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                   Pojo's Dragonball Killer Decks Date:      6/10/00 Subject:      j.Rock’s
                    Nappa Deck   j.Rock’s
                  Nappa Deck 1.0 Nappa,
                  Level 1-4 (Level 4 is #P115) Red
                  Knee Pick Drill 3 Red
                  Coordination Drill 3 Meditation
                  Drill 2 Goku’s
                  Attack 3 Goku’s
                  Surprise Attack 3 Piccolo’s
                  Revenge 3 Saiyan
                  Mental Energy Attack 3 Black
                  Fore Fist Punch 3 Dream
                  Machine Battle 1 Nappa’s
                  Blinding Stare 4 Raditz
                  Flying Kick 3 Piccolo’s
                  Flight 2 Earth
                  Dragon Ball 7 1 Earth
                  Dragon Ball 6 1 Earth
                  Dragon Ball 5 1 Enraged!
                  3 Sayian
                  Appraisal Maneuver 3 Saiyan
                  Battle Terms 2 Blazing
                  Anger! 3 Power
                  Up the Most! 3 Frieza’s
                  Spirt 2   My
                  take on the DBZ CCG, and how my deck works. First,
                  there are 3 ways to win: collect all the Dragon Balls, reach
                  level 4, or deck your opponent. What you do with this
                  knowledge is find ways to keep your opponent from winning by controlling
                  these strategies. 1.    
                  Keep opponet from getting 7 Dragon Balls by using
                  Saiyan Appraisal Maneuver. 1 Maneuver on Balls 1-4 means no
                  one can win by Dragon Ball collection. 2.    
                  Use level 4 Nappa, #P115. This version of Nappa is
                  better than the other level 4 version becuase it has 1 higher
                  PUR and is level 38000. Right now the game is so new that your
                  opponet may not have a level 4 character, meaning your attacks
                  will be stronger and playing Anger decreasing cards will hurt
                  more. This Nappa shuts down Level winning. 3.    
                  By using “recycle cards”, and large attacks with
                  cards that increase power level and cards that stop combat,
                  you are sure to deck your opponet before he can build up his
                  defense or offense. This
                  type of playing is total control. There are enough cards in
                  DBZ that do about the same thing that you won’t have to
                  worry about setting up a great, fast strategy. This
                  deck has many ways to win. The first is decking. There are a
                  total of 15 attack in this deck that do 5 or more damage. If
                  every attack were successful, your opponet would have to
                  discard over 75 cards! Another
                  way this deck wins is by keeping your defense on the table, in
                  the form of non-combat cards, instead of in your hand, where
                  your attacks should be. This also allows you to use Combat
                  cards that keep your Power Level Up like Power Up the Most!
                  and the Earth Dragon Balls 5 and 6 during times when you are
                  building attacks, which is a great strategy. More
                  on this deck, including playtests, updates, etc. coming soon.
                  I wanted to get this thing out to the public so they could see
                  what a real tourney style DBZ deck looks like. Everything you
                  need to win is here: Card drawing and deck cycling (Drills and
                  non-Combats), strong attacks, timed defensive maneuvers, card
                  control (Saiyan Appraisal Maneuver should be banned!), and
                  Nappa’s incredible PUR. You
                  can find me playing and trading DBZ at Generation X Comics in
                  Bedford TX on Mondays after 4PM. ·        
                  j.Rock ·        
                  Joshua   
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