Hello everyone and welcome to the last Preview Week for Colossal Warfare (at least until whenever we get the Secret Rares). We have a surprising amount to cover. The SRs to tie a bunch of themes together plus a few surprises, and a whole bunch of promos. Let’s see how they elevate the set.

Tournament Pack

Burst Attack Son Gohan

The first Tournament Pack Promo we’ll look over is Gohan. We get ourselves a bit more payoff for the Low Handsize Red Deck, with more ways to draw back into action. This is a great pivot point for the deck as preferably your turn 2 is Miraculous Comeback Ultimate Gohan. The Critical pressure is a nice touch, as is the Universe 7 Trait. Now U7 decks most likely won’t really use him at all, since they’re almost never at that low a hand size unless things have gone very, VERY wrong (or they got Cell Chained) on top of the fact that as mentioned, U7 have a very bloated 3 Drop spot. I could see U7 Vegeta MAYBE use him, though he has Caulifla and Cabba at 3 as well and Vegeta also doesn’t generally struggle with hand size. The most likely destination besides the Hand Size deck, would be BuuHan to have yet another option to use, especially if you don’t have access to Ability Unleashed Ultimate Gohan. Throwing Critical on BuuHan is pretty strong pressure in its own right. Solid utilitarian card.

Merciful Minotia

The next card is some extra removal for Blue decks. However…I’m not really a fan of this card. Unsummon effects are already somewhat shaky in DBS due to the abundance of Put in Play effects on top of the lack of Summoning Sickness. Add to the fact that you only get this at 4+ Energy means it’s just really slow, temporary removal in a color that already has a fair bit of it that’s good. Honestly, it probably didn’t even need the restriction, though it’d cause some strain on Evolve/Union effects. As it is now, will see little to no play.

King Piccolo, Demon Lord

More Namekian support inbound with the return of the King. Unfortunately this king really needed to abdicate his throne. The Bond is basically irrelevant since the effect needs another Battle Card to begin with to work. All he does for his trouble is pump himself and another card. For a 3 Drop, that’s really lacking in impact and 3 Drops absolutely need to be doing something very relevant at this stage in the meta. He may have seen play if he had another Keyword like either Critical or Barrier. As it is now, doesn’t do anything for the deck or anything else. Very hard pass.

Ribrianne, Transformation Complete

Now this is a surprise. Maiden support from outta nowhere. The EX Evolve is pretty easy to pull off due to the 5 drop Ribrianne having Barrier which is nice. What this Ribranne does is essentially Raging Cabba, attempting to keep up the pressure. When this effect goes off it is pretty nasty, especially in Maidens. With the full board this can rip out an entire hand. The Main downside though is…well, it’s for Maidens which still isn’t good. However, if the meta ever slows down enough for a Brianne Package to be a viable play, this could see tech play for it. But only then.

Source of Power Son Goku

Well skipping the part where I want an entire page of this card in foil because Kaioken x20 Goku is the truth, we have another page in Goku’s Lineage. Basically though, it’s another in the 3 Drop Self-Awaken cycle. If this card were released back in Galactic Battle this would’ve been a fantastic addition. Now though that we have No Openings Son Goku…and a certain other Goku’s Lineage card that we’ll get to soon, this card is just redundant and not all that helpful for the archetype or Yellow as whole. Still though, send all foils to me. I must have them.

Infinite Alertness Dyspo

Here we have a new wrinkle in the Universe 11 deck, that will be expanded on a bit later. The biggest weakness of the deck, besides its speed of course and necessity of tapping out, is that any opponent with decent removal (like for example, the Veggie Package) can just easily clean up the board and leave you with a bunch of cards that do nothing. The wrinkle in place is to have a few cards with effects that punish opponents for doing so. This is the first. However…a restanding 20K Blocker I don’t think is quite strong enough as a punisher card to do so. As a matter of fact I wish he was a 15K instead so you could grab him with Toppo, rather than just being able to play him for 2. Still, 4 U11 in the drop is not a particularly hard metric to meet and once you do he is the best 2 drop you can play in the deck and the deck DESPERATELY needs some form of defense. I’ll certainly try him out.

