Plan on blocking more physical attacks than energy, and thus have more
physical counter cards. Try to use more cards that not only raise your anger,
but lower your opponents. One major priority is to get your character to at
least level 2, since for most characters that's a rather large step up in
power. The Radditz High Tech card is a major help. Next prioritize anger
increasement cards over cards that lower your opponent's anger. If you can
get the win through anger, then you don't need to kill your opponent. Cards
that do +3 to +5 stages of damage are ideal as well, so that even with weaker
characters you can still do major damage on physical attacks. Look for the
energy cards that increase your anger, especially the ones that are more than
one. Most are commonly black. Then, once you get 3 or 4 anger, depending on
the card, use it. If it's a plus 2 to anger, and you have 3, you can lower
your character's power, make the attack, then raise your anger to the 5
needed to advance, thus totally negating the bad side effects as well as
advancing a level. Allies are useful, though not necessary, though Tien's
ability works wonders. Some blue cards (possibly some others, blue is the
main example here) prevent attacks on the next round. These cards are
wonderful to have. If you use Blue Hip-Spring-Throw, it not only lowers your
opponent's anger by one, it also enables them not to attack with physicals
the next round, possibly forcing them to discard, even if they counter the
attack, which gets +2 stage bonus anyways. It's always a good idea to have a
few cards that put cards on the bottom of your deck. A few of the various
training location cards let you choose the cards to put on the bottom. My
personal favorite is Blazing Anger, which not only gives you 2 anger, but
puts the top 2 cards on the bottom of your deck. Dragonballs are nice, but
not necessary, unless you have obtained all 7 and all 7 are in a deck. Just
be careful putting them in there when you have less than all 7, you don't
want to draw 2 or 3 dragonballs for your combat cards. Also don't forget,
Earth Dragonball 2 can hurt more than help. If your enemy is at 000 power
level, and you pull that out, he gets to raise his power 2 stages instead of
lowering it, timing is everything. Drills can be useful. Some work miracles.
One of the Blue drills lets your character power up 3 levels when defending,
another black one prevents 2 stages of physical damage against you. Keep in
mind, you can only have one color out at a time. Hidden power level is
another useful card, and common to. It makes a physical attack, after
powering up to your max, not a bad attack, especially for a common card.
Another wonder-working card is terrible wounds. This makes it so that your
opponent's anger can't rise until he damages your life deck. If you're
physically superior at the moment, play this card, and trash your oppenent's
remaining power with a physical attack card. This gives you a significant
advantage, though be wary of energy attacks, your opponent just may pull one
using the last of his power to get rid of that card. Lastly, a few Sensu
Beans, Power Ups, or Advanced Power ups in a deck can be useful, in case your
opponent pulls out a devastating card, such as a +5 stage attack, or a Earth
Dragonball 2.
In respect to the above, I generally divide my deck into apx. 8ths. No,
I don't count the cards, but I do end up with these figures. (Generally).
1/4 - Physical Attack cards that raise my anger
1/8 - Physical Attack cards that lower opponent's anger
1/8 - Energy Attack cards
1/8 - Physical Defense cards that raise my anger
1/8 - Physical Defense cards that lower opponent's anger
1/16 - Energy Defense cards
3/16- Non-Combat Cards (Dragonballs, Drills, Various Power-ups, Card
Replacement)
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