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Howdy all,

After doing a Saiyan set review last week it really got my creative juices flowing. Before I get into the deck lets talk about combo. In Magic the Gathering and TCG’s in general combo describes a specific type of deck. This type of deck is often looking to setup a certain board state (maybe draw certain cards or cast certain spells) that leads to an unfair and usually game winning turn. One of the most powerful combo deck in the history of magic is storm. Storm cards copy themselves for each other spell played in a turn, combo-ing with cheap/ free spells for a huge one turn victory out of nowhere.

Not only do I think that there may be a powerful combo deck in DBZ, I think that storm may be lurking in DBZ. This deck tries to setup a big turn were it plays as many cards as it can in one turn and hopefully kills your opponent in the process. I present this with a word of caution. This is theory crafting and I have no idea how good this deck is without some real testing. It might be terrible or it might be fantastic but more likely its in between.

The Little Engine that Could:

Ok lets get start. Any good combo deck has to have an engine. These are the cards that make the deck work. These cards often look terrible on the surface but when added into the right mix you got dynamite.:

Each card works to make your attacks hit just a little bit harder. By themselves the bonus is small and insignificant but when enough combine together each attack will hit for huge chunks of life. Your plan is to assemble 2 or more of these cards in a single turn and than follow up with a huge barrage of attacks to try to take advantage of the damage bonus. Gohan (lvl 1 or 2) the dragon ball and Saiyan Offensive Rush can stay on the table and not take up a card in you hand. This is important as you want to maximize the number of attacks you can play in the turn you decide to “go off”.

Putting the Pieces Together:

The next key part of a combo deck is card draw/ card manipulations. You want to be able to draw the engine cards early and draw the gas (the cards that combine with the engine) later. Although Saiyan has a limited number of card draw effects will wok with what we have now:


The point of these cards is to dig into what you need. Saiyan enraged is especially good allowing you to have additional cards in the turn you decide to go off. As I said you have limited options here but luckily there is one more card that can help fuel you engine:

By most accounts battle pausing is a bad card. Although it looks like cards advantage is often is just a 2 for 2 plus pumping your opponent up to punch you in the face. In this deck it can do much more. On the turn you decide to go off this card can return a couple of key cards to greatly turn the tides in your favor. The main targets for this spell Saiyan Energy Toss, Saiyan Elbow Drop, and Saiyan Multi-Blast. If nothing else you can trade it those extra engine pieces when you don’t need them for any 2 random attacks.

The Gas:

Attack, attack, attack and attack. Your deck wants a ton of attacks. In fact you want so many attacks that when you decide to go off you hope you have 4 attacks in hand and even a couple more on top of your deck to draw into. This means that we are going to have to build this deck much differently than your standard 10ish setups, 15-20 blocks and 30 ish attacks. Due to the limited card pool this will lead to using a lot of filler attack cards to fill up the deck but there are a couple I would like to highlight.

Saiyan Elbow Drop

This is one of the best cards in the deck (and in Saiyan in general). With only Gohan and a single Saiyan Offensive Rush this card will deal 5 life cards and +3 at stages twice. That’s around 20% of there deck in a single attacks. Combined with a few more engine pieces this card can easily shred your opponent apart all by itself.

Saiyan Multi-Blast

Free attacks are extremely powerful especially when getting a huge boost in damage. The main danger here is that this card draws on hit. Overall its a high risk, high reward card that can be huge if unblocked. Play it late and hope to avoid blocks.

Saiyan Energy Focus,Saiyan DominationSaiyan Surprise and Saiyan Pinpoint Blast

These are you leading attacks. Depending on the situation these cards can shut down the various on board/ event based blocks that you opponent is holding onto. You are trying to maximize your damage in one turn and these cards help with limiting you opponents options to stop you big turn. Enough talk already lets put it all together:

Gohan Goes BOOM!!


