Power: Energy attack doing 12 life cards of damage. Costs 3 power
stages to perform. For the rest of Combat, attacks from your Cell
Named cards do +6 life cards. The first attack you perform this
Combat from a Cell Named card gains "Remain 1."
Remain 1? Now we’re talking. Granted Focused has only 4 options,
they’re still not bad ones. Sneaky Attack can easily turn into a
massive ally control card or two energies for 18… that could hurt
just a little. Rush Down becomes a beat stick and makes your
opponent scared to hurt you.
Tail Trap can turn on the physical beatdown so you’ll be able to
hybrid beats. Dual Tech is hard to pull off but if you do, you can
control the board of nons.
Not only that, the power itself does 18 life cards. Note that the +6
life bonus is used three times; one on the card power and twice on
the card that gets Remain 1. Abuse that enough and you never know…
Not only that, Cell could possibly be an ally in Focused in Orange
Aura.
He’s not a bad one either… actually he’s really good. I like
energies for 18.
Expanded has a ton of things to consider. While he does have a big
handful of named attack cards that are decent, not too many of them
you’d consider extremely powerful enough to abuse. There’s Backslap
but that’s limit 1. Anyway, either way this level 3 by itself is
good enough to just plain run as the level 3 in Expanded. The
physical for 7 life is nothing compared to this, and the HT physical
for +5, if successful raise your anger 1 is only played in anger
anyway.
Anyway… run this Cell. He’s good. Even if you’re just looking at the
18 life. The Remain is just an amazing bonus, with 12 more life
following closely behind.
Expanded: 4.5 out of 5.0 (definite upgrade for a level 3 Cell)
Focused: 4.5 out of 5.0 (abuse this level like mad once you get
here)
Sealed: 4.0 out of 5.0 (only if you pull the level 1 and 2 to use as
MP)
KingBroly
Cell, Overloaded (Lv.3) - Super 17 saga
Power: [Energy [12] () ] PUR: 6
3: For the rest of combat, your Cell named cards do +6 life. The
next attack you perform this combat from a Cell named card gains
"Remain 1".
This card completes Cell for his MP in Red Blazing, which is what I
recommend if your playing a Red Blazing Deck in Focused. Let's see,
you get the lv.1+2 bonus, for 18 life, costing 3, & your next Cell
named attack gains remain 1. You also get the increased bonus of +6
life.
I like to Combo the levels 1,2, & 3 with some MP raising cards
during combat to really pile on the damage. I suggest Pan's Surprise
(League Season #2) since it's a NC setup, and you don't have to RFG
any cards in your discard pile. It might move up your Opponent's MP,
but it's worth taking.
The reason I suggest Red Blazing is this: Your Cell named cards
besides the MP are "Red Cell"... to start out, well with Remain 1 on
it, and a perfectly placed Cell named attack (I suggest Red Cell's
Tail Trap (I think that's it)) since it will do +6 life, +7 stages,
has remain 1, and will do +1 more life for each DB you control! OMG
a really big combat for you. But don't pull this out on them right
away, decrease their options by getting their hand out of the way
(by Meanacing Evil) so you can see when & where to play your
attacks.
BoBo
Cell lvl 3-
Expanded- The energy on this may be
better than any other available lvl 3, so its very playable
here. It also has great combo potential since there are many
more Cell named cards in this format. 3.5/5
Focused- I personally like the lvl 2
better than this, the Endurance boost is much more valuable. The
big attack modifier is nice for the few named cards there are
and since this is your only choice you just have to live with it
if you're playing Cell. 2.5/5
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