Welcome all to a much more timely edition of Preview Season. Today we’re talking about the Green Cards. Green has had a few blessings lately, though right now it’s generally used as sidekick to Red rather than its own beast. Can the Draft Box change that, especially with Red getting even more turbocharged? Or will it continue to stumble finding its own identity? Let’s find out.

Swift Combo Kaio-Ken Son Goku

To start out a…mildly interesting 1 Drop. Green is also going for a bit of a “10K Power Matters” theme here which is interesting because, once again it’s somewhere Red really laid claim to first. On its own honestly it’s not great. It’s generally a more restrictive Newfound Power Son Gohan and not much better. Really the main crux of this card will be if 10K Power Matters…actually matters in the end. If it does this is a great addition as it’s a 10K version of a card that does see periodic play, albeit a restrictive version of it. If not it should at least still be solid in Limited play.

Son Goten, Deluge of Power

Another in the pseudo-Super Combo cycle for Battle Cards. This one takes a bit more note because it is a 10K Battle Card and it is a Goten. Decent trick for Union:Fusion.

King Vegeta, Saiyan Ruler

The first SR to look over for Green and…well he’s on theme to what the King Vegeta Leader likes to do…somewhat. Put in play cards that become temporary Vanillas and eventually earn card advantage from it. Upside is that he doesn’t require Saiyans but the downside is that he’s part of the 10K Lives Matters movement. Still for Limited play, he’s easily early pickable as something to build around. He represents 3 attackers for 3 Energy, all 15K (yes he’s 19K but that represents 15K on offense in this game at the moment outside of extremely niche scenarios) and he can give himself Double Strike in the process. Probably a bit too narrow in Constructed but I also won’t rule it out. Again, he’s putting two cards on board for free essentially, that always has potential for insane value and power.

Trunks, the Prankster

We’re definitely seeing more interaction with the Drop Area as of late which I love. Trunks is actually pretty good for the 10K Power Matters deck since he just immediately gets another 10K. I’m just gonna be glad he came out after Bardock the Progenitor got the axe. But there’s some neat potential with him already and he only gets better as time goes on. Wouldn’t overlook him.

Dr. Brief, Father of a Genius

Again, harkening back to some MTG Limited Design. An early card designed for later removal. In this case he’s far better, repeatable removal at the cost of making you commit to it more as he’s higher on initial energy and doesn’t have a bonus effect. Should be a potential powerhouse in Limited.

Bulma’s Mom, Mother of a Genius

Now this card is just great period. The ability to dig for ANY 1 Drop has immense value. It does obviously come at the downside of missing out on early value and plays if you need something to hit early. Before this set there were (around) 186 1 Energy Battle Cards that have been released. I’m pretty sure we can find SOMETHING relevant for her to dig for. But ultimately just a good card, won’t break the meta or anything but I’d be shocked to not see her at least once in the future.

Bulma, Genius Inventor

Another good 1 Drop. Not as potentially insane as her mother, only 99 1 Drop Extra Cards, but we also don’t have a ton of ways to search Extra Cards to begin with so her presence is greatly appreciated. Green also happens to have a few build around 1 Drop Extra Cards so any deck that used those, or wanted to use those will appreciate Bulma.

Piccolo, Assimilated Ability

This is essentially a retrain of Kami’s Power Piccolo. Ever since that card was released I really used it as the litmus test for 4 Drop Battle Cards that aimed for removal and very few matched the sheer gradual value. Unfortunately KP Piccolo himself dropped off as the metagame and design philosophy really shifted away from just simple Sorcery Speed removal at every turn, even if he was essentially free. So Bandai’s taking another try. Removing Double Strike (which honestly is fine, DS was mostly an afterthought on KP Piccolo) and restricting the target space…for the ability to use this at Instant Speed and Draw a card. The Draw is nice but obviously the money is that Instant Speed removal. Boarding this, let alone multiples of this can really put a lot of opponents in immediate hell, really restricting how much they can attack. It harkens back to the proactive removal the game was known for before, you do have to land this on Turn 4 and have the Bond active.

In Limited this card will outright decide and win games. I can honestly see quite a few games decided by someone just simply boarding this and saying “Do something about it”. In Constructed…it still might be rough. 4 Energy is a lot these days, especially for something that gets eaten alive by the premier Counter Spells in the format. It’s asking a lot. Boarding it, having another Battle Card and being in enough of a secure position to take advantage of his effect repeatedly but he does pay off very well if the conditions are met. I think he’ll be tried but idk if he’ll ultimately make it all the way, we’ll see. I might try him out myself.

Krillin, Steadfast Defender

At first glance this card is…extremely interesting. I don’t think this card is generally worth it at 4 Energy. 15K Blocker, even if he provides some great card filtering, just isn’t worth the hassle. The question is how often do you hit that Sparking 10 and if you do, is he even worth it then? The one obvious deck that loves him is Krillin Dies.Dec, as he’s another 4 Drop Krillin that brings down an angry Final Showdown Goku and FS Goku IS showing up again. I could maybe see a world where it’s played, especially since The Legendary Super Saiyan mills extremely fast. In Limited, might also barely be good enough (I do at least know that FS Goku IS being reprinted in Limited so if you pull that…yeah, enjoy opposing rage).

Beerus, the Bad-Tempered

Another 7 Drop God, though this one isn’t a SR. Like Whis…idk if Beerus is quite impactful enough to make the cut, which seems insane for something that kills two things guaranteed ignoring Barrier. But 7 Energy is once again a LOT to ask for even in Limited play. If Limited for DB04 is slow enough that 7 Energy is worthwhile he’s probably worth a slot, just because there is a fair amount of Barrier flying around so having a way to subvert it is good. If not, easy pass.