Gohan Resilient Child

Gohan Young Warrior

Gohan Determined

Gohan Armored


Namek Dragon Ball 1 x 1

Saiyan Enraged x 3

Saiyan Offensive Rush x 3

Visiting The Past x 2

Saiyan Preparation x 2

Battle Pausing x 2


Saiyan Focus x 2

Saiyan Lightning Dodge x2


Gohan’s Masenko x 2

Saiyan Acute Rapid Slam x 3

Saiyan Cheap Shot x 3

Saiyan Direct Strike x 3

Saiyan Domination x 3

Saiyan Elbow Drop x 3

Saiyan Energy Focus x 3

Saiyan Energy Rupture x 2

Saiyan Energy Toss x 3

Saiyan Gut Kick x 3

Saiyan Left Kick x 3

Saiyan Multi-Blast x 3

Saiyan Pinpoint Blast x 3

Saiyan Surprise x 3

Saiyan Uppercut x 3

Notable missing cards:

Gohan’s Power Punch

This is not a styled cards and it raises your anger 2. Usually raising your anger is a bonus but this decks wants to stay at Gohan lvl 1/2 as long as possible, which is hard enough with all the Saiyan attacks.I have considered Empowered Flying Kick to keep your anger in check but Gohan’s power is so weak that the cards is pretty bad.

Saiyan Power Up

Although I mentioned this card earlier, I feel that it is strictly worse than Visiting The Past. I may be wrong as Gohan is fairly soft and may need the extra stages to begin his chain of energy combats (the mastery powers you up with each attacks).

Saiyan Clothesline

One of the best cards in Saiyan but as i mentioned before Gohan doesn’t have the power stages to take advantage of this card.

Confrontation and Time is a Warrior’s Tool

I didn’t include these because I don’t own them and i don’t think they are essential to the list. Time could definitely replace a block but confrontation is a give or take. You would likely have to cut an attack for confrontation making it only so-so for the deck. If you are striping a block, confrontation feels fantastic, but if you miss , you could be missing out of 8 life cards of damage or more.


This deck runs 4 block as you want to maximize the number of attacks in the deck. It might be more correct to run one time is a warrior’s tool and no block at all but I included these for two reasons. There are some attacks you will badly wish to block, so hold onto these for emergencies. Last, the draining of there stages is very relevant with the power matters cards in Saiyan.

The general flow of the deck should go something like this:

-Assemble engine pieces (2 or more if possible w/ Gohan)

-Try to build up on board advantage (Saiyan enraged and Visiting the past)

-With a hand full of attacks pull the trigger, play you leading attacks and damage advantage effects and chain out into and elbow drop to try finish you opponent off all in one turn.

-Rinse and repeat

Please let me know how the deck works for you. It looks great in my mind and on paper but until a few testing games are played you never know.

Take it easy,


Howdy all,

A new set is coming. It will be full of many goodies and baddies but before we can really understand what is coming we need to look at what we already have. I hope that in this set 1 review I can help identify what each mastery does well, what each mastery does not do well and what each mastery is looking for in the upcoming set. Being an engineer, I will be doing this with a copious amount of maths. For those that like math, enjoy. For those who don’t like math, I will be including some word thingies too.

The main things I will bee (buzz buzz) looking at is relative strength of all the energy attacks/ physical attacks and other effects for each mastery. Through this we can see where the strength lies for each mastery and what each mastery can improve on. When looking at the strength of card effects I was looking for a couple of things: Card advantage effects, destroy on board effects (ally, drills and so on), powerful interactive effect (play from banish) and other such nonsense. 1-2 of these effects is low on my scale, 3-4 is medium and 4 plus is high. This is based on my own call so you can argue if you want, not that it will do you any good.  Onward to maths!!

Energy Combat Comparison
Energy cost Life damage Stage damage Effect power
Black 2.7 5.6 1.4 Low
Blue 2.0 4.3 0.0 Medium
Namekian 1.7 4.4 0.0 Strong
Orange 2.1 6.0 0.0 Strong
Red 2.0 4.5 0.0 Strong
Saiyan 2.1 4.2 0.4 Medium

Looking at the relative strength of the energy combats for each mastery we can see a couple of interesting things.

