Hello all and welcome back to Preview Season. We once again got a big dump of cards, so time to sift through them and see what we got. Also a note, I’ve been making a few mistakes on earlier articles, I hope to be able to clean that up. I apologize for said mistakes and will strive to do better. Anyway, after last set where Blue went from “out to pasture” to “back to the throne in a huge way”, what direction will it take now? Will it continue its stranglehold on the meta even without Flute? Or will it go the way the last time Blue was too popular and just focus on random other archetypes instead? How will the promos live up to their legacy? Let’s find out.

Promos

Special Pack Promo

Reality Bender Janemba

We start off with a Janemba. This will be a running theme, we see a LOT of Janemba today. Which is not a huge surprise, he’s a fan favorite villain mainly because of his extremely badass and intimidating design and power kit. Not to mention his odd weakness to insults. Anyway, this card lives up to the off-kilter style of Janemba’s offense. 4 Drop 20K Critical Deflect is alright. Again, we get a bunch of cards with Deflect and yet no extra Counter:Play cards to actually make it worthwhile. I imagine Bandai must be wary of the return of Cold Bloodlust with Wish Frieza in Miraculous Revival.

He has a very roundabout way of only costing 1 Energy. The opponent having 4 Energy, not a problem. Cyber Dragon Condition though? At 4 Energy, bit more of a problem but his power level might have been a bit much to put on a consistent 1 Drop so that’s fine.

The end of the turn though you lose him…to mill the opponent 2. That’s right folks, what we’ll see in the promos is that we have ourselves our first DBS Mill Deck. Now I think that bottoming himself just to Mill 2 is a really lopsided condition usually not in your favor. It really could’ve just been a EoT Trigger on its own while staying on board. However, there is support for Janemba in the set that makes sense of said condition that could turn it into an outright benefit.

Ultimately I think this card will be a tech choice in the Janemba Mill Deck, not a focus because he doesn’t have a ton of impact on board unless you’re able to drop him for 1 Energy. For 4 Energy Janemba will have better stuff he could be doing.

Tournament Pack 5

Everybody’s Pal Yamcha

Idk about everybody’s pal…or if anyone even uses the word pal anymore outside of (King) Mickey Mouse but anyway. He’s basically a Scrambling Assault Goten as a 15K, but thankfully with a MUCH stricter search and he also shuffles the deck. In other words he’s a fair Goten. If an Earthling deck takes off he’s pretty good and decently resilient.

Demon Sword Janemba

Hey look, another Janemba. Like I said, running theme. This one I find to be better than the Special Pack Promo. A lot of it is the same, though he does have a higher Specified Cost…I doubt it’ll matter all that much though. He also bottoms himself to mill 2 but he has two upsides. It’s an Activate:Main ability which will open up potential combos (not the mechanic, I mean actual combinations) but mainly…he Warps a Battle Card while doing so. Removal while moving forward with the deck’s gameplan at the same time is design I enjoy. Should be a lynchpin of the Mill Deck if it works.

Hypertraining SS Son Goku

More Vanilla Support, huzzah! If Vanilla.dec becomes a legitimate option in the future this card should be outright fantastic. As it is now though getting a 20K isn’t the best thing in the world. It may have potential as a tempo card but that’s never been Green’s particular bag. Get them early in case Vanilla takes off big.

Super 17, the Infernal Machine

First off I need to give my hat’s off to the naming department. The card names have been getting increasingly badass. Anyway, the first Super 17 Card and it’s pretty solid. It comes with a pretty damn hefty Specified Cost of 3 Green so it needs to bring the pain. Well a 20K Double Striker who can’t have his attack negated, pretty solid. His effect, also pretty solid. A symmetrical discard 2. A couple of things to note. You don’t have to discard anything if you don’t want to though the opponent won’t discard either. But as mentioned, the inability to have his attack negated means he can be a relevant body beyond that. Also, when it comes to symmetrical effects in any TCG, if you’re going to have them, make sure that it benefits you more than it could any opponent.

Last thing, it is a Super 17 but not an Android 17 so no Cell Chain/Android 17 Leader benefits. He can still help those decks, just a bit more indirectly. Still this is not a card I’d overlook, it could win the game out of nowhere if you’re at a low life total.