Dark Temptation Towa

Now onto the Black cards and we have the return of “Leader Color Matters”, though your Leader this time. I considered listing the two cards together, but Towa having the Towa name is enough to comment on. Anyway, an OR3 that pumps your Leader is okay. Obviously great for Leader Beaters, but Green and Yellow notably lack those so in this case it’s not all that helpful, though it certainly could come in handy in end game sequences. The real call is forcing a discard, not unlike Relentless Destruction Mira. So it’s Mira with a little extra upside, but with the Towa name rather than Mira. If you’re playing Dimension Breaker Mira or Android Support, Mira will probably still be superior (not to mention in non-Green/Yellow Leaders). But if you’re playing Xeno-Evolve Towas or the new SR Mira, this Towa is probably the best one you could play.

Supreme Kai of Time, Light’s Guide

So now we have the Red/Blue version and here we have a potentially strict upgrade from Time Patrol Trunks for Red/Blue Leader Beater decks. Trunks of course has the upside of being able to choose what you want and stacking the deck or removing cards you don’t need, but the Pump is much more important for Leader Beaters being able to manage tougher numbers for opponents. I think Vegeta will absolutely adore this card.

BCC Promo

Scrambling Assault Son Goten

Now this card is pure, bridled value. For my personal love of Galactic Emperor Frieza, I love this card to death. Instead of just drawing a card like a lot of his compatriots, Goten lets you choose from the top 3 instead. This type of effect is often very powerful, even if it doesn’t seem so at first glance. It’s not flashy but it provides excellent stability and value, especially if you continuously get his effect off. In Galactic Emperor Frieza this is an absolutely fantastic card and a surefire staple. Same in Goku’s Lineage, where it becomes arguably the best Swap 2 target they have. Being able to go into this Turn 1 is just solid. Great card, have to get the playset.

Championship Pack

Now a bit of a disclaimer before getting into these previews. Championship Packs can be received by going to an official DBSTCG Regional. Follow the link here to find out if there will be any in your area that you’re interested in participating in. Just for participating you receive five Championship Packs and receive even more for top placement. I’m always relatively uneasy about entirely new cards being given out at very limited events, I’d prefer Alt Arts myself. But I’ll judge these cards as they are.

Glory-Obsessed Prince of Destruction Vegeta

Welp…this is a goddamn start. This card alone might necessitate a trip to a Regional Event even if you didn’t want to previously. In essence, this is literally a cheaper Jiren. That’s what it is. A 3 Drop Jiren, that just comes at the cost of 5K in power. This card is absurd, just like Jiren was but it’s even MORE important now since the 4 Drop slot in Red has gotten so damn competitive. To be able to have a Jiren earlier is not only insane in its own right, but freeing up that 4 Slot is so helpful. Nearly every deck with a Red Leader will play this. It’s even better than Cabba, though lacking the relevant traits that help Cabba maintain relevance. Yeah, I don’t know how I feel about this card being a damn Regional Promo, this is a staple. In somewhat of a vacuum though, this is a needed card in general since 3 Drops need to be more impactful.

Trunks, Hope at Hand

Now onto somewhat of a theme for the rest of these promos, we have cards that help out other very specific Battle Cards, not unlike the promo we received to try and making Golden Frieza, the Resurrected Terror work. Though in this case I’d argue Trunks, Hope at Hand is helping out two cards instead of one. There’s the obviously Restless Spirit SSB Vegeta, aka the 10 cent SR because that card was completely useless. I mean…it mildly helps. It guarantees a Trunks target for him, lets him come out on the cheap, and the Trunks he obtains doesn’t just become a useless Vanilla. I’d argue though that his more relevant use is being able to evolve into Trunks, the Constant Hope for 2 Blue Energy. That card was always ONE step away from greatness. It had absurd value and was extremely tough to take down without removal. The issue was that he was lacking in decent Evolve Targets and alone, a 6 Drop (even one you could untap energy with feasibly with Unyielding Spirit Trunks) was just too pricey even as far back as Set 2. But for 2, it’s very well costed. I could see a play where you play Trunks, HoH on Turn 3, hope for no removal and then Turn 4, swing, bottom it for Vegeta, bring it back and then Evolve. A very specific play but a fun one.