-Black is arguably the most damaging (counting mastery of course) but does so at a very high energy cost. Black also lacks real game changing effects on its energy attacks making them rather weak overall. Grade C

-Blue is on the low end of damage and although has a couple of powerful effects, lacks depth in its energy combat. Grade B

-Namekian is super cheap, low on damage but rich with powerful effects (grabbing dragon balls, drawing and so on). Grade A

-Orange does a ton of damage and its drill tutoring makes its cards effects rather strong. Grade A

-Red although lacking in numbers has quite a few powerful energy cards. Grade A

-Saiyan (who cost is negligible due to stage gain) lacks the depth of powerful effects to stand above the rest. Grade B

Physical Combat Comparison
Energy cost Life damage Stage damage (AT+) Effect power
Black 0.0 1.4 3.5 Strong
Blue 0.0 0.7 2.6 Strong
Namekian 0.0 0.0 3.1 Strong
Orange 0.0 2.0 2.0 Strong
Red 0.0 0.0 2.5 Strong
Saiyan 0.0 0.7 3.3 Medium

Looking at the relative strength of the physical combats for each mastery we can see a couple of interesting things.

-Physical combats seem to be the main source of effects (such as knocking out allies and such) and as such i would expect decks to be running these just for there effects if for nothing else.

-Black again lead the charge is raw damage. What it lacks in on board death dealers it makes up in tricky cards that play banished cards or stop attacks. Grade A

-Blue has a number of hard hitting attacks but also has a number of low damage large effect cards. Grade B

-Namekian has decent damage and strong effect. not much to say here… Grade A

-Orange has a limited number of attacks but has very strong effects. You will likely be playing a limited number of these based on your decks needs. Grade B

-Red damage is deceiving. Although they have a number of hard hitting attacks red also has a number of low damage strong effect cards that it will want to play. This makes red a little unreliable. Grade B

-Saiyan punch things, punch things hard. What Saiyan has in damage it lacks in strong effects for this reason i can’t quite give it an A.

Grade B+

Energy Physical Both Effect power
Black 4.0 3.0 0.0 Medium
Blue 5.0 6.0 3.0 Strong
Namekian 3.0 4.0 1.0 Strong
Orange 4.0 4.0 0.0 Strong
Red 3.0 4.0 1.0 Medium
Saiyan 4.0 3.0 0.0 Low

When it comes to stops blue is king at doing nothing. I give second place to Namekian/orange. Namekian due to its ability to rejuv and gain anger while dropping stops and orange due to the the strength of its stop drills. Its silly that blue gets as many stops as it does considering its rather redundant with its mastery but hey if you want to be “that control player” blue is the deck for you.

“Other” Comparison
Anger Gain/ card Anger Drop/ card Simple Card Advantage Effect power
Black 0.3 0.1 2.0 Strong
Blue 0.1 0.3 5.5 Medium
Namekian 0.7 0.1 9.0 Strong
Orange 0.2 0.0 8.0 Strong
Red 0.6 0.0 6.0 Low
Saiyan 0.8 0.1 3.0 Low

This table compares drills, events and all that other stuff. I did consider each mastery when calculating anger and it is rather telling.

-Red is third place in average anger gain!! This is crazy to me and shows just how powerful Namekian anger gain really is.

-Orange and red have no anger drop at all. Keep this in mind when building. You may have to face high level MP’s and there is little you can do about it.

-Although blue is the king of anger drop, it is nowhere near the gain power of the top 3 (red, saiyan, and Namekian). You may slow them down but it may be impossible to stop them.

-I defined simple card advantage as: cards that read you draw a card (with little or no cost) or cards that had multiple turn effects (powerful drills and/or setups) that are equivalent to plus 1 card. What we see is quite telling. The leaders in card advantage are the leaders in the meta. Red is an exception due to its relatively low strength of its effects.

