Welcome back one and all to the beginning of another exciting Preview Season. This seems like it’s gonna be a short one though since Bandai decided to dispense with the pretenses and just put everything of two colors in one go, Super Rares and all. Today, we got the Red and Green cards that cover the entire Saiyan Saga alongside Broly: Second Coming. Today we’re gonna do things a bit differently due to the ground we need to cover and how the cards were designed, we’re gonna split things up into a few chunks. Can the OG Broly FINALLY get some decent ground? Will Raditz show that he’s far more powerful than one Raditz? Let’s find out.

Son Gohan/Son Gohan & Son Goten, Brotherly Bonds

Starting off we have Gohan once again trying to break through with a really good Leader. But he also starts off a trend of very unique and interesting Leader design in this set, which I love. I would argue Leader design had started to get a little stagnant as of late, so it’s nice that we get to see some redux to it. To start on his front side, hey, no attack to draw for once. Already starting off interesting. Instead he mills 2 to essentially hit you and the opponent for one guaranteed damage (assuming the opponent is at 5+ Life). That’s just a really interesting and honestly fantastic ability. He forces the game to pick up speed whether the opponent likes it or not. Against slow decks he forces a 4 v 4 Life total almost guaranteed. He could be the key to bringing Aggro back, or maybe just solid tempo decks. He also brings back the Draw 2 Awaken, which makes a bit of sense considering his Self-Awaken and lack of safe card advantage.

His Awakened side we saw earlier in the Designer notes but let’s run it down here now that we have the full picture. Typical draw effect but attached to Sparking. This along with his other effect shows the designers want you to be off of Over Realm, so be wary. The ability to attach a free removal to Alliance is a nice bonus but shouldn’t be too relevant. In most cases if you’re going for an Alliance play, you’re trying to finish the job but it’s a good bonus. The last ability screams for a Go Wide Strategy, or at the very least pumping everything to put into one Battle Card with Alliance for an insane mass of power. Hitting two Battle Cards with this is usually still a boon or a break even, three and beyond and you’re in absolute business. It also pumps itself which is great.

The goal of this Leader is pretty clear, spend time gaining a mass of power while Gohan whittles life down, then finish the opponent off in one go before they can do much of anything. This goes well with the strategy in the set, or any current tempo strategy. I think this Leader can find some footing no matter what, I expect to see him get some play in the meta. Now let’s talk about most of the cards related to him in the set.

Helping Hand Son Gohan

The order is gonna be a bit eclectic, I’m trying to make it so all the cards go down a certain progression (this will be a bit easier later on with other Leaders). This Gohan starts a certain path. Essentially this archetype will be about making sure all the major players of Broly: Second Coming are around to build up to the climactic moment. This one is pretty simple. If you have Goten and Trunks out, he becomes a typical 1 Drop Negate. Being a 3 Drop naturally will make him somewhat helpful but the fact that he’s easily foiled by not having both Goten and Trunks on board does hurt. Honestly it may be a stretch to put him in the deck, but we’ll see.

Son Gohan, Hope of the People

This one is a bit simpler to manage. All you need is to have one Goten, Trunks and Videl in the Drop to make him a 1 Drop, not the toughest thing in the world to manage especially if running a Burst Leader like Gohan. The goal with these two cards is to lead into an EX-Evolve which we’ll get into in a few moments. Helping Hand does more by himself but requires more of a restriction, this one is far easier to get out but is otherwise a 15K Vanilla. We could also just use the bevy of 3 Drop Adult Gohan outlets we already have, Burst Attack is still a major player. Adjust as you see fit.

Exalted Trio Videl

Now we start the Exalted Trio with Videl. She’s a Top 3 searcher, a restriction we haven’t had in a while, but the amount of stuff she can grab is fantastic. ANY Red OR Green Adult Gohan, Goten or Kid Trunks. Keep in mind we’re not just talking about in archetype stuff, this is a lot of ground she covers and most of those characters already see play in general. Fantastic card for the archetype and I could even see her getting play elsewhere with the ground she can cover.

