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CCG Card of the Day
Reviewed Dec. 3, 2002
Ratings are based on a 1 to 5
1 being the worst. 3 ... average. 5 is the highest rating.
Monday- Expectant Trunks
FUNnnnnNnnnNNnnn card! You can get whatever card you want (pretty
back from your discard pile, and you don't even need to activate it!
when entering combat!!
Rating (for S and TE): 3.4
Judge Rich of AK
M - Expectant Trunks
Hey guys, Rich here with some reviews.
Expectant trunks is one of the most popular non-combat cards in the
game, because you can get a useful card into your hand when entering
combat. Taking a trunks energy sphere or a block can save you big
time in a close game.
Standard: More effective here 3.8/5
Tuff Enuff: 3.5/5
Expectant Trunks- This card is very good, and thats
why it was limited. It's lets you get very good card
advantage by letting you get almost any card you want
out of your discard pile. Since its limited you might
as well play it cause this card is good and lets you
set up combos and stuff. Standard 5/5
TE- This card is also just as good in TE because it
can let you get the attack that will overkill your
opponent. But I think that in standard its just a
little better. TE 4.8/5
This is an exceptional card that is played in nearly
every deck. Even Fanatics' Black played it, and they
ran 3 City In Turmoils. You can get just about any
card you need for Combat with this card, and it
doesn't even take up one of your phases. Which also
means it's less likely to get West Kai Sensei'd.
I still remember back in the day when you could get
Time Is A Warrior's Tool 4-5 times, no problem. You
could also built enormous hands with if you had three
of these out. Of course, I'm glad it's restricted to
one per deck.
In Standard, getting that one card you need can mean
the difference between victory and defeat.
In Tuff Enuff, pulling a A18 Stare Down or
Confrontation could ensure an Overkill. Plus, you're
more likely to have cards in your discard pile, making
this card more effective.