Series 1 Finale (Red/Green Champa)
- dbscardgamewa
- Oct 31, 2017
- 3 min read
Coming to the end of Series 1 - Galactic Battle, the Dragon Ball Super Card Game came in strong and has proven to be a fun and balanced game.
With Series 2 - Union Force, scheduled to be released soon I have recapped on the game and its one of a time format.
The Awaken mechanic has proven to be a prime focus of the game as you can start gaining card advantage from the additional draw power allowing for faster access to the decks key cards.
To utilise the Awaken mechanic to full its full potential, decks are forced to adopt strategies that focus on self harm to reach the 4 life or lower requirement. The alternative is to use cards such as Results of Training which requires the use of 2 blue energy.
I personally don't like the reliance on self harm as this is reduces the length of the game or having dependency on particular cards within a deck, such as Broly's Ring in a Broly Deck.
My goal was to access the card advantage that an awakened leader possess for the duration of the game, a leader ability to draw consistently before awakened.
This first lead me to Son Gohan. I found that if your opponent can inflict damage faster than you or push through the early game Counter Attacks and Blockers, you lose the advantage of drawing and can be difficult to recover from.

All that was left was Champa.
DECKLIST
4x Divine Aide Vados
4x Vados's Assistance
4x Full Power Energy
4x Saiyan Cabba
4x Hit
2x Son Goku
4x Evolution Premonition Frost
2x Unceasing Evolution Frost
4x Terror Assault Frost
4x Human Shield Krillin
4x Energy Power Gotenks
4x Super Saiyan Gotenks
2x Furthering Destruction Champa
2x Lightning-Fast Hit
2x Awakening Rage Son Goku
I thought this would be the most optimal choice as I can draw once per turn as long as I can play cards that can attack with 15000 or more power.
An optimal starting turn in this deck would be to charge a green energy for Full Power Energy counter cttack or setting an Evolution Premonition Frost to evolve in turn 2 or 3 as a last resort to ensure Champa's drawing requirements are met, or if your feeling lucky and risk it for Terror Assault Frost.
Going second, there is none better than Sayian Cabba as this allows you to draw a card and add a life to your hand on the first turn, but watch out for Full Power Energy.
It is always good to have a 2 cost 15000 beater such as Son Goku and Hit in the starting hand to guarantee Champa's draw ability on turn 2.
After maximising the early game, mid game is usually used to negate attacks that will hinder your strategy while creating more board presence with cards such as Evolution Premonition Frost.
Super Saiyan Gotenks is a perfect turn 5 card and applies a lot of pressure while resetting 2 energy, which can be used to power the counter attack cards such as Vados's Assistance and Full Power Energy.
Late game is where Energy Power Gotenks truly shines as your opponent will have to discard for every attack, then use resources to block each lethal blow.
To seal the game, Awakening Rage Son Goku can be used to clear the board of pesky Blockers or large threatening cards, alternatively Lightning-Fast Hit can inflict that final two damage safely as the only answer to it is Cold Bloodlust.

This Deck struggles with the control matches such as Beerus and Broly. The consistent destruction from these leaders nullify the card advantage gained from Champa early game.
Eg: An awakened Beerus can attack a Battle Card while destroying another with 3 cost or less. Without investing any cards to protect the attacked Battle Card, the Beerus has removed 2 cards from the field and drew 1 card, all from just a leader.
Although the identified bad match-ups, I came second in 2 small Store Championships in Perth with 5 and 8 people at each and lost to Green/Blue Broly in the finals at both events. I believe playing this Deck longer could help optimise card choices and ratios.
All in all i believe this deck has the most potential as it can be versatile with its many options and power house cards. This was my final deck of Series 1, granted it is not the best deck, this was the play style i enjoyed most. Overall this deck is extremely consistent and aggressive but can lose to a control much up quite easily.
Comments