The content writer positions are strictly volunteer positions, but writing for this game is a great way to get known in the community. In addition, there are other perks thrown your way occasionally. Interested individuals should: Be active in the community. Passionate about the game. Willing to submit content on a regular basis. Possess adequate writing skills, in addition to proper grammar. We are looking for all writers involved in writing strategy, deck builds, etc. Anything you want to write, we'll help you share! If you are interested, please message me via Private Message on the website, or message us on Facebook. The Ginyu Force arrives!! Damn, I've got that jingle in my head now... This is something I ran at a recent 16 local person event 4 rounds with Top 4. It's a fun deck to play, as many people still haven't played against Captain Ginyu and can be easily overwhelmed by him. Even if the opponent has a lot of cards in their hand, if you catch them early enough, you're going to auto combo them when they can't afford to pay for all the combo costs. When starting with the deck, you're going to want to mulligan for as many copies of Sorbet, Avenging Frieza, and Dodoria as possible. These are the cards that are going to win you the game with the final push with a Double-Strike awakened Captain Ginyu leader. Also, if you see any Ginyu force members, send them back in the mulligan as well as we want them in our life to make the most out of Ginyu's power. Use Ginyu power every turn even if you start first in the game - it can make a big swing. Don't block with Sorbet unless you're going to lose - use his power and Dodoria to push final damage as much as possible discarding a 5k combo or a Crusher Ball can during to 10-15K easily. Attack with Burter, Recoome, Sui, and Appule to apply early damage every turn. When you play an Avenging Frieza, keep him out to evolve to a Hellish Terror towards the end of the game to help push out end game damage. If they attack when you have 5 energy out, play out a Mecha-frieza to win the game keep an energy open for a Crusher Ball - also be aware of an open Blue energy as Senzu Bean hurts this strategy. You don't really need Captain Ginyu since you usually win on T4 or T5 tops, but he's fun to include in the deck if it goes that far as alone he can attack with double strike and 30k. If you have the promo Mecha-Frieza, he can be in this spot as well since he can get rid of a key combo card and lets you know if you should go all in on a combo or not. Use Crusher Balls conservatively on low energy cost Battle cards, and save them for higher cost characters. There are a few exceptions to this rule, like Saiyan Cabba or Assailant Vegeta. If you can, always keep an energy open to bluff the Crusher Ball, as needed. When you do this, a lot of opponent's play more cautiously, and because of that you're going to notice the games end up going more in your favor. Sideboarding depends on many factors, but generally I have a basic strategy when utilizing it for this deck. When sideboarding here, against control swap out the 3x Son Goten for another Elite Force Captain Ginyu and 2x Furthering Destruction Champa although three Furthering Destruction Champa would be acceptable too. If they lack Battle Card removal, add in the two Full-Power Frieza. If you have a feeling you're going to start second or the last game you went a bit defensive , swap in two of the Jacos for Elite Force Captain Ginyu and a Ginyu Force Jeice. Overall, this is a really fun deck that's different to play with, especially if you want to catch people off guard with something different. If you enjoyed this deck breakdown, we've been doing more on our YouTube Channel. Be sure to subscribe if you want to see more decks with even further breakdowns. We'll also have more articles on the site in the future. We'll be doing our first live stream today at 6:00 PM Pacific, with a few different decks in hand, as well as chatting with the community. I was able to register online for the event, so I booked it from the convention center to the store as soon as my volunteer shift ended to check in. Anthony took home a VERY large trophy, playmat and TEN additional tournament promo packs. Let's just say I'm lucky that the 2 promo packs they gave to ALL attendees netted me at least 1 foil. One of the more interesting prizes that players were given for entering or for getting a lottery ticket and not getting in was a set of sleeves. The REALLY cool part is in addition to the 60 deck sleeves, the pack included one leader sleeve, which was clear on both sides, but has a small border on the sides and bottom. Expect to see these being gouged on eBay any day now. But the real story is not how we did, it's what was said! In attendance were representatives of Bandai and game developers Moteki Yoshito Sensei Right and Kawashima Tatsuro Sensei Left , both decked out in Turtle School gi. After the event finished they thanked us and gave us a bit of news about upcoming product and processes. NOTE: the following is not final and as always could be subject to change - OP. Bandai is currently working on large events, judge programs and more, hoping to release more info before the end of the year. There have already been pictures circulating on Facebook of some previews at the Bandai booth including Future Trunks and Zamasu leaders , but the folks running the event wanted to give us all a little something extra and spoiled a THIRD new leader coming in set 2 that has some DEVASTATING effects. Grab your Potara and hide the jawbreakers, because the martial artist formerly known as Vegirot is coming to town: Vegito - Leader - Red - 10,000 Permanent - Each and in all of your areas gain red, blue and green colors. Auto - When this card attacks, place up to 1 card from the top of your deck in the Drop Area. If that card is red, this card gains +5000 power for the duration of the turn. Awaken Standard Fusion Warrior Super Saiyan Vegito - Awakened Leader - Red - 15,000 Permanent - Each and in all of your areas gain red, blue and green colors. Auto - When this card attacks draw 1 card and if there are 10 or more total or in your Drop Area this card gains +5000 power and Double Strike for the duration of the turn. Everything changes in Dragon Ball Super series 