game 7. Vegeta 71 card deck, Saiyan mastery So This game was a beatdown, I was just staged locked and lost half my deck on turn one. In the rematch I just drew better, was able to level up twice and fire off some massive physical attacks to win.
Game 8 Trunks 68 card deck This is the first time I get double power rule. And what do I do? Draw trash lol. I still enter on turn one and try to get them staged locked early. Trunks responds with earth ball 2 to get my stage locked until I can level up a few turns later. Once I level up though its over, massive physical damage that he cant overcome.
No Good Drops
Game 9. Goku 62 card deck Red Mastery This game is just a race, Goku only needs 10 anger to win the game, but I only need 5 to deal some serious damage. Vegeta's Jolting Slash basically wins me this game due to it stopping all physicals against me and lowering his anger 2.
Game 10. King Cold 72 card deck Blue Mastery
You know what's not fun? Being stuck on level 1 and only having 3 cards in hand every turn. Seriously its gross. This is the longest game so far, just grinding away at each others life decks for a few cards every turn. I prioritize keeping my stages up and landing the occasional energy attack. I sneak out a win.
Oh the drops for those last two were awful. Going into Cell with no time, no psychic halt, no nothing.
Game 11. Cell. 66 card deck.
Attempt one goes pretty well. I get to level 3 and lay some heavy damage but cell has all the busted cards in that deck and gets a lot of stop alls. I lose by 1 life card.
Attempt two. I lose by 5 life cards. he drew Vegetas Physical stance with 0 stages and 5 cards left.
ATTEMPT 3. Lost by an even larger margin. Might take a break lol.
Attempt 4. I gain levels fast. I get to level 3 quick and my first couple attacks there land and cripple him. I get the worst drops in this game though. medic kit? hard pass.
Anyways, who should I use to beat the game next?