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DBZ CCG Card of the Day


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Energy Lob
 

Kid Buu Saga

Reviewed 11.13.2003

Avg. Standard Rating: 3.34
Avg. TE: Rating: 2.79

 

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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