Frieza, Striking Back

A new Frieza, you know I’m all for that…as long as it’s good. And he’s pretty decent. A tap down is generally nothing special, though it can setup some sneaky attacks through blocks or combos. His main goal though is to kill something on attack to grab the Vanilla Ginyu. He can grab from Drop Area as well which does shore up an area I expressed concern with when it came to the Frog/Vanilla Ginyu package. However it’s not particularly reliable in that instance as Frieza does have to kill something. Still, will likely be played with that package. Golden Frieza Vanilla Beats maybe?

Revived Ravager Vegeta

A new Over Realm card, nice to see it won’t be pushed to the side completely. A OR 3 Crit is certainly nice, and then you get the mill right afterwards to reload the Drop. To me, this card screams one Leader in particular and that’s Demigra. It can make his ability to play multiple OR a turn a bit more viable, could smooth out some play sequences. For other decks, anything that may want to double dip with both OR and Sparking could make use of this. Decent tech choice.

Dangerous Journey Bulma

A new Bulma specifically for Wish Leaders (random non-sequitur, should probably just say Shenron Leaders since I have a bad inkling Bandai will make Porunga Leaders just to spite me). Anyway, this is something we do not see a lot of in this game and that’s Drop Area recycling. The only downside here is that…most, if not all Wish decks so far would prefer to have quality Battle Cards in the Drop Area anyway to be immediately revived and she only targets higher end Battle Cards. Just feels like she was forced into the wrong Leader lock.

Two-Star Ball

I was wondering if this was going to happen and we got our answer. Yes, we’ll have other Dragon Balls to use outside of just cantripping all day. In this case, the Two Star Ball taking out weenies, though unlike the normal DB, you do have to pay an Energy which is annoying if you want to flip quickly. Now, one thing to notice about this card, it does not require a Shenron Leader. That could be important for the future, so keep it in mind. Decent tech choice for Shenron decks though.

Dash Pack

Fortuneteller Baba, Earth’s Seer

This is very reminiscent of Rushing Warrior Pan. It’s pretty much a strict upgrade, as long as you have Earthling targets. It does everything she did, pump something for the turn, and then combo off to draw. The upside here is also being able to go -5K on a Battle Card, either to just kill a weenie, making it easier to kill something on attack or even as a great defensive option. That’s a 10K swing that can do more thanks to the draw. Great card for Yamcha and possibly other Leaders.

Janemba/Relentless Speed Janemba

Now correct me if I’m wrong but I believe this is the first time we’ve had a Dash Pack Leader. Anyway, what I will show some annoyance is that Bandai went and essentially pulled a “Kingdom Hearts” with Janemba, at least the Mill Deck version. What I mean is, if you want to build Janemba Mill you’ll likely need at least a couple of Reality Bender from the Special Pack, Demon Sword from the Tournament Pack, this Leader from the Dash Pack, and then you’ll still need a fair bit of stuff from the actual set itself. That’s four different sources, within the same time period. Now if you just want to play Janemba without the Mill you won’t need the extras (though Demon Sword might still be worth playing) but it’s a bit frustrating to lock key aspects of the deck in four different products for the same set.

Onto the Leader itself. Janemba probably has the best attack draw for Leaders in the game since it’s all upside. You don’t need to go after Leaders, you don’t need to mill yourself and you get to mill your opponent (not always helpful, but if you’re playing this you’re trying to mill them out anyway). Trust me, the mill can add up really fast, as I imagine Masked Saiyan players can attest to. Janemba does have one major downside though and that’s the fact you can’t play 5+ Drops which means you can’t play the SR Janemba which definitely bites.

On his Awakened Side, more of the same but he also comes with a one-time only Negate. Not the best thing in the world but it’s something the opponent is forced to keep in the back of their minds during the end game. A failsafe never hurts. Ultimately I think this should be a solid build around for Mill, though it does hurt that we can’t use the SR Janemba with this Leader.

Inferno Forged Hell Fighter 17

Other than being a random Machine Mutant, this doesn’t offer much since it’s the 17 made by Dr. Myuu and thus not Android 17. Thus like Super 17 he doesn’t come with the inherent support that his predecessor does AND he’s not particularly good on his own unlike Super 17. Not a fun pull.

Negating Fist SSB Son Goku

More Vanilla Support and more Negates. Thankfully this is more like Toppo than it is like his old negate. However where this will likely really shine is with the Regional Vanilla Goku, aka the first of the Vanilla 30K wave. Downside to this is that this package is far more reactive in a color that already has all the good reactive stuff they could ever need. Again though, if Vanilla decks get more support this could be the man.

