Danny Rider sent in this decklist and wants your input on how to make it the best it can be.
Sensei (5):
–Red Sniping Shot x3
–Red Trap
–Huh???
Dragon Balls (4):
Alt Namek 1
Alt Namek 2
Alt Namek 3
Namek 6
Combat (6):
Time is a Warrior’s Tool
Android 18’s Stare Down
Trunks Energy Sphere x3
Red King Cold’s Observation
Battleground (2):
Allies (9):
Cell Jr 1 x3
Cell Jr 2 x3
Cell Jr 1 lvl 2 x3
Physical Combat (9):
Vegeta’s Physical Resistance
Nappa’s Physical Resistance
Red Rapid Deflection
Red Blocking Hand x2
Red Axe Heel Kick x3
Cell Jr.’s Flight
Energy Combat (46):
Nappa’s Energy Aura
Red Energy Shield x3
Red Ball Throw x3
Red Arm Cannon x3
Red Energy Outburst x3
Red Static Shot x2
Red Cross Slash x3
Red Voltage Missile x3
Red Mouth Cannon x2
Red Leverage Blast x2
Red Repeating Flares x3
Red Left Bolt x3
Red Energy Blast x3
Red Energy Charge x3
Red Energy Rings x3
Red Energy Surprise x3
Red Rapid Energy x3
Total Cards: 83
So starting out I wanted to try a Red energy deck, and after I chose Cell as my MP found that the Cell Jr ally build complimented the idea of multiple attacks fairly well, so it kind of worked its way into the design. But I know this deck can be tighter somehow. You’ll note I built this without any virtual cards as I am making the deck for pseudo-casual play, so please keep suggestions to printed cards please.
The key points I would like to point out, and want to keep intact in this deck are the following:
-South Kai gets me Cell Jr 1, who gets me more Cell Jr’s, who get me more etc. in a successful turn, so he really helps out in growing my Cell Jr army quickly. BTW, this was my first time using Cell Jr allies, and I was extremely satisfied at how well they work and how decently placed on the PAT they are. Awesome level 1 allies.
-In using the WGS Red style I tried to make sure almost every single one of these attacks has an “if successful” effect. So if my opponent blocks an attack, he discards cards. And if he lets my attacks go through my “if successful” effects pull off. Couple that with a couple of low cost, low damage energy attacks like Red Energy Charge, and I have the chance to really mess with someone’s head. Is it worth blocking a 3 life card energy attack if I discard 2 cards? Or if someone plays a “stops all energy attacks” I can still go to town and force a bunch of discarding thanks to cards like Red Voltage Missile and Red Repeating Flares. Oh, and it’s nice to lower anger with.
-Red Rapid Energy gets me a lot of cards back from my discard as a secondary effect. I wanted to include more cards with “Energy” in the title, so hopefully your suggestions will give me a list to look at.
-The Balls aren’t exactly crucial except for Alt Namek 2. I can gain 3 anger from Red Energy Outburst while it’s in play, so that keeps me going with the leveling up. The others I kept in for either anger effects or I like what they bring to the table.
-Red King Kold’s observation does kill my allies, but it’s really only going to be used if it has to be, so I decided to keep it in.
-I am not sure if I should have more or less physical defense. I wanted to throw a Vegeta’s Jolting Slash in here, but am having a tough time finding the room or rational, as taking a few punches to the face let’s my Cell Jr’s jump into the fight more often.
-I would like to add a Vegeta’s Energy Focus, but am not sure if free energy attacks is a good secondary effect with allies on the table chomping at the bit.
-The deck has some (not a lot), non-combat tech, but that’s the price Red style often pays. Suggestions?
-And yes, I would be up the creek quickly against Joshman’s Lvl 4 Trunks if I can’t finish the game fast, but I always liked Trunks more than Cell anyhow…
-I have room for a couple of cards (if I stick with the 85 deck maximum instead of the old 75 I had been used to playing), and as this is an aggressive deck with little hand recall, I’d rather not cut down on cards, just find the best cards for the job. Really hoping to hear suggestions or comments.
Thanks for the help.
I like the deck, I’m reluctant to tell you what to take out, but I can tell you what I think you should add. I’d say throw in Android 14, because if you’re entering combat a the defender then your Cell Jr.’s are dead draws and with Android 14 you you can turn those dead draws into damage onto your opponent, and if you have a Cell Jr. 1 in play the Cell Jr you discard for Android 14 can be brought into play using Cell Jr.’s effect. Also, 2 more Staredowns can’t hurt.
You need Ally tutors. If you have a rough draw, or get beat down by Physical, cards like Gathering of Heroes or Unexpected Allies can turn the tables on your opponent.
You also should run City in Turmoil. That’s going to be your strongest non combat tech, plus it will help in case someone drops winter countryside on you.
I like this idea. However I don’t see anything the deck that protects your allies from being removed from the game or discarded. “Cell’s presents” would just hurt you so badly. Also I don’t see anything that gains youre power stages during combat.
