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Dragon Ball/Z-Fighter Archetype


jdoug2000

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Hey all, this is my first time posting on these forums. I've been wanting to make a deck type using the dragon balls and the fighters from DBZ for quite some time, and think I finally managed to make them somewhat balanced with the current TCG metagame. They may be a little powerful, but I tried to keep it fairly balanced. The Dragon Ball engine focuses on getting the 7 Dragon Ball spells into the graveyard to Special Summon Shenron, who allows for one of three powerful chain-free effects. The Z-Fighter list is not exhaustive, but I tried to get most of them in, up through the end of the cell saga. Super Sayians are similar to masked heroes, requiring one of the proper materials and the spell to Fusion Summon. Respectful critique and comments are welcome.

 

[spoiler= Spell Cards]

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[spoiler= Trap Cards]

 

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LORE: Activate only if you control a "Z-Fighter" monster: destroy all Spells and Traps your opponent controls, but monsters you control cannot attack during your next Battle Phase. If you control a "Super Saiyan" monster, add this additional effect: your opponent cannot activate Spell or Trap effects in response to this card's activation. You can only activate 1 "Z-Fighter Attack" card per turn.

 

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LORE: Activate only if you control a "Z-Fighter" monster: destroy all monsters your opponent controls, but monsters you control cannot attack during your next Battle Phase. If you control a "Super Saiyan" monster, add this additional effect: the effects of those destroyed monsters cannot be activated this turn. You can only activate 1 "Z-Fighter Attack" card per turn.

 

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LORE: Activate only if you control a "Z-Fighter" monster: pay 1500 LP; banish 1 monster your opponent controls, and if you do, your opponent cannot  summon monster(s) with the same name as the banished card for the rest of this turn. Also, monsters you control cannot attack during your next Battle Phase. You can only activate 1 "Z-Fighter Attack" card per turn.

 

 

 

 

[spoiler= Monster Cards]

 

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LORE: Cannot be Normal Summoned/Set. Can only be Special Summoned by the effect of a "Dragon Ball" Normal Spell card, and cannot be Special Summoned by other ways. This card's Summon cannot be negated. When this card is Summoned choose 1 of the following effects to activate:

- Add 2 "Z-Fighter" monsters from your deck or graveyard to your hand
- Special Summon 1 "Z-Fighter" monster from your hand
- Shuffle 5 cards from your graveyard into your deck, then draw 2 cards.
Neither player can activate cards or effects in response to this effect's activation. After this effect resolves, shuffle this card into the deck.
 

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LORE: You can only control 1 card with "Goku" in the name. During either player's turn, when your opponent activates a card or effect that would destroy a "Z-Fighter" monster(s) you control: you can negate that activation, and if you do, destroy it, then Special Summon this card. Once per turn, you can tribute 1 other monster you control; add 1 "Super Saiyan Transformation" from your graveyard or deck to your hand.

 

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LORE: You can only control 1 card with "Gohan" in the name. Once per turn, If this face-up attack position card battles an opponent's monster with at least 500 more ATK than this card, before Damage Calculation: Destroy that monster. If a "Z-Fighter" monster(s) leaves the field by your opponent's card effect while you control this face-up card, you can add 1 "Super Saiyan Transformation" from your deck to your hand.

 

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LORE: You can only control 1 "Z-Fighter Krillin." When this card is normal or special summoned: you can add 1 "Z-Fighter Goku" from your deck to your hand. if this card you control is destroyed by battle or an opponent's card effect, you can add 1 "Super Saiyan Transformation" from your deck to your hand. You can only use each effect of "Z-Fighter Krillin" once per turn.

 

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LORE: You can only control 1 "Z-Fighter Piccolo." Once per turn, you can target up to 2 Spell/Trap cards on the field; destroy those targets. You must control another Face-Up "Z-Fighter" monster to activate and resolve this effect. If you control a Face-Up "Z-Fighter Gohan", add this additional effect: Those targets cannot be activated in response to this effect's activation.

