Subject: Re: Cell's Anti-Hand of Doom

---------- Original Message ----------------------------------
From: Iitestah
Date: Fri, 22 Aug 2003 21:48:48 EDT

Can you please make some suggestions on this deck and let me know how it
looks. It's Tuff Enuff, and I want to make sure everything is looking up before I
go out and buy the cards to make it. Especially the Champion Drill, which is
really gay to get my hands on. Thanks.

// MP and Mastery
1 Cell (Lv. 1) (Techno)
1 Cell, Stage Two (Lv. 2)
1 Cell, Perfect (Lv. 3)
1 Saiyan Style Mastery (TS)
1 North Kai Sensei
// Non-Combats
1 Expectant Trunks
1 Fatherly Advice
1 Don't You Just Hate That
// Drills
1 Champion Drill
1 Breakthrough Drill
2 Determination Drill
// DragonBalls
// Allies
1 Piccolo (Lv. 1) (MB)
1 Android 14 (Lv. 1)
// Attacks (physical)
2 Saiyan Charge
2 Saiyan Flying Kick
3 Saiyan Cross Punch
3 Saiyan Hurricane Kick
3 Tien and Yamcha's Strike TE
3 Majin Vegeta's Frantic Atk.
3 Saiyan Destiny
// Attacks (energy)
// Energy Blocks
1 Nappa's Energy Aura
1 Frieza's Force Bubble
1 Goku's Energy Absorption
3 Saiyan Energy Blast
3 Saiyan Focus
3 Saiyan Planet Explosion
// Physical Blocks
1 Vegeta's Physical Stance
1 Nappa's Physical Resistance
3 Pikkon's Leg Catch
3 Saiyan Wrist Block
3 Saiyan Lightning Dodge
// Omni Blocks
1 Time's a Warrior's Tool
1 Cell's Defense
3 Goku's Super Saiyan Blast
// Combat
1 Super Saiyan Effect
2 Cell's Presence
2 Saiyan Gambit
3 Unpredictable
3 Vegeta's Lunge
3 Trunks Energy Sphere
3 Android 18's Stare Down
4 Cell's Instant Trans.
// Battleground/Location
3 King Kai's New Home
// Sideboard
1 Evil Presence Drill SDO
1 Saiyan Headshot SDO

//Stratagy
Get out KKNH as soon as possible. That way, I can almost guarantee
at least one attack will hit per combat unless the bring out mass stoppers.
With all the attacks that stay on the table to be used multiple times, this
deck seems to always do some kind of damage. I've got the Gambits in here
because if I can't pull em off, oh well, but if I do, my attacks become that much
more deadly. Thanks for reading this, and if you do help me on this, thanks
again.

***********
Gambits are just weak. Well I think so. They do NOTHING when defending unless you somehow can get a 4 card hand before you draw your three (try holding one, Saiyan CS Mastery and Expectant Trunks/Goku CS 1 power or Saiyan Truce Card).

As for Champion Drill, don't worry your head too much about getting it. I wouldn't.

Again I would fill your Sensei deck. You can run stuff like Pressure Technique and even random blocks to ward off Backlash. Anything. Better than nothing. A Hero's Heart is Strong.... Black Scout Maneuver...

I would run a few more non-combats. Foreboding Evidence, Frieza is Ready, Victorious Drill, Where There's Life There's Hope, and maybe Vegeta's Quickness Drill seem like candidates. If you really want to go hand destruction, Android 18's Staredown comboed with Broly's Evil Drill is just plain wrong, if you have a way to regen it of course. I would move Breakthrough Drill to the Sensei Deck seeing that you are in Tuff Enuff and there aren't DB decks around. Determination Drill also doesn't seem like it will do much seeing you should be mostly on the attack.

Your allies look ok. Piccolo seems interesting. He might work better than Android 15.

You've got a nice selection of physical attacks. You really need Gohan's Kick bad though, seeing you fear stopalls. Just to let you know Charge won't help you very often. Goku's Quick Dodge might be an idea in blocks.

Wait, no energy attacks? I'd run Saiyan Power Beam, and maybe a couple of the other removal cards like Saiyan Strength Blast. Even Krillin's Solar Flare might be an asset.

Saiyan Energy Blast... er... no... I don't see any reason to run it, nor is it a block. If you really need an energy block, Energy Ricochet is great.

I think Battle Pausing might work in this deck. Try Staredown and Battle Pausing it back...

I think 4 Cell's Instant Transmission is a bit much. I'd rather run a searcher like Piccolo and Heroes Gather than 4 of them. Especially with only 1 choice of Location. I'd run one different one just in case KKNH gets COGDed or something random like that. You never know when something like City In Turmoil could help.

Interesting deck and pretty solid. It is quite ruthless on both level 1 and 2. I would run 3 Are You Tuff Enuff because you can, seeing that the card is just plain wrong endurance wise. It can help by jumping to that level 2, which can be even better than your level 1 if you ask me. Higher base and you can go get Destiny if you want a power lookalike, or you can go get a block or something else.

I think you need a little more non-combat defense.

Overall this is really well built compared to many of the other decks I read, outside of not running Gohan's Kick. This deck should be able to work nicely on any level, which adds to the playability. Good luck.

--
matthewlow@franceslow.com
"You will not be allowed to do this to anyone else!" - Gohan
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