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DBZ
CCG Card of the Day
from dbzcardgame.com |
Breakthrough Drill Trunks
Saga
Reviewed July 25, 2002
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Standard
Rating: 3.98 (based on
4 reviews)
Tuff
Enuff: 1.79 (based on
5 reviews)
Ratings are based on a 1 to 5
scale
1 being the worst. 3 ... average. 5 is the highest rating.
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IQ
A Score Guy |
You know how there are times when there's something
super good yet no one ever uses it? Well, this is one of those times...
Standard
Breaktrough Drill is one of the best cards out there to fight Stasis and Dagonball decks because it keeps
all players from ending Combat and cards that end Combat can not be played, which means no one can play
Earth DB 6 and 7. In the current environment ther's a lot od Dragonball decks that appear to be taking over
yet no one really does anythign about it. Cards like
Gohan's Kick are pretty good against this type of decks and Trunks Energy Sphere could help but it can
alwayz be Sphered so the only sure thing you have to keep your opponent in Combat is Gohan's Kick and
that's only for one turn. Breaktrough Drill will do the same thing but it will stay in play til your
opponent can deal with it. I still can't understand why no one's using 3 of this card in every deck when
it's the best tool against the dominant deck archtype.
Rating 4.6
Tuff Enuff
This card loses a lot of power in this format because stasis isn't really around and there aren't many
reasons to use it. I can still see this card being
played in Saiyan decks because it really sux to have your opponent keep ending Combat on you when you have
5-8 cards in your hand. >,< Besides that I don't really see that much use for this card in this format
but what can you ask from a card that can go head to head w/ Trunks Energy Sphere when it comes to power in
Standard?
Rating 1.8
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Organous
the
Original |
Here's an answer to pretty much all
DB decks, especially Earth. Any stasis deck will be pulling
its hair out trying to deal with this, and get pummeled quickly
because they won't be able to deal with the barrage coming to
them. Dende DB is hurt less, but it's still hurt. Tuff
Enuff, however, has little reason for stopping Combat except to
try the Dragon's Victory combo, which most people aren't able to
pull off anyway.
S: 4.1 TE:
2.3
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Hawk |
Yet again another MWAHAHAHAHAHA... card.
Pull this vs. Db, and woops.. oh ;_; *tear* you cant end
combat. Haha, i love this card, not only is it great against Db
deck, but its also Anti-Earth Dragonball, no 4,6,7 can be played
with it in play :D its great, iam surprised more people dont use it.
Reg - 3.2/5
TE - 1.8/5
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W00T! Breakthrough Drill!
People need to start playing this card more >_<. It's
verily verily nice in Standard and loses alot of power in Tuff
Enuff. Actually I wouldn't run one in Tuff Enuff, but in
Standard..it's amazing against Earth Dragonball Decks. They
won't be able to lay Earth Dragon Ball 6 or 7 (not sure about
4) into play while this drill is in play, and they can't end
combat. At worlds last year, I ran 3 of these, and it helped
immensely. So, if you're having trouble against Dragonball
decks, and you need a good counter, take a look at Breakthrough
Drill.
Oh yeah, Saiyan Lockdown decks make
good use of this card ;)
Standard - 4/5
Tuff Enuff - 1.25/5
-Cds
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