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DBZ CCG Card of the Day

Image from

Goku's Farewell

Cell Games


Reviewed June 3, 2002


Standard Rating: 2.51 (based on 5 reviews)
Tuff Enuff: 2.81 (based on 2 reviews)

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

A Score Guy

I don't think the card is that amazing in this format because there is just way too much stasis all over the place and who doesn't use Aura Clash to get around those pesky level ones like A-18 and Piccolo? This card is pretty much for some good old beatdown and it can really backfire in this format. >_<

Rating 1.9

Tuff Enuff

This is where the card gets a lil better, not much stasis to worry about and a lot of Physical beatdown decks. Almost every deck in this format should pack at least one because even if your deck is not desiged around this card it's still pretty good to use it late game when you only have about 20 life cards left or something like that cuz your opponent won't see it coming and it will give them more to worry about when they have so few life cards left.... just think about it but don't hurt yallz self. ;-p

Rating 3.8

tk No Review Today
Monday - Goku's Farewell
Hmmmmmm ick. This card is just horrible in my opinion. You jump to your highest MP and you get 5 turns to win or the game is over for you. If i wanna use my level 5 ill just use aura clash myself but this card is only helpful if you know you're gonna lose or you can with your level 4-5 power. Its a gamble though. An aura clash will end the game. Saiyan Suicide decks will probably have this card in for fun. Trunks level 5 with Saiyan can be very very evil. But other than that this card wont be played much at all.

Rating = 1.9

Well, this was by far the most interesting card in my opinion of the saga.. it gives those lv.5's a place in your decks, and add a lot of punch to beatdown decks in the endgame. It certainly has a lot of benefits, decks like trunks beatdown now have access to those high power levels and lv.5 powers. the only problem with this card is the time limit... assuming you or your opponent doesnt raise your anger, you  have 5 turns to win the game, or you lose. Thats a huge problem, because most decks dont have the punch to win in early game, and with such a huge restriction,  its a gamble to play this card, even with the benefits. 

In TE its slightly worse, because players are more likely to expect beatdown.. so you are less likely to win with this card being used.

Standard - 3.5/5
Tuff Enuff - 3/5

This card is a wonderful concept, though it is very risky because an Aura Clash will blow you away if you've just Farewelled. However, it is quite a nice reply to all those who complained at the uselessness of cool level 4s and 5s (even 3s!). Most people advise a Winter Countryside in combination, but there are other safeguards (pickin at your opponent's deck, keepin a TES handy for example). If you are both bold and daring, this is a card that can really destroy your opponent. Aura Clash is even more potent in Tuff Enuff (and there's Are You Tuff Enuff?), so using Farewell is a bit riskier in that environment.

Standard rating: 3
Tuff Enuff: 2.5

When I pulled this card a week or so before CG's release, and posted it on Fanatics, it received a HUGE uproar of chatter about it. This card definetly brings power to the table. You can level up instantly to an insanely powerful level 5 or a nifty power like Android 16's level 3. The only problem is, if you get aura clashed or jump kicked, game over. The only real safety is having Winter Countryside out, but that still takes off 1 turn you have to live. I think aura clash is just a much better card to level you up.

Standard: 2.25

This card, in my opinion, is much worse in Tuff Enuff. The fact that MPP Victory isn't even a concern should just make you play 3 aura clashes, leveling w/o the liability of a game loss. It is still powerful to level up to cell's level 5 when you know your opponent has no energy defense, or vegeta's level 5 if they're at 0, but clash is just better. TE: 1.95


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