Virtual Card Set 2013: Mo’ Beta Choose!

The community has spoken. You chose to give Krillin a long absent Level 5 personality. You chose to name him after a line in the DBZ Abridged series. Now you get to choose what he does.

For this assignment, we brought in some help. In addition to a card that Garrett and myself each created, we asked a few guests to contribute as well. Below you will find some cards created by Chipmunk (original DBZ Game Designer), Sayjin (Dragon Ball OCG Co-Creator and card template master), and DBM (winner of the Gen Con 2012 Retro Tournament). We won’t reveal who made each power until the end, so you’re voting on what you think would be the best card to play.

Keep in mind that we came up with these cards in a week, so the victor may receive more tweaking through future playtesting.

Krillin as Chandler from Friends

Power 1: “Allows Krillin to advance levels easily.”

(Before the first turn of the game, you may choose for all of your personality cards in your MP stack to gain this power. If you do, you cannot win by MPPV). Constant Combat Power: You need 2 less anger to gain a level. When you would gain a level, set your opponent’s anger to 0 and discard the top 8 cards of their Life Deck.

Pros: Interesting mechanic that will allow Krillin to jump levels quickly and adds an element of mill. Cards like Krillin’s Quick Kicks are able to level you in one fell swoop, plus it combos well with Goku Sensei. Krillin also becomes immune to Dragon’s Victory.

Cons: Runs out of steam once you reach Level 5. Characters that hop levels quickly without the intention to win by MPPV really need strong attacks on their personality cards, which Krillin starts to lack as his levels get higher.

 

Power 2: “Makes Krillin’s personality powers stronger.”

(All personality cards in your MP stack gain this power). Constant Combat Power: Increase any numbers in the game text of your personality powers and constant powers by +1. This does not affect the amount of times a power may be used.

Pros: Works really well with certain Krillin levels like the Saiyan Saga HT, the Trunks Saga Lv. 1, and Krillin the Hero (if you declared a Blue Tokui-Waza). Works well with some higher levels as well, if you have a way to get up there. Could work very well in an anger deck, and a well timed Krillin the Great could be a game ender.

Cons: While there are some really, really good options for this deck, the personality cards that it can work effectively with are somewhat limited.

 

Power 3:  “Combos off Krillin named cards.”

(Krillin’s PUR is X, where X = 2 + the number of Krillin named cards in your discard pile). Constant Combat Power: When Krillin reaches this level, place all of your Krillin named cards that have been removed from the game into your discard pile. All of your Krillin named cards that are removed from game after use are discarded instead. You may shuffle up to three Krillin named cards from your discard pile into your life deck during the Rejuvenation Step of any of your turns that you did not enter combat.

Pros: Works with the Krillin named theme made awesome by Krillin the Great. There are some absolutely devastating cards and combos that can take advantage of a huge PUR, like Uub’s Energy Drill, Black Magic and Power Smack.

Cons: This card requires a combo gimmick deck through and through. A Goku’s Farewell or Intensity Drill is a must, since Unlocked Potential won’t bring back your Krillin named cards or give you that huge PUR.

 

Power 4: “Makes Krillin’s attacks unstoppable.”

Constant Combat Power: Your attacks from Krillin Named cards and Krillin’s personality powers cannot be stopped. Your Energy Combat cards are removed from the game after use.

Pros: Turns even mediocre attacks like Krillin’s Kamehameha Outburst into something much more deadly, and attacks like Krillin’s Destructo Disk or Krillin’s Solar Flare something very difficult to recover from. Can be used with Unlocked Potential to great effect.

Cons: It’s not a quick means to victory, and is still dependent on a way to either get to Level 5 or use that power as quickly/often as possible.

 

Power 5: “Performs a powerful attack.”

Energy attack doing 8 life cards of damage. For the rest of combat your Krillin Named cards in your Life Deck that do not have Endurance gain “Endurance 2”. This attack may be used twice per combat. The second time you perform this attack, for the rest of combat all cards in your Life Deck with Endurance have their Endurance value increased by 2.

Pros: A very strong attack that can be used twice per turn, hitting for 16 cards total if they get through. A Goku’s Farewell when your opponent is on the ropes could be the clincher in your game. Some defensive secondary effects are thrown in for good measure.

Cons: Little more than a beat stick, though certainly better than Gohan the Winner.

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