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.
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.
If I could insert a gif here, it’d be this one.
http://replygif.net/i/163
Also, Power 2 does not work with Krillin level 1 HT from Saiyan Saga. That power does not have any numbers in it what so ever.
Krillin Lv.1 HT (Saiyan Saga – #182) – His power reads, “Draw a card when entering
Combat.”
It is the intention of the creator of that card for it to work with Krillin Lv. 1 HT and Krillin Lv. 3 Cell Saga. If selected as the winner, we will make adjustments to the wording of that card.
I like power 1 the best but it really doesn’t seem to fit well with krillin being, well, krillin. Personally I vote for 4. Simple and to the point while still good. Obviously I feel it may need testing but krillin isn’t known for level jumping so reaching that level would be an issue.
Curious on how power 1 would work with Unlocked Potential (one of my favorite cards in the game) Would it stack causing you to only need 1 anger to raise a level or would it be ruled otherwise. If so, I could see a deck tutoring for this early game. With this effect, it also would be nearly impossible to keep Krillin at 0 powerstages because he would power up to full everytime he gained an anger.
From the CRD: Unlocked Potential (Fusion Saga – #89) – Unlocked Potential allows you to use a higher level Constant Combat Power if you do not have access to that power already.
That 2nd version is way over tuned.
A well timed Krillin, the Great to change the tides? More like reaching that level at any time, ever.
Way too powerful. Your Heat Seakings will just rip into half an opponent’s deck with little effort.
I’m honestly surprised that there wasn’t a power that involved blue style to fit with the cell saga levels
Well since #1/2 make Krillin the best MP in the game and #3/4 make you win if you hit level 5 I guess I’d pick #5.
If you think that #1-4 are anywhere in the realm of reasonable then you have never seen what a reasonably well built Krillin deck can do. In the case of #2 it’s more like if you think it’s reasonable then you’ve probably never played any card game ever.
Also, for the record, the way #2 is worded it would say “Physical attack doing 4 life cards of damage. If you declared a Blue Tokui-Waza this attack does +2 power stages of damage for each 2 of your opponent’s anger levels below 6” so it would do a maximum of 4 cards and 6 stages and not +10 stages or +12 stages or whatever someone imagined
I was hoping for a terrible ally themed Krillin 5. I like #3, but it needs some reworking.
i think the level 3 ability works better than the others. number 1 defeats the power of a level 5 and can be abused with supreme kais ki push. its not like you want to be level 5 more than have level 5. its not that the power is bad as much as when you get to level 5 youre supposed to have an amazing power. having an extra ability and then crapping out power wise when you get to where youre supposed to win makes it seem as if running it would be almost pointless for its actual purpose of being level 5. i feel that this ability is more of a drill power. number 2, as much as this ability can have some major abuse, it seems again that getting to level 5 wont really matter as much as just having it. i wanna feel like reaching 5 gives you the advantage not just having it. why go to level 5 when you can be a little weaker and stay at level 4 with 2 powers. you gain the ability at each level so do you need to reach level 5? the extra power rating and pur wouldnt be as good as the extra powers gained in lower levels. ability 4, i feel as if unstoppable attacks arent as good as they seem. by the time you get to level 5 you should literally be winning, early game this would be great but what if you cant perform the attacks? having an ability such as making your attacks unstoppable if theyre krillin named not only gives you a weak feeling power, but with limited card pool. yes krillin has a very large card pool, but are most of the cards even worth it compared to what you want krillin to actually do? if you run him in say a blue deck, you have to take into account if you want to use those krillin cards over all the other cards that work with the deck theme. you also ahve to take into account that now no one is really looking for the win for money and fame as much as to more so play for the fun of the game, and decks will probably appear that you wouldnt expect that can hinder the use of this level 5 power. power 5, krillin isnt really a power house more so than an intelligent fighter, and i feel that his being strong would just feel off. when you play krillin its not because hes going to hit hard, its because his deck style is going to work well with what hes doing. if you want a hard hitter theres tons of options. theres vegeta 5 who does +9 stages, theres cell who does 12 cards, theres fat buu who hits for 10 stages and so on. krillin has never been a heavy hitter and he probably shouldnt start now. i personally feel he should probably make his krillin named cards do something extra. healing works, but as it was stated in previous articles that the namekian mastery from buu wasnt all that good because even though it healed, it just didnt do much. still, its the only one that feels that works best for krillin. maybe card drawing, or cards gaining remain abilities. sorry for my grammar, i suck with that stuff.