One-Star Ball

The last promo of the day, and it’s another Dragon Ball. Now we’re back to requiring Shenron Leaders on top of requiring an Energy so it better be worth it. Essentially it’s a different kind of break even. You go -1 to make your opponent go -1. I’m more of a believer in raising your own ceiling before lowering the opponent’s but this could have value as a tech. Plus you can ditch other DBs so you aren’t just clogged with them in hand. We’ll see with this one.

Miraculous Revival Blue

Son Gohan/Righteous Heart Son Gohan

I’m not gonna lie, I completely forgot that Gohan made a wish during Fusion Reborn so this kind of came out of left field for me. Also what the hell did they do to the poor guy’s nose? Anyway, Gohan features a lot of the same as we’ve seen with the Set 5 Wish Leaders with some tweaks.

Front side, pretty much the same as the last few Leaders only in this case he pumps himself for 5K on attack rather than something else. It does mean he gets to Dragon Ball collecting at a more consistent pace than the other non-Starter Leaders, but he misses out on the value pumping quality Battle Cards can bring.

How his back side, his Ultimate allows him to Untap 3 Energy for a +15K Boost and Critical. To me, this shows that he’s meant to be the setup for the final blow rather than either the one delivering it, or powering up said finishing strike. Considering he’s a Blue Leader the goal will definitely be to play multiple big threats in the same turn while also being on the back of a 30K Crit coming at face. I’ll say in most cases his own attack should factor in little, but it is a nice bonus when the opponent is at 3+ Life to try and get them into range.

Ultimately what will make Gohan is simply being a Blue Wish Leader. That’s enough since he’ll have the strong Blue support go to with the powerful Wish abilities.

Janemba/Supreme Evil Janemba

Now for the Janemba Leader in the set proper, we actually got a look at him a while back courtesy of the new rulebook. My thoughts on Janemba Leader are unchanged. He’s a very good generic Leader. He doesn’t have the digging power of Hirudegarn but he makes up for it by enabling Over Realm a bit faster and having his potent attack work without needing an Energy Condition to reach. A consistent 20K Crit swing is never not powerful.

He also has one other ability that you’ll almost never play. Pitch a card basically to give any Frieza’s Army Leader who may happen to hold Cold Bloodlust in hand the double bird. It’s such a specific, niche ability that you’ll probably never use in a majority of games but when you run into a Bloodlust Leader…good luck holding back the smug grin you’ll have when you flip Janemba over.

Ultimately there isn’t a lot to say about Janemba, but in a good way. Unlike Master Roshi he’s generic in a good and powerful way. I expect him to get some tops even if players don’t end up using any of his specific support.

Ready Stance Son Goku

…hmm…nah, skip.

Super Saiyan Son Goku

Normally a skip, but we do need a small blurb here. Since Blue’s 30K Vanilla for the set is Great Saiyaman in the Starter Deck, Bandai went in a different direction for the “Vanilla Support” for Blue and instead decided to support the 2 Drop 20K Goku and Vegeta instead. Keep this in mind.

Resolute Strength Son Goku

…So far the support for said Vanillas is a bit of a fail. Instead of grabbing the Goku to play, Resolute Strength Evolves over top of him…for the gain of no stats. Yes he gets Barrier but the card isn’t really good enough to justify the Barrier. You have to jump through a fair bit of hoops…just to get to Deadly Defender Vegeta, which if you couldn’t figure out from the name alone, is the Taunt for Blue. But since Blue already has multiple Taunts they aren’t that desperate to see Vegeta. Pass on this card in every way imaginable.

Surestrike Son Gohan

Remember when Gohan one-shot Frieza in Fusion Reborn? I do…it was badass and yet disappointing. Frieza had struggled dealing with Gohan on Namek as a kid so I would’ve liked to see more interaction between these two and an actual fight…but it was a movie and we had Janemba to get back to.

Anyway, we have ourselves a decent DB searcher. You get to dump a Dragon Ball to bounce something if you want to and if you do, more often than not you’ll also get to untap Gohan. Biggest downside is the issue of very quick diminishing returns as once you have access to all 7 DBs this Gohan now does nothing. Due to the speed of how you can get to DBs this may actually be a pass. I’d say maybe tech a couple or use it if you intend to grab Dragon Balls at a more measured pace.