I was going to build a very similar deck, but using the saiyan mastery from “buu” saga. Also playing the noncombat “cell’s power drain” or “android 19 distress”
i tried a deck similar to this cept i used blue wgs and went with the androids. My problem was i couldnt get the allies fast enuff and testing vs the premier beat decks id die too fast.
Since your using the jrs, id suggest adding in interview with the green guy, makes attacks do +2 for each namekian heritage personality you have in play. I also see no stage drainers, so are you rely on the opponent to beat you down? If not id add in deleted, tiens try beam, or hell use the android lv 1 you made and throw in D-bomb. Like dmb mentioned seems like your rely on the jrs power a bit too much, id still try to fit in some ally tutors.
I’d also suggest using a different mastery like TS or Buu saga, but lol i know it would pretty much defeat the purpose of this article.
I like the deck, but you seem awfully weak to anger and DB-Control decks. Anger will out race you, and DB-Control will keep you locked out until its ready to win.
You need about 3-4 Anti-Anger cards (most people go with 3x Winter Countryside and 1x something else like Cell’s Threatening Position) and about 6-ish cards at least against DB-Control.
The deck also needs 2 more Staredowns. Staple-dee-do!
Also, have you tried the deck with Red Spop Bane Drill? Might help you against control decks.
David “Chipmunk” Eckhard
Staple-dee-dee!
I dont think he’d have much of an issue with anger since the wgs mastery makes all his energys lower 1 anger.
Yeah, but dunno if its enough to stop a fast anger deck like the Red Piccolo Multi-Anger deck that got 2nd last year. You usually need something more drastic to slow them down enough.
Guess i will add on what i would drop.
Red Energy Rings x3
Red Energy Shield x3
Red Ball Throw x3
Red Arm Cannon x3
Red Leverage Blast x2
Red Energy Charge x3
Cell Jr.’s Flight
I’d add in these
3x Energy Ricochet (better than energy shield)
3x Capt Ginyu’s Energy attack
3x A19’s energy burst
1x Straining Destruction move
1x Trunks Makes himself Clear
With those other cuts, you could fit in some of these other cards like Stare downs, Gathering of Heroes, Interview with the green guy, Cit, and jolting slashs. Possibly add in a red face slap too.
I’d also cut these since i dont think they are worth it:
Red Energy Outburst x3
Alt Namek 1
Alt Namek 2
Alt Namek 3
Namek 6
You dont have any db searchers, so the chances of having ball 2 in play and having that energy burst are pretty slim. I’d rather rely on cards that will auto raise my anger 2 without the conditions
Though once you cut all those Red attacks, the already bad Mastery becomes even worse.
true but whats the use of running bad attacks over better ones just so you can use a bad mastery
imo you have to choose what your wanting to do here. If you want it ally w/anger you need to add in the cards to support that, or do you wanna run it strictly using red energy attack to get the most out of your mastery.
Thanks for the comments. the stare downs will get added in, and the Android 14 is a great recommend. While not heavy on anti anger, between the mastery and cards like red mouth cannon i thought there should be enough to slow it down. The balls can help too, but the anti noncombat/ally protect does need some focus. the thing is I am not relying entirely on allies, and cell Jr 1 can search the discard too, so I’m more interested in noncombat control. CIT is good, so as much as it pains me to revert to traditional I might go that route. If I was going virtual cards I might have worked in the bane drill with red drill heavy and cell android, but it’s more casual play than anything else. Look forward to other feedback and seeing how some of these changes affect play.
For sure add android 14 and 2 more staredowns. Other cards I would contemplate adding to this style of deck would be 3 pikkons leg catches, they let you stop a physical attack, get some cards and gain some power stages. Android 19 energy burst may be good for some drill removal against your opponent.
Since your running allies, I would suggest some cards that let you get allies from your discard pile as well.
On a side note, I recall creating a deck like this before, there may be a solid strategy behind it but one of the issues I ran into was initially it seems like a great idea, they stop an attack and they still take damage. However, if you look at it this way, would you rather play 5 energy attacks that get stopped for 10 life cards or would it be a better strategy to play 3 cards to set up 2 attacks that could do 5 or 6 life cards each. There are just too many good freestyle attacks that it is weird to cut just to have your opponent take 2 life cards for stopping a red energy attack.
It’s minor, but Red Vigor Orb > Android 19’s Energy Burst if you’re going to add more board hate.
It hits allies as well, lowers anger, and does more damage if you don’t have anything in-play to hit. Also combos with Voltage Missile.
If you really want to get yourself to zero quickly after you level, Cell’s Arena and Majin Babidi’s Ship are also options. But I’d recommend CIT over either of them.
Nick/Orange Hat Guy ran Red WGS Zarbon last year, so he might have pointers too.
you should totally replace cell with yamcha and make this deck based around blue biting drill.
Think you’d need to replace more than just the MP to pull that off.
However, it’s a good point. What are you hoping to achieve by using Cell? Is he your favorite character? Do you have a way to sit at level 2? If the answer to both of these is “No”, then you should really consider switching. An Ally MP without a guaranteed drainer and a printed PUR of 3? Doesn’t really work too well.