I don’t think this card will see any competitive play, but it is nice to see some effort taken to try and make some other forgotten cards get some shine.

Vegito, Super Warrior Reborn

Now this is an interesting card in its own right. Here, his goal is to help Going All In Vegito, a Leader I absolutely crucified in my review. I’m not any higher on that Leader, but it had at least shown a little bit thanks to the absurdity of Chain Attack Zen-Oh (which was the synergy we all saw out of the gate to begin with). Here though, this card seeks to give that Leader something else to do along the lines of more Fusion support. You certainly cannot use this in a CA Zen-Oh build because of the extremely high devotion to Green. Being able to draw 2 for using Potra also shores up a weakness of the mechanic, that being the inherent minus as it refunds you the two cards lost. Its main goal though is just to chain you into Hyper Rush SSB Vegito. This…annoys me. This card would’ve been FANTASTIC and an absolute godsend for the Fusion Warrior. This card does not help Going All In Vegito in any capacity. The Fusion Concept was not built for that Leader, and with all the Barrier floating around, Hyper Rush doesn’t help Going All In Vegito at all. This would’ve been the perfect card to really provide some great value to Vegito and help with some really inherent weaknesses for the Fusion playstyle. It did all of that, but it’s restricted to the wrong damn Leader.

I rarely if ever seek for errata fixes prior to release but come on Bandai, let the Fusion Warrior use this damn card. He needs all the help he can get.

Son Goku

It’s not often I have to talk about a Vanilla, but I really have to here. Bandai is going all out with pushing the boundary of “What would make a Vanilla Card see play?”. Now, he doesn’t have anything in the way of relevant traits (Yellow Saiyan not exactly the best on a Vanilla, and Goku:GT is irrelevant in Yellow). So it’s just a matter of how buff would it take. We saw that 20K was not enough. So they just said “screw it, let’s go 30K”. First off, thank god this is a 3 Drop since that Vanilla Support Trunks would turn this into absolute stupidity. Anyway…man, it’s hard to say if there’s any amount of true raw stats that would make a Vanilla see play without actual Vanilla support. I don’t think it will see play now…but if legitimate Vanilla Support starts rolling out, this card may turn absolutely terrifying. Pick them up early.

Bardock, Fully Unleashed

The last promo to be previewed before the good stuff, we have another OR Bardock. By the way I haven’t commented on the previous but I should here, the art on all of these Regional Promos are FANTASTIC. Just absolutely beautiful work, and I think this is the best of the bunch. I’m always a sucker for relevant color inside a chromatic artwork and this pulls it off beautifully. As for the card itself, it’s made to kill huge bodies and not much else. The problem is that very rarely will the opponent have multiple bodies with Costs over 6 (and if they did, how the hell are you not dead yet) and there’s better single target removal out there. He also has that fun word, choose, so things like Hirudegarn will still dog you. Won’t see any play, but I still want it for the art.

Colossal Warfare Super Rares

Triple Flash SS4 Son Goku

Now, courtesy of some leaks (though I have to put on my official face and say stop leaking stuff ahead of Shop Championship Week, it’ll cause Bandai to crack down) we were able to see all but one SR ahead of time. It allowed me to really sit down and think about all of these cards for about a week.

Onto Goku, we see the first usage of the Deflect Keyword on something huge. It’s not that big a deal here. Honestly the card would be pretty much the same without it. A CBL would just mean that the card could still EX-Evolve, possibly into another one, and a Crusher Ball would still at least let you get your Draw 2. The Deflect just kind of seems redundant on a card that already indirectly punished the usage of the two big Counter: Play cards. Triple Strike is always a strong keyword to have. A Small EX-Evolve cost is great and lets you get usage out of the SSJ3 GT Gokus before going into this. It is indeed for the best that he cannot EX-Evolve again otherwise there could be some stupid chains that would happen.