-Black seriously lack cards advantage. I know we don’t want to print a straight discard a card effect but these one of mine/ one of yours effects put black way behind compared to every other mastery. Sure banish cards in decks is quite powerful, but without a great source of card advantage black has the potential to just get crushed in combat versus most other decks.

-Oh ya grades… Black B, Blue B, Namekian A, Orange A, Red C and Saiyan C.

Ok so what does this all mean.

-Black is overall a B-, strong effects and strong damage but at high stage cost, black lacks board control and has relatively low anger gain. Focus on MP’s that have high PUR and/or can deal with on board threats at low levels. Nappa might fit here due to his ability to smack allies in the face and Krillian/Piccolo fit well due to there high PUR.

-Blue gets a solid B. Blue can be a limited beat down deck but quite the beast of a control deck. If you want to play the deck that make your opponent do nothing here is the style for you. Remember your MP will be at level one most of the time and level 2 only in the best case. I think nail may be a natural fit here due to his chipping away ability and strong MP block but Frieza also come to mind considering some of the new cards that are coming.

-Namekian gets an A+. What is lack in limited on board control it easily makes up for with a huge amount of card advantage and solid cards. By far one of the most powerful masteries, it is limited most by the MP’s that can use it. This mastery can often try to win in all three ways (dragonball, anger, and damage) without having to play bad cads to do it. Very scary, very flexible and thankfully limited to only a handful of MP’s.

-Orange gets a A-. Not quite as strong as Namekian but given enough time can be nearly unstoppable. Orange is a late game beast. It can setup boards full of drill that can put there opponent in a near unwinnable situation. Lacking a ton of anger gain, you want to focus on MPs that can generate there own anger or are very powerful at low levels (cough Ginyu cough). Orange can be beaten through speedy beats, or anger/dragon ball victory but survival victory can be very difficult to achieve through its wall of on board effects.

-Red gets a B-. Red lacks the consistency to be a top tier deck. Many of its cards have very powerful effects and/or combo together in awesome ways but over the course of a game red can be out classed due to a lack of consistency. Right now red is slightly undefined. Is it an anger deck or does it use its anger to do other things. Hopefully as more sets are release red can find its nitch.

-Saiyan gets a C. Although its mastery and attacks are quite powerful it lacks the card effects to deal with every situation. Also its lack of real card advantage puts it behind in combat.

Well I hope that helped. As the new set is release I am excited to see if each mastery will get what it need to fill its gaps. Who knows where we will be in a few months but I can’t wait to find out.


As a long time TCG player (magic for ~20 years and Star Wars before that), I hope that I can shed some light on what I think can make a card game successful and perhaps what Panini can do to keep this game going for many years to come.


In a TCG cards are released in expansions or sets. These sets are than often grouped into blocks (2-4 sets). These blocks can be grouped together to form formats. These formats are a limited cards pool from which decks are built to compete with other decks in the same format. But why, do you ask, would you want to limit the number of cards you can use to build decks?

-Limited card pools create more diversity (in decks) and not less. By having a limited cards pool, players are allowed to try more cards without being punished for not playing the most powerful cards. A limited card pool often leads to limited number of “overpowered” cards and therefor a more diverse pool of decks to play with.

-Formats lead to decks changing over time. By having a format that changes as sets are release (new blocks come in and old blocks come out) the most powerful decks will change over time. You will no longer be able to play your crazy old deck but you can now look at the new cards and find the next format crushing deck. Much like magic, there should be many formats to allow players to be able to play their crazy decks built from all the cards release, but I feel having a more limited format leads to a more interesting and fun play experience.

-Having a format that changes over time allows for designers to be more creative. Formats help designers by allowing for: Limited competition among card design- since you don’t have to compete with all the old cards that have already been designed, Creative design of specific cards-you can re-release personalities or other cards in these new worlds (with new abilities and design), Be more thematic – put cards in different settings or worlds (start at dragon ball child Goku and move forward through the series), and even tell a new story with each new block.

