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DBZ CCG Card of the Day

Cell's Arena

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Cell's Arena
Card Number: Preview 2
Card Type: --- None ---
Rareness: 1
Power: All attacks cost +1 power stage to perform. All successful attacks do +2 life cards of damage.
Character: Cell
Saga: Cell
Standard Rating: 2.89 (based on 7 reviews) 
Tuff Enuff: 3.41 (based on 3 reviews)
Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating.


This is my favorite battleground -- ever. It makes weak attacks slowly chip away at your opponent's life deck, and is crucial in lockdown decks. It ruins opponents with low PURs like #18, and enhances unstoppable attacks like Krillin's Heat Seeking Blast. You'll most likely see this in Cell decks, or decks that power up fairly easily, due to the +1 cost. Plus, it's the first named battleground, so Cell can run 4! Downfalls are obvious: the +1 cost and the +2 life cards of damage could really hurt you as well, and the card is easily dropped by the commonly played Land In Pain. Even so, the card just adds more action to simple attacks that normally wouldn't do much damage, so it keeps the game lively. This is a wonderful battleground to use if you're just looking to play a neutral ground -- something to remove other battlegrounds/locations from play. This card will see a lot of action, and it's even better in Tuff Enuff play.

Rating: 4.5/5




Cells Arena. Best new battleground. I love using this with the new Krillin Lv1 for a energy doing 6, costing 1!! that's how it ran in the pre-release anyway, but i lost to a cell deck in the finals.. anyway. Cells Arena, awesome location, with the deadly orange decks, 2 more life cards is a game winner, but the +1 stage cost, could kill. most likely one of the more used cards in Cell Saga.

Regular - 2/5

Tuff Enuff - 4/5

Aik Tongtharadol

A Score Guy

Cellís Arena


HmmÖ what can I say about this card? Itís great with Vinegar HT, it works really well with ally decks, and it gives those physical attack decks a huge advantage when going against energy based decks. This card is one of my favorite Battlegrounds, but Iíve seen it back fire one too many times. The card has potential and with all those Blue A-18 DB decks running around it gets better because it allows Vinegar to deal with itÖ.. then again thatís just my opinion >_^

2.25 out of 5

Tuff Enuff

This card is what Tuff Enuff is all about, go in an all out suicidal charge against your opponent. I think this is the most common played battleground besides City in Turmoil in this environment, but the fear of Land in Pain is quickly changing that. ~_~

2.75 out of 5 
Trunks the Swordsman Cells Arena - Rating 3.5

Perfect in black and orange decks. Black energy stamina drill makes all your energy attacks cost 1 power stage only. So you dont have to pay 3 stages. Orange style mastery (TS) makes energy attacks cost 1 less. So if its a orange attack it will just cos 1 extra stage to do +2 life cards more damage. The downside is that your opponent also has this effect. Also this deck fits well into a Cell lvl.1 HT Saiyan deck with TS mastery. With the TS mastery get them down to 0 power stages and they cant attack at all. Its a great card overall. An extra power stage to do +2 life cards isnt bad at all.

Brian Valdez
Cell's Arena, this is the basis of some lock up decks.

With all attacks costing 1 powerstage, a player at 0 will be at a major combative disadvantage, without the ability to even pay for that Straining Energy Move.

Saiyan Decks do the best at setting up a lock with this card, but Namekian decks are the most efficient with this card out, due to their ability to stay well above 0. Cell's Arena allows for an alternative to the ever viscious City in Turmoil, but allows the combat based deck to actually use noncombats in its strategy. With that being said, you can also set up what my friend and fellow Fanatics staff member Shane Bell likes to call "Perfect Stasis" by combining Cell's Arena, TS Saiyan Mastery, and Knockout Drill, you can prevent your opponent from attacking with the cell's arena, which will in turn, prevent your opponent from using noncombats from the Knockout Drill. The one's a battleground, and battlegrounds aren't the hardest things to remove from play


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