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DBZ CCG Card of the Day


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Saiyan Pressure Techniqe
 

Majin Buu Saga

Reviewed May 15, 2003

Avg. Standard Rating: 2.95
Avg. TE: Rating  3.90

 

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


DBM
This card is really, really interesting. First off, with the new mastery,
you'll be able to raise your anger 2 levels. On top of that, you can remove
cards in your sensei deck from the game. This can combo really nicely with Goku's Relentless Spirit, as if you choose to tank Goku's Blinding Strike or any Goku named cards you may have put in your sensei deck, and get them back in your life deck (free senseing!). My only problem is it only works with Saiyan Style attacks. This will appeal to many players, but I only run 2 saiyan style attacks other than this one (Headshot and Destiny). At least it'll work with itself so when you play it you can tank 2 sensei deck cards. Very neat idea Score, I'll be interested to see what other combos (and don't say TOTM plz) this works with.

Standard : 3.0/5
TE : 4.25/5
DBM

--------

"Your an idiot.In your card of the day you said you only run 2 saiyan style cards(headshot and destiny).If your not using a Saiyan style deck(wich is what it seems like to me)why the hell would you use Saiyan Destiny?Without a Saiyan toku. it is just a physical attack.

                                                                     ~CCGMaster3~
"

--------

Of course I'm running a Saiyan style deck. First of all, that's only two Saiyan style ATTACKS you have listed there. I run your standard truce card and Saiyan's nice defenses. But when it comes to the new mastery, you don't need to pack your deck with Saiyan Style Attacks. I appreciate your poor grammar and useless input, and I would appreciate if you didn't call the person who came in 3rd place at worlds an idiot.

~DBM~


Da Krillin
Saiyan Pressure Technique
This is another amazing Buu Saga card! It does a decent amount of damage as it is, and if you like, you can remove sensei deck cards to double the base damage :D (so if your opponent is at 0 and you're at max...ouch..) And removing sensei deck cards is no biggie, because if the cards in your sensei deck are still in your sensei deck after the game started, YOU DONT NEED THEM...evil..evil card..

Standard: 1.5
Tuff Enuff: 3.8

Matthew Low
05/15/03
Saiyan Pressure Technique – Buu Saga
Rare - #145

Physical Combat

Power: Sensei Deck only. Physical attack doing +3 power stages of damage. For the remainder of Combat, when you perform a Saiyan Style physical attack, you may remove 2 cards in your Sensei Deck from the game to double the Base Damage of the attack. Remove from the game after use.

Um… no. Don’t use this. Then again you can, just I wouldn’t recommend it.

It is an interesting card to take up spots in your Sensei Deck. From the outside, it is not a bad card, but removing cards in your Sensei Deck from the game… well, you don’t have many to start with. Thus, this won’t be used more than 6 times (biggest Sensei is 13). Doubling Base Damage for an attack… well, a good thing, but you’ll only do around an additional 5 or so, depending on your Power Level. If you can manage to be at a very high level when you do this attack, you really don’t need to do the additional damage and should be rather working with a more vicious attack.

I can see this working if used with Saiyan Cross Punch… now that would be wrong. So it is not entirely useless… just you have to have the right deck. Comboed with Majin Power Drill and you might have something going. Focused for 20 and 2…

It can be used to use some strange combo that gets cards back from your removed from the game pile with Android Tag Team and Goku’s Relentless Spirit, if they get removed by your Sensei. I wouldn’t count on this though.

It is not a bad card, but I would run Headshot instead of this. The space is something I really wouldn’t want to waste, but then again the right deck can run both. If you pack the deck with big Saiyan base damage attacks, it might work, if Saiyan manages to get some more.

Standard: 1.3 out of 5.0 (fill that Sensei deck, most likely you’ll waste the effect though)

Tuff Enuff: 2.8 out of 5.0 (doubling Cross Punch is mean, dishing the damage is the key here, just need to do it right)

Sealed: 0.2 out of 5.0 (Sensei Deck only… how about near zilch?)
mewfive Saiyan Pressure Technique
Yippee, +3 stages. Nothing too big for a Saiyan rare. But this is still a
good card, depending on which Sensei you run. I see Saiyan being ran with North Kai (Or whatever Sensei has the highest deck capacity after Buu's release) to take full advantage of this card. Saiyan Prepared Smash can already do double damage if you discard a card... You could do 4x base using this card in tandem with it, and that would hurt, considering how strong the Saiyans are and will be. Also, most other Saiyan attacks are already very strong, using this card with those would kick up the damage a lot once you get them to 0.
Rating: 4.5/5

~Mewfive~
David Rosales Saiyan Pressure Technique - Buu Saga

Rare - #145

Physical Combat-
Sensei Deck only. Physical attack doing +3 power stages of damage. For the remainder of Combat, when you perform a Saiyan Style physical attack, you may remove 2 cards in your Sensei Deck from the game to double the Base Damage of the attack. Remove from the game after use.

Let's see...Sensei Deck only...well, in a saiyan deck, that means you'd be losing value cards....

Anywhos, the secondary effect on this card has caused a lot of talk. It can potentially be very dangerous if used with the right +6 physical when your opponent's at zero. The only bad thing is that you really can't use it to it's best worth if you have a sensei with a small sidedeck number. I suggest using it with North Kai, as it could nullify the Blue CS Mastery, and it has the highest capacity. Anyways, the ability to double the base damage for a few physicals is quite nice. But, if your opponent is smart, he will save a block for until you use one with it...so, this card opens up a lot of opportunities for reverse psychology, a strategy I use quite often in my games. Use all of your stronger attacks first, so they will let a few hit them, making them think that you're saving the big one for last to use the doubling effect, then just use it on some other decent physical...a lesser +#, but still a good one so that they hafta waste a block on it. This is just the kinda stuff that pops up into my head when I see this card, due to my style of playing.

Oh, yeah, and it'd be AWESOME with that Saiyan CCPP card that has a base of ten if ya declared a TW...

Anyways...

Standard: 4/5...a must for any physical beatdown Saiyan, even if you can only run one due to a small sensei.

Tuff Enuff: 4.5/5...it's even better in tuffenuff, due to those extra-beefy attacks.

Sealed: 0/5...what are your chances of pulling a sensei? and, even if you did, what how many Saiyan physicals will you even be running?

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