Its the moment you have all waited for. The final crd and rules changes before Gencon. Anybody who has turned into the live streams probably has pretty good idea at what they are going to be. It has been a popular topic of discussion as of late. So BroZ lets get to it.
Sensei Change: Any card may be run in your Sensei deck as long as it can be legally played in your deck.
Earlier in the year we ran a poll asking which Sensei change you would like to see. The winner was the Magic style way of side boarding. This was the change I originally wanted as well. But after taking a look some of the Sensei deck only cards in the game such as Goku’s Blinding Strike and Huh??? I decided that change might be a little to drastic for the game at this time. If after this years tournament people still feel that sensei rules need be changed we take another look them next year.
Double Power and Hero/Villain Rule: The double power will no longer be in affect for all Retro DBZ tournaments. Both players will start at five stages above zero. The hero / villain rule will no longer be used to determined which player starts the game first. The player who goes first will be randomly determined before the matches starts.
We decided to remove the double power rule because it feels very out dated at this point. Very few high power rating characters were being used. Most people opted for characters with weaker power levels and a strong personality instead.
Allies Rules Change: You may now play an ally even if that ally is the same personality as your opponent’s MP or if your opponent has that same ally in play.
We decided on this change to encourage the possibility of Fusion and other ally gimmick decks and we felt that the old rule was needlessly restrictive in terms of deck construction, show flavor and gameplay.
Banned and Restricted List:
Supreme West Kai Levels 1, 2, 3 – Banned
Your’re Invited – Limited 1 per deck
Watching from Afar – This card gains remove form the game after use.
Majin Buu’s Childish Taunt – Physical attack doing +3 power stages of damage. For the remainder of the combat, your opponent cannot use any cards that let him look at cards in your hand or your life deck. If you used by Majin Buu this attack is focused and raises your anger 1 level.
Yamcha Lv.1 (Saiyan Saga – #84) – His personality power is an energy attack. This shall henceforth be known as the “Joey DiCarlo Ruling”.
Welp,
Changing the double power rule is ridiculous for a lot of reasons I’m not going to go into. It’s a completely different game, now.
good. double power rule was the most archaic rule in the game. nowadays, it shouldn’t matter after the first turn.
How so?
Chippy
I’d like to know as well. For every personality that was made “playable” because of the DPR, there were at least 4 that were made unplayable by it. The only personality I could see an argument for keeping the DPR on would be Majin Buu, but it’d be ridiculous to have a rule like that against a single MP.
Ya we actually got rid of the double power rule for one of our tournaments and it was actually a great way of playing. Control decks didnt get to always start and had to work a little harder for their rules. It was interesting to see who came out of the wet works. There was a lot of crying for that rule though.
I didn’t say it was bad, I said it made this a completely different game. Which is 100% correct. It shouldn’t matter after the first turn? The first turn is 90% of many high level games, the player who establishes control of the board establishes the pace of the game. Try running control consistently when you can get pulverized for half your deck or more 1st turn by a beatdown deck that previously would never ever go first against you by design. Both the decks that made the finals at Gencon would have never made it that far under this format, as both relied and were made under the intent and assumption that they would go first against a beatdown. Power levels just became a hugely important factor in deckbuilding. Majin/Evil/Kidd Buu just got a huge buff to be able to swing for 6-7 base AT before your opponent has a turn. Weaker MPs now offer no additional benefit and instead their PLs are only a liability. You basically have to rewrite the entire book on deckbuilding.
I’ll also shoutout about how the sidedeck rules just made Hercule’s Amazing Techniques the best card in the game…just like in expanded.
Well, saying that the change is “ridiculous” generally implies that it’s bad.
Cant remember a time when HAT dominated Expanded. It was worthless most of the time unless you wanted random silver bullets in your sensei, instead of running real cards to help against bad matchups. Even if you sensei out attacks, you dont always hit a good target for it.
Cant say I ever felt a need to run HAT in any deck I played. It was nice in some, but nothing special.
i dont really think a double power rule should matter. since the game is technically over im sure the people who run the tournament want people to not run things the way they used to be ran. as in, no running the same decks everyone else used to. theyre making cards just so other characters can be ran as well as deck types. i say, break the game. change it a lot. as long as the feel of playing the original is there then the double power rule is fine to get rid of. yes it does help decks. but theres really no point in saying chiaotzu can go first against buu when he has no point anyway. its just a ridiculous rule in the first place.
So this coupled with the crd you have posted on the rules section of this site are the official rulings being used during the tourny?
