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DBZ
CCG Card of the Day
image from dbzcardgame.com
Dream Fighting
Saiyan Saga
Reviewed July 18, 2003
Avg. Standard Rating: 3.35
Avg. TE: Rating: 1.34
Ratings are based on a 1 to 5
scale
1 being the worst. 3 ... average. 5 is the highest rating.
Da Krillin
Friday - Dream Fighting
AHHH! YAJIROBE EVERYWHERE THIS WEEK :p.. *ahem* >_>, this is a very
good card, especially in a dragonball deck ^^, get your balls out,
end it, get a card back in yer deck..yay! In Tuff Enuff it's almost
useless, but in Standard it's Kewlieness. Run it in dragonball decks
>_>, do it.
Standard: 4.5
Tuff Enuff: .09
Mantis Man
Friday - Dream Fighting
Well, what can we say about this card? It does what it's supposed to
do. End combat, a tiny bit of regen, pretty much a staple in db
decks. Granted, there are better combat enders out there (Saiyan
Truce anyone?) but this one's pretty reliable. Plus, it has Yajirobe
on it, so it pwns you. :p
Standard: 3/5 TE: 1/5 (who ends combat in te unless they're saiyan
or
getting the snot beat out of them?)
--Mantis Man OvO
Mewfive
Dream Fighting
A nice Saiyan Saga Rare. There aren't too many of those, unless
you're a DB player.Anyway, this is yet another DB staple, since we
all know by now that DB decks just like to run away from Combat.
It's better than its counterpart from the same Saga, Nappa's
Blinding Stare, since this card gives you the ability to regen the
bottom card of your discard pile. Nappa's Blinding Stare just lets
you get out of Combat, and what good are many cards without awesome
secondary effects in DB? That and Blue Leaving are the only decent
Combat cards that end Combat.
It's also an okay card if you need some way out of Combat without
relying on an attack to hit, like Tien's Solar Flare or Blue Rush.
But why would you rely on the luck of the draw when you could just
throw out NDB Wish or EDB 6 for the same effect?
Standard - 2.8/5. Only really good in DB.
TE - 1.4/5. As if you'll run from Combat much.
~Mewfive~
AJC468
Dream Fighting:
This is another combat ending card, in combat form. It is basically
an improved version of nappa's blinding stare because you get to
heal one card :p. This card is no longer in frequent use, but it
remains popular in certain decks. It just doesn't normally make the
cut in today's Non TW Roshi DB decks because there are better combat
ends out there that allow you to keep the cards in your hand (Blue
Leaving, Saiyan Truce). I don't ever play db decks though (and
never plan too, bleh) so I'm not sure how accurate I am. Anyways,
good card for defense/healing decks. It can get you out of a tight
spot sometimes, but if your plaing blue by all means use blue
leaving over this card. I'd say this card is a little below
average, I never liked it enough to play it myself.
Standard: 2.9
TE: 2.3
Team Scrub
Dream Fighting
Number one. This card has a great quote. With that out of the way I
must say this is a great card. Obviously used in ball where you ARE
the defender, it basically lets you regen on your opponents turn at
end of combat (which you ended ASAP). Any card that ends combat and
lets u regen is a good card. Plus this is a combat card so you don't
have to play it and risk it being discarded/removed. Obviously, the
best card with Yajirobe's mug shot.
Power: This combat ends and the defender places the bottom discarded
card back at the bottom of his life deck. Discard this card from the
game after use.
Generally this card will end combat, and you get to rejuvenate your
bottom discard. A nice combat ender, considering that there aren’t
many in later sagas.
This is a staple in Dragon Ball decks ever since the very beginning,
considering the fact that it, along with Blue Leaving, the Earth DBs,
and Saiyan Truce Card, are the bulk of the Combat enders. DB decks
will be attacked, stop the attack, and use a combat ender.
This card can be Trunks Energy Sphered, but that’s the least of your
matters in Dragon Ball. That being the only card to stop this makes
it a very powerful way to keep out of combat and protect your Dragon
Balls.
It will generally only see a lot of play in DB, seeing ending combat
in many other decks can be done with Truce Card, EDB7, and Blue
Leaving. It might find a home in ally if they are desperate enough
for another combat ender.
Gohan’s Kick, Majin Buu’s Fury, and Breakthrough Drill mess this
card up, as many others, but that’s nothing DB can’t work around. By
all means toss a couple of these in your Dragon Ball deck and watch
it stall to amazement.
Standard: 4.0 out of 5.0 (strong DB archtype, strong card to put in
it) Tuff Enuff: 1.3 out of 5.0 (no DB, no real major reason as slow
decks don’t last long)
Sealed: 2.0 out of 5.0 (ending combat might help if you have a
terrible hand) ~matthewlow
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