Baba Black Sheep Deck

Since Baba has been quite the topic of discussion lately, I thought I would post my Baba decklist that we used during playtesting.

Sensei Deck

Black Scout Maneuver x3
Grand Kai’s Palace x3

Allies (6)

Spike the Devil Man
Grandpa Gohan, Masked Fighter
Fangs the Vampire
Bandages the Mummy
See-Through the Invisible Man
Ghost Usher, Attendant

Non-combat (20)

Black Thought Focus x3
Black Searching Technique x3
Welcome Home Drill x2
Provoke Drill x2
Krillin’s Concentration x3
Fatherly Advice
Where There’s Life There’s Hope
Hercule’s Dream Sequence x2
Heroes Lucky Break
Piccolo and Heroes Gather x2

Combat (16)

Oh Hoi Hoi Hoi Poi x3
Trunks Energy Sphere x3
Super Saiyan Effect
Pure Defense
Gohan’s Nimbus Cloud
Dazed
Confrontation x3
Vegeta’s Lunge x2
Land in Pain

Defense (18)

Goku’s Running Defense
Black Recovery x3
Vegeta’s Physical Stance
Nappa’s Physical Resistence
Nappa’s Energy Aura
Black Body Destruction x3
Black Buffer Block x3
Goku’s Energy Absorption
Ally Sacrifice x3
Time is a Warrior’s Tool

The deck follows basic Baba strategy of leveling through Oh Hoi Hoi Hoi Poi and milling the opponent out with her celestial allies. Get out those Piccolo and Heroes Gather and Krillin’s Concentration to level up quick before you build too big of a drill presence. I ran it Black Style since they have some of the best non-damage/non-attack cards in the game. I use Piccolo Sensei so I can essentially run Black Scout Maneuver in my main deck, and always get my allies into my Sensei at the beginning of the game (the other three cards that start in the Sensei are irrelevant).

Grand Kai’s Palace is great with cards like Black Body Destruction (which is exclusively defensive in this deck), Black Buffer Block and the amazing Goku’s Energy Absorption. I run cards like Vegeta’s Lunge just to make sure that Black Buffer Block usually has a target. Land in Pain has been a real game saver (and one of my Top 10 Underrated Cards), and I would consider running more (even though once one is used, that’s usually enough).

Just level as quick as you can, defend and discard your opponent’s hand to survive combat and mill out with Spike the Devil Man leading the charge. Not a difficult deck to pilot, just difficult to get your Celestial Fighters out and deal real damage to your opponent. Greatly slowed down by the card fixes, but at least the allies reduce the amount of “tech” cards you need to run, allowing the deck to be slimmer and more streamlined.

Later, BroZ!

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