Exalted Trio Son Goten : Exalted Trio Trunks

These cards aren’t technically Link cards since they work with any Goten or Trunks rather than specifically each other, but it’s close enough and this is gonna be a bulky article anyway. The goal should be to use these two together though alongside Videl because they’re fantastic when that’s the case. The dream is 1 Drop Videl, and then on 2 drop both of these for a 15K Double Strike AND a 15K Critical. I wish these also got the pumps for Alliance rather than just attacking but beggers can’t be choosers. For the archetype, pretty good. Probably not good enough outside of it due to the necessity of Videl and other cards, plus we already have Suicide Attackers that hit both bench marks in Red.

Son Goten, Out Adventuring : Trunks, Out Adventuring

I’m sorry, I wasn’t done with the “Dream” Scenario. The actual dream scenario is to do the above and then EX-Evolve into both of these guys. Drawing cards to replace themselves on EX-Evolve, getting removal and a Revenge Blocker, not a bad way to go. Honestly though I don’t think these two are QUITE good enough on their own to see play (though the next card may change that). Also, random and almost irrelevant note, come on Bandai you gave them different base power? Now we can’t use them together for Union: Fusion, flavor fail! (Yes, I’m aware they don’t actually fuse during Broly: Second Coming and probably haven’t learned it by that point yet).

Dependable Brother Son Gohan

Most, if not all of the above lead to this. If you get the full breadth of his ability, this is outright fantastic. Draw 2 and putting a removal and Revenge Blocker on board, fantastic. Clearing the board to set this up actually isn’t too difficult either. It’s a great tempo play, though I wonder if it’s worth setting up a lot of the deck around this play. On the other hand it’s a great tempo play on Turn 3 with Hope, but a bit of a nonbo with Helping Hand if the opponent wants to cut you off. I think there’s game to this card though, worth testing.

EDIT: Yeah, see the card below. This card can actually play that card. That alone may make this card very worthwhile. The ole 40K Draw 2 Triple Strike, yeah I’ll take it.

Son Gohan & Son Goten, Familial Bonds

This is the big payoff for the deck though. Turn 4 Alliance with basically no restriction. Put this on board, tap everything into it and try to win. Or with Gohan Lead you can just tap one thing to turn this into a kill card with Triple Strike. It also carries an interesting ability to force a 2 Crit if the opponent plays any Battle Card with a skill. This doesn’t cover a lot of ground in the game, but it covers just enough to not be ignored. In some cases, certain cards can’t even be used when this card is played. Ironically enough, this card alone isn’t all that flashy. Honestly it’s just really big, which on Turn 4 is good enough. What really turns it flashy however is…

Son Goku, Heavenly Salvation

Like a bolt from the blue the franchise’s savior comes down to finish off the demonic hell beast. When you play the above SR, you get him for free. What does this provide? Oh well you use him to pump the Alliance (at a very awkward 14K Power), you get to untap him and one more card…which 100% of the time should be Gohan/Goten. That means you’ll get two big Alliance boosted Triple Strike attacks. You just have to make sure you only have the Four Saiyans on board (or any number of them) and nothing else, not even Videl. If you have some Cabba’s Awakenings in the hole you get two big 40K Triple Strike swings at minimum which is awesome. I like this pairing a lot, though I will admit it does go a bit awkward with the rest of the deck. But the potential is definitely there. Now onto the next chunk.

Broly/Broly, Recurring Nightmare

Dormant Legend

Okay, the Second Coming is here. Now we saw the Awakened side of Broly in the Designer Notes and I can easily speak for everyone when I say…that just looks horrid. It may be an Activate: Battle kill but 10K or less is just so damn restrictive. You either kill nothing of consequence or need to get a lot of help to do so. If it were just a bonus skill it’d be nice, but being his only non-draw skill on his Awakened side…yeah, not good. Maybe if there were a card that lowered everything on board to weaker stats as a continuous effect that would’ve been cool, but sadly we got nothing of the sort.

His front side has to carry a lot of the weight, but thankfully it does do some interesting things. Inherent Critical on his front side is outright fantastic. I believe this is the first Leader to have such a skill on the Front Side as a continuous rather than some kind of activated ability to trigger it. It goes with one of the themes for Leader design in this set. Instead of focusing solely on players gaining card advantage, instead make some that seek to force card disadvantage to the opponent. Critical is a really easy way to do that. He also immediately grabs Dormant Legend which is why I’m going to talk about it now.

