CCG Card of the Day
Image from dbzcardgame.com
Celestial Games Begin
Rating: 3.31 (based on
Enuff: 1.00 (based on
Ratings are based on a 1 to 5
1 being the worst. 3 ... average. 5 is the highest rating.
Today's card is a combat from Cell
Games. This card completely thrashes a DB Victory deck, it could
take up to 1-3 DBs away from the opponent in one combat. Yes it
works for both players, its like a battleground/location, but only
for one combat. Hey, if you arent going for a DB Victory, throw it
in your deck. And thats also if you think you can get a few
successful energy attacks in there. Thats all I really have to say
for today's card..it can stop 18 Blue DB Decks if you manage to
get an attack thru, thats why you put three of these in a deck ^_^
And even tho this dont have to do with the game, doesnt the World Tournament
Image at the bottom left look awesome?!? Cant wait for the
saga so I can see that image on all my cards ^_^;;
My rating for CGB? 4/5. The effect
also works for an opponet, but the chance to take some DBs from
your opponet and their DB Victory makes this card awesome.
This card is pretty pointless in
TE. Wow take a dragonball from an opponet woopdy-do!! Since DB
Victory is not a problem in TE, this cards pretty pointless now.
You cant slow down an opponet from a DB Victory because..there is
no DB Victory to win by.
My rating for CGB in TE? 1/5 Like I
said this card is pretty pointless in TE...
||An excellent card for all
Dragon Ball decks. I'm glad to see that a new expansion is becoming
supportive of Dragon Ball, instead of mostly Saiyan saga. If this
were a drill, I'd like it even more, but I'd still like Krillin's
Trick more. Still, since Krillin's Trick is a promo and this is
common, it's sure to wind up in a lot of DB decks. Pack 3 in, and
you're probably going to get your DBs back if they've been captured,
or take one of your opponent's if they've played a type you need.
This does of course get worse in Tuff Enuff, since nobody will go
Final Rating: 4, 1
Games Begin, so so at best. This card is highly situational and it
works for both players. DB decks still run attacks so it will not
always shut down that type of deck for long, plus they will probably
just end combat :-/ Basically, this means that not many decks (if
any) will run it, and the benefits do not outweigh the loss of deck
space and mostly uselessness of this card. Sorry to say it, but that
is what I see for this card :(
Tuff Enuff: 1.0
Another great card! CGB really really
hurts Dragonball decks, Trunks HT ones more than anything, since his
power makes the attacks successful. This also really helps phys.
decks. You can also stack these together, stealing more than 1 DB w/
each successful attack. You can combo this with cards like Blue
Pivot Kick or #18's Effect to steal all of your opponent's
Dragonballs in one combat! Just watch out for TES, which most DB
decks always have their hands on. All of these new cards really make
Dragonball struggle, so good luck to anyone who wants to take the
cheap way out :P
Rating : 4.25/5