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DBZ CCG Card of the Day


Breakthrough Drill

Trunks Saga


Reviewed July 25, 2002


Standard Rating: 3.98 (based on 4 reviews)
Tuff Enuff: 1.79 (based on 5 reviews)

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  5 is the highest rating.

A Score Guy
You know how there are times when there's something super good yet no one ever uses it? Well, this is one of those times...


Breaktrough Drill is one of the best cards out there to fight Stasis and Dagonball decks because it keeps all players from ending Combat and cards that end Combat can not be played, which means no one can play Earth DB 6 and 7. In the current environment ther's a lot od Dragonball decks that appear to be taking over yet no one really does anythign about it. Cards like
Gohan's Kick are pretty good against this type of decks and Trunks Energy Sphere could help but it can alwayz be Sphered so the only sure thing you have to keep your opponent in Combat is Gohan's Kick and that's only for one turn. Breaktrough Drill will do the same thing but it will stay in play til your opponent can deal with it. I still can't understand why no one's using 3 of this card in every deck when it's the best tool against the dominant deck archtype.

Rating 4.6

Tuff Enuff

This card loses a lot of power in this format because stasis isn't really around and there aren't many reasons to use it. I can still see this card being
played in Saiyan decks because it really sux to have your opponent keep ending Combat on you when you have 5-8 cards in your hand. >,< Besides that I don't really see that much use for this card in this format but what can you ask from a card that can go head to head w/ Trunks Energy Sphere when it comes to power in Standard?

Rating 1.8

Here's an answer to pretty much all DB decks, especially Earth.  Any stasis deck will be pulling its hair out trying to deal with this, and get pummeled quickly because they won't be able to deal with the barrage coming to them.  Dende DB is hurt less, but it's still hurt.  Tuff Enuff, however, has little reason for stopping Combat except to try the Dragon's Victory combo, which most people aren't able to pull off anyway.

S: 4.1     TE: 2.3

Yet again another MWAHAHAHAHAHA... card.  Pull this vs. Db, and woops.. oh ;_; *tear* you cant end combat. Haha, i love this card, not only is it great against Db deck, but its also Anti-Earth Dragonball, no 4,6,7 can be played with it in play :D its great, iam surprised more people dont use it.

Reg - 3.2/5
TE - 1.8/5
W00T!  Breakthrough Drill!  People need to start playing this card more >_<.  It's verily verily nice in Standard and loses alot of power in Tuff Enuff.  Actually I wouldn't run one in Tuff Enuff, but in's amazing against Earth Dragonball Decks.  They won't be able to lay Earth Dragon Ball 6 or 7 (not sure about 4) into play while this drill is in play, and they can't end combat.  At worlds last year, I ran 3 of these, and it helped immensely.  So, if you're having trouble against Dragonball decks, and you need a good counter, take a look at Breakthrough Drill.
Oh yeah, Saiyan Lockdown decks make good use of this card ;)
Standard - 4/5
Tuff Enuff - 1.25/5

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