Dormant Legend in theory is a fantastic card. If the opponent wants to hit you, they’ll do so with the knowledge that it will lead to a free Broly for you. Even hitting you with Burn or Critical doesn’t get them out of it. In most cases, this is how the card works and it’s great. The problem comes when you look at the few decks that simply don’t hit you. If you’re facing a deck that never attack you, or do their best to avoid to then Dormant Legend is just a dead card. Thankfully we do have a card that can circumvent that to bin Dormant Legend but it still kind of bites. So a bit of a blind spot, but otherwise I do like the design. The Broly Lead itself, Front Side I love. Awakened Side…yeah still not sold on whatsoever but I always do say that Critical loses value as the game goes on so maybe it’s not so bad to Awaken and put pressure on in other ways.

Broly, Counter Reversal

I’m gonna start with a SR here mainly because it’s the most standalone card of the Broly suite really. You can get him off of Dormant Legend, or just play him normally in anything. A 25K attacker of Battle Cards is fine, but of course Jiren is better at that. His main selling point is that Auto ability. Burning the opponent any time they use any counter (thankfully only OPT) is BRUTAL. If the opponent is at 1 Life, it just turns off all counters. Note, this isn’t limited to negates. Things like Cold Bloodlust also apply. Most hilariously, this also applies to Bad Ring Laser. This actually protects your own counters if the opponent is at 1 Life, do not overlook that interaction. Lastly, this does stack if you have more of these guys out.

Really the only downside to this card, outside of the R/G Broly deck at least, is that the 4 Drop slot in Red is loaded at the moment. So many good choices that it may be difficult to really justify playing him since he does not carry an offensive Keyword like Double Strike or Critical. Still I think he’s a solid tech option to play, especially against very defensive decks. Obviously in Broly, pretty damn good.

SS Broly, Legend Unleashed

This card is essentially made for the express purpose of having an alternate game plan for players or decks that try to stall you out of Dormant Legend. This bins the Dormant Legend and lets you Awaken early. Normally I would say avoid Awakening early with this Broly, but chances are if you’re playing this the opponent is giving you nothing to work with so you gotta so what you must to recoup some card advantage and keep the strategy going. The deck has to play a couple of copies of this and fill the playset in the side deck for those matchups.

Broly, Demonic Origins

Now onto some fun stuff. This is a basic card at first glance, though quite good. 15K that forces a discard, not bad stuff. What makes him interesting is actually his use in the Energy Area. He’s essentially a R/G Check Land. For those who don’t play Magic the Gathering, a Check Land is a Land that looks for a specific class of Land to already be on the board and if it is, it gets to enter untapped rather than tapped. This Broly is no different. If you already have a R/G Dual Energy in play (that isn’t itself so you can’t just jam 4 into any deck and call it a day), all of these turn into Untap Energy which is stupid good for fixing. The only really downside is that the card is actually good enough to play on board, but I think having an Untap R/G Energy is far more important so you’ll never get to play it as a card usually. Still great card, 4-of in pretty much every R/G deck at this point if they play literally ANY other R/G card (which they’re already doing cause Gogeta).

Broly, Rapid Barrage

Personally, I think possibly the weakest of the cards shown for Broly, which isn’t saying much because this card does have some legs still. We already know how good Arrival is turning out to be, so Arrival attached to this is a great start though you need Dormant Legend in the drop so he won’t be a generic card. He forces a -10000 so he could do some trick with Leader Broly but…honestly that’s a lot of potential resources to do so to only kill a 20K Battle Card. The money, besides the Arrival, is the ability to kill one of the opponent’s combo cards. Unlike Jaco, this outright kills the combo card so you don’t have to worry about giving them back a crucial card like a Super Combo and also unlike Jaco, you can do this on offense OR defense which is great. This really forces very awkward math out of the Battle Phase which is always in your favor. Lastly, this card is also a Dormant Legend target if you want it, which is neat. It’s not bad, I think a couple of copies are definitely worthwhile.