His actual effect all but says “Do you have a Blocker? If not then you will likely die”. The two extra cards drawn will likely help put you up in Combo Power and he stops any Counters from happening. 40K threshold is not really all that hard to meet in GT decks, and if Pan happens to be your Leader of choice then you’re already half way there and whatever you EX-Evolved off of will likely give you the last little bit. It’s a more accessible finisher than the SCR GT Goku, which I feel is the point. It ties the deck together a little bit more. Great card for GT decks.

Epochal Grudge Great Ape Baby

Before I get into the card, geez Bandai are you just breaking out a thesaurus when naming cards? Digging deep into the lexicon for “epochal” (basically another word for significant). As for the actual card, it’s freaking ABSURD. This is the basis of how control will work in DBS (and I’m going to put out an article on the Aggro/Midrange/Control triangle in the very near future, be on the lookout). Proactive shutdown rather than reactive removal. 30K Triple Strike is always a very hefty body. Evolving for 4 on a Baby, pretty damn easy in Machine Mutants (especially Myuu). His effect is just the purest form of value. His effect on swing alone would be fantastic and worth playing. Being able to get Saiyan Strength Baby’s effect repeatedly is great, especially on that body. Him not being removed would cause a snowball.

…this is if the effect ONLY applied to when he swung. Oh no, it ALSO applies to when the opponent plays a Battle Card! Once per Turn thankfully but still. What this means is that he’s pretty much guaranteed to Draw 2 and take two cards out when played and god forbid the opponent let him live for more than a turn or two. The thing is also, most cards with removal attached, would die to Baby when being played! So something as simple as Energy Boost Beerus would just be a trade, in the MM player’s favor since he’s still drawing another card, got to kill something else as well and got a swing in. There are very few cards in the game that have removal and won’t die to Baby. As usual Barrier is the best protection…except it’s not even great protection (unless your entire deck is filled with it) since Baby is not required to hit the card being played. So if someone brings down the new Piccolo (which we’ll talk about soon), Baby can just hit something else entirely, possibly even turning him off. Even if he has no target, he can still draw his cards.

Lastly, his traits are relevant. One being notable above all others. Saiyan. As in he’s a Red Saiyan and thus a card I was VERY critical of prior, might actually see a modicum of play. Strategies of Universe 7. Against the few decks with efficient removal, it’s a good side deck option to keep Baby rolling.

The card is fantastic, I’m building Machine Mutants 100% now. Come at me.

Saiyan Onslaught Kefla

A card most of us expected to first arrive as a SCR, but here we are as a SR. The card has a lot of potential strength. Deflect again, though I’d say it’s much more relevant here because of the inherent cost put into dropping Kefla, neither CBL or Crusher Ball is particularly fun to deal with. 25K Dual Attack is fine, but better due to her effect. The potential to draw 2-3 cards and become more and more huge, always nice to have in every deck. I’ll say this though. It’s still not that great in the typical U6 decks. Obviously fantastic if you can put Universe 7 Saiyan Prince Vegeta on her, but it feels like that would be a bit of overkill. I think her home would actually be the return of Champa. It’d be a lot more consistent to put Double Strike on her, and she immediately refunds the cost. The card is good, I’d say she’s on the fringe of the meta though she’s hurt greatly in her home deck by the necessity of the Veggie Package.

At All Odds, SSB Vegeta

Blue SSB Vegeta SR part 2. He’s already off to a much better start by having the proto-Super Saiyan Gotenks effect. His second effect is QUITE jam packed, and does basically everything. He’s Self-Awaken, he can pump for a huge amount, he can kill something AND he can have Triple Strike. Preferably he’d be a 35K+ Triple Striker that earned you a bunch of cards. Sounds immensely busted…but the people I’ve seen calling this proof of immense power creep are moronic. Let’s have ourselves a less shall we? Of the concept that context is everything.

At first glance, everything I’ve said above in one card is absolutely snapped. But take a deeper glance in. Vegeta REQUIRES 2 Life in order to activate the bulk of those effects. It’s not like the Self-Awaken cycle in this set where you can make the choice of 1-2 Life. This definitely matters and could cost you. His best offensive effects also require you to be a 5+ Energy so he’s on the slower side. He’s easily counterable, so I’d argue the pump and Triple Strike are almost nigh-irrelevant in most cases. His Gotenks effect is good, but it’s certainly not enough alone on 4 Energy where there’s a whole bunch of competition.