-A limited card pool helps to prevent the dreaded power creep. In an open format, cards will always be compared to the entire pool of other cards that have been created. This leads to cards slowly becoming more powerful overtime and other cards slowly becoming useless overtime. A limited pool allows the designers to make cards that are interesting and cool without having to worry about if it is good enough to replace card x or y.

-The legacy effect. An unlimited cards pool often lead to decks that are so focused at what they do that they fundamentally break the game. Examples of this from the old DBZ are block everything decks that stall and stall and stall until the opponent is dead, and one turn kill decks that get just the right combination of cards to kill your opponent before they can do anything. These types of games can be un-interactive and frankly not fun. There are those that love these formats with there broken decks and broken card combos (and sometimes I do) but a format of have and have not (most money wins) can be very frustrating to the average player.

Looking at MTG as an example one of the most popular format is standard, which is made up of the last 2 of blocks and a core set. The core set includes cards that are staples and/or basic and can often be reprints of previous sets (not required to be reprints though). The blocks are often focused on specific stories/worlds and contain more interesting and complex cards. As new blocks/ core sets come old ones are replaced leading to an ever changing format. On the extreme other end in legacy which include all the MTG cards ever printed with a long ban list of certain cards.


Due to the way cards are release in DBZ sealed is the only “limited” that currently exists. These limited formats are an important addition to a TCG for several reasons.

-Cheap entry- Drafts in particular allow a player to get a fun competitive experience that can be much less money than building a constructed deck.

-Limited events allow players to experience new cards as soon as possible. Limited events are a common way of celebrating a new set allowing players to try out the new cards the night of the release.

-A different competitive experience. Limited events often lead to interesting combos and play experiences that just are not seen in a normal constructed environment. This is especially true with DBZ that only allows freestyle decks in limited formats.

I have no idea if draft could ever work for DBZ. Due to the deck building (pick a hero first) this may never work but perhaps Panini could focus on supporting the sealed format. Currently it can be quite costly but it seems like a very fun and interesting experience.

Card specific balance has been talked about by others in the past and I feel that Panini has done quite a good job trying to find a balance of interesting and good cards without making too many over the top. As many of you know the old DBZ slowly got overrun with card advantage and many many many combat stoppers. I hope that DBZ can remain a game that focuses on interesting combat and player interaction without falling off the power creep cliff.


Howdy again,

In case you missed part 1, I went over some deck building basics as well as some TCG basics in general. Notes from the weekend:

-One thing I learned from my playing this week was that you need to be aware of your energy vs. physical attacks. In general I think that it is correct to play 70-30% in favor of physical. This may not be true depending on your deck build. With the captain you will have plenty of allies to give you the energy you need allowing you to play more energy attacks than normal. Also a very defensive build (like namekian or blue) would pass nearly every turn meaning that your opponent will have less opportunity to catch you with low energy. The danger is if you go into combat on your turn and end combat at zero power due to opponent beat-down. Passing to your opponent in this situation is super scary and can snowball into a quick death.

Ok moving on, this week I was going to talk about card advantage but I was requested to go over the Saiyan style, so here we go!!!

I will rank all cards on a 1 to 3 basis. 1 being trash, 2 being filler and 3 being an auto include for most decks. When evaluating cards in DBZ there are some major things to consider.

Card effects- Cards that do effects other than just combat are extremely valuable. If this effect is not on hit it is much more powerful as many of your attacks will be blocked and effects that occur before hit can not be responded to by your opponent. Something as simple as do a critical effect (see saiyan pinpoint blast below) is extremely powerful due to you opponent’s inability to respond. You were going to block with guldo?- I guess not. The dragon ball was going to prevent the damage?- I don’t think so.

Card advantage-I will often talk about x for 1. This is a measure of card advantage for a given card. I equate card advantage as shown:

-Draw a card. The simplest form of car advantage this is worth +1.

-Stay in play to attack again. As with draw a card this essentially gets you a replacement and counts as a +1.

-Anger gain. I rate an anger as 1/2 a card. This means a card that adds 2 anger is worth +1 for me.