Great Saiyaman, Town Hero : North Kai, Keeping Watch

I’m running out of things to say about these Super Combos. Uh Kai is a God? Gohan can be searched by both Saiyan and Earthling support? …that’s all I got. Play whichever you need.

Ki Barrage Son Goten

Another 1 Drop Bounce Attacker for Blue. Just without having to deal with the Life effect, with the cost of only being a 10K. Yes, it’s no Bardock…but it’s better than it looks for one reason. It’s a Goten, a 10K Goten. Unyielding Spirit Trunks is a 10K Trunks that’s played in every Blue deck because card is dumb. So there may actually be some Union: Fusion validity finally for those two. This card might see play in general though, it’s just a solid early attacker that you can always have back for combo fodder. Just not as good as Pan is all.

Deadly Defender Vegeta

The next in the Taunt Cycle, though this one is a little less exciting due to Blue already having multiple Taunt cards. For Blue, might see a modicum of play, though it may be enough to get Comrades Combined Goku back to the forefront. Sadly though, Fusion Warrior Vegito who would LOVE this, doesn’t get the useful effect. Though I guess having a 20K Barrier Target for CC Goku might be enough to still see play for Vegito, even without the Taunt (since your Leader isn’t Blue no Taunt, but also no power drop).

Super Saiyan Vegeta

Mostly a skip, has small support later.

Ki Barrage Trunks

An okay card, nothing too special about it really. Blue has better stuff though all around, including better Trunks: Youth cards.

Vexing Outcome Veku

Don’t mess up your Fusion Dance kids. Otherwise you end up fat. And if you end up fat, Scott Steiner hunts you down.

Anyway, let’s say what this is. Mighty Mask but only for those vanilla Goku and Vegeta in this set. No, the Union: Fusion allowing a draw isn’t an upside. It’s not worth Turning a +1 into a very involved break even all for the sake of saving one energy. The problem with this compared to Mighty Mask is Mighty Mask got a boat load of targets. This does not. It doesn’t even color fix like Mighty Mask could do since…well you already have the Blue you need to play Veku. Not worth it.

Also, why in the blue hell does this have a Heavy Combo?! …heh, heavy…

Quick Thinkin’ Gotenks

A 3 Drop 15K Crit is a few sets late to see play on its own merits. A 3 Drop 15K Crit that draws a card on every attack however might see some play. A 3 Drop 15K Crit that draws on every attack that can also come out as a 2 Drop and not lose any card advantage in the process and set up Sparking or Vegito, Here to Save the Day? Yeah, I like this card a whole lot. This has actual legs to it, don’t be surprised to see this show up a bit.

South Kai, Keeping Watch

No.

West Kai, Keeping Watch

Another Jaco but with the benefit of God Support? Not bad. Not great, but not bad.

East Kai, Keeping Watch

Now this card I enjoy. We like cantrips, as per usual but she comes with a very interesting effect. If the opponent happens to play a Battle Card on your own turn, it’ll cost them another card in hand. So against Bodyguards, quite good. BC Negates like Roshi or Videl, great. Even against Pilaf she’s hilarious. And she stacks. An outright improvement over Buu, if you’d play Buu, you’d play this instead alongside some Black Cantrips most likely.

King Yemma, Soul Supervisor

A first for DBSTCG, we finally have something to help somewhat hose the opponent’s Drop Area. Not in a huge way, this isn’t Tormod’s Crypt but just enough to potentially get opponent’s off of something like Shenron looping. He also cantrips you for your trouble which is nice. Should see definite sideboard play.

Saike Demon, Rockin’ Out

Just think, THIS is the origin of Janemba. This guy ends up being what forces Goku and Vegeta to turn into the Holy Fusion Knight, Gogeta. …was this all an allegory to the consequences of Rock Music?!

Anyway, it’s an Archetype Searcher that specifically leans into it. He has the usual Top 7 search but because the Janemba archetype is all about putting himself to the bottom of the deck, Saike Demon will grab whatever Janembas you put under there. Not bad, not bad at all. If you’re going down the Janemba Archetype route, Saike Demon is where it’s at.

Phantom Strike Janemba

We’ll skip the SR for a little because he makes a lot more sense at the end of seeing the archetype cards as trust me, the flow of how the deck works is a little wonky to understand in Set Number order. Say hello to yet another 4 Drop Janemba, but this one is a bit different from the past two and not just because he doesn’t mill. He does get rid of a Battle Card like Demon Sword does but he needs to be Warped in the process.

