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DBZ CCG Card of the Day


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Dream Fighting
 

Saiyan Saga

Reviewed July 18, 2003

Avg. Standard Rating: 3.35
Avg. TE: Rating: 1.34

 

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


Da Krillin
Friday - Dream Fighting

AHHH! YAJIROBE EVERYWHERE THIS WEEK :p.. *ahem* >_>, this is a very good card, especially in a dragonball deck ^^, get your balls out, end it, get a card back in yer deck..yay! In Tuff Enuff it's almost useless, but in Standard it's Kewlieness. Run it in dragonball decks >_>, do it.

Standard: 4.5
Tuff Enuff: .09
Mantis Man Friday - Dream Fighting

Well, what can we say about this card? It does what it's supposed to do. End combat, a tiny bit of regen, pretty much a staple in db decks. Granted, there are better combat enders out there (Saiyan Truce anyone?) but this one's pretty reliable. Plus, it has Yajirobe on it, so it pwns you. :p

Standard: 3/5 TE: 1/5 (who ends combat in te unless they're saiyan or
getting the snot beat out of them?)

--Mantis Man OvO
Mewfive Dream Fighting
A nice Saiyan Saga Rare. There aren't too many of those, unless you're a DB player.Anyway, this is yet another DB staple, since we all know by now that DB decks just like to run away from Combat. It's better than its counterpart from the same Saga, Nappa's Blinding Stare, since this card gives you the ability to regen the bottom card of your discard pile. Nappa's Blinding Stare just lets you get out of Combat, and what good are many cards without awesome secondary effects in DB? That and Blue Leaving are the only decent Combat cards that end Combat.

It's also an okay card if you need some way out of Combat without relying on an attack to hit, like Tien's Solar Flare or Blue Rush. But why would you rely on the luck of the draw when you could just throw out NDB Wish or EDB 6 for the same effect?

Standard - 2.8/5. Only really good in DB.
TE - 1.4/5. As if you'll run from Combat much.

~Mewfive~
AJC468 Dream Fighting:

This is another combat ending card, in combat form.  It is basically an improved version of nappa's blinding stare because you get to heal one card :p.  This card is no longer in frequent use, but it remains popular in certain decks.  It just doesn't normally make the cut in today's Non TW Roshi DB decks because there are better combat ends out there that allow you to keep the cards in your hand (Blue Leaving, Saiyan Truce).  I don't ever play db decks though (and never plan too, bleh) so I'm not sure how accurate I am.  Anyways, good card for defense/healing decks.  It can get you out of a tight spot sometimes, but if your plaing blue by all means use blue leaving over this card.  I'd say this card is a little below average, I never liked it enough to play it myself.

Standard: 2.9
TE: 2.3  
Team Scrub Dream Fighting

Number one. This card has a great quote. With that out of the way I must say this is a great card. Obviously used in ball where you ARE the defender, it basically lets you regen on your opponents turn at end of combat (which you ended ASAP). Any card that ends combat and lets u regen is a good card. Plus this is a combat card so you don't have to play it and risk it being discarded/removed. Obviously, the best card with Yajirobe's mug shot.

Standard Play: 3.57/5

Tuff Enuff: 1/5

Team Scrubs Final Scrubtastic Rating: Good
Matthew
Low
07/18/03 Ė Friday
Dream Fighting Ė Saiyan Saga
Rare - #199
Combat

Power: This combat ends and the defender places the bottom discarded card back at the bottom of his life deck. Discard this card from the game after use.

Generally this card will end combat, and you get to rejuvenate your bottom discard. A nice combat ender, considering that there arenít many in later sagas.

This is a staple in Dragon Ball decks ever since the very beginning, considering the fact that it, along with Blue Leaving, the Earth DBs, and Saiyan Truce Card, are the bulk of the Combat enders. DB decks will be attacked, stop the attack, and use a combat ender.

This card can be Trunks Energy Sphered, but thatís the least of your matters in Dragon Ball. That being the only card to stop this makes it a very powerful way to keep out of combat and protect your Dragon Balls.

It will generally only see a lot of play in DB, seeing ending combat in many other decks can be done with Truce Card, EDB7, and Blue Leaving. It might find a home in ally if they are desperate enough for another combat ender.

Gohanís Kick, Majin Buuís Fury, and Breakthrough Drill mess this card up, as many others, but thatís nothing DB canít work around. By all means toss a couple of these in your Dragon Ball deck and watch it stall to amazement.

Standard: 4.0 out of 5.0 (strong DB archtype, strong card to put in it) Tuff Enuff: 1.3 out of 5.0 (no DB, no real major reason as slow decks donít last long)
Sealed: 2.0 out of 5.0 (ending combat might help if you have a terrible hand) ~matthewlow
 

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