-Rejuvenate. Unlike other card games, life gain (in the form of rejuvenate) is much more powerful due to the high amount of searching and your life and deck being one and the same. I value each rejuvenate as 1/2 a card.

-Allies/ Drills. Allies and drill can be especially powerful as they as as a card that often stays on the board for multiple turn. This means they can give you additional advantage over and over. Depending on the card and the game situation these can net you a ton of card advantage. If drawn at the wrong time, they are a dead card in your hand. They come at a risk but many can be extremely powerful.

-Other effects. There are many unique effects such as search or return from discard that i will address as I evaluate each card.

Saiyan Empowered Mastery

This mastery gives you anger for each attack, netting you around 2 anger a turn. This is quite a powerful effect also netting around +1 card every turn. Also the stage gain can be used to power out a plethora of energy attacks. For me I think this mastery shines best with physical attacks but this may change as new cards are added.

Saiyan Acute Rapid Slam – 3

I think this card is a fantastic physical. Plus 5 is huge especially given it requires no stages from you and comes with a benefit attached. I feel that rejuvenate is worth about 1/2 card per so this is worth at least a 2 for 1 hits hard and costs you nothing. Play three if you got ’em.

Saiyan Analysis Drill – 1

Low impact card (no card advantage) and will removed as soon as you level up. Perhaps a playing one of them in some limited cases, but not really worth it in most decks.

Saiyan Arm Catch – 2

A very solid block. I feel that anger is worth around 1/2 a card so this is a 1.5 for 1. Endurance is rather random but endurance 2 can be quite good and when used with Trunks can be setup. Likely a three of.

Saiyan Cheap Shot – 2

3 stages is quite a bit especially if you are focused on physical combat. 6 banished is fairly strong but the lack of any additional effects only makes this so so.

Saiyan Clothesline – 3

A huge psychical finisher. This card can deal an absurd amount of damage if unblocked. Not a lot of card advantage here just a very hard hit. If you are playing trunks, you can take advantage of his high power to push through a ton of damage. Three for me!

Saiyan Direct Strike – 2

I want to give this a three but it doesn’t quite have the flash to fall into that category. Given its high endurance and reasonable plus stages this is one of the most solid cards in saiyan. I would play 3 of in almost every deck but this is definitely in the realm of a fair card.

Saiyan Diving Burst – 1

Without any automatic effects this card can be a risk. You can definitely hit them hard in the right situation but will often use a life card and 2 stages only to pull a block from your opponent.

Saiyan Domination – 2

Although this does limited damage, the effect of this card can be quite devastating. Using this correctly can take some skill and even than there may be situations where the effect does very little. Given its potential I would play 2 to 3 in most decks.

Saiyan Elbow Drop – 3

This is a straight up 2 for 1 card. Given it interaction with your mastery you also gain 2 anger and often recover the stages used for this attack making it a 3 for 1. You should play 3 for sure.

Saiyan Energy Deflection – 2

A decent block. Nothing amazing here but you likely need to play 3 of to get a good amount of block in your deck.

Saiyan Energy Focus – 2

This card is quite the skill tester. Although the ability to shut down multiple drills and allies for a turn is quite powerful, it is also quite narrow and does little damage. I would happily play 1 or 2 but its not needed.

Saiyan Energy Rupture – 3

Can hit quite hard and lower 2 anger making it a 2 for 1. A three of in most cases.

Saiyan Energy Toss – 2

Although the damage is only mediocre for an energy attack. the additional anger and card effect can be quite powerful. If played first this card can net you quite a bit of additional damage making it a quite solid. Likely a three of but I am not positive.

Saiyan Enraged – 3

This card is an absolute bomb!! It will often net 3 or 4 anger plus a card making it a 3 for one in many cases. Play 3 because you’re not allowed to play 4.

Saiyan Face Stomp – 1

Not a terrible card but not amazing either. Given your pool of other card you could play this will often not make the cut.