The second effect will help make sense of this. He still Warps himself, and if the conditions are right, allows you to play the SR Janemba from hand. Note, and thank God for this, you don’t actually need to have or play the SR Janemba to Warp him since he says “up to 1”. So at his core he’s a lot like Demon Sword but with different upside, but if you have the SR available he has a TON of upside. Not bad for the Mill deck, and as you’ll see soon, great for Janemba in general.

Childish Heart Janemba

This is arguably the reason the deck really works. Great stuff all around. He has Barrier, he has decent stats, he can even Evolve if you have Saike Demon out which may have very well searched this Janemba out. His effect though is fantastic. Paying 1 Blue to potentially Warp a Janemba from deck, bottom this card, and then immediately play a Janemba from Warp (doesn’t have to be the one you just put there). That makes him a potential toolbox (though there’s not much to really toolbox at the moment). But think of this playline.

You have or play this Janemba out. You get your free attack. You pay the 1 Blue through whatever means to immediately Warp Phantom Strike Janemba, then bottom this to play Phantom Strike. Swing with Phantom Strike because we like Crits. Now you Warp Phantom Strike, potentially get rid of a Battle Card, get this Janemba back from the bottom and if you happen to have the SR and the opponent is at 4+ Energy, you play that (and potentially go further beyond). You can do that as early as Turn 2 with the right setup (though obviously without the SR coming down). This has legs. This has serious legs.

Infernal Chain Janemba

In a rarity for us, we will actually be able to cover a SR during the initial color previews. Now, each color actually did get one SR Previewed today but I’m only going to review Janemba for a couple of reasons. One, next week we’ll have access to each SR in the set anyway. And two, from the ones shown, Janemba is the most critical to his archetype and it’d be awkward to talk about his cards without mentioning the SR.

Anyway, Infernal Chain Janemba comes with a hefty price. A very heavy Specified Cost of 5 Blue, which means you ain’t playing this anywhere but a Mono-Blue Janemba deck. Also it’s back with the Heavy Combo which is to be expected for huge bombs but Bandai can be a bit consistent about it. He also says you can’t play this card again for the rest of the turn, which seems odd for a 5 Drop but if you look at the above cards you’ll understand. Simply put, without that clause Janemba would have an infinite loop if you had access to two of these in hand. Phantom Strike plays this from hand. This bottoms himself to play Phantom Strike. Phantom Strike Warps to play the other Infernal Chain from hand while grabbing the first Infernal Chain from the bottom of the deck and go infinite. So yeah, that clause is there for a reason.

He also has a 25K Crit Body which we’ll never turn down. His goal is simple. Be the final bridge and extra attacker for the…I guess I might as well call it what it is, the Janemba Chain. Childish Heart -> Phantom Strike -> Infernal Chain -> Phantom Strike. You can do that every turn as Phantom Strike will make sure both Childish Heart and Infernal Chain are back in hand next turn. It adds two extra Crits and one extra removal where it didn’t exist before.

This sounds potentially powerful but it does have downsides. One, it’s pretty linear since the only other targets for Childish Heart are Demon Sword…which gives removal Phantom Strike does anyway, and Reality Bender…which isn’t all that helpful outside of mill and even then, Demon Sword does that better. Two, Hand Control, especially the “look into your soul” kind really hurts. Foreseeing Hit really rips into the strategy.

However, it does have a few upsides as well. One, being repeatable as I mentioned. So this can go off every turn and the opponent will have to deal with it. Since it provides removal you aren’t that stressed to switch course. Two, without specific cards it’s actually really hard to disrupt. None of the cards will be on board after the turn so unless you specifically have things to answer Battle Cards on your turn (Mafuba among others) or as mentioned, cards that can hit the hand, it can be ridiculously annoying to deal with. And three, it requires a LOT less deck and hand dedication. At most 16 cards in the deck and that’s only if you play Saike Demon (which you should because we like searchers, but it’s not mandatory). You also only need two cards in hand, both of which are searchable. So even if the Chain gets disrupted you’ll have more than enough deck space to actually have alternate strategies. Four, it’s a bit more adaptable than other Chains, even if linear. You absolutely need Infernal Chain in hand but either of the other two at least get you somewhere. Obviously if you have Childish Heart and Infernal Chain you have the full Chain, but you can still do a mini version with Phantom Strike and Infernal Chain though you’ll either need to now protect Phantom Strike on your turn, find a Childish Heart asap, or resign yourself to hard-playing Infernal Chain the next turn. But at least the options are there.

