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DBZ CCG Card of the Day


Image from dbzcardgame.com

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.

 
DBM

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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