What I’d call this Vegeta is a very utilitarian card, but nothing else. He’s not great at Self-Awaken, but he’s good enough. He’s not great at removal, but it’s handy to have. His untap and draw are not on the level of cards with a similar effect, but it’s fine to have. His potentially late game big body with Triple Strike is not nearly as good as cards who have it inherently, but it can come in clutch. It doesn’t replace any card. It doesn’t replace true Self-Awaken options, and it sure as hell doesn’t replace the removal options Blue already has, let alone the beaters. What it does do though is allow extra copies of all of those options at once, to fill a utility you need for each game. That to me, is fine design.

Last thing to talk about, he’s Universe 7. What was Universe 7 lacking? Pretty much all of the above outside of the huge body, which they have plenty of already. They were also missing out on solid 4 Energy Options. It’s good to flesh out the archetype beyond “Get into Son Goku, the Awakened Power ASAP”. This is good design, not busted, not power creep incarnate. But solid utility. …I did not expect to write this much for this card honestly, but I was tilted by the initial response to the card.

Colossal Malice Hirudegarn

The Phantom Nightmare, at his fully realized form. This thing is an absolute monster, obviously. The EX-Evolve is child’s play to pull off since Impenetrable Defense Hirudegarn is nearly impossible to kill as it is, so having a target is not hard at all. He takes everything good about his previous form, and adds more inevitability to it. A constant negate, but instead of the opponent more than likely being able to swing anyway just to force cards out of your hand, Colossal Malice will make them pay for it. Pay two cards to be exact. He puts the opponent in a nearly impossible position, especially later in the game. If the opponent doesn’t swing, well obviously they’re just going to lose on principal (or they’re Beerus). If they do swing they’ll keep being set further and further behind, along with the Hirudegarn Leader and cards like Sneak Attack Vegeta. And if multiple of these behemoths enter the board…well, that’s all she wrote. The best hope is to try to bait it out and then put something out to end the game, but that carries its own downsides.

This card represents everything Hirudegarn is. Overwhelming presence that cannot be easily killed. Hell, killing it would pretty much be similar to how he was killed in Wrath of the Dragon. Making him pissed enough to make a careless attack, in the TCGs case, running right into something with Revenge. Still, fantastic card that really ties the deck together.

Kami’s Power Piccolo

The “unnamed Namekian” who just decided to go by Piccolo almost immediately afterwards because it was too annoying otherwise. This card is pretty much as powerful as Piccolo turned out to be after the merger with Kami. He’s not flashy, but he brings the pain. Again, Barrier/Double Strike is a very potent combination though 20K Power does temper it a bit so he can be run over just fine. His effect, he’s removal on a stick every turn. Every single turn, as long as you control another Battle Card. This is INSANE removal power. You almost never have to swing with Kami’s Power, just keep him on board knowing that anything even mildly annoying the opponent puts out, will be gone the next turn. Stacking multiple of these just becomes an outright nightmare for the opponent, unless they’re carrying Barrier. This is the inverse of the control the Machine Mutants are going for. Precise, efficient removal. Fits Piccolo to an absolute T, love the card for Green in general let alone Namekians.

Titanic Ambition Lord Slug

I have to admit, something has been bothering me about this card in the back of my mind all week. In theory, Slug is a great card. The EX-Evolve is affordable and his effect is absolutely insane. I think after mulling over it a while…it really is just that restriction. While again, his effect is crazy…Bond 3 Slug’s Army is annoying to pull off if the opponent has any sort of solid removal . Slug’s Army doesn’t carry any inherent Barrier or protection, and also doesn’t carry any 1 Drops so it can be troublesome to restock a lost board. Lord Slug, Young Again helps, but only gets you to Bond 2 with the EX-Evolve. I think the card really needed to be a Bond 2 Slug’s Army. Then it would pair far better with his Evolve Target. The effect though may just be too powerful for Bond 2 and it might have been tested as such first. The ability to essentially make the opponent discard 3 cards at random, on top of the hand control you would have already been doing is obscene.