Broly, Tragedy Foretold

The final Broly card to talk about in this chunk, and in true Broly fashion in this game, he’s just a bigger and slight upgrade to the previous Broly. Requires RG Arrival rather than just Red, but gets to shoot 2 Battle cards for -15K ignoring Barrier, very nice and actually turns the Leader a bit more dangerous. He has a bigger body and the same combo nuke effect.

To me these cards portray a deck that always want to be leaving Energy up for Arrival shenanigans. Dormant Legend gives you a free Broly, everything else besides Counter Reversal can be played on the cheap as well. Screw over combos, attack with a wave of tempo pressure and cheap hits with Counter Reversal. I don’t think this is a top tier strategy, but it could be a fun one. But another thing to look at is that a lot of this stuff actually works in older Broly Leaders. The only thing you really lose out on is SS Broly’s giving the early Awaken but that’s fine generally. There’s potential, though do be forewarned that you can only have one Field card on the board at a time, so no Broly’s Ring/Dormant Legend shenanigans.

Raditz/Raditz, Brotherly Hate

Gotta give it up to Bandai. Despite Raditz being…well, Raditz, they still made him look pretty badass. His Awakened side was another card we saw early in the design notes and I liked him immediately. Again, back to the philosophy of taking away opposing card advantage rather than just fostering your own. Sure the opponent gets to choose, but that wears on you over the course of a game especially when you have to start defending yourself. He has this ability on both sides so he’s just going to be a constant drain on the opponent’s hand size as the game goes on.

On his front side he also gets the ability to look for a Red or Green member of his Saiyan squad and trade one of his cards in hand for it essentially. Thankfully it’s not a mandatory ability so it’s just some nice hand quality control when needed. He also only untaps 1 Energy for an Awaken, something Bandai seemingly does to potentially curb the power of a Leader they feel is against the kale. On his Awakened side, just a free pump for one of your guys. Nothing too crazy about it, but nice to have. Just goes more into draining the opponent of more resources to choke them out.

Raditz, Saiyan Assailant

Goes to show how a year can change things. A few sets ago this thing would’ve been an absolutely busted thing to have. A kill 2 while also getting rid of two cards from the opponent’s hand at 4, with a cheap combo cost? Insane! As of now though this likely doesn’t even see any play. That 3 or less restriction really hurts as the game has slowed down again and most of the targets you’d actually want to hit having Barrier on them. Depending on the format though he should hit the Sideboard because when his ability does go off he’s a house, but it happens a lot less than I’d like.

Raditz, Saiyan-In-Arms

…see, I was going to write this thing about how cool this card was until I realized one very horrifying fact. Raditz only has one Vegeta target in the entire game right now. And it’s not even in this set. I implore you to look up 2 cost or less Vegetas in the game with 10K Power. The result comes back at one. Tenacious Vegeta. That’s it. Anything else either has too much (or too little) power, or are a Vegeta from a different era. The only Vegeta in this set with 10K Power is a 3 Drop that can’t be modified. I’ve looked up and down the set lists to see if I’m wrong and I found nothing. Because of that, until Raditz gets something actually good to play, this card ends up really bad unless you just want that Tenacious Vegeta value. Serious fail on the design team unless they’re hiding something.

Nappa, the Cultivator : Saibaimen, Endless Explosions

I guess I’ll put these here. Essentially Nappa can just pitch a card as much as he wants to play endless Saibamen cards. I don’t think there’s a Saibamen deck coming to play any time soon but at least it’s a cool design. Keep an eye on it, never know when it might come into play.

Last Resort Vegeta : Power Ball

See, I think this card was supposed to be used with the Raditz SR but someone on the design team missed the memo because not only does he cost 3, but he also has to be played from hand. Anyway, on his own merits, solid card. Immediately +1s by grabbing Power Ball which will immediately grab you the Vegeta Great Ape that we’ll see in a minute. And then the Power Ball provides a pump every turn. Like the card a lot and these cards start to tell a good story.

