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DBZ CCG Card of the Day

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Saiyan Power Punch

GT Baby Saga

Reviewed 5.17.2004

Avg. Expanded Rating: 2.8
Avg. Focused Rating: 2.9


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

Matthew Low
Saiyan Power Punch – GT Baby Saga
 Rare - #235
 Combat – Physical
 Power: Physical attack doing +4 power stages of damage. If your opponent has not used a card in his Attack Phase this Combat, for the rest of Combat he cannot use Freestyle cards that do not stop attacks.
 Eh, can you say the new uber broken staple for Saiyan decks? I think so. Not broken, but extremely good.
 This card doesn’t do much when defending in combat because your opponent will throw off the secondary effect, but when starting off with it, you’re golden. You’ll be able to shutdown all your opponent’s allies, which normally gives Saiyan physical beatdown many problems. Not only that, but many DB stasis decks run a bunch of non-combats that are freestyle, and combat enders are normally freestyle as well.
 This is almost like a new Kick/Fury for Saiyan, but it has limited use. Your opponent can always throw out that Time or Epic and royally ruin your plans. However, this card still shuts down enough cards that are run by many decks that this is too good to pass up. Talk about owning Freestyle decks over an over. Decks that run multiple Freestyle cards will be a bit worried if you start off with a Power Punch.
 Without the effect, it becomes useless, so make sure you have this handy when you want to ruin your opponent. It can become a defensive tool as well as an offensive tool as well as a tech tool. Shutdown those Staredown/Confrontation clones. No more Dream Fighting for you. Heck, your opponent can’t Kick/Fury you. The possibilities are endless.
 Not to mention this card doesn’t remove itself from the game. I can see possible brokenness with Saiyan Supreme Mastery, and even Blitz Mastery in the sense you won’t have to start with this. You could also consider trying this out in a nonTW deck too…
 Bottom line: Playing Saiyan? Beatdown? Even possibly some form of DB to shutdown Sphere. Run this. It’s good. When used right that is.
 Expanded: 4.6 out of 5.0 (plain ruins too many cards)
 Focused: 4.6 out of 5.0 (what options do you have anyway? Doesn’t ruin as many cards, but definitely one of the best Saiyan cards you have to choose from)
 Sealed: 4.7 out of 5.0 (I say run it. How about you?) ~matthewlow

Saiyan Power Punch

Decent, at least worth consideration in some Saiyan decks.  In focused, you run it, as Saiyan is lacking good cards, and people do run alot of freestyle attacks (Uub's Blitz for one, and likely much more once Super #17 comes out).  In Expanded, throwing this first turn can totally ruin a Freestyle deck's plan of attack.  In Limited, meh.  It hits things, so you'll likely run it.

Expanded 4/5 (decent on the fact that it can really hurt Freestyle decks)

Focused 2.5/5  (not enough good Freestyle attacks to make it worthwhile, and Saiyan is kind of weak)

Limited 2/5 (below average)


~Surllio~ Saiyan Power Punch
GT Rare #235
Physical Combat

This card is like a lot of the saiyan cards. Interesting. The text isn't game braking by any means. If your opponent didn't use a card in his attack phase, more than likely he doesn't have a freestyle card for this thing to shut off.

I seen some odd powers for the saiyan stuff in GT, but this one has to be one of the more weird ones. I mean, shutting off Freestyle combats and attacks might be nice, but in focused, there weren't a whole lot of them. In expanded, its interesting, but very rarely will the situation needed to use this cards text actually come about. I know this from experience, people don't pass unless they have truely know choice, and thats generally a dead hand. If they didn't play it to start with, they didn't have it to play.

Other than that its a decent physical for PAT +4.

Expanded: 2 of 5
Focused: 2.2 of 5
Sealed: 1 of 5

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