That is correct.
What brought on this Yamcha errata? I was hoping for some Nappa L3 clarification; it’s 2 power stages when hit by Tien’s Flight, right?
It was more of a joke than anything else.
Master Roshi and Yajirobe can’t defeat Goku with regularity anymore? IS THIS CANON?!?!?!?!
Awesome job guys, really makes things better. I was gonna run cheese ball @ gencon but now I can play a deck I actually like lol
The only thing I would’ve added would have been the “look at the top 6, put them back in any order. Draw 3 cards” rule like gt. my opinion is it was better for the game because it allowed better set ups for every deck & you weren’t going to draw as poorly if your opponent tries to enter turn 1 or 2.
Also going along with that, keeping 2 cards in hand @ the end of the turn would’ve been cool too but overall great job.
=( no more Enegy attack.
Though I do like the rules that have been changed, it does make sure that you’re getting a fair chance at the game regardless of your personality choice. There were just too many playable personalities that I wanted to play with, but never took the risk because of how afraid I was to be playing against decks that would DPR me every game.
As for the GT way of doing drawing, I never really liked it, to me it was giving everyone the ability of Android 18 Lv 1 ( minus the 4th card of course ).
I’d prolly agree if 18 hadn’t gotten eratad, but sense she did it took away a ton of her playability. I never saw anyone play 18 after the erata
I like pretty much everything here. I would still like to see a change to Long Journey (Yes… even though I’ve only ever played decks that abuse it).
Also… Broly Saiyan is easily best deck in format right now. Between Fury, Might, and the myriad of other “shut off x card” effects… The deck is just brutal.
Unless I”m missing some variant, all of the Saiyan Brolly decks that I’ve seen (especially at GenCon last year) are definitely beatable. Is there some variant more abusive than others?
Chippy
Really, cause Broly already abused the Double Power rule quite a bit.
Great, looking forward to a tournament where 85% of the decks are either Broly Saiyan or Red Buu beats.
How do those decks beat Blue Buu?
Chippy
tableflip?
Prepped Crash/North Kai Sensei ftw.
Don’t accept the bribe?
Don’t forget new Videl owns villains/majins 😀
That’s better than 99% of the decks being SWK beats. And I can roflstomp Red Buu beats with my Blue Uub beats.
id honestly run goku saiyan suicide.
No SWK is good. I’m a little worried about the repercussions of “You can put any card in your sensie deck”, ruling. By being able to put any card in your sensie deck, you can basically choose a decktype that you will auto-win agianst, due to all the cards in your sensie. Don’t like Namekian beats? Just sensie every single discard pile removal card you can find. Hell with Elder Kai you can probably make it so you autowin vs two different decktypes. The game is going to become more about sensie deck matchups and less about actual skill.
Well, I take the sensei deck as in case i end up going against this type of deck or that type of deck. I try to build my decks so that it can be balanced against the whole field if possible. Some might use the Elder Kai as a crutch because they might be able to predict or know what the field is gonna have in it. I’d rather have a balanced deck then a sensei deck full of stuff i may or may not need. And even with the sensei, you could end up removing something important by sensei decking (unless those rules have changed as well) as well. So its a double edge sword.
There are so many terrible sensei cards in old Z. Some styles are at quite a disadvantage when it comes to sensei cards as they get nothing. Namekian is a great example. Outside of the usual GBS, BSM, and YI, they dont have much else. Sure you can run Breakthrough Drill or whatever, but that isnt anything special. Compared to decks like Red who get cards like Red Plasma Catapult, which adds extra removal AND sensei deck removal. Id guess most Red Hybrid Beatdown decks will often have Red Aerial Force and Red Annihilation as extra control hate (And damage, as Aerial Force is a beast once their Sensei hits 0).
Some styles just straight up got the shaft as far as Sensei deck cards were concerned. And what do others gain? Cell’s Presence in the side, toss a couple NonCombat hate cards in the side (Dont You Just Hate That, etc). It allows decks to not be so diluted against others. And you can always lose out when sensei’ing cards in. Ive seen opponents side out 3 Black Body Destruction. Ive personally had Sensei’s where I put in like 8 cards, and lost like 3 Broly’s Might, 2 Fury, etc against control.
There’s no such thing as building a sensei to auto win a matchup. Hell, Black could already basically do that against control, and do we ever see Black doing much? No, Orange still tends to dominate. Black with North Kai can have 3 Black Front Punch, 3 Black Pivot Kick, 3 Goku’s Blinding Strike (Pretty key in removing unplayed COGD, Winter Countryside, TES, etc), You’ve Invited, and Black Scout Maneuver. Didnt really work out for them, and I dont see Black Beats as being a bad deck, just underplayed.
