Panini America Breaks 24-Pack DBZ Booster; Offers Release-Day FAQs

Panini America 2014 Dragon Ball Z TCG Booster Box Teaser (2)

The big day has arrived. Finally, Panini America’s 2014 Dragon Ball Z Trading Card Game is live. The triumphant return of the iconic TCG brings with it immense excitement and anticipation. Today, we’re here to fuel that excitement with a gallery that takes you pack-by-pack through one 24-pack Booster Box. We’ll follow up next week with a comprehensive video starring game creator Aik Tongtharadol to discuss some of the highlights from the first full weekend of release.

In fact, it was Tongtharadol and our development team who fashioned a must-read list of release-day FAQs to help veterans and newcomers alike. So we’ll lead with that. Stick around after reading the FAQs for the pack-by-pack gallery.

Panini America Dragon Ball Z Trading Card Game Launch Day FAQ

Gameplay Mechanics

Powers may only be used once per turn, including Drills. However, Drill Powers may be used again if they leave and re-enter play, unlike Personalities/Masteries.

Effects that modify the amount of anger needed to level up do not change the requirements to win by MPPV. For example, you win by MPPV when you reach five anger on level four against Blue Protective Mastery.

Hero/Villain Only cards and Named cards are for deck construction purposes only. For instance, a Hero may play Stare Down with Black Disorienting Blow. (However, Black Disorienting Blow may not play Events that have a contextual timing, such as Namekian Hybrid Defense or Heroic Energy Sphere).

HIT effects take place before Critical Damage effects.

The act of Rejuvenating is inherently the top card of your discard pile being placed on the bottom of your Life Deck. Some effects may modify which cards are Rejuvenated and where they are placed.

Card Text and Interactions

Saiyan Empowered Mastery raises your anger 1 level per each card Rejuvenated.

The effects of Gohan, Armored and Namekian Knowledge Mastery may continually interact with each other as long as you have a card with the word “anger” in the text box in your discard pile.

Saiyan Surprise is not a direct reprint, and should not have gold text for its title.

Orange Searching Maneuver searches for the drill immediately. Reveal it, then set it aside to be placed into play at the end of combat.

Captain Ginyu, Body Change and Captain Ginyu, Frog prevent discarding via critical damage effects (terminology in the rulebook is discard an Ally), but not “destroying” (or other forms of removal) from card effects.

Black Punishment – Treat this card as if it reads “Energy attack costing 2 stages. DAMAGE: 4 life cards. Raise your anger 1 level. HIT: Until the start of your next turn, whenever a card banishes itself after use your opponent destroys the top card of his Life Deck.”

Black Swerve – Treat this card as if it reads “Physical attack. DAMAGE: AT +3 stages. Choose up to two Setups in play. Search your opponent’s Life Deck for one copy of each and destroy them.”

You can also download the FAQs as a PDF document here: FAQv2

Now, to the gallery . . .

114 thoughts on “Panini America Breaks 24-Pack DBZ Booster; Offers Release-Day FAQs

  1. The CRD should also note that Dragon Balls and Setups can also be used more than once per turn IF they are removed from play and re-enter play in the same combat (turn). This was a common question we had at my local for a while.

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  2. A question that came up, can you redirect a single source of physical damage split between multiple allies? The rule book says you may redirect to “an ally” which tells me no, but I’d like an official answer.

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        • For locally-run events, your player group or store can decide to allow a mix for their events, or play specifically with the new ones. Any card with gold titles (except Saiyan Surprise) will always have their older versions allowed because they are reprints.

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  3. So the rulebook states that you must use a Mastery, right? But it also states that you can ONLY use styled cards that match your Mastery… So wouldn’t that render most starter decks unusable due to the mixture of styles? Is it possible there’s a typo, and that Masteries AREN’T required, just like in the old game?

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    • For a true constructed deck, yes, Masteries are required. That being said, we’re not expecting players to take strictly a starter deck to a sanctioned event and use it straight away. Sealed however, would allow you to use a Mastery with any Style cards.

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      • Beautiful, thanks for clearing that up, and for the quick response. My friends and I are still discussing whether to play by the old rules or strictly the new ones. I think we’re going to start with just the newer rule set, as we have some new people in town playing and it’ll be easier that way.

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  4. So I have a rulings question concerning some Black Cards – one of note being Black Jab. “(If this card is discarded from your hand, choose a card in your opponent’s discard pile and place it on top of his life deck)”.
    Does this card effect also trigger during the discard step, when you would normally discard down to one card?
    And does this effect also apply to other black cards that simply state when it is discarded, you get said effect?

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    • For that example, yes it would work with normal end-of-turn discarding. It depends on how each card is worded, some state discarded by a card effect and would not trigger in that situation.

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  5. For red shoulder grab where it states “For the remainder of combat all of your other attacks are considered to deal critical damage” does that mean they have to be successful to use the critical damage effect? Or just by playing them, you get to use a critical damage effect?

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  6. I need an official ruling. I am playing a game while in combat I need to declare what type of Attack I am using saying when I use and energy attack I need to state that it is an Energy attack right ?

