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CCG Card of the Day
World Champion Punch
2003 Top 64 Promo
Reviewed August 6, 2003
Avg. Standard Rating: 2.95
Avg. TE: Rating: 3.17
(This card is currently
fetching more than $150.00 on Ebay)
Ratings are based on a 1 to 5
1 being the worst. 3 ... average. 5 is the highest rating.
World Championship Punch
Obviously, any physical that can remove
cards from the game is worth running to tech against dball. This
card is mostly good for messing stuff up. Messing with ball, regen,
etc. Run 3 in your deck now >:) Not much else to say on this one
as I don't have it so I haven't had a chance to play test with it.
But then again, if I did have any uber combos, why would I tell them
to you ;)
TE - 3
Standard - 3.5
Overall World Championship Scurbbed-Out
Wednesday: World Champion Punch
Ah, the beginning of the end for PTT. This card spells doom for a
Namekian deck that goes up against it. I forgot if it is RFTAU, but
if it isn't much fun could be had...Just think:
Enter combat with WCP, Battle Pausing, [random strong attack],
[random strong attack], and [random strong attacks gotten by stuff
like VQD and Tien's Mental Conditioning].
Start with WCP. They should be at about 0 (use the Orange WGS
Use a [random strong attack]
Use BP for WCP and the RSA
Use the remainder of your Random Strong Attacks and your opponent
should have a good deal of his deck removed.
Next turn, do the same thing with your BPed WCP...If you get another
BP, even MORE fun ensues!
World Championship Punch
A Focused for +4. We have enough of those, and most people do not
run many Omni-Blocks. Anyway, all cards of damage you deal are RFG.
That's nice, that can hurt Namekian. But you have two choices - This
lasts until the end of Combat or until your opponent deals one card
of damage. One Combat is not very impressive, unless you have a hand
that will nearly kill your opponent. This lasting until your
opponent deals one life card to you... I can only see that effect
used if you're using the MBS Blue Mastery.All in all, there are
better choices for your deck.
Standard - 1.7/5. Not too impressive.
TE - 2/5.
World Champion Punch:
This card kills dragon ball decks, because they hardly ever deal
of damage, all of their cards will be removed instead of discarded,
balls included. This card will also help against Namekian decks and
Freestyle decks (With that annoying level 3!). The very first part
card makes it alot better, if you declared a tokui-waza, this card
style that you declared. Multiple masteries and card effects get a
when cards of the same style are played, rather than a freestyle
Otherwise this is a focused physical attack for +4. This is one of
better focused attacks out there.
Standard - 4.25
Tuff Enuff - 3.5 (Most of the decks in TE are beatdown, so you will
probably only remove cards for the remainder of combat; the card is
just isn't as good in TE)
Sealed Deck - N/A
8/6/03 – Wednesday
World Champion Punch – Worlds Top 64 card
Uber Rare – SZ8
(If you declared a Tokui-Waza, this is a styled card matching your
Tokui-Waza’s Style.) Focused Physical attack doing +4 power stages
of damage. Choose for the remainder of Combat or until your opponent
deals at least 1 life card of damage to you: All life cards of
damage from your attacks are removed from the game instead of
Interesting card. Kinda wish I got a card I would actually use in my
deck. Instead, I get this.
The major problem is this card kinda needs to run in multiples of
three. Anyway, it is a nice physical with a nice effect, and being
styled fits with many styles. The problem is the effect doesn’t last
long, and if attacks are stopped, it does nothing. It works
amazingly well in Blue MBS Buu decks or any MBS Blue deck, as after
you’ve taken a lot of life, you can just prevent a whole lot of
damage and not take a life card for a while. All that time you just
dish out the damage and remove your opponent’s life deck. It can be
used, and is amazing in Blue MBS, but not much in others.
If used right before a big combat, it can hurt quite a bit. Removing
cards hurts many decks out there that depend on the discard. This is
more or less a nice card to throw into physical decks if you have
it, but not really something that is necessary to have around.
Standard: 2.5 out of 5.0 (Blue MBS and physical decks of course)
Tuff Enuff: 2.7 out of 5.0 (ditto)
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