Save 25% "The DBZ Collectible Card Game for the GBA" at Amazon.com

Main
Main Page
Message Board
Interviews
Who'd Play Who?

Trading Card Game
Scores CCG Section
Bandai Card of the Day
Old Killer Decks
Tips & Strategies
IQ's Crew
CCG Spoilers

Episode Summaries
U.S. Dubbed DBZ
U.S. Dubbed DB
U.S. Dubbed DBGT
Jap. Fansub DB
Jap. Fansub DBZ
Jap. Fansub DBGT
Movies

By Fans
DBZ Editorials
Episode Summaries
Manga Reviews
DBZ Song Parodies
Fan Fiction
Time Travel
Theory
Voice Overs
What If...?

Information
Adventure History
Akira Toriyama
Attack List
Before Dragon Ball
Biographies
Character Appearances
Character Deaths
Daizenshyu Guide
DB Summary
DBZ Summary
DBGT Summary
Dialogue Scripts
Dragon Balls
Dragon Ball GT Info
Dragon Ball Mix-Ups
Dragon Ball Time Line
Dragon Ball Wishes
Dragon Ball World Guide
Every Single Fight
Final Battle!
Jap. Game Reviews
Growing Up
Guides
Important Numbers
Item Guide
Japanese Lessons
King Kamehameha
Lyrics
Merchandise Guide
Movie Reviews
Name Puns
Name Translations
Newbie Guide
Power Levels
Relation Charts
Red Ribbon Army Ranks
Room of Spirit and Time
Saiya-jin Forms
Special Attacks
Tenkaichi Budoukai Info
Training Locations
Voice Actors

Multimedia
Daizenshyu Scans
Final Bout Scans

Video Games
Game Reviews
DBZ Sagas Walkthrough


Get our first Pojo DBZ book from Amazon.com for about $10!

DBZ CCG Card of the Day


image from dbzcardgame.com

 

Blue Narrow Escape
 

GT Baby Saga

Reviewed 5.28.2004

Avg. Expanded Rating: 4.3
Avg. Focused Rating: 4.7

 

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


Matthew Low
Blue Narrow Escape – GT Baby Saga
Ultra Rare - #248
Setup – Non-Combat

Power: If you declare a Tokui-Waza, end Combat. Shuffle 5 cards in your Discard Pile into your Life Deck. Remove from the game after use.

First off… San Francisco Regionals, here I come! ^_^ Tomorrow is the big day… can you feel it?

Anyway, this is yet another one of the extremely good Ultra Rares that Baby Saga brought us. This pretty much solidifies the Blue Stasis decks seen in both formats, also giving a twist on other options as well.

Blue has always been known for not staying in combat and throwing out DB after DB, and thus, this card only reinforces that. Now Blue has a non-combat that can do the job, which gives players options just in case they don’t draw up a Blue Leaving, Dream Fighting, or Nappa’s Blinding Stare. Now, of course, Focused doesn’t have those luxuries, so they have to make due with this card. That’s not a bad thing though.

Shuffling 5 cards back in can be a blessing or a problem, whereas it decreases your percentage of drawing what you need but it could send back in key cards or at least let you live longer if you’re trying to stall.

This doesn’t only have to work in Blue Stasis decks. Destruction Mastery welcomes it as a way to get out of jams, regeneration possibilities, or even to sacrifice to the Mastery to nuke a setup. Overall, a well rounded card.

Combat ending is also important to certain variations of ally decks. Regeneration is always important to those decks, and with that in mind, I can see some fitting in if room allows it.

Note this isn’t limit 1 per deck so Yajirobe could have a lot of fun with this.

Try this card out. It doesn’t work in every variation of Blue, but many options definitely can benefit from a card such as this. It’s always fun to smirk at your opponent when you’ve got massive lockdown in combat enders. Of course, when your opponent doesn’t enter with Gohan’s Kick or Majin Buu’s Fury.

Expanded: 4.3 out of 5.0 (stasis all the way)
Focused: 4.3 out of 5.0 (stasis, Destruction, etc)
Sealed: 4.7 out of 5.0 (can easily be a lifesaver, especially since you can play Rainbow TW rules)

 

- All material copyright of Pojo.com.
c-1999-2003

This site is not associated with Cartoon Network or TOEI Entertainment.
Dragonball Z  is a registered trademark of TOEI Animation CO., LTD.