So yeah, this was long needed IMO.
Well, blinding strike is not a black card, and Scout Manuver was made into a non-black card as well. Front Punch, and Pivot kick are good, but there are good removals from the other styles as well. Just look at Red for example. Six drill removal cards isn’t going to slow down a control deck much. Now if you threw DYJHT, 17 Smirks, EDB7,x3 CIT, DAFTW, x3 Aura Clash, x3 R U Tuff Enuff,and Big Man on Campus into a sensie along with the six black cards you mentioned it is going to eat drill decks alive without having to worry about being too weak vs other decks.
I just imagine someone tossing discard pile hate VS a namekian or blue deck and cringe. How much ally hate could you sideboard in now? Seems to me like it is going to be a problem. But I guess it’s not like MTG, where you can choose what you want to sideboard out, so maybe it’ll work out.
This was never a problem in Expanded, and you could Roshi every turn to dig even deeper for answers. I dont care about the power creep in expanded, this rule made it for the better. CiT, 17 Smirks, and DYJHT are cards already maindecked in anything that can run them. Not every deck can run Aura Clash as you can hurt yourself just as much (MP’s with shitty 2-3). And City is often irrelevant as most (smart) control decks run Land in Pain and/or hold WC to play the turn after a City is played, or it gets Caught Off Guard Drill’ed with WC in play, nullifying Aura Clash (With AYTE being TE only, that card doesnt matter to me)
And I never said those were Black cards, I was making a comment on “Making a sensei to autowin a matchup” with Black’s ability to already be able to basically do that. All the cards I used were already Sensei deck cards, Black or not. Black is still hardly represented, even with their insane Sensei deck cards (Which I doubt anyone will argue that Black is far beyond every other style for Sensei deck cards. Front Punch, Pivot Kick, Energy Swirl, 3rd BSM, list goes on.)
How many Black decks were at GenCon last year? The only one I can name is Shaun’s Black Yajirobe, which was just Speedball with 5? Black cards (Mischievous Drill, 3 Black Power Up, Black Energy Defense, or whatever its called) And no Sensei’ing as he played West Kai to help him win against Orange. Im sure there had to be a couple more Black decks there. I wasnt looking around at all the matches, but I can say it was definitely far under par compared to a lot of other styles if I didnt play against one, and cant remember seeing one in either matches next to me during any swiss rounds.
People thought it was going to awful in Expanded when the sensei rules changed, and it wasnt. It worked. Why? Most sensei cards are extremely situational, and pretty much just terrible. Hell, a lot of the cards you named WERE in sensei decks in Expanded. Control in general still dominated. Yajirobe Black Speedball won Atlanta right after Baby came out. Gohan Supreme EDQ won Expanded Worlds. Yajirobe Orange Speedball won Philly. SWK Orange won MarsCon. SWK Orange won DieCon.
It apparently didnt help people autowin against the decks they needed it to. Most know that control is what you need to beat. NC hate was sided by most, and control still won a ton of events.
The best part about this to me is being able to run anti anger. You had to run something for anti anger if your decks plan wasnt to win in the early game, and who wants to run a bunch of cards that are worthless in 95% of matchups. Couple Heart Disease and a Threatening Position in the sensei is perfect. Doesnt win the matchup, but gives you something that dont become dead draws in nearly every other game you play.
Just to clarify, my Orange Yajirobe ball deck that won Philly wasn’t really speedball. It was Namek Balls with like a 64 card main deck. I went for control over speed.
But yeah, it had so much control I beat Dustin in the finals, and he had freaking Ultimate Champion.
Ya and SWK orange didnt win Diecon it was Gohan saiyan beats
So you are saying that in GT they already had this rule? I stopped playing shortly after the first GT set came out, but if the sensie deck rule has already been playtested in GT then my fears are a bit releaved.
DieCon 04, Rob Halucha won using SWK Orange.
Geoff, whatevs, it was still fast, and still had a lot of combat enders =P And I still remember beating you with turn 1 Black Command, Sphere, Sphere. Was I your only loss that day? Can I let my epeen get bigger?
Yeah, it had a lot of Combat enders. And I do believe you were my only loss, but it’s been 8 years so hard to remember 100%.