Great Ape Vegeta, Energy Manipulation

So with that Turn 3 play, you immediately get to go into this guy. …I’m starting to think the “mistake” with the Raditz SR wasn’t a mistake and they really did work together earlier until someone in R&D realized that a free 30K on Turn 3 with help was really freaking stupid. This at least requires a modicum more effort, and you know your actual energy on Turn 3. This thing is untouchable early and as long as you have a Red and a Green Energy ready, you get to replace this with someone else if they (or you) finally kill it. Card is great at being big, but ready to go into something far more…deadly. But first, how do we get rid of this ourselves if the opponent won’t play ball? Well…

Yajirobe, Lying in Wait

Yajirobe, killer of all Vegetas! This thing is hilarious. Obviously its main use is to combo with the above Great Ape. It’s all but guaranteed to live its first turn and then once its self-protection ends, you go into this and give the opponents immense hell. But even outside of that, you get to basically kill any Vegeta on board, not just yours. Card is just insane in all the right and memetastic ways. The mirror match will probably be hell on Earth though.

Vegeta, Saiyan Elite

This card…all my love for this card. First, just look at it! It’s insanely badass, capture Vegeta’s psychopathic mania in the Saiyan Saga perfectly. As for the actual card, this thing is a goddamn house. He’s the epitome of a clock when he hits board, if he doesn’t outright end the game on the spot. He forces out two cards from the opponent’s hand on every swing, and that’s not even the strongest part of this card! No, how about he just burns the opponent for one every turn for 2 Energy. There’s no choice, the opponent HAS to out this card on the spot or they will lose almost immediately. Suddenly Strategies of Universe 7 doesn’t seem so terrible. Loading them on Vegeta to just win without ever interacting with your opponent seems like an infuriating gameplan…and one you know I’d love to use. The deck is being built, I don’t care. Just gonna be a pile of ways to make the opponent hate you.

Double Sunday

Last Raditz card to talk about in this chunk, Raditz’ Signature Move card is here pretty quick and…it’s aight. Good defensive card, not much more to really say about it at the moment. Good if aggro comes back into the spotlight though Green was already pretty adept at dealing with it.

Son Goku/Kaio-Ken Son Goku, Training Complete

Man, once again just some badass art here capturing the intensity of the Saiyan Saga climax perfectly. Goku’s front side, pretty generic which is a bit of a shame but ultimately fine considering the unique design we’ve gotten otherwise. Also a Hybrid Awaken, not bad.

His Awakened Side, oh there comes the design fun again. Bandai isn’t mincing words this time, there will be no Over Realm for you whatsoever. Also no Minus Kili Zone if that matters to you. I guess they didn’t want any consistent Scientist Fus with his Burst 7 ability, which is a doozy. Milling 7 for a negation is certainly interesting and something both parties always have to keep in mind in the late game. Don’t worry, Goku will get value out of the mill with a very specific card we’ll see.

Last effect he gets to shoot all Blockers down at 1 Life. That’s…okay I guess, but not many Blockers are played at the moment…and once again the dreaded “Choose All” option comes up so Barrier Blockers will avoid it. Don’t expect to use this ability much, but it’s fine otherwise.

This Leader doesn’t tell as easy of a story. Just a generic front side with a defensive backside. Not terrible, not world changing, still nice though.

Wilderness Training Son Gohan

Literally just a simple cantrip for Red. I’d say nothing special, but being a Kid Gohan IS relevant enough. Enough that I had to put it in this chunk.

Son Gohan, Momentary Awakening

Kind of the same deal here, but with a bit more reach. Searching a Green Goku in Top 7. Outside of just this deck now we have a way to search down things like Final Showdown Goku in Krillin Dies.dec. In Vegito this is another Kind Saiyan Son Goku which is neat.

Father Figure Piccolo

Hey, Bandai acknowledging who Gohan’s real dad is! …by showing one of his more evil moments and also reminding us how skinny Piccolo used to be. I guess you gain weight when you turn good, I won’t shame. He’s a simple Top 7 searcher for a Kid Gohan 2 drop or less. There are some good choices so this is definitely an alright card.

Son Goku & Piccolo, Budding Friendship

This card is an ABSOLUTE house in any sort of tempo deck. Going Turn 1 into any Gohan into this just reaps so many rewards. With any 1 Drop Gohan, this card’s floor is a 15K Crit Draw 2 on attack. That’s absolutely absurd. If using a Gohan with his own relevant abilities like Newfound Power or Tenacious Spirit, the opponent is forced into an awkward scenario where he has to clear the board or deal with more value the next turn. Forget in just this deck, I think this will form the shell of a very potent Tempo deck. Pick up your copies quick, I mean it.

