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Crazy Man's DBZ Deck Garage 

11.23.01  Krillin’s Infinite Ki

Black Touki-Waza

I want this deck to be able to win either by survival victory or dragonball victory.  I have strong energy attacks to do a lot of life cards of damage and physical attacks doing life cards of damage.  This deck uses combos like Goku’s Heart Disease with Gohan Spots the Imposter Drill to stop the opponent from gaining any anger.  The energy attacks also let me capture dragonballs when I’m against a dragonball deck and I can combine them with Dying Planet to stop recycling decks. I have the level 4 to stop a MPP victory at level 3.  I want the deck to be able to do well against any kind of deck.

Some problems I’ve been having are getting my battlegrounds, locations, and drills out early in the game.

Some cards I want kept in the deck are Gohan the Fighter, Winter Countryside, Frieza’s Influencing Drill, Gohan Spots the Imposter Drill, Black Energy Stamina Drill, Straining Jump Kick, Awful Abrasions, Goku’s Heart Disease, The Untroubled Mind is Focused, and Krillin lv4.

Krillin Lv1 TS 50,000-100,000

Power: Energy attack. Opponent Anger -1. Anger +1.

Krillin Lv2 TS 25,000-250,000

Power: Energy attack doing 5 life cards damage.

Krillin Lv3 TS 125,000-350,000

Power: Physical attack. When determining damage act as if Krillin were at 350,000.

Krillin Lv4 FS 95,000-140,000

Power: Energy attack. If successful +3 stages damage.

Mastery:

x2 Black Style Mastery- All your attacks do +1 stage and +1 life card D.  All your black style attacks do +2 stages and +2 life cards D.

Battleground:

x1 Dying Planet- When a non-dragonball card goes to it’s owners discard pile it is removed from the game instead. 

x1 Gravity Chamber- Physical attacks cost +2 stages to perform. 

x1 Winter Countryside- All cards or effects that raise anger more than 1 only raise anger 1. 

x1 Hyperbolic Time Chamber- All physical attacks do +1 stages D. All energy attacks do +1 life cards D.

Drills:

x1 Frieza’s Influencing Drill- Opponent Anger -1 after every successful energy attack you do. 

x1 Goku’s Capturing Drill- Prevents your dragonballs from being captured.  x1 Black Arm Bar Drill- The first energy attack on you is stopped. Can’t be used if orange drills are in play. 

x1 Gohan Spots the Imposter Drill- Choose an opponent.  That opponent can’t play allies while this drill is in play. 1 per deck. 

x1 Android Attack Drill- All your attacks do +1 life card D. If performed by an android does +2 life cards D. 

x1 Black Energy Stamina Drill- Costs one power stage for you to make any energy attack.

Physical Attacks:

x2 Straining Jump Kick Move- Does 7 life cards D.  Costs 2 stages. If successful opponent anger +6. 

x2 Black Jump Kick- Does 1 life card and 1 power stage D. If successful and you declared Touki-Waza remove bottom 6 cards of opponents discard pile from game.

 x1 Earth Dragonball Capture- Capture an opponents dragonball.

 x1 Trunks Cuts Down- Does 5 life cards D. If successful remove opponents ally from game. 1 per deck.

Energy Attacks:

x3 Black Energy Web- 6 life cards D. If successful opponent can’t perform energy attacks for remainder of combat. 

x2 Black Fore Fist Punch- 6 life cards D and 3 stages D. 

x2 Krillin’s Kamehameha Outburst- 5 life cards D.  Opponent anger -2.

x2 Frieza’s Aura Shot- 6 life cards D. If Vegeta’s

Quickness Drill is in play does 7 life cards D.

x2 Frieza’s Fingertip Energy Blast- If successful opponents anger goes to 0.

x2 Spice Prepares an Energy Blast- 7 life cards D. If successful Anger +1. You cannot perform energy attacks

for rest of combat.

x1 Good Advice- 8 life cards D. Opponent anger -3. One

per deck

Physical Defense:

X1 Chiaotzu’s Psychic Halt- Opponent can only defend for remainder of combat.