 

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LORE: You can only control 1 "Z-Fighter Tien Shinhan." Once per turn, when this card battles an opponent's monster during Damage Calculation, you can pay LP in increments of 500 (max 1500); this card gains ATK equal to the LP you payed, until the end of the Battle Phase. If this card inflicts battle damage to your opponent, you can add 1 Level 4 or lower "Z-Fighter" monster from your deck to your hand.

 

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LORE: You can only control 1 monster with "Vegeta" in the name. If your opponent control a monster and you control no monsters, you can Special Summon this card from your hand. Up to twice per turn, during either player's turn, when this card would be removed from the field by an opponent's card effect, you can pay 800 LP instead.

 

 

 

 

[spoiler=Extra Deck]

 

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LORE: Must first be Special Summoned by "Super Saiyan Transformation." You can only control 1 monster with "Goku" in the name. This card can make two attacks on monsters during each of your Battle Phases. Once per turn, during your Main Phase 2, you can add 1 "Z-Fighter Attack Kamehameha" from your deck to your hand. You must control this face-up card to activate and resolve this effect.

 

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LORE: Must first be Special Summoned by "Super Saiyan Transformation." You can only control 1 monster with "Vegeta" in the name. Once per turn, during either players turn, you can pay 1000 LP; this card is unaffected by your opponent's card effects, and cannot be destroyed by battle until the next End Phase. If this card battles an opponent's monster with at higher ATK than this card, at the end of the battle phase: add 1 "Z-Fighter Attack Final Flash" from your deck to your hand.

 

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LORE: Must first be Special Summoned by "Super Saiyan Transformation." You can only control 1 monster with "Gohan" in the name. If this card battles an opponent's monster, any battle damage it inflicts to your opponent is doubled. Once per turn, you can target 1 monster your opponent controls whose Rank/Level is less than or equal to this card's Level; destroy it, but this card cannot attack this turn.

 

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LORE: Can only be Special Summoned by "Super Saiyan Transformation." You can only control 1 monster with "Gohan" in the name. This card can attack each monster your opponent controls once each, but any Battle Damage inflicted by this card is halved. Once per turn, during either player's turn, when your opponent activates a card effect, you can negate that activation, and if you do, destroy it.

 

 

 

 

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DBZ is cool

You are required to actually post a review of the cards. Just saying "cool" isn't enough.

 

DBZ isn't really something I like. Non-stop yelling with shirtless guys? I'd rather watch WWE.

 

Anyway, Kamehameha seems like an OTK card that specifically counters Kozmos and other floaters due to negating the effects of those destroyed monsters. It's actually really relevant in the metagame now. However, other monsters you control are free to attack, which leads this card to being really sacky. It may get limited for the same reason Raigeki is.

 

Final Flash is pretty much a slightly more conditional Harpies Feather Duster. That's all I can say about it.

 

Super Sayain Transformation is broken. It's a cheap OTK card that counts itself as a fusion summon. I think that it's overpowered considering the fusion monsters' effects, such as doubling battle damage. Sure Odd-Eyes Pendulum Dragon does it, but it's allowed to get away with it because it doesn't have the means to be summoned during the battle phase. Make it more like Mask Change where the summon does not count as a fusion summon, reduce the fusion monsters' levels, and then make them leave the field(referring to how Super Sayain is a temporary thing and isn't a permanent transformation).

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Something more like this would work for Transformation.

 

"Shuffle 1 "Z-Fighter" you control into your deck; Special Summon 1 "Super Saiyan" fusion monster from your extra deck that has the same attribute as that monster, but is 4 or less levels higher. Return it to your extra deck during the end phase of this turn."

 

That seems more balanced to me. It can still be a Quickplay and do what it does. The problem is the fusion monsters it can summon. Give them a nerf. Quickplay cards and traps that summon your boss monsters need to be handled extremely carefully. The card itself isn't the problem, but the monsters it goes into is.

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Bump

 

Re-worked several of the cards to make them a little more balanced. Changed Super Saiyan Transformation to be temporary (returns to ED at the end of the next turn), imposed a limit of 1 "Z-Fighter Attack" activation per turn, added a new card (Z-Fighter Attack Special Beam Cannon), and altered some card effects and monster attacks to work a little better.

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  • 3 years later...

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