DBZ CCG Card of the Day

Straining Hand Blast Move - Cell Saga


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Straining Hand Blast Move
Card Number: 102
Card Type: Energy Combat
Rareness: 3
Power: Energy attack doing 7 life cards of damage. Discard a card from your hand. If successful, remove all Non-Combat cards, Battlegrounds, and Allies from the game. Your opponent may draw up to 3 cards.
Character: Android 18
Quote: Really, the two of you are hopeless.
Saga: Cell
Standard Rating: 2.45 (based on 9 reviews) 
Tuff Enuff: 2.95 (based on 4 reviews)
Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating.


Cds

Straining Hand Blast Move. The card you love to hate. This is the only non-ultra rare card that has the potential chance of removing all allies from the game. Very good. The cost, however, is extremely stiff and could just tear you apart. The cost is esentially 2 stages and you have to discard a card from your hand if you have one. Then the whopper: Your opponent draws 3 cards. But the side effect...oh so lovely. Remove all non-combats, allies and battlegrounds in play from the game. You get this off on a dragonball deck and they will be crying when they see their non-combats go into their removed from game pile. All in all, it isn't worth running unless people in your area love allies and non-combats. 

Standard = 3/5
Tuff Enuff = 3/5

 
Goken

If Tuff Enuff events ever actually start appearing in more than 1 place, then I'll rate cards for Tuff Enuff. Till then, me thinks not. Straing Hand Blast Move is a card that could have been quite useful... if the "opponent draws 3 cards" part were if successful. But as it is, its almost totally useless. Its not bad in a straining deck though. Final rating: 1/5

 
DBM

Straining Hand Blast Move

One of the more powerful Straining Moves thus far, SHBM is great to just end the hopes of someone running a strong ally or Dragonball deck, or pretty much anything non-combat intensive. The sad thing about this card is, it has more cons than pros. It removes your non-combats and allies too, so kiss your Trunks Effortless drill good-bye unless you're playing Orange Focusing Drill. Plus, your opponent draws 3 cards before damage is assessed, meaning that if Effortless Drill isn't out, it probably won't be successful. Also, it removes a battlegroud in play, so you can kill your own Cell's Arena or Dying Planet. Great for those who know how to use it -- novices beware. 

Rating : 3.5 of 5

 
Kaioshin17

Straining Hand Blast Move
Rareness: 3 star
#102

First time I saw this card, I thought it stunk, then I thought it was really good... now I think it can kick butt IF you know how to play it right. It gets rid of ALL battlegrounds, allies, non-combats, etc. that ANYONE has in play... including yourself. There's the downside. However, the upside is that (for me anyways n_n) I never seem to able to have a steady flow of drills and such, so I can play this card with no worries. I'm still trying to figure out other strategies... >_<

Final rating: 3 out of 5

 
Hawk

Straining Hand Blast Move, when i first got this card at the pre-release, i heard many people sigh and moan "what a stupid card, straining is better than this" and when they all threw it aside, i used the 2 that i got. 7 life cards, and get rid of a battleground??! that's great, even if they draw 3 more card, but that makes it a total of 10 to them. I hit so many people with this when i was at the pre-release it was awesome.

Regular play - 2/5
Tuff Enuff play - 4/5


Raith

I have mixed feelings with this card. Its effects are very powerful, it essentially is a red king cold observation that does life card damage, and the opponent drawing 3 cards isn't too bad of a thing. what i find that is the cards main hindrance, is that its another "if successful" card... meaning, unless you have Trunks Effortless Drill out, this card isn't nearly as powerful as it could be.

I don't see the card being in any decks other than in straining move decks, mainly because of the opponent drawing 3 cards, which unlike the removal part of the text, happens to be a secondary effect, and can hurt more than help. however, in straining decks, this card could make or break a game.. its quite good for that.

Standard 3/5
Tuff Enuff 3/5


Brian Valdez
Believe it or not, this card actually was in one of my tournament winning decks. After many games , i decided...this card sucks. When combined with Trunks Effortless Drill, you can guarantee that this card hits, but the cost of using this card is extremely heinos, even for a straining card. Not only do you have to pay 2 powerstages, and discard a card to use it, your opponent draws 3 cards if he wants to as a secondary effect...so this will make the card easier to block. This card is sometimes refered to as a "Reset" button...but guess what...with no noncombats and such on the board, the game turns into whomever has the best cards in hand...and guess what...your opponent just put 3 more cards in his hand. That is very bad...This is one of those cards I don't plan on using ever again, actually I never even used it when I had it in my tournament deck. - 1/5

Aik Tongtharadol
Let's take a look here....energy for 7 life cards of damage, good.

Discarding a card from your hand, bad. Removing all Non-combat, Battleground, Allies from the game, possibly very good. If successful...bad. Your opponent drawing 3 cards...quite possibly your death, especially since it is a secondary effect. You're basing your attack on an if successful connotation, and you are giving your opponent a 4 point card advantage(You discard one, they draw three). Albeit that if it is successful, it could save you the game, chances are low that it'll get through unless there's an Effortless Drill out (and at that, you'd remove your Effortless from the game too). In dire situations this card could be useful, but overall it's not one that will see an enormous amount of gameplay in any typical deck. Even in Straining decks, you still need to wait to get the perfect hand to make it effective. In Tuff Enuff, maybe a little higher rating but not much because of the possibly of an overkill if set up correctly.

Standard: 1.6/5.0
Tuff Enuff: 1.8/5.0

Trunks the Swordsman Straining Hand Blast Move - Cell Saga - 3.0

This is what you call a trump card. But it will only really work if you have Trunks Effortless drill. Since they get to draw 3 cards first and its most likely they'll get the block needed. If successful this card sweeps the table clean of everything except for locations. Battlegrounds, allies, non-combats are all removed from the game. This can either give you the advantage or disadvantage.

IQ
A Score Guy
No Review Today

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