I love the changes. And all this talk about match ups and playing decks that aren’t fun just so you win I say phooey. This is about fun, and loving the game. Play what you never got to play when you played competively or play something off the wall fun. My personal opinion but people playing cheap/boring decks because they are the best tournament decks make the game boring and less fun. Isn’t that what the Retro DBZ is about , having fun and loving the game we grew up with?
+1 to Devin’s comment about having fun.
damn straight, i also agree. its just stupid trying to win in a card game thats now kept around for love and not to be the super most awesome best. id say people should just roll a dir and bring a deck to the tournament off what they rolled. but who am i to say what people should and shouldnt do.
please confirm from the crd:
-red text was added by toptier
…i.e. orange uppercut, pure defense, orange reflex ARE limit 1
-blue text was removed by top tier
…backlash is legal and namekian energy focus/trunks effortless drill are no longer limit 1 correct?
I would hope that the banned/restricted list is identical to the original CRD, minus the GT-era restrictions of PAHG and Krillins Concentration
thats my question exactly…are we just keeping everything in red and blue in the crd, i.e. all those rules are in there (restricted/banned) or are we adding/removing stuff from toptier?
I just wanted to post on here to say hi. I stumbled across this website last night, sadly I really don’t have any of my cards anymore, but I plan on stopping by this event at GenCon. DMB, remember me?
Make a proxy deck to bring w/ you!
Chippy
I read that shortly after making the post. I plan on it! Going to sign up and buy a ticket for my friend later this week once I get paid. Super stoked for Gen Con now. I just hope I run into people I knew back in the day.
looking forward to it. bring a few decks!
In regards to the ally clarification, does this mean majin personalities may now have non-majin allies? Or is this strictly an update to allow multiples of the same personality in play?
It does not affect the Majin rule. It only allows the multiples of certain allies in play.
I think Shaun more means the fact that Broly is great against other beatdown decks, and now he has a chance of going first against Yaj/whatever and has a sensei full of shit he shouldn’t have to deal with Dball/Anger more effectively…
Agreed that Long Journey needs hit. Broly’s Might probably needs 2 per deck and Power Tap probably needs restricted/banned.
I don’t like a lot of it, but the only thing I’d actually argue about is Yamcha. (poor Joey)
Yamcha ruling makes me sad.
Main reason he was so good against other beatdown decks though was because he DPR’d about 90% of them. Sure, he now doesn’t have to worry about DPR from control, but he also lost his DPR against beats.
Not saying DPR didn’t help (thought it is more important to the Triple Victory Version).
Broly is great against beatdown because most beatdown decks are built around their mastery, and Broly has North Kai (generally), Saiyan Power Beam, Saiyan Charge, a level one that jumps him to level 2, and a level 2 that tutors for the Mastery hate.
He could still lose to anger if he couldn’t kill them quick enough, and he could still lose to stuff like Yaj/Bardock/whatever if they went first and got the lock in early (not that they can’t), but he now gets a sensei deck to help with that too.
Not saying he’s busted, but he’s definitely the meta now as far as I’m concerned. I think these changes were made for balancing, and it doesn’t seem like they did that.
Just Saiyan’…
One of the oddest things to me about the dragon ball z card game compared to every other I have played is that the cards, specifically the personalities, lose value as the game went on. Power levels started out at like 1,000 and ended up at like 18,000,000 or something by the end. It was unique and different to have the personalities reflect their anime selves, not having chi-chi be able to beat down majin buu or cell, but from a game design standpoint is seems like an oversight as it makes certain personalities not usable with physical attack decks or make old personalities not as worthwhile as newer ones. Yeah in Saiyan Saga timeline Vegeta was much weaker than when he turned super Saiyan in android saga, but he is the same character, it would be a lot more interesting to be able to mix the personalities based off powers rather than use the newer ones mainly for the power levels (when considering physical attack decks).
Only reason I bring this up is that the double power rule obviously was outdated to people, so why not fix the personality power levels as well. Why not make something based on your personality level and not the power level value. For instance something like level 1 against level 1 base physical does 1 stage if your opponent is above 0 and 2 when they are at 0. When you level up, you could make the physicals do 2 stages when your opponent is above 0 and 3 when at 0 ( or 4 and 3, whicher is balanced). And so on, it will keep progressing as you level up. That way you have a legitimate reason to keep leveling up as you go along, and thinking about how hard it can be to hit the high levels it seems like you should get more of an advantage than just a slightly better power as things currently stand.