2, coming in November. On top of that, there have been several weekly events here locally since the game's release. Since then, I've tried building several different decks, some with a bit of success, and others just falling flat. However, after all the bad decks have been put to rest, I've finally found a deck that I not only enjoy playing with, but I also think is a little busted and could quite possibly be the best deck in the game. While I do enjoy playing with the deck, and could probably play it a few more times to great success, our local tournament area doesn't have any tournament packs, and I just can't keep playing the same deck over and over again although I did win another event with a Yellow Golden Frieza deck, so maybe I'll share that list eventually. On top of that, I decided last minute not to go to GenCon not that I could have scored a ticket into the event. So, because of those few reasons, I've decided to share the list with one person going to the GenCon event ahead of time that may be running a tweaked version of it at the event, but also with everyone else on TCG Top Tier to see if it has any effect on the metagame. Here is the list... Senzu Bean lets us ready Energy after we use it, which early in the game lets us abuse the game's one-a-turn energy system. Saiyan Cabba is the best one-drop in the game. He draws us a card from our energy and deals two damage with his Double Strike ability. Use said copies of Senzu Bean and Saiyan Caba to power out fast damage and more plays while you have two energy in play. Because of Vegeta's Leader ability that also draws from the life, we should be lowering our life as fast as possible. Because of this, we'll be able to awaken fairly fast on our second turn for even more card advantage and faster damage. Ideally, the opponent would also be at 3-4 damage, but their deck isn't designed to withstand this typically. You should kill them very fast. If you're not drawing quite right, drawing Manipulating God Champa and Energy Boosted Majin Buu allow us to dig for Furthering Destruction Champa to use with Vegeta's Critical ability for 2 life a turn they can't draw, or Assailant Vegeta to boost the control game as well. Once we get them down, then we can finish them off with Energy Boosted Beerus or Destructive Terror Champa to end the game. Use Attack Negates and blockers to live a bit longer at the end game. The deck is a bit aggressive, but the sideboard is around to make us a bit more controlling. Confident Botamo replaces Assailant Vegeta in matches where the opponent wants to Evolve characters. Vegeta, Prince of Speed and Objection are great against mono-blue control decks allowing us to play the same game. The extra Botamo of Universe 6 and Vados's Assistance are there to screw up the opponent's combat math and allow us to live long enough to play multiple Destrtuction Terror Champa or Vegeta, Prince of Speed. After playing in four tournaments with it, the deck is currently sitting 23-5. This is a tremendous feat, and I can attribute at least two of those games I lost to poor misplays - forgetting to combo with a card that was crucial moving too fast in phases and the other forgetting to drop an energy down newbie mistake. After playing with the deck for this long, and watching other people try to mimic it, I realized the room for error is larger than it appears, and playing it perfectly does take a bit of finesse. All games will not go exactly as I described above and new things happen all the time. You can only learn how to handle the deck fully once you've gotten a lot of play experience under your belt. Going off a turn early or miscalculating how your opponent will respond can be disastrous as I've learned with a few of my losses with the deck. In addition, there is a deck type that exists that completely shuts this deck down by taking advantage of how decks are typically built , but we'll go over that another day... That's it for this today's Deck Spotlight. On the next Deck Spotlight, we'll be looking at the decks that topped the GenCon event. This seems to be a large point of contention, and so I wanted to expand upon it for a bit. There has been a LOT of talk and confusion regarding the resolution timing of Counter cards, in relation to what phase they are used. A lot of these are for the more high profile cards like Cold Bloodlust and Whis's Coercion. People are using battle timing as reference for play timing and vice versa, but the fact is they are quite different. In this post I'm going to go in depth on the timing for both playing cards and attacking during your main phase free timing. You can find any referenced rulings in the official rules manual: here There are currently 3 counter types in DBS: Play, Attack and Counter. In order these steps are: 1 - Declare the card you are playing and switch the appropriate of energy to rest mode. What does this mean? Per the timings above, these would resolve BEFORE the targeted card hits the field. Counter: Attack - Relevant Manual Section - 7-1 declaring an attack In attacking, either with your leader card or a battle card, there are 3 steps 7-1 through 7-1-2. In order these steps are: 1 - The turn player may choose their active mode leader or battle card in their leader or battle card area and turn it to rest mode to attack, declaring either their opponent's leader card or one of their opponent's Rest Mode battle cards as the target. There is also a clarification that Attacker's Auto skills resolve BEFORE blockers may be declared. Beerus, General of Demolition BT1-041 STILL resolve. Repeat 2 and 3 until one player does not play a Counter: Counter and then proceed to step 4 4 - Resolve all Counter skills in reverse order First in last out 5 - Carry out the original triggering action or skill if possible and then return to normal play. What does this mean? This can deter rules lawyers who may try and claim that sections 6 and 7 ONLY allow the non-turn player to activate counters, when it isn't that simple. So that's it for now! You now have a hearty knowledge of counter timings in any current situation. Who knows what set 2 and on will bring up, but this is a good basis point for now. Any questions, comments or accusations of lack of reading comprehension may be left below for subsequent follow up.