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Goten/Freestyle/Fusion Deck -
"I Fuse, You Lose!" (Enygma)
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(Expanded Format)
-Main Personality-
Goten Lv 1 (Baby Saga #134)
Goten, Super Saiyan Lv 2 (Super 17 Saga #78 )
Goten Lv 3 (Shadow Dragons Saga #120)
-Mastery-
Freestyle Mastery (Buu Saga #131)
-Sensei & Sensei Deck-
South Kai Sensei (World Games Saga #149)
Gotenks Lv 1 (Buu Saga #154)
1 Old School Beatdown (Shadow Dragons Saga #T4)
1 Sucking Dragon Balls (Shadow Dragons Saga #L1-1)
1 DELETED! (Fusion Saga #CR8 )
-Allies-
1 Kid Trunks, Teenager Lv 1 (Kid Buu Saga #53)
-Non-Combats-
3 Inner Strength Drill (Baby Saga #49)
2 Piccolo's Destruction Drill (Super 17 Saga #132)
3 Super Saiyan Trunks' Attack Drill (Shadow Dragons #90)
3 Devastation Drill (Kid Buu saga Preview #6)
1 Android 20 Absorbing Drill (Android Saga Preview #1)
2 Caught Off Guard Drill (Cell Games Saga #111)
1 Blitz Drill (Shadow Dragons Saga #T3)
1 Chi-Chi's Cheering Drill (Babidi Saga #48 )
1 Extensive Eating Drill (Lost Episodes Saga #70)
1 Vegeta's Quickness Drill (Baby Saga #245)
1 Champion Drill (Android Saga #SZ3 World Champion Card 2001)
3 The Fusion Dance (Buu Saga #149)
1 Releasing the Sword (Irwin Toy Promo #IR20)
1 Long Journey (Irwin Toy Promo #IR21)
1 Heroes Lucky Break (Trunks Saga #119)
1 Where There's Life, There's Hope (Trunks Saga #157)
-Battlegrounds-
3 Tree of Might (Cosmic Anthologies Subset #CA20)
-Physical Combats-
3 Trunks' Left Elbow Smash (Lost Episodes Saga #148 )
3 Chi-Chi's Broom Bustle (Super 17 Saga #119)
2 Gohan's Heroic Uppercut (Cell Games #CGR4)
2 Straining Double Strike Move (Tuff Enuff Promo #TF16)
3 Power Overwhelming (Bojack Unbound Subset #32)
2 Majin Buu's Choke Hold (Kid Buu Saga Preview #2)
1 Masterful Defense (Baby Saga #211)
2 Ultimate Defense (Kid Buu Saga #84)
3 Goku's Flight (Kid Buu Saga Preview #1)
3 Trunks Swiftly Moving (Trunks Saga #99)
1 Tien's Block (Cell Games Saga #92)
2 Goku's Left Elbow Guard (Lost Episodes Saga #73)
-Energy Combats-
3 Big Bang Kamehameha (Shadow Dragons Saga #92)
3 Strength of the Dragon (Shadow Dragons Saga #T2)
1 Nappa's Energy Aura (Saiyan Saga #120)
1 Frieza's Force Bubble (Frieza Saga #P5)
2 Goku's Swiftly Moving (Buu Saga #66)
1 Super Android 17's Aerial Defense (Super 17 Saga #148 )
-Events-
1 Mark of the Dragon (Super 17 Saga #152)
1 Gust of Wind (Lost Episodes Saga #125)
1 Dazed (Fusion Saga #98 )
1 Are You Tuff Enuff??? (Tuff Enuff Promo #TF10)
2 Champions of Earth (Baby Saga #199)
1 Time is a Warrior's Tool (Frieza Saga #30)
1 Pure Defense (Broly Subset #24)
1 Super Saiyan Effect (Android Saga Preview #4)
1 Narrow Escape (Fusion Saga #64)
1 Preparing for Impact (Lost Episodes Saga #88 )
1 Aerial Elusion (Super 17 Saga #53)
-Strategy-
When I came up with this deck, it was mainly just because I wanted to
build a deck with Gotenks, him being my favorite Character. Unfortunately,
Gotenks has never been known for being very good for the card game, so
I was presented with a problem on how to play them. I thought Freestyle
might work, but I still needed to decide on what personalities of Goten
and Kid Trunks to play. After reading the Goten from Baby Saga, I knew
it was the way to go. His power (Physical attacking doing PAT Power Stages,
and +2 for each Non-Combat card you have in play) I've found to work wonderfully
in a Freestyle Deck! I loaded the deck with plenty of big Damage Increasing
Drills, to make both Goten and Gotenks' personality powers really work
well. And then it hit me for another great idea for the deck, why not
load the thing up with as many attacks with Remain as I can? With even
just a few of my Damage Modding Drills in play, I can make attacks with
Remain end up doing a lot of damage, and they'll need to block it both
times to avoid the full effect!
So I decided on Goten for the MP, but I still needed Kid Trunks in there
somewhere. I decided on Kid Trunks, Teenager, for his decent Energy Attack
with some rejuv built in, although I rarely need to use him. I use South
Kai Sensei to get him out First Turn, and then just wait for a Fusion
Dance to show up. I think I've come to the conclusion the only way to
make a Fusion Deck work, is not to rely on having to fuse, and just leave
it as a helpful option.
The Deck is almost entirely Physical based, although there are a few
Energies in it. Strength of the Dragon can be nice, because it's Unstoppable,
and even though it doesn't trigger the Damage Modifier from Devastation
Drill (Which only adds damage to Physical Attacks), all the other Mods
still work, and can make this do some pretty nice, unstoppable damage.
Big Bang Kamehameha is there for a similar reason, If I'm Goten, I can
pay for 7 stages easier out of his 16, and when I'm fused, it may take
up a large amount of Gotenks' 10 Power Stages, but with the Errata on
it making it Unstoppable if any Fusion uses it, it's certainly worth it.
I at times would call this a "Heroic" Deck, since it is considerably
more effective against Villains, although it still stands strong against
fellow Heroes. One card that makes playing against Villains most fun is
Trunks' Left Elbow Smash, which has Remain 3 if used against a Villain,
with a base damage of PAT +5! As if that isn't potent enough, A few Devastation
Drills, various other Modifiers, Chi-Chi's Cheering Drill (Which prevents
your opponent from using Endurance) and a Blitz Drill (Which gives all
Remain on your cards +1) those things can tear an entire Deck apart in
a single combat! And even if they don't, I usually have more attacks with
Remain in my hand, so once the proper Drills get out, it only takes one
combat to win it all.
But often times, you aren't going to have all your best Drills near the
top of your Deck, so you need some good Searching Abilities. Tree of Might
not only let's me get a Freestyle Drill of my choice each Combat, but
also is my Counter to City in Turmoil, which could otherwise hurt the
foundation of this Deck. In addition, I have Long Journey, which let's
me get 3 Drills during my Non-combat Step, but forces me to pass my next
2 Declare Steps, and Releasing the Sword, which lets me play all Non-Combats
in the top 7 cards of my Life Deck when Entering Combat. Those help me
get things out fast, but just to speed things along a little more, I put
in Hero's Lucky Break, which can get out either of those two, or any other
Non-Combat I'm in need of at the time.
Well, that basically sums up the Strategy behind this Deck, hope you
enjoyed reading it as much as I enjoy playing it! If this Deck sounds
like something you want to try for yourself, go ahead and give it a go,
and maybe even make your own adjustments to it, to really make it your
own!
Happy Gaming!
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