Unlikely Duo Son Goku

On its own, this card isn’t that great. You generally want to do more impactful things on Turn 3 than just cantrip. But, this card has a reason for existing because of course it does.

Piccolo, Special Beam Cannon Unleashed

Like the Vegeta play earlier, the reason for the above Goku is preferably searching into this and playing it for free immediately. In theory this card is great. Comes on board for free and threatens plenty of kills. …However, I’m a bit down on it for one main reason. Kami’s Power Piccolo exists and I think is just simply better than this even though this is a free body. Double Strike and Barrier alongside what is essentially a free kill every turn I think overrides this being free to play. This can shoot weenies though and force the opponent to lose some card advantage while also ignoring Barrier which is nice but I think it’s just a hair too short. But I guess doing it on 3 drops would’ve been too much. Who knows though, maybe I’m just overrating KP Piccolo and underrating this card’s FREE body. Still good though, don’t get me wrong.

Kaio-Ken Son Goku, Defender of Earth

This card…this card also gets all of the love. Just look at this art, my god. But that effect makes it ALL worthwhile. It becomes a 5 Drop when you have 20+ Red and/or Green cards in the Drop. Easy to pull off with the above Goku Lead, or really any Burst Leader (hilarious against Janemba Mill). If your life is at ANYWHERE above 1 when this comes down, you win the game almost 99% of the time guaranteed. You get to take a Life, to take the opponent’s best card and turn this into a 50K Triple Strike Dual Attack. God forbid if you’re at 3+ Life. Yeah, that ability is not Once Per Turn. If the opponent is at 3 or less life, they’re dead on the First Attack. If they’re at more, then they have an outside chance…until he just rips the best card away on the second attack.

You know…after thinking about it, I take back the love part. I kind of hate this card the more I think about it. There really isn’t any nuance to this card. It’s not as bad as say the old The Awakened Power strats, but it’s still a matter of making it to Turn 5 with the right conditions (exact Energy plus the stuff in the Drop Area) but once you do, you play this and all but win the game guaranteed. Its only downside is if somehow you end up at 1 Life before you play this, in which case this card actually becomes dead (it only receives the Keywords if your life BECOMES 1 while this is on board. If it hits 1 prior, you’re SOL). But it’s such a minor thing honestly, alongside a Leader that has self-protection that it’s almost not worth speaking about. There’s no doubt in my mind this will become a meta card because it’s just too much of an instant win for very little downside.

Red Miscellaneous Cards

Raditz, the Oppressor

Now onto the rest of the cards that didn’t necessarily fit into specific archetypes. This may be a Raditz card, but really it’s just another of that Anti-Untap cycle. By the end of this, every color not named Black will have their own version which is good. Same can be said of this card as all the others.

Machspeed Kaio-Ken Son Goku

This card doesn’t really fit in a specific archetype despite being a Kaio-Ken Goku. At its best, it’s a 2 Drop Counter: Play that can kill one or even two things when it hits. Its best place might ironically be in Machine Mutants, they love these effects. Broly also likes another way to lower some power to set up for Broly’s ability. Has some potential value, don’t overlook it.

Krillin, Unforeseen Savior

Typical Super Combo pretty much for Limited play. Not much to say here.

Coco, Village Princess

This card is interesting. A way to cycle every turn, without putting itself in danger. If we get better Reanimation strategies or the like this can be very valuable. A card I’m glad exists.

Coco’s Grandpa, Village Oldster

…not SO valuable as to require its own 2 Drop tutor though. Yeah, not a fan of this at all. Maybe good enough in Limited but that’s pushing it.

Elder, Village Guardian

What we’ll find out here is that this is the start of another new cycle. This being the…*sigh* Recycle Cycle… Yeah, I’ll take the tomatoes in the face later. Anyway, in terms of recycling your own stuff I don’t like it because the cost is too high. It’s essentially a -2 which isn’t great. Where I DO like it, is shuffling one of your opponent’s cards back. Yes, still a -2 but we have very few ways to interact with the opponent’s Drop Area. A way to hose the opponent’s strategies in there is potentially worthwhile. Again, a cycle I’m glad to have even if we don’t use it right away.