Paragraphs…..or atleast capital letters. I can’t read this.
+1
+2. Grammar!
My apologies. Grammar has never been my strong point, so i’ll try again. I think that level 3 has the best fitted and suited ability to krillin as it works with his level 1 ability from the capsule corp power pack. the one that makes your krillin named cards that are removed go to the discard pile instead. The other abilities as nice as they are in some respects dont feel right or just dont work for a level 5.
#1 to me feels like it defeats the power of a level 5 because when you reach level 5 you’re supposed to have a powerful power not have that power the entire game through, and with the fact that it does make you get to level 5 really fast, much faster than that of other characters i’ve seen it makes krillin not fit into the niche of decks he seems to go into. this power can also be abused with supreme kais ki push as it allows you to lower your level and then start going back up. with the lack of a level 5 power it feels like getting to level 5 just doesnt seem worth doing. If this were the power of a krillin only drill i feel it would be much better even though it still wouldnt fit the feel of krillin.
#2 feels kind of like #1. its that you are giving krillin an extra power and then when he gets to level 5 he loses his extra power for a power rating and a Pur he doesnt really need. level 5 would be more pointless to get to than to have. Sure the extra damage is nice but krillin honestly has enough drills in the game to boost his damage output and doesnt really need a level 5 boosting him the entire game. Why get to level 5 when you can just stay at level 4? you would lose another power to again just get the other stuff thats not honestly needed in a game where the strongest character is also one of the worst. Cause for all majin buus power, i honestly think no one really ran him in tournaments, cause roshi and 18 were honestly weaker than others and from what ive heard had the most play.
#4. Unstoppable attacks don’t honestly seem as good as they come out to be. yeah, they’re amazing. but when youre level 5 shouldnt your power just kind of make you win a little bit more than give the opportunity to work towards the win? just because your attacks become unstoppable doesnt mean they are able to be used. theres no chiaotzus psychic halt from what i can understand, but theres super saiyan power which shuts down the ability to use physical attacks, theres saiyan decks that may run the saiyan jeering drills that make all attacks cost more and will lower stages making you unable to use attacks, theres trunks level 4 which stops the opponent from using energy attacks, theres cards to lower stages and cards of damage, theres allies to take all the stages and so on. it just seems not worth it to make all your attacks unstoppable. i mean krillin already has krillins heat seeking blast which is one of the best cards in the game (imo(i also believe i saw either joshman or chippy or another mod play it in the chi chi blue saiyan ally deck and won because of it). and he can pack 4 of them.
#5 is the giant attack which honestly although it seems more fair than the other powers, it just doesnt feel right for krillin. Hes never been a power house nor has he ever had anything more destructive in his arsenal than the kienzan/destructo disc. which even that after a while just stopped being the best attack ever. granted krillin has done some amazing feats of power. sure he killed all the saibaimen but one. and hes fought against the most powerful people and not died, but being extremely strong has never been his strong point. so honestly a huge attack doesnt really fit him. If you wanted a huge attack wouldnt someone who is really strong have it? people such as cell, vegeta, fat buu, majin vegeta, and super buu all have powerful attacks as their level 5 ability. but krillin is nowhere near as powerful as them. he should be fitted with an ability that more suits him.
Sorry for all the bad grammar the first time. I hope this makes it better and easier to read.
I think number 5 would be just fine for a level 5 for Krillin. Krillin isn’t a grand power house but has his moments in the series and a nice playable but not over powered card like the 5 is good enough.
#5 is so boring though. I personally like #2 even if it is overpowered because it brings interaction to the rest of your levels and opens up new ways to play the character.
It’s not boring, it’s balanced and playable. Problem is these overly cute powers that you see on the virtual cards often have to be clarified, errata’d, or otherwise changed because they don’t see substantial playtesting (since the site and cards are made as a labor of love and not profit like living card games). So I don’t believing in giving them cute or complicated abilities and the power number 5 would be perfect.
+1.