Saiyan Flying Tackle – 1

Meh, not so good

Saiyan Focus – 2

Sort of a risky block. In most cases, dropping your opponents power is quite good. The problem arises with the captain. Enabling your opponents allies is quite bad making this a 2 of for most decks. Did I mention Ginyu is everywhere.

Saiyan Foot Stomp – 1

Although the -2 anger is quit good, the fact that it is only on hit makes this card only so so.

Saiyan Gut Kick – 2

A hard hitting physical with a unique effect. Not exactly card advantage but getting two attacks in a row can be quite good depending on your hand.

Saiyan Left Kick – 2

Hard hitting physical plus anger. Not amazing but definitely worth playing. This does life not stages so focus on using later in combat once you have softened em up a but. 2 or 3 of depending.

Saiyan Light Jab – 2

Decent physical with a small on hit rejuv. Due to on hit this card is much less good than it looks. A filler card if need be.

Saiyan Lightning Dodge – 2

Just like Saiyan focus a powerful yet risky card. If it wasn’t for the captainthis would be a three of but as is 2 is more likely correct.

Saiyan Multi-Blast – 2

If the draw wasn’t on hit this would be an automatic 3. As is this is a solid card that requires a block. It doesn’t hit hard but card advantage is key to any good deck.

Saiyan Offensive Rush – 2

I haven’t seen this card in action but 4 stages seem like quite a bit for this ability. If you get three attacks it can net you 9 life so there is quite the potential there but it is fairly costly to activate.

Saiyan Pinpoint Blast – 3

Power ability makes this an auto include for most decks. This card allow you to smack a ally before they can respond making it quite useful.

Saiyan Power Up – 2

Card advantage is great but since this is not a combat card it benefits a bit less from you mastery. You should likely play 1 or 2 but its not required.

Saiyan Prelude – 1

Not very good. It makes you attack that much more attractive to block and can lead to 2 for 1 in your opponents favor. Trust a card game veteran and don’t play this card.

Saiyan Preparation – 1

Not exactly card advantage as the card itself does very little. I would avoid this unless you really need the stacking effect.

Saiyan Retaliation Drill – 1

Sort of a do nothing. The additional damage in minor and the drill will get quickly discarded as you fly up in anger.

Saiyan Sabotage – 2

Low damage and being an on hit effect makes this quite weak but due to your lack of board control in this style a likely 1 or 2 required.

Saiyan Scouting – 1

As an event this is quite weak. This ends up being a do nothing in combat when you would much rather have a combat or block.

Saiyan Straight Shot – 1

Weak damage and weak effect. There are better cards out there.

Saiyan Supreme Block – 2

Anger bonus and rejuv is nice but not amazing. Likely a required 3 of to meet you block requirement.

Saiyan Surprise – 3

Great versus ginyu and ginyu is everywhere so play 3 already.

Saiyan Triangle Beams – 1

Ability will often not trigger due to endurance and such making this just a mediocre attack.

Saiyan Uppercut – 2

Solid filler. Nice static damage that is independent of stages. 2 or 3 if you need em.

Saiyan Wrist Block – 2

As with all of these block you run the risk of turning on allies. Due to Ginyu running wild this can be a risk to play.

Putting it all Together

Now that I have rambled for a while lets put together a sample list. I will choose trucks as the hero for a few reasons.

1)Trunks has a banish effect on his personality which is lacking on most of the available cards

2)Trunks has high overall power at every level making him much more ideal for a physical based deck, which i think is the Saiyan style strength

3)Trunks is easy to get

Unlike many heroes that have on card attacks, you have to play carefully to maximize his ability.

-Try to get the most out of his banish as your deck has limited banish

-Stack endurance when on the defense and on the attack stack you opponents deck (when you can) to try to give him junk

-Take advantage of his natural strength with a ton of physicals

Saiyan Beat Down!!