I know they are different games, but look at Magic, cards printed in the first set are just as strong and balanced as cards printed last week. I guess the question is, do people like a weird quirk in their card games (power levels accurately reflecting the anime) or balance (every character is just as powerful as the next). Or VS where cards from set one still went into a certain factions deck because they set a standard level for all characters – even though certain super heroes would never be able to beat other certain super heroes in the comic universe they made it balanced because it was good for the game and good to be ale to use the same cards for the entire course of the game.
Anyway, just something I have always thought about with the game, maybe I am alone on this one.
as much as i understand from a game players standpoint. i honestly have to disagree. vegeta from the saiyan saga is not as powerful as in the cell saga. yes you have said this. but also remember than master roshi cant beat buu either. so having set damage you deal when at different stages would make the game less of what it is. master roshi needs abilities. not power. hence why buus powers arent as good as the others. what the game really needs is for the characters from older sets to have better powers in general.
I don’t like the Sensei/Sensei Deck changes at all. I’m not sure if it’s a good or a bad change. But most people play this for the nostalgic factor. Using GT Sensei’ing is not Old Z. Also, it completely changes the game. The game was not designed for that.
Another thing, I prefer the “draw 3” as opposed to the GT crap. And I am a control/ball player. In my opinion, the Old Z way (forevermore known as the “right way”) of drawing requires ALOT more deck-building skill. You can get away with a pile of poo in GT. Can’t do it in Z. Obviously luck has a a factor in it, but you’ve got to be a superb deck builder to successfully run Non-Combats in Old Z(unless you’re SWK.)
again…
please confirm from the crd:
-red text was added by toptier
…i.e. orange uppercut, pure defense, orange reflex ARE limit 1
-blue text was removed by top tier
…backlash is legal and namekian energy focus/trunks effortless drill are no longer limit 1 correct?
are we just keeping everything in red and blue in the crd, i.e. all those rules are in there (restricted/banned) or are we adding/removing stuff from toptier?
Agreed. It would be nice if we could get an official, complete Banned/Restricted list (instead of trying to piece it together from the CRD on the rules page and the updates here).
I see two potential lists, depending on the inclusion of the TT updates…
Option 1:
Banned:
Dream Machine Battle
This Too Shall Pass
Dragon’s Glare
The Talking Ends Here
Chiaotzu’s Psychic Halt
Cosmic Backlash
Feeding Frenzy
Supreme West Kai Levels 1, 2, 3
Restricted:
Vegeta’s Smirk
Goku’s Lucky Break
Vegeta’s Plans
Vegeta’s Physical Stance
Nappa’s Physical Resistance
Nappa’s Energy Aura
Frieza’s Force Bubble
Saiyan Truce Card
Expectant Trunks
Straining Destruction Move
Blue Terror
Super Saiyan Effect
Battle Pausing
Teaching the Unteachable Forces Observation
Initiative
Injured Circuits
Risky Maneuver
Saiyan Headshot
Krillin’s Search
Trunks Thinking
Cell’s Backslap
Energy Lob
Namekian Energy Focus
Enraged
Gohan’s Anger
Blazing Anger
Vegeta’s Quickness Drill
Trunks Effortless Drill
You’re Invited
Option 2:
Banned:
Dream Machine Battle
This Too Shall Pass
Dragon’s Glare
The Talking Ends Here
Chiaotzu’s Psychic Halt
Feeding Frenzy
Supreme West Kai Levels 1, 2, 3
Restricted:
Vegeta’s Smirk
Goku’s Lucky Break
Vegeta’s Plans
Vegeta’s Physical Stance
Nappa’s Physical Resistance
Nappa’s Energy Aura
Frieza’s Force Bubble
Saiyan Truce Card
Expectant Trunks
Straining Destruction Move
Blue Terror
Super Saiyan Effect
Battle Pausing
Teaching the Unteachable Forces Observation
Initiative
Injured Circuits
Risky Maneuver
Saiyan Headshot
Krillin’s Search
Trunks Thinking
Cell’s Backslap
Energy Lob
Enraged
Gohan’s Anger
Blazing Anger
Vegeta’s Quickness Drill
Orange Uppercut
Pure Defense
Orange Reflex
You’re Invited
Will Cosmic Backlash remain banned? Unbanning it will throw an interesting and largely dynamic monkey wrench into the environment.
What about Krillin’s Concentration/Piccolo and Heroes Gather/Pure Defense?
Black Weakness Drill?
Yes, is Black Weakness Drill banned or not?
Not banned.