So I’m left in this sort of limbo where, I think the card needs to be this restricted in order to not just be snapped…but it also feels like too much as well. Just a really weird feeling I have with this card.

Combo Killer Anilaza

The most out of left field SR of this set. You’ll have to forgive me guys, I’m not caught up in the anime so I don’t know if Anilaza is just that randomly pivotal but I’ve heard literally nothing about him. But even if he was, this set just seems like a random spot for him. Green gets ANOTHER 4 Drop Barrier Double Strike…he has the same exact stats as Kami’s Power Piccolo. Where Piccolo goes for hard board control, Anilaza goes at the hand. In theory, this effect can be potent at any point in the game. Both aggressive and defensive usage of Super Combos get punished here, and his Barrier lets him stay on board for a while along with him stacking.

His issue? For the hand control decks he’d want to be in (because anything else in Green would probably want Piccolo or Kale or archetype specific choices)…there generally are better options. Broly wants the Veggie Package and even his own cards. Android 13 wants…well, Android 13. For Cell Chain decks the Android Twins want themselves as well at 4, Cell would likely prefer raising his own ceiling, and Mira has his own options. Hirudegarn has no room for Green. The worst part is Anilaza rarely does anything the turn he’s played, unless the opponent is at really low life.

Now that I think about it, maybe the best home for Anilaza would not be in a Hand Control deck, but in a tempo centric deck where you can keep the opponent strained on resources by the time you get to him. Maybe a Gotenks variant. I’ll have to work on that later. For now, he’s a solid card…he just needs a home.

Bardock, the Primogenitor

The first 1 Drop SR we’ve received. What could possibly be the effect of something like that? Well, not unlike Caulifla, we have Self-Awaken. Like Caulifla it is mandatory. For Goku’s Lineage, this is an absolutely fantastic card. It makes their first turn along with Grampa Gohan very consistent while also allowing some extra Self-Awaken that can protect itself. I don’t think there’s any doubt about his validity in here. The question is, his validity out of Goku’s Lineage. Does he replace No Openings Son Goku? Well…he can. No Openings has the upside of being able to be reused constantly, assuming the opponent can’t out him but he does have the downside of being a combo card and all the issues that come with it. Bardock isn’t as easy to reuse, BUT there is an option. Shown in this very page. Scrambling Assault Son Goten. Going from Bardock into Goten is a fantastic Turn 1 for any deck, which also lets you reuse Bardock yet again.

There is one other card we should talk about though. Bardock, Will of Iron. Most people just know it as the alternate March option for Ape decks to pair with Vegeta. What people often forget that he does have one more effect, it just wasn’t applicable until now. If you combo with Will of Iron, if you have an available Bardock on board, you can Evolve into Will of Iron off of that Bardock after the battle. Now before it was irrelevant, unless you really wanted to Evolve down with the big Bardocks we have. But now we have a damn 1 Drop Bardock. It means Hightened Evolution Goku can board Will of Iron as soon as Turn 1, while also setting up an Awaken on the next turn. Every other deck, turn 2 with no issue. A Double Striker Blocker 20K on Turn 1-2, sounds pretty damn good to me, even better when Planet Vegeta finds itself on the board. This is a huge boon to Ape decks, since it allows Will of Iron to also have alternative plays just like Vegeta.

Still, I don’t think he outright invalidates No Openings, as Bardock isn’t as easily reusable and the 15K body Goku has does matter. But Bardock is a fantastic addition to a bunch of decks.

Height of Mastery Son Goku

The one SR that hadn’t been leaked before today. It was a big deal because this card is essentially what the viability of the entire Goku’s Lineage deck hangs on. If this card sucked, the deck would suffer greatly. Luckily, it doesn’t suck and is an outright game ender. Deflect is extremely helpful here. Triple Strike and Dual Attack is an absolutely nasty combination. But the effect…that effect. At first I was underwhelmed, tapping 3 Battle Cards even through Barrier is solid but unspectacular. Then I noticed he also can tap ENERGY. Tapping down 3 Energy, or something like 2 Energy and 1 Battle Card along with his stats and keywords can and will outright end games. It does require Swap though, so you can’t just throw this in everything. But this is certainly worth the price of admission and all the work it takes to get into him.

