Power: Saiyan Heritage only. Physical Attack doing +4 power stages
of damage. Empower 3. If successful and your opponent has not used a
card in his Attack Phase this Combat, your opponent cannot use
Events for the rest of Combat.
What. Why are we reviewing this card…
Let’s break it down. Weak attack standing at +4 stages. Saiyan
Heritage only so you’ll be seeing this only in Saiyan decks pretty
much. Useful to combo with Blitz Mastery. Can choose to get +3
instead of the “if successful” effect, which is really the only
merit to the card. Ok, now let’s get to that part.
If successful effects are typically very powerful ones, or at least
the ones you’re supposed to run. Most cards are run for their
secondary effects because they happen no matter what (well Pure
Defense, go figure). If you choose to run something that only has an
“if successful” effect, it better have a good one.
This one does… but doesn’t at the same time. Let me elaborate. The
effect is similar to Piccolo’s Fist Block, It’s the Inside that
Counts, and Broly’s Might. The only one really played now is Might,
and It’s the Inside that Counts to an extent in Focused. Why? Fist
Block and It’s the Inside that Counts can be Sphered. Focused
doesn’t have Sphere, so that’s why you’ll see that one played
because it is like a secondary effect. Might is a secondary effect.
Thus, it becomes extremely powerful, being able to shutdown the most
powerful card type in the game.
But this isn’t a secondary effect. The card has to hit. Thus, the
playability goes down. Event cards are the strongest in Stasis
decks, and those decks stop most attacks pretty easily. Not to
mention not every hand will be full of Event cards for you to
shutdown that combat. Sure it will help in some situations, but
those will be when… your opponent’s hand is full of Event cards AND
your opponent doesn’t have a physical block. Tell me how often
that’s going to happen, especially with the GT top 6 rearrange rule.
And let’s not forget the other part to devalue it even more. Your
opponent can’t have used a card during their attack phase. Yay now
let’s get more excited. This pretty much means either a) You enter
with this card, which isn’t a wise idea or b) You’re playing Blitz
Mastery and are chaining multiple Saiyan Heritage only cards. What’s
wrong with that picture? a) You’re a Saiyan beatdown deck. You
should be entering with Gohan’s Kick, Majin Buu’s Fury, or one of
the Confrontation clones or something. Not this. They’re more
effective than Jump Kick. b) Blitz Mastery… while it is ok, not
amazing. I’d go with card drawing and Supreme Mastery personally.
Oh, and that means when you draw this when your opponent enters on
you, it effectively becomes a physical for +4 stages and 3 life. Yay.
Bottom line: You need to be pretty desperate to run this.
Expanded: 1.6 out of 5.0 (Blitz decks, yay)
Focused: 2.4 out of 5.0 (not much stronger, but point is there isn’t
much else to choose from)
Sealed: 2.6 out of 5.0 (might as well…)
Saiyan Jump Kick - Baby Saga
Well if youre not playing broly, then this is your broly's might.
But you do need the blitz mastery to actually get it to work. But if
you get it off it is as close to a tes as youre gonna get in this
game as of now. I heard the shadow dragon saga will have a TES for
each color -.-; coughs lame coughs.. Anyway this is only good if you
play the blitz mastery and it has to be successful. Its a good card
and all. It just requires a little to much. Where you can just play
broly and playing 4 broly's might.
Rating 2.5 (both expanded and focused)
Saiyan Jump Kick
GT Rare #233
Another Saiyan style card, another odd effect that requires timing
to use. Timing in a card game is everything, but waiting for a
setup is one thing, having to wait for a specific card because it
says so, thats totally different. I will say that this is one of
the better of the oddities that the Saiyan style picked up.
Alright, this card is a Physical for PAT +4, thats always nice, and
it has Empower 3, which is better, giving you a nice life card
damage bonus, and lets you skip the freaky setup text. The ability
of the card itself is actually decent, its just like I said with my
last review, if they didn't play a card, they don't have it to
stop. Sure, some event cards require a properly timed play, but
most of the time, they won't try to play it unless they have the
cards to lure out the traps.
Basically, like all the other saiyan style cards that got these "if"
effects, it requires a proper set up to play, and because its
relying on your opponent, and not your setup, it makes the cards
ability hard to time or use properly. The ability to turn off Event
cards is nice, but not its just too difficult to play.
Expanded: 2 of 5
Focused: 2 of 5
Sealed: 2 of 5
Saiyan Jump Kick
IF you hit, and IF they have not used a
card, it hoses them. But those are two big ifs there. The second
is easy, as you can simply throw it as your opening attack, before
they can do anything, but with the Android #18 rule being in effect
now, the odds that they will not have a block, or will be willing to
take a hit that can cause such a bad effect are very, very slim.
Focused, Expanded, and limited it is equally bleh.
Focused, Expanded, Limited 2/5
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