This is the banned and restricted list that will in effect for Gen Con
Banned:
Dream Machine Battle
This Too Shall Pass
Dragon’s Glare
The Talking Ends Here
Chiaotzu’s Psychic Halt
Cosmic Backlash
Feeding Frenzy
Supreme West Kai Levels 1, 2, 3
Restricted:
Vegeta’s Smirk
Goku’s Lucky Break
Vegeta’s Plans
Vegeta’s Physical Stance
Nappa’s Physical Resistance
Nappa’s Energy Aura
Frieza’s Force Bubble
Saiyan Truce Card
Expectant Trunks
Straining Destruction Move
Blue Terror
Super Saiyan Effect
Battle Pausing
Teaching the Unteachable Forces Observation
Initiative
Injured Circuits
Risky Maneuver
Saiyan Headshot
Krillin’s Search
Trunks Thinking
Cell’s Backslap
Energy Lob
Enraged
Gohan’s Anger
Blazing Anger
Vegeta’s Quickness Drill
Orange Uppercut
Pure Defense
Orange Reflex
You’re Invited
perfect. great work as usual
Black Weakness Drill is not on Garrett’s list. Should it be or is it no longer banned?
So, I know it’s been 10 years and all…but you think its about time enraged/blazing Anger/and Gohan’s Anger go off the restricted list?
Just a quick question regarding anger, if both players are running level 5s and I anger up to level 5 do I still win or does my opponent have to only have a level 4 to win by anger?
if you have a level 5 you have to anger there to win…it doesnt matter if opponent has 3, 4, or 5 levels…you still have to reach *your* highest level to win, you cant just stop at 4
Correct, simply put: between both players, determine the highest MP level available. The first player to reach that level wins by MPPV. If a player cannot reach that level (e.g. They only run 1-4 and you have a 1-5) then an MPPV is not possible for them.
Thanks that what I thought but I just needed some clarification on it
Wow! I just stumbled upon this and I am extremely hyped! I used to play back in the day. I’m strongly considering going to the Gencon tournament. And being able to use a deck of proxies really makes it a strong possibility I will go as I no longer have my cards. Just for clarification: you can use a deck of all proxies and no real cards, correct?
Few questions:
1. Is there a forum where I can talk dbz ccg?
2. Is there any online programs that I can playtest decks? This would be really useful to get back in shape as I’ve not played the game in years.
FYI I live in Austin Tx if anyone wants to meet up at a local card shop and plays some games.
Mike, you can use a deck of 100% proxies as long as they are printouts of the cards themselves (not handwritten) and are legal for the format.
1) We’re still absent a forum, but you can talk shop in any comments section or on the Retro DBZ Facebook page:
https://www.facebook.com/RetroDBZccg
2) We don’t host or support any online programs, but they exist. Try http://dragonballzocg.com/ for those. It also has a forum.
Thanks for the reply! Looking forward to getting back into the community.
And as I look over the card images, I have a question about the battleground card New Vegeta. Is this card considered a Vegeta named card?
I believe it is.
Correct, New Vegeta is a Vegeta named card.
Thanks.
If you have a “when entering combat…” card in your hand or in play(non-combat non-drill) do you HAVE to use or is it optional? I know if it’s a drill you have to use it, right?
And, if you enter combat, can you skip on your first attacker attacks phase?
It depends on what the card says. If it’s in your hand (like one of the styled Gambits), then it is optional. If it’s on a Non-Combat, it is also optional. If it is on a drill, Mastery, battleground/location or personality power, then it would depend on the wording of the card.
You can pass during any of your “attacker attacks” phases, but combat will end if your opponent passes as well.
I’ve been playing this game since it first came out, and I love it.
The new sensei deck ruling, in my opinion, is pure crap. It takes a huge chunk off of the necessity of good deck building.
Also not a fan of the double power/hero/villain rule change. I thought it was perfectly fine the way it was. If anything, make it so that the player with the lower power stages starts first no matter what. It is a distinct unfair advantage to play a game with a low power stage mp vs someone like majin buu. You don’t need to be a rocket scientist to see that.
I vote that we errata and unban this too shall pass :D.
The sensei was changed to work like it did during the last couple years of the games print run.
What sets and promos will all be legal for Gencon this year? Will it be everything on the card Image page. Are league promos legal? Just curious if anyone knows an official list of everything that is legal?
-McKenzie | TH5
If it’s not League only, not Tuff Enuff only, not a card from a GT set, and not on the Banned Card List in the CRD, then it’s legal.
Any way we can get an explanation for why Watching from Afar gets RFGAU?
Unchecked and selective recursion outside of combat.