Saiyan Empowered Mastery


Trunks Inquisitive

Trunks Resolved

Trunks Energy Charged

Trunks Young Super Saiyan


Confrontation x 2

Saiyan Enraged x 3

Saiyan Power Up x 2

Time is a Warrior’s Tool x 1

Visiting The Past x 2


Saiyan Supreme Block x 3

Saiyan Energy Deflection x 3

Saiyan Focus x 2

Saiyan Arm Catch x 3

Saiyan Lightning Dodge x 3

Saiyan Wrist Block x 2


Devastating Blow x 3

Saiyan Acute Rapid Slam x 3

Saiyan Clothesline x 3

Saiyan Direct Strike x 3

Saiyan Domination x 2

Saiyan Elbow Drop x 3

Saiyan Energy Focus x 1

Saiyan Energy Rupture x 3

Saiyan Energy Toss x 2

Saiyan Gut Kick x 2

Saiyan Pinpoint Blast x 3

Saiyan Sabotage x 2

Saiyan Surprise x 2

Trunks’ Sword Slash x 2

This deck focuses on the physical beatdown. The energy attacks are included due to their powerful effects but you should often use them later in combat to attack at highest stage whenever possible (unless you want an effect like pinpoint or saiyan domination). Due to the limited number of block I had to include some power dropper block which can be dangerous vs Ginyu. This deck wants to be as aggressive as possible attacking when ever possible.

That’s all for now, take it easy eh.


Howdy all.

Before I dive into this, let me introduce myself. I have been playing magic for over 15 years and I am a big time magic drafter. I have won a pro tour qualifier in magic, for two-headed giant. I don’t consider myself a pro but I am quite knowledgeable and I am always searching for the next big sneaky tech or interesting idea.

Why do I say all this? Well I have just gotten into the DBZ trading card game. I have not been able to play many games and I have been looking for ideas and such online. I regularly search the net for magic knowledge and ideas but when it comes to DBZ I have found  a distinct lack of knowledge. What I have found I will now share with you. I am no expert at DBZ but I hope that my understanding of TCGs will be helpful to all. Sit down and listen to my theory craftin’.

Part 1-Getting Started

Before we talk about strategy (I’ll get there), we need to talk about what a TCG is.

T is for trading. The most important part of any TCG is the trading of cards. For DBZ if you buy a starter you get around 10 of each style card, a random hero, and some shiny stuff. The problem is that in DBZ you want a deck built around a style mastery or even a specific hero. This means you need around 50 cards of a specific style so what do you do? Well you could buy more starters/packs (and I think you should) but even than you won’t be able to get everything you need. What you need to do is Trade. Find other players and trade your cards. Some cards are worth more than others, so it never hurts to check prices but get out there and trade. Why should 6 people have rather unplayable decks when with a little trading they could all playable decks.

CG is for card game. Its a game, go out and play. Find some friends, find a card shop, find a willing family member, just get out there and play. If you need some help on how to play, check out this useful tutorial here:

Ok now that we’re through that lets talk about basic deck crafting in DBZ. For now, we will not worry most powerful victory or dragon ball victory, just your plain old beat down.

1) Your deck needs to be 60 cards (exactly) and your 4 hero cards that you keep to the side

2) You should pick a mastery: Black, Blue, Red, Orange, Sayian or Namekian. Each mastery does very powerful stuff and greatly effects how your deck works and how you plan to win. Some heros work best with certain masteries and some masteries have limited heros that can use them (Sayian or Namekian).

3)The basic shell for a deck is as follows:

10 ish non-combat cards- this can be drills, dragon balls, events and setups. Often you don’t want to run too many of these as you don’t want to draw to many during a combat step.

10 to 20 ish blocks- Blocks are key to stopping certain attacks that activate on hit or even very scary attacks that must be prevented. Depending on your deck build the actual number of blocks can vary greatly.

30 to 40 ish attack- This is the most important part of your deck. You can’t win in a punching match if you have no punches…

…and that’s it. Well not really there is more to be said and more to come. Next time we will talk what makes some decks better than other: card advantage, hero advantage, allies and much more.

A couple of resources before i go:

For those interested in deck ideas and even watching some matches check out this you tube channel:

For a super sweet card search engine (like gatherer for those that play magic):