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  7. So I’ve hear of crazy pulls from boosters over the weekend. Things like unreleased promos, non-foil URs, blank rares. I’ve also hear that S78 “Orange Truck Lift” is not in the starter deck but two S75. I’m haven’t seen anything yet as I’m still waiting for my boxes to come in the mail, but will there be anything done about some of this? I won’t mind some of these anomalies, but what about the S78 issue? I’ve already ordered a box of staters and I don’t want to have to buy more starters for the one card. Just some questions on my mind.

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  8. So, my friends I were wondering if effects that make your opponent skip an action, like U119 Piccolos Weighted Clothing, would be considered forcing a “pass”? This would allow the Piccolo to pass as well and end combat. Also, we had a question about whether or not characters that aren’t marked as “Ally” be used as one. For instance, can C8 Captain Ginyu, Leader be used as an ally?

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    • Skipping is not the same as passing, so you could not end combat in that way. Only cards marked as Allies can be used as such (they also have purple borders vs. red/blue).

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  9. So I have a ruling question. For the card Orange Burning Aura Drill, when you use its power it stays on the field right? You can just only activate it once per turn. Everyone at my release thought that was too “op” and said if I activated its ability it gets discarded.

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  10. Minor question and some major ones. First the minor one:

    Are there any plans to eventually release scouters and anger swords? Even if it’s just as an optional accessory that can be purchased separately? I myself still have a fair amount of scouters from the original game but I’m down to my last anger sword. I’d seriously like to pick up some replacements at some point.

    First major question:

    While it’s already been established that Score’s DBZ CCG is compatible since Panini’s version is essentially an updated version I am curious about the compatibility of Score’s DBGT CCG. While I myself didn’t mind the GT changes I feel some of those card might be a bit overpowered if their use was allowed with this new game.

    Questions regarding power levels:

    Can we expect future updates or expansions to the power chart as newer sets are released? Also what sorts of rules will be used in regards to characters from Score’s Classic Z? While I feel some characters such as Tien are more than useable there’s the issue of others such as Cell, Buu, Goku personalities from post Cell Saga, ect. Many of those characters would hit E or F on the Attack Table on their level 1 cards. Therefore would it be recommended to stick with perhaps a Buu/Fusion Saga power chart if we intend to use them for our own personal games?

    Finally are there any plans in place to keep newer cards from overshadowing some of the classic cards? In local tournaments for the classic game I tended to use a mix of Goku or Gohan from various sets. However as I’m sure many of the classic players may remember taking even one hit on some of those older level 2-4 personalities was usually enough to open you up wide if someone was playing a character with a power level in excess of 3 or 4 million on their level 1 (Buu in particular could be pretty brutal on just about any of his level 1 cards)

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    • We don’t currently have any plans to manufacture swords and scouters, but I’m sure the topic will be discussed with the next starter/booster set.

      While we haven’t ruled out a power chart change, we are planning on keeping the same chart for the next couple of sets. If you are mixing old and new cards, I would suggest using the most recent chart in order to keep those higher personalities in check.

      From a card power level standpoint, I would say that classic cards are much stronger than new cards, for a variety of reasons. That being said, there are no plans to reach the Kid Buu Saga power level in the near future. You’ll find similar but toned down effects, or just new effects in general, instead of trying to directly replace older cards. We have a fairly set overall strength of decks for the new cards and will not creep too much farther up with each release.

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  11. If a card says your attacks do +1 life card or stage of damage (such as namek dragon ball 1) and the attack normally does not do life cards of damage, do you still get the 1 life card of damage?

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  12. With the Namekian Knowledge Mastery, it is only 1 anger for per rejuvenate or shuffle no matter how many you get back correct? But if I have two or more different rejuvenations going on, I get multiple anger correct?

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      • I’m full of question. One more. If I use Freeza’s Lv 2 power and my opponent has a mastery or drill boosting the attack, does Freeza get that bonus? I can see were you wouldn’t, but the Saiyan Mastery in particular says that attack “gains the text…”

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  13. I have a few questions about some cards and mechanics

    What happens if I try to play another copy of a styled drill already in play? I ask this because I’m kind of afraid that with Orange’s ability to search for Drills it’d be easy for them to keep recycling the stop an attack drills to reuse them.

    When something says, Place it into play, does that qualify it for activating abilities that say when you play a “card”. Like if I use Goku’s power to place a drill into play does that allow me to activate Orange Devouring Drill?

    Finally Orange Burning Aura Drill says (Use only if your opponent has not performed a successful physical attack this combat.) do I have to stop a physical attack before I can use this, or could I use it on the first physical attack my opponent plays that turn? I can see arguments for either interpretation.

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    • You would not be able to play another copy of a Styled Drill you already have in play.

      If an effect places a Drill into play, you would not be able to activate Orange Devouring Drill.

      You can use it on the first attack – that wording is intended to prevent use of the Drill if your opponent has successfully performed a physical attack already.

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  14. Not sure if this has been answered elsewhere, The starter deck version of “Krillin