This is running REALLY long so I apologize so I’ll wrap the Janemba discussion with this. Never underestimate the power of repeatable value, especially in Blue.

Call of Justice

Now finally getting into other cards, and specifically the Extra Cards. The one Desire card we see for Blue is this. Idk if Blue is getting a SR Desire Card but if this is the only one, that’s a bit of a letdown. Because Wish Leaders inherently don’t draw on attack the value of untapping the Leader is lessened considerably. In general this is only useful on one turn, and that’s the Ultimate Turn so Gohan can turn into a 30K Crit Dual Attacker or even more if you have more of these to use. Is it worth playing this just for that? Try it out and see though at first glance I’d say no.

Soul Punisher

Interesting that they put Soul Punisher in the set and not as a Starter Deck Exclusive since you would pull this without the actual access to the Leader unless you got the Starter or go watch Fusion Reborn in a month. Anyway, it’s Feet Kamehameha for Gogeta. Which sounds okay…until you remember that SD Gogeta happens to have Double Strike on his Awakened Side. 35K Double Strike Critical anyone while also potentially locking off Counters? Prepare to be torn apart from the inside out by the Holy Fusion Knight.

Dimension Magic

The last card for Preview Day but I imagine a lot of the people reading this article have already seen this card since like Janemba, it also was a part of the Rulebook. Unlike Janemba, this caused an IMMEDIATE uproar when revealed and it’s easy to see why. People compare it to Whis’ Coercion + Senzu Bean but I think a better comparison is Zen-Oh Button with an actual negate attached to it. The biggest issue with Zen-Oh Button was having to give up your Counter Phase just to untap your energy. It often was a -1 and got you killed in the late game. Even though Zen-Oh Button read absurdly broken it ultimately amounted to nothing, though it did at least see some recent top cut play in Peter Cattani’s Hercule Deck (a -1 don’t mean crap if you just plus from every single attack sent at your face).

Dimension Magic however removes that little issue entirely by giving you a negate while freeing up your Energy. There’s no doubt about it, this is an immensely powerful card that will be used by every Blue Leader from now until the end of time. But the question people ask…or less a question and more people stating it but I’ll make it a question. Is it Broken? Does it need an Errata? Considering my feelings when it was first released to now…I think I have to say as of now, no it’s not broken nor does it need an Errata. It comes DAMN close, don’t get me wrong. But I think where it’s at its strongest is right when you’re at around 3-4 Life. When you’re at higher life you’re probably not going to be willing to drain the life in most instances (even to self-awaken, outside of the opponent trying to force awkward ones). At 2 Life if you take the Life, now everything is looking to kill you. And obviously at 1 Life you don’t get it for free. Sure you can use it for its Energy but at that point it’s only slightly better Whis’ Coercion, which while good, has fallen behind Flying Nimbus as best Negate.

Also the card is only as good as the amount of Energy you can use on defense. As sets have gone on, we’ve had less and less of Battle Cards with Heavy Combos. Even in the Janemba deck that lives on tapping out, the only Heavy Cost in that deck would likely be Infernal Chain. It’s not as much of a necessity to free up your Energy on defense as it used to be, outside to negate a very crucial attack which every color is essentially getting this set. As of now the two main decks that run a ton of Heavy Costs are SS3 Goku, who will be legal when this is but will already have plenty of Energy to spare in most cases and where Coercion might be better because freeing up other colors is often extremely important for SS3. The other is Hercule who…you know, is Red and can’t use this.

Now I’m not going to go out of my way to say this card is bad or anything, that’s immensely facetious. A lot of what I said above is really a lot of nitpicking of a very powerful card but I don’t think it’ll warp the format around it and to me you have to be format warping or completely restrict future design to even warrant some kind of look into. Still, if you have a Blue Leader, pick these up immediately.

Final Thoughts:

Geez, for a color where there were quite a few cards I wasn’t a fan of, this went LONG thanks to Janemba Chain and Dimension Magic. I apologize for the length ahead of time. The Promos are interesting, though I don’t think we have any Burst Attack Gohans on our hands which is good. Next Week, Super 17 is upon us as are the rest of the Super Rares.