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DBZ
CCG Card of the Day
Image from dbzcardgame.com
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Cell's
Presence |
Card
Number: 158 |
Card
Type:
Combat |
Rareness:
6 |
Power:
Remove all Allies in play from the game. Limit 2 per
deck. Remove from the game after use. |
Character:
Cell |
Quote:
Wonderful! This is going to be far less difficult than I
had ever imagined. |
Saga:
Cell |
|
Standard
Rating: 2.71 (based on
7 reviews)
Tuff
Enuff: 3.63 (based on
6 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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DBM
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Cell's Presence - CS 158
This card is the rich man's version of The
Plan (FS 118). It's combat, so its easier to get with cards like
Fatherly Advice or Expectant Trunks. It removes the allies, so
Hero's Way and Blue Saving Catch Drill won't do much for your
opponent. However, it will destroy your allies too, so it works best
if you have none, or if you just feel they're expendable. With
allies being limit 1 per deck per personality, a Presence at the
right time can destroy the make up of your opponent's deck in
seconds. I would run just 1, but if ally is big in your area, make
it 2. This card is about 10x better in TE than in standard, mainly
because you won't see too many strong allies decks in standard that
can compete with stuff like Turbo Ball and Turbo Anger.
Rating : 2.5/5
TE Rating : 4.5/5
|
IQ
A Score Guy |
Cell's Presence
kwel... we get to review a Ultra Rare, this should be
interesting 0_o
Standard
What can I say about this card? It's the best ally
removal heroes can use because villans already have an Amuzing Trick and that
card is better than this one, because if your opponent doesn't use allies an
Amuzing Trick can still power you up to full. This card hits all allies and
that's a pretty strong draw back cuz you probably won't wana play allies if
you're planing to use this card. The two things I like about it is that it's a
Combat card because a lot of ally decks use City in Turmoil to get rid of the
ally hate and the fact that it removes the allies from the game is simply
amazing. Your opponent will not be able to get those allies back w/ that
Heroe's way anymore. '>,<'
Rating 2.5
Tuff Enuff
This is where the card can prove how strong it
can be because last I checked allies were all over Tuff Enuff Decks. I
don'tknow if I would use an Amuzing Trick over it in a villan's deck because
giving your opponent extra life cards is not something you wana do in TE.
I can see this card in a lot of hero decks because it's a lot better than the
plan and if you're not using allies I say go for it. This card can win you
games against those pesky ally decks. ^_^
Rating 3.75 |
Cds |
I think this is our first
Ultra-Rare card of the day. And surprisingly enough, not all of the
Ultra-Rares are broken. But this card is one of only two cards that
actually removes allies in play from the game. The other card?
Straining Hand Blast Move; too bad that card comes with a serious
cost. Ally decks were at one time, extremely deadly. The new ally
ruling did tone those decks down a little bit, but they are still
pretty nasty. My suggestion is to maybe run 1 of these in either
your Tuff Enuff or Normal deck. That is unless you have enough ally
hate that you don't need this card. Not to mention it's Ultra Rare
=/
Standard - 3/5
Tuff Enuff - 3/5 |
Aik
Tongtharadol |
Are there a lot of ally decks in
your area? Clearly if the answer is yes then this card can be
amazing, but if not, you're left out in the cold. I still like the
idea, especially since it can counter Z Warriors Gather, but I
wouldn't imagine too many decks running one of these, much less two.
It's also a combat card, which can sway it both ways...sometimes
good, sometimes bad. In Tuff Enuff, this card can become more
valuable, as from my experience, there are more decks playing with
multiple allies.
Standard: 2.0
Tuff Enuff: 2.5 |
Raith |
Just when you thought that Score
learned its lesson from Saiyan Saga with its UR's.. we get a
throwbac to the good ol days, when URs where crap and uncommons
reigned supreme. Anyways, this isnt actually a bad card... if you
dont consider the fact that there's a pleora of good anti-ally and
that ally decks are far and few between to find... Its a combat card
that totally screws over any ally deck that doesnt have a sphere in
its hand. Just wait for the opponent to get its allies set up, let
him go into combat, let him go down to 0, and then drop this mother
of a card on him. And then watch him cry. See, this card WOULD be
great, cept the only problem is like i said before, we dont see ally
decks a lot these days, and we REALLY dont need any more anti-ally
tech. theres a drill that messes with allies, theres 2 rares that
mess up allies, there's enough ally removal in attacks to fill a
boat, particularly from orange and red... so its lack of usefulness
really hurts the card. I suppose it would be stronger in tuff enuff,
since we can at least assume that we might face some ally decks
there.
Standard: 2.5/5
Tuff Enuff: 3/5 |
Hawk |
Cells Presence is one of my
favorite cards from Cell Saga. Remove all allies in play, what a
nice addition to a Saiyan Style deck, heck any deck that has strong
ally decks in the area. And with all these ally decks popping up,
iam glad I got mine early. Anyway, this card is the direct anti of
ZWG, which Is funny to do, they use ZWG, you use cells presence, so
funny.
This card is the strongest anti-ally card out
there.
Regular - 4/5
Now for tuff Enuff this card is god. I know
for a fact that all these ally decks will start popping up in TE's,
because believe me, Ally is probably the strongest deck type there
is, but not many know how to harness it's power. So I give cells
presence, in a TE format a
Tuff Enuff - 5/5 |
Trunks
the
Swordsman |
Cells
Presence - Cell Saga Ultra Rare
2.5
A combat card that can discard all allies from the game. Ally decks
aren't really that big so this card is pretty underrated. Ally decks
will soon have their turn in the spot light. But for now they don't
and this card isn't a big help as of now. This card can cripple your
opponent if he plays 10+ allies though. By removing them from the
game they cant use Hero's Way to pick them all back up from the
discard pile since they are removed from the game. It can be used by
either villain or hero so its versatile in any deck. If you cant get
ahold of this card theres a substitution for this. Just use dying
planet + the plan and it acts like this card. Its a non-combat but
it gets rid of the allies. |
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