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DBZ
CCG Card of the Day
image from dbzcardgame.com
Gohan's Kick
Cell Games
Reviewed July 31, 2003
Avg. Standard Rating: 4.17
Avg. TE: Rating: 3.63
Ratings are based on a 1 to 5
scale
1 being the worst. 3 ... average. 5 is the highest rating.
Jesse Zeller
Gohan’s Kick-
This card is pretty much a staple in any physical beatdown based, or
Cosmic Backlash based deck. Preventing your opponent from ending
combat is the gem reason people use this card. If this card and
Majin Buu’s Fury did not exist, we would see the environment run by
combat-ending Dragon Ball decks.
Cosmic Backlash decks use this card to prevent your opponent from
playing one of the “Big-4” defenses: Vegeta’s Physical Defense,
Nappa’s Energy Aura, Nappa’s Physical Resistance, or Time Is A
Warrior’s Tool. Then you can usually perform the other parts of a
“perfect Backlash” and easily secure the win.
Standard – 4.5/5
Tuff Enuff – 3.4/5
DBM
Wednesday - Gohan's Kick
This card was a dominant force against Dragon Ball decks from Cell
Games thru World Games (in fact, it was still amazing until Saiyan
Power Block came out in Babidi). It also was key for beatdown decks
to stop those annoying Stop Alls like Time Is A Warrior's Tool. It
was a gamebreaker back in the day, letting the user have a combat do
do their thing without worry of it ending before they could make an
attack. It can't be sphered, and can deliver big time damage as
well. It works differently today, as it really should be comboed
with Majin Buu's Fury for the maximum effect, which will fully
lockdown most pure dragon ball decks. Just watch out for pure
defense!
Standard : 3/5
TE : 2.85/5
Cooler
immortal
Wednesday: Gohan's Kick
See Tuesday's review, lol...Except DB decks
should stay away...
Standard/TE/Sealed: 5/5
Trunks
Gohan's Kick - Cell Games
God why didnt score make this a rare? Anyway today we are gonna
review Gohan's Kick. First time i saw this card i was like perfect
for saiyan decks since i was playing saiyan decks. And it still is
good for saiyan decks. Its power says you cant end combat or play
any stop all cards for the remainder of combat. This completely
locks your opponent into combat and they cant be saved by time or
one of the many stop alls out there. It also prevents dragonball
decks from getting out of combat with their combat enders as well.
Its a great card for any deck except dragonball decks obv. Theres
only 2 ways to stop this card and thats pure defense and saiyan
power block. Pack 3 of these if you are playing a physical deck obv.
Enter..Kick..GG
Rating 4.5
TrunksTheSwordsman
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