So I’ve spent the last few months messing with Krillin freestyle every which way (Just finished the write up!). I feel like we’ve become sort of friends me and him, he’s one cool dude. Needless to say there maaaaay have been just a tiny bit of anger in that last post with my first reaction to these. But I’m good, I’ve had a nap, got my sunglasses on, straight up chillin’. I’ve thought long and hard about these, so here’s my unprofessional professional opinion:
In order of least to most powerful:
3
4
5
1
2
With 4 being what I would consider baseline in terms of power, 3 slightly weak, 5 slightly too strong and exploding upwards.
3:
You have to get to this level to make use of it, but once you’re there it does nothing to help you inside combat besides empower specific cards. Too narrow, Uubs is too easily removed by your opponent and it just will take you much too long to reach level 5. Constructing a deck around those cards that scale off PUR and forcing you to hit level 5 will just end up being a huge crutch with very little reward. Remove the rejuvenation and give him an energy attack with a cost of removing Krillin named from your DP scaling off of PUR. Very good design thematically however.
4:
Solid, kudos to who made. Gives Krillin options at lower levels with unlocked potential, while also making you desire to reach this level. It’s not too powerful, as ‘that guy’ said, Krillin has a limited pool of named cards keeping this power in check. Stays straight and true to the Krillin theme.
5:
It’s a bit too strong. A double energy for 8 gives this card the most powerful level 5 attack I can think of, among the top 3 in the least. Add in the fact that it also has a guarantee to triple the effective size of your deck makes it over the top. Too much defense and offense in one spot. Make it double for 7 and remove the second endurance effect or double for 5 and keep both. Also is very good thematically for Krillin.
1:
This card is nuts. Mill cards 8 on a three anger level gain? Only need to do that about seven or eight times to claim victory. Red style, 3 Apocalyptic, 3 Ki Push and you are 21 to 24 anger away from a W. Two or three combats, four MAX. Not to mention you don’t even need to attack and can just fill your deck with blocks that gain anger. Add Goku sensei to be absolute. Make it mill 5 instead and that should be okay…maybe? This card is just way outside what Krillin does in the show, he doesn’t power up quickly and mill (aka use trickery/magic?). He gets beat up!
2:
I don’t really need to say much more about all the problems stated above with this one. I can’t even fathom of a way to word it based on intention. Krillin, the Great needs zero, zero support. His power is already massive for a level three and Surprise just makes it too easy to reach.
There you have it. If I would chose the card outright, I’d go with 4 (obviously). But since it’s a FB majority vote, I’m going to go with 5 and hope you guys tone it down a bit.
+1 for a sensible, pragmatic approach with solid reasoning.
I do really like the mill personality mechanically however, it sounds super fun. Just not for Krillin.
If say, Bardock were to get a new 1-3 set with something very similar as a level three, it would fall right into him being a Super Sayian (power up!) while keeping him control (mill).
Agreed with the bardock character doing this. Honestly though ive been hoping for a joke set where farmer with the shotgun got some awesome powers around hercule draws steel and lock on.
With that in mind id also like to see the card templates.
The way #5 is worded it seems a little too powerful. Two energies for 8 that make every card in the deck have endurance 4? Too much. It isn’t hard for krillin to hop to level 5 and once he gets there its pretty much game against any non ball/anger deck. I would change it to only add endurance 2 to cards with printed endurance for the second energy. (that might be the intended use)
Power four is the obvious choice here. The two that give all the personality’s the fifth’s combat power seem clunky and annoying to keep track of. On a level one things like that are okay. Discarding 8 card when Krillin levels is far too much, Supreme Kai’s Ki Push essentially does 19 life cards? If you went with that one I’d just run a deck with that and transformation. Power four is cool, and reminds me of Krillin’s heatseeking blast. Power three is ok, but the Capsule Corp Krillin Lv 1 has a similar effect, so there’s no real inspiration to get to 5. I feel something like “Energy attack doing 6 life cards of damage and costing 0 power stages to perform. This attack cannot be stopped. Search your life deck for a Krillin named card” would be more balanced and rewarding without being as gimmicky as the rest of the choices above. I play Krillin a lot so I’m gonna be disappointed if he ends up with a power that isn’t fun lol…
I wouldn’t mind a new Krillin level 1 that offered some benefit to Android 18 when he is her ally. Sort of like Chi-Chi for Goku/Gohan, Chilled, Bee, Paragus, etc etc.