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DBZ CCG Card of the Day

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Orange Destruction Ball

Majin Buu Saga

Reviewed May 22, 2003

Avg. Standard Rating: 2.83
Avg. TE: Rating  2.15


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

Friday: Orange Destruction Ball

This card runs off the same idea as Saiyan Pressure technique, only problem is, its effect is defensive, not offensive, like Pressure Technique's. If this card wasn't Sensei Deck only, I'd be giving it a much worse rating than I will (although it'll still be pretty bad). How often will your opponent try and discard/remove your cards in play? At least it works on anything - Drills, Non-Combats, Allies, Dragon Balls. It's nice in orange on orange board control matches, but other than that its pretty weak. Oh yeah, its also an energy attack so its pretty much a waste for Orange physical decks. For TE, I would use this card if you were packing a large sensei (like Elder Kai or North Kai) and you were playing an ally deck.

Rating : 1.5/5
TE Rating: 2.0/5

Proxy Man
Orange Destruction Ball - Buu Saga
Rare - #141
Energy Combat-
Sensei Deck only. Energy attack. For the remainder of Combat, when your opponent tries to discard or remove from the game one of your cards in play, you may remove from the game 2 cards in your Sensei Deck to keep it in play. Remove from the game after use.
Let me just start off by saying...I like this card. I like it a lot.
Finally, some other sort of drill protection for the infamous Drill style, other than OFD from the Saiayn Saga. It's about time.
Anywhos, it's just your average old energy attack for 4. Oh, yeah, there's that wicked awesome secondary effect, too.
The ability to protect your non combats, drills, allies, battlegrounds, locations, etc is simply superb. This card will work nicely in drill decks and ally decks, two archetypes that Orange does quite well. Of course, in either deck, for this card to serve it's purpose, you're gonna need a huge sensei. Perhaps the rumored Old Kai Sensei with a sidedeck of 21 will do.
It's Sensei Deck Only, and Removed from the Game After Use, but it's so powerful that it almost needs to be.
Standard: 3.7/5...this card works wonders in Drill and Ally decks...just be sure to use one of the larger senseis.
Tuff Enuff: 4/5...slip this into your Orange Energy Ally deck and have fun.
Sealed: 0.2/ Senseis (hardly) here, so your odds of using it are limited...well, if you did by some miracle pull a sensei, it still wouldn't be that great.
Mewfive Orange Destruction Ball

Yay, we get a typical energy attack for the Sensei Deck. But this secondary effect is awesome. Most Orange decks of any sort run a fair amount of Drills, and the most likely first target of the opponent is going to be Orange Focusing Drill. So if they try to touch it at all, you can just remove a couple of cards from the Sensei to keep it in play. But you never know, they could get rid of that killer Non-Combat, like WTLTH. The bad thing about this card is playing against a Black WGS deck. With every successful attack, they can nuke a Non or a Drill, so you could possibly wind up removing an entire Sensei deck in one Combat, and not be able to use this card with any sort of affect on your opponent again. But who knows what Senseis will be released in this Saga?

Rating: Standard- 3.4/5
TE- 3.7/5


Matthew Low
05/23/03 – Friday

Orange Destruction Ball – Buu Saga
Rare - #141
Energy Combat

Power: Sensei Deck only. Energy attack. For the remainder of Combat, when your opponent tries to discard or remove from the game one of your cards in play, you may remove from the game 2 cards in your Sensei Deck to keep it in play. Remove from the game after use.

Hmm… well, at least Orange Energy gets a Sensei Deck only card. This one is not shabby, and I can see it filling holes in Sensei Decks. But, unfortunately, this one is very situational as well.

The fact it is Sensei Deck only hurts as it has to be Senseied in, with the possible loss of some really good cards. That’s not terrible, but GBS should already be going in, and you don’t want to lose too many cards.

It will be a nice card to help save your Orange Focusing Drill for a turn. But… how often do you expect to have played this card right before a Drill like that or another Non-Combat or ally would be discarded or removed? Not too often. Of course it is still nice, but more often than not, if your opponent see you play this card, they will just wait a turn.

Also, the effect is limited as well. Senseis like South can only use this twice, where North has the maximum use at 6. Elder Kai, which should release, will get 10 uses, which isn’t too bad. But the problem is the fact that while this card can help, it can only help a couple times, which might not be enough.

The attack itself is weak. A normal energy attack… oh wow. If this attack did a few more life cards and had a more game breaking effect, like cutting the Sensei Deck removal, it would see a lot of play. Right now, it is hard to tell if this card will see a lot of play. I see some Orange Energy decks coming back with a ton of Drills that need to be protected, and hence this might come in handy. But with Orange Focusing Drill still holding down the fort, this will only have backup duty.

This will probably only find a home in Orange Energy / Drill decks. It might in Ally, but more likely than not no because of how limited and situational it is.

Standard: 2.7 out of 5.0 (not a bad card to put in Sensei, could be good West Kai tech, still weak though)

Tuff Enuff: 2.0 out of 5.0 (many cards that need protection don’t in TE)

Sealed: 0.2 out of 5.0 (um… the chances of getting a Sensei? The chances your opponent will have removal if you use this card right before?)


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