Shaman, Ritual Master : Natade Village Monster

Oh hey, a new Vanilla matters card. I think it’s certainly unique in design. Replaces himself and if you Crit the opponent (or they Crit themselves) you can sac him to get a free 20K. It’s not terrible. I think this is more of a Limited package for Broly though. In there this is a great combination. A bit too niche for Constructed play though in my opinion.

Familial Bonds

This card technically goes with the Son Family stuff earlier, but it’s also a Desire card so screw it, it’s going here. It’s been what, less than a month or two and A Child’s Wish is ALREADY back. Okay, thankfully this is a far more restrictive Child’s Wish in requiring a Red Saiyan rather than literally anything but still. It also even has upside in grabbing 2 Dragon Balls. The only downside to this is…well, I don’t see a Red Wish Deck playing this at the moment because for whatever reason, Red is still the only color with just one Wish Leader who…isn’t good and has very little to do with Saiyans. But still, it’s A Child’s Wish in all but name, I can’t ignore this card literally ever.

Denial of Hope

Yes this is technically a Broly card, but it’s generic enough to put here. It’s essentially Preemptive Strike for Red. Instead of 4 Drops or less you get 20Ks or Less. This covers very similar ground, while weak to somethings and strong to others. Broly will enjoy this if he’s all in on the Arrival plan but the real winner with this card? Red Movie Frieza, this is another Red Extra Card that slows the game down for him. Card’s good, I expect to see it a bunch.

The Final Guardian

The final Red preview card is of course, the Final Guardian. With it, we have yet another new Counter Cycle. This card under normal circumstances is only really okay. Generic counter that pumps a Battle Card. But, the fact you can play it once from the Drop Area is really damn cool. It’s like turning your worst card in hand into another negate. Great in self-mill strategies so you’re never screwed out of defense. I think it’s specifically for those strategies though as it’s not as great otherwise. Still, cool cycle, I like the start.

Green Miscellaneous Cards

Vegeta the Cruel

To start the Green Cards, something we saw in the Designer Notes. I loved this card immediately. Like Machspeed, it comes in on play and is a 2 Drop in most cases. I think Vegeta is FAR better though since he gets to shoot a 4 Drop or less while also forcing a card out of hand. Great boon for any decks that can play him, think he’s great. Just remember he’s NOT a counter spell, whatever comes on board will get on board with its abilities intact. This is not a replacement for Preemptive Strike.

Krillin

Skip!

Kamehameha Blast Yamcha

Generic Green Super Combo for Limited, not much to say.

Sorrowful Strike Tien Shinhan

Part of the Recycle Cycle, same thing I said there applies here.

Chiaotzu, Desperate Measures

So it’s Family Kamehameha but on a body rather than an Extra Card. Ironic considering it’s the Second Coming set. Anyway this is obviously marginally better than Family Kamehameha, probably still won’t see play though unless there’s a 1-2 Drop you REALLY need to be disposed of.

Urgent Aid Kami

Final part of the Anti-Untap Cycle. Only a bit more to say here is that it’s a Namekian God which are great traits to have and could have relevance. Yeah, that’s all I got.

Hidden Power of the Saiyans

This card…isn’t good at all to me. To me this is just an outright worse Preemptive Strike. Pick your poison type cards have to have two outright devastating effects to be useful. This only has one devastating effect which is the pumped up Preemptive Strike. 90% of the time this will read “Pay 2 Green Energy to have your opponent lose two cards from hand”. Yeah, just not good enough in most cases, stick to Preemptive Strike for a consistent Counter Spell.

For the Greater Good

The final card of the day and is another of this new cycle of negate. Drop Negate Cycle I guess I’ll call it for now. Essentially we go back to having a Full Power Energy with upside. Once again, Burst Leaders love this, everything else will likely stick to the other standbys.

Final Thoughts:

That was a LOT of cards to go through. But a lot of them I enjoyed, it’s looking to be a good and interesting set so far. Let’s see if we get some of these new archetypes up to the forefront of the meta this time. I’m sure Kaio-Ken Goku will be there for sure.