Ratings are based on a 1 to 5
scale
1 being the worst. 3 ... average. 5 is the highest rating.
Trunks
Energy Lob - Kid Buu
Endurance 1. Energy attack. You may discard one of your Non-Combat
cards in play to search your Life Deck for a Non-Combat card and
place it into play. Remove from the game after use.
Hm, an energy attack that lets you discard 1 of your non-combats to
search your deck for a non-combat. Kinda weird. I cant really think
of great combo with this. But this would work pretty nice with
drills and MBS Orange Mastery. Its an okay card but theres better
stuff out there. But this can have some good points. It can get you
a non-combat you need now instead of later. Something like Huh?
comes to mind. Plus it has some endurance but not alot.
Rating 2.5
TrunksTheSwordsman
Da Krillin
Wednesday - Energy Lob
"Endurance 1. Energy attack. You may discard one of your Non-Combat
cards in
play to search your Life Deck for a Non-Combat card and place it
into play.
Remove from the game after use"
Hrrm..I've honestly never even noticed this card until just now,
XD..so
yeah..
It's ..OK..Energy attack..nothing special.. BUT, you can discard a
Non-Combat card in play that is either completely useless in you
current
situation, or you have something better in your deck :p. The best
part is
that it ISN'T if successful! And another good part is that in goes
immediatly into play, rather than into your hand, so you can use
this
non-combat you just got, this combat! So yeah..pretty good..probably
be
seen in Dragon Ball Decks to pull out those Goku's Lucky Breaks in
place of
your Goku's Capturing drills when you already posses 6 of the 7
dragonballs
;)..it may also see play in Orange Energy Decks, where you can get
rid of
some drill that is nothing but dead weight (i.e, Orange Destruction
Drill,
when your opponent plays no Non-Combat cards :p.) and pull out
something fun
(Orange Aura Drill, Orange Energy Dan Drill, etc.,)
Standard: 2.3
Tuff Enuff: 1.4
Andrew
Dill
Energy Lob, #49 from Kid Buu Saga
Power: Endurance 1. Energy attack. You may discard one of your
Non-Combat cards in play to search your Life Deck for a Non-Combat
card and place it into play. Remove from the game after use.
This card is pretty good, it will help out against dragon ball decks
and
anger decks. If you use a deck with non-combats you should use this
card, if you just get some random bad non-combat in there you can
turn that into Huh or something like Awful Abrasions or Goku's Heart
Disease. Also, this has endurance and is also an energy attack. This
card will become very useful against certain deck types to say the
least.
Ratings:
Standard - 3.75
Tuff Enuff - 3.25
Sealed Deck - 2.75
KingBroly
Energy Lob - Energy Combat
Endurance 1. Energy attack. You may discard one of your Non-Combat
cards in play to search your Life Deck for a Non-Combat card and
place it into play. Remove from the game after use.
Standard Play: 3.5/5
Let's see, a new card, that... I don't even have cards the set is
from. Enough pity, but this card is pretty decent. Take out a
Non-Combat card you don't need to get one you do need. But, then
again... you need power stages. You do get to shuffle your deck,
which is always a plus, especially for DBZ which has minimal card
searchers. This card is probably going to be a STAPLE in "Bomb"
decks and... probably any deck w/ Non-Combat cards including Drill
(Except Freestyle), DragonBall, and OLD-School Anger decks.
Tuff Enuff: 2/5
Do you honestly see Non-Combat cards in Tuff Enuff? Not really, but
if you are one of the fortunate people or have deep deep deep
pockets, I guess you could fetch out Where There's Life There's
Hope, Fatherly Advice, Z-Warriors Gather, or some MAJOR Non-Combat
card. It's an good card in the right deck, but nothing to be really
impressed with.
Matthew Low
11/12/03 – Wednesday
Energy Lob – Kid Buu Saga
Uncommon - #49
Energy Combat
Power: Endurance 1. Energy attack. You may discard one of your
Non-Combat cards in play to search your Life Deck for a Non-Combat
card and place it into play. Remove from the game after use.
Honestly this is the card in the set I consider the most useful.
Everyone can have their own opinion, but this is definitely one of
the top ones at least in my opinion.
There was only one direct card that searches your deck for a
non-combat card and put it into play immediately (not just a drill)
around before this one. That was Hero’s Lucky Break, which is widely
played in decks that revolve around having specific non-combats out.
The problem was that card was limit one per deck, and thus decks
that needed a specific non-combat out normally didn’t have the speed
to get it unlike other card types.
Now the almighty Energy Lob has been released. The fact that it is
an energy attack is just a bonus. The secondary effect is what’s
golden; discard that non-combat doing nothing and search out one
from your deck that will cripple your opponent. Let’s see… DBs being
a problem? HUH??? wants to come out. Your opponent nearing that
Level 5? Search out that Awful Abrasions and really give your
opponent a headache. Or do you just need another way to get an
Orange Focusing Drill out? More than simple. Need another attack?
Where’s my Fatherly Advice?
The fact that this card can search out a Drill as well as a
non-combat puts it ahead of Brothers in Training in some decks. It
does have endurance, but more often than not you probably won’t be
looking to use it if you want to reuse it if it hits the discard
from life cards. It is too good to waste that way. The only downside
of the card is the fact that it gets removed from the game after
use, so make sure you get as much use out of the card you can during
the 3 uses you get.
There are just so many things this card can do, not to mention the
speed it gives decks that need a certain non-combat card out. I’m
definitely employing this card in my ally deck to pull Z Warriors
Gather faster than usual, and not to mention pull Energy Gathering
and The Help of Earth to start working on that Spirit Bomb.
The versatility of this card is just uncanny. If your deck runs a
bunch of non-combats and you need certain ones out to tech against
certain situations, and you see combat pretty often, I don’t see why
you shouldn’t run this card. Sure City In Turmoil shuts down the
point of this, but regardless, you can setup for when it disappears
or even setup so it doesn’t ever hit the table in the first place.
Standard: 4.7 out of 5.0 (so much versatility, if only it wasn’t
removed and CIT wasn’t so widely played) Tuff Enuff: 4.5 out of 5.0
(DB isn’t played, and neither is anger, but you can easily still
make this worth it)
Sealed: 3.2 out of 5.0 (all depends on what non-combats you pull and
if you have one in play) ~matthewlow
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