Jiren, Universe’s Strongest

Now we have the real “punisher” card for opponent removal. The main problem with the initial Absolute Justice Jiren was that it was often a bit win-more. Impossible to play while behind, tough to play while even, easy to play while ahead to outright win the game. But there was absolutely no penalty to the opponent just continually dealing with your board. Well, this is how you deal with it on top of feeling better about comboing out of danger. 6 Energy is pricey, but what you’re getting for it is well worth it. Quad Strike is always dangerous as hell, and the opponent can do nothing to stop it (well, outside of Shugesh/Explosive Spirit). If he gets his attack off, the game almost certainly ends unless you’re completely spent on your own combo power. He’s not AS powerful as Absolute Justice Jiren, but he allows U11 some desperately needed pivot room. This is probably a 1-2 of if you can find the room and you can choose between the two based on matchup.

Absolute Space SS3 Trunks

Now Trunks has joined the ranks of the L’oreal Brigade. To be more serious, we have a new Xeno-Evolve 5 member. He’s not as destructive as Bardock. He’s not as debilitating as Mira. What he makes up for is having much better Xeno-Evolve targets, and just a very consistent effect that’s always sure to hit its mark. There’s never really a bad time to use him. Having the proto-SSJ Gotenks effect plus removal is just fantastic. It also makes Time Patrol Trunks even more fantastic. This Trunks just represents the theme of value we’ve been getting in Colossal Warfare. He won’t end games, but he’ll tilt them in your favor every single time. It’s just a matter of if there’s any room to use him. He doesn’t really “fit” any deck. But he’s a good tech when you have the extra slots.

Temporal Darkness Demigra

The…near final form of Demigra (three guesses on what the Black SCR will be) we have a card that ties the theme of Over Realm together. Dark Over Realm 7 is a hefty requirement, especially if you have been trying to take advantage of Wormhole with Demigra Leader. The 4 Energy isn’t too bad though coming off of it. What you get out of it, more removal while you get another Battle Card. Now note, Demigra while beefy in stats, does not have any offensive Keywords to call his own. So he’ll have to rely on whatever he grabs for that and I think it holds him back a little. Especially since he all but has to get a Black Card and he does not take advantage of many. Still, I can’t write him out completely, this type of effect always has the chance of becoming busted.

Mira, Creator Absorbed

The final preview, we have the final form of Mira. We finally get to see whether Dark Absorption Mira is worth it, and it most certainly is. Now everyone and their mother has pointed out the obvious when he was revealed. You go Cell Chain first, then go into this Mira and proceed to win the game as the opponent will have nothing left. It’s a strong combo, don’t get me wrong. But I personally think it’s a gimmick. So many things have to break right your way in order to get that exact combo to go down.

That does not mean this card is bad, FAR from it, this card is an absolute house. The opponent having to give up 3 cards guaranteed is devastating. The Deflect doesn’t matter all that much as most would just CBL the Dark Absorption Mira first anyway, especially if OR’d out. It is interesting how this Mira also has Over Realm, you’ll almost never use it but it does come in handy in the late game due to his last effect. Even if you play him with Over Realm or normally, the pump he gets for swinging is HUGE. The absolute bare minimum would put him at 40K, but he’ll likely be closer to 55K+ and more. Now I know that it kind of reads that he doesn’t lose the pump, but I’m going to assume he does otherwise…yeah, bad move. Still it’s not like 30K is particularly easy to get over either and with his pumps, good luck out comboing him. There’s not much else I can say, card is fantastic for a deck that can make use of Dark Absorption Mira.

Final Thoughts:

That was a long ride we had here. But it was a good one. Pretty much every SR is good and usable if not absolutely insane. Some of the promos were lackluster while others are fantastic. I’m still a bit uneasy about the Regional Promos though. I think the set will turn out to be fantastic. Next Time, we’ll talk about Aggro/Midrange/Control in this game.

Until Next Time, Keep Fighting Because If You Don’t, Who Will?