Energy Defense:

x2 Fortify Your Spirit- The first successful energy attack on you is stopped.

Others:

x3 The Untroubled Mind is Focused- Remove opponent drill or ally from the game.  x2 Trunks Energy Sphere- Stops effects of any combat card. 

x2 Mother’s Touch- Stops damage from physical or energy attack. 

x2 King Cold Smiles- When opponent anger reaches 5 or more lower it to 3. 

x2 Expectant Trunks- Take 1 combat, physical combat, or energy combat from discard and put in your hand. 

x2 Vegeta’s Dragonball Capture- Capture 2 of opponents dragonballs and put them at the bottom of his deck. 1 per deck. 

x1 Android 20’s Search Pattern- Put a card from your discard at top of your life deck. Name a non-dragonball card and remove 1 copy from opponents deck. 

x1 Black Power Up- Raise any personality to highest stage. If you declared Touki-Waza you may end combat. 

x1 Time is a Warrior’s Tool- Stop all attacks from opponent this combat. 

x1 Eyes of the Dragon- After a successful energy attack take dragonball from your life deck and capture dragonball from opponent. 1 per deck. 

x1 Unexpected Company- Take 2 allies from life deck and set them to 5 stages each. 

x1 Senzu Effect- Raise main personality and all allies to highest stage. 1 per deck. 

x1 Krillin’s Concentration- search life deck for 1 combat card and put it into your hand.  x1 Roshi’s Calming- Makes opponent main personality go from level 2 to level 1. 1 per deck. 

x1 Vegeta’s Surprise Defense- Stops damage from one physical or energy attack.  x1 Hero’s Lucky Break- Name a non-combat non-dragonball card. Search your deck for one copy of that card and put it in your hand. 1 per deck.

 x1 Awful Abrasions- Lowers opponent anger to 0.  Opponent may not raise anger until he puts a dragonball in play.  x1 Goku’s Heart Disease- Lowers opponent anger to 0.  Opponent may not raise anger until he places an ally in play. 1 per deck. 

x1 Vegeta Scans the City- Lower opponent main personality by one personality level. 1 per deck. 

x1 Goku’s Ready- Take one card from life deck. Set it face down. Put it in your hand at beginning of opponents next turn. 1 per deck. 

x1 Vegeta’s Trick- Find opponents first dragonball card in his life deck and put it at the bottom of his deck. 1 per deck.

Allies:

Lv1 Piccolo the Trained 260,000-450,000

CCP: Your opponent may not use any personality card powers.

Lv2 Gohan, the Fighter 120,000-300,000

Power: When defending in combat, stop first unstopped attack performed against you.

Dragonballs:

Namek Dragonball 1- Draw cards until you have 3 in your hand. Put top 2 discards at bottom of life deck.  Namek Dragonball 2- Reduce an opponent 1 personality level if possible.

Namek Dragonball 3- Draw up to 3 cards from bottom of discard pile into your hand.

Namek Dragonball 4- Discard all opponents non-combat non-dragonball cards.

Namek Dragonball 5- Raise your main personality to highest stage. Anger +1. Put top 2 discards at bottom of life deck.

Namek Dragonball 6- Anger +2 or Opponent Anger -2.

Namek Dragonball 7- Capture any other Dragonball.

--------

As soon as I looked at your deck list I saw the problem, too many Combat & Non-Combat cards. This is one of the reasons you are having trouble with your deck. Another is you have very little defence, someone could wipe you out with a good King Cold deck. I would take out some of the Combat and Non-Combat cards you don’t absolutely have to have and replace them with defence cards like Nappa’s Physical Resistance (Saiyan Saga), which stops all of your opponents physical attacks.  There are also a couple of Energy equivilents of Nappa’s Physical Resistance you could put in your deck. Cards like Android 20’s Search Pattern and Vegeta’s Suprise Defence are cards that your deck can do without (since you need to name a specific cards when using Android 20’s Search Pattern, which, in tournament situations, can prove useless). Your deck was a hard one to fix and I hope I helped you in some way or another.

Crazy Man :)

 

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