Whis

To the Power of Skip

Broly, Free at Last

…anyone find it ironic the card is called “Free at Last” yet depicts Broly as still very much in his control tiara? Anyway, more Broly support but this is the extremely rare Broly support that helps both the OG Broly AND the new shiny Broly (his wording specifying Character Name means you actually look at the title). I know some are asking, at least for OG Broly “well, if you can play him on Turn 4, why not just go with the Infinite Rare?”. Well, he doesn’t require Broly’s Ring, nor does he cost you the one on field right away. Also it’s just generally good redundancy, having another way to drop the Rampaging Horror onto the board without relying 100% on the Infinite Rare, especially since said card is also doubling as a way to get to the Ring. He’s also pretty good in New Broly as it’s a very easy way to establish another 6 Drop on board without forcing you down the path of losing a key Energy. Great card for both archetypes that isn’t just extremely over the top in trying to make them good.

Lemo

Fun Cheelai target, otherwise skip!

Dr. Myuu, Weapon Surplus

Now this card I really adore. Good in Constructed, good in Limited. The ability to buy back key late game Androids is very good in both formats. Super 17 will definitely appreciate the cause as Burst always carries that instant of risk that Dr. Myuu helps to relieve a bit. He also can get back Extra Cards which is outright fantastic. The standard, somewhat “boring” way to use him is to just buyback your counters so you can avoid that sucky thing called dying. But he can also buy back crucial removal or Counter Spells. I think Androids will like him in some numbers, should be great in Limited.

Super 17, Power Distilled

Now this card is just beautiful. Not just the art, which is legitimately amazing, but the effect. Compared to Cell Absorbed, he forces 2 less cards out of the opponent’s hand. But you gain not just 2 cards yourself (evening the card advantage level) but you get quality choice of choosing Extra Cards. Now again, the standard choice will be to buy back your Counters and sit and live. But if you’re able to ever get a turn where you have 2+ Untapped Energy going into the opponent’s turn… I mean let’s make it clear, this card can buy back Preemptive Strike every…single…turn. Not just that but nice utility cards like Create Android, Infernal Messenger and so on. He is absurd value if he lives.

On top of all of that, if you have essentially a Sparking 10, he costs 4 so he’s not beholden to the Super 17 Chain. Really the only downside is that caveat. You really wanna have Energy open after him. But if you can make it happen, this man is a nightmare. A lot of potential with brewing him up.

SS Rose Goku Black, a Delicate Plan

Uh…hello GB/Zamasu support, I didn’t expect you here. Yes, again we have surprise Green Ego Twin support. The last time we got that, all three cards were pretty damn good but (outside of the Goku Black) struggled to find an actual home because of being Green. This card immediately finds a way to avoid the issue while pushing Twisted Justice to even greater heights. He’s another Green “Hand Trap” essentially. An instant speed kill of a 2 Drop or less. This card can absolutely flip a board on its head, then immediately pivot into a Green Fused Zamasu while also untapping on the opponent’s turn! Card does it all, and does it for generic Energy so Blue/Yellow isn’t left out in the cold. Also, unlike most cards that play bigger ones, the Goku Black doesn’t go anywhere after doing the deed. It plays the card and remains there which means he can do it every single turn, and potentially multiple times a turn (though if the opponent lets you activate him more than once…he REALLY should be dead anyway). Card’s absurd and honestly a damn good reason to once again try to bring the Green Ego Twins to light.

Fused Zamasu, Deity’s Wrath

The last Green SR for the Draft Box and we have another target for the above Goku Black. At first glance he’s just nowhere near as good as Twisted Justice, which would be fine if not for the Goku Black. He essentially represents a guaranteed lost card from the opponent’s hand every turn and you can also play him down for 1 Energy though it’ll cost you a relevant board in most cases. I think he’s actually only a tech play in any deck going for the above Goku Black, since every single time you’ll want to be on Twisted Justice for the flexibility and bigger offense. That’s not to say he doesn’t have a home though. Once again, back to 10K Power Matters and I’d argue he’s actually a pivot point for that potential archetype. There’s enough stuff in this set where you have efficient plays to get enough bodies on board to swing with, and then drop Zamasu over the top for more, constant pressure and cards out of the opponent’s hand. In most cases those 10Ks will be grass if the opponent gets a chance to out the so he represents a good way to cash them in.

I think this card is a very interesting card and brews a plenty will be had.

Zamasu, the Undying

Man, where was this when we wanted to actually Potara out Twisted Justice? Or you know, when we really hated Storm? Anyway of the 3 Ego Twins cards…this actually helps the archetype at large the most since they wanted easier Union targets and this provides it in spades. Worst case it’s just a 1 Drop 5K that sits on the board forever until you Union him but sometimes he also kills something relevant. What can I say, good card.

Slumber Strike

Basically an upgraded Father Son Kamehameha, where the card actually is usable outside of killing Battle Cards that are out way too soon. 3 or Less isn’t the best, but that’s fine considering it’s more of a fallback to the actual goal of the card in punishing greedy plays. Makes it much easier to use in any case.

M2, the Phantasmagoric Planet

The last card is pretty interesting. What the card really reads is that it puts a 10K Vanilla in play while killing another 1 Drop and Drawing a card. But the upside in that you don’t have to do that all at once and can space out effects as you need them. It’s certainly interesting and I love it for Limited. For Constructed…we’ll see. If 1 Drops dominate this could be seen as an interesting choice alongside Crisis Crusher.

Final Thoughts:

I think Green did pretty well for itself here. Not as good as Red because some of their stuff was just outright absurd, but a few decks got some love here. If nothing else it should also be extremely fun to build in a Limited environment.