Main
Main Page
Message Board
Interviews
Who'd Play Who?

Trading Card Game
Scores CCG Section
Bandai Card of the Day
Old Killer Decks
Tips & Strategies
IQ's Crew
CCG Spoilers

Episode Summaries
U.S. Dubbed DBZ
U.S. Dubbed DB
U.S. Dubbed DBGT
Jap. Fansub DB
Jap. Fansub DBZ
Jap. Fansub DBGT
Movies

By Fans
DBZ Editorials
Episode Summaries
Manga Reviews
DBZ Song Parodies
Fan Fiction
Time Travel
Theory
Voice Overs
What If...?

Information
Adventure History
Akira Toriyama
Attack List
Before Dragon Ball
Biographies
Character Appearances
Character Deaths
Daizenshyu Guide
DB Summary
DBZ Summary
DBGT Summary
Dialogue Scripts
Dragon Balls
Dragon Ball GT Info
Dragon Ball Mix-Ups
Dragon Ball Time Line
Dragon Ball Wishes
Dragon Ball World Guide
Every Single Fight
Final Battle!
Jap. Game Reviews
Growing Up
Guides
Important Numbers
Item Guide
Japanese Lessons
King Kamehameha
Lyrics
Merchandise Guide
Movie Reviews
Name Puns
Name Translations
Newbie Guide
Power Levels
Relation Charts
Red Ribbon Army Ranks
Room of Spirit and Time
Saiya-jin Forms
Special Attacks
Tenkaichi Budoukai Info
Training Locations
Voice Actors

Multimedia
Daizenshyu Scans
Final Bout Scans

Video Games
Game Reviews
DBZ Sagas Walkthrough

DBZ CCG Card of the Day

Cell's Arena


No Image Yet

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
Quote:
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.

 
DBM

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

 
Kaioshin17

 

 
Hawk

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
 

IQ
A Score Guy

Cell’s Arena

Standard

Hmm… what can I say about this card? It’s 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 I’ve 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 it….. then again that’s 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 shortcoming..it's a battleground, and battlegrounds aren't the hardest things to remove from play

3/5

- All material copyright of Pojo.com.
c-1999-2002

This site is not associated with Cartoon Network or TOEI Entertainment.
Dragonball Z  is a registered trademark of TOEI Animation CO., LTD.

Click Here to Visit!
Pokemon Top 40 Site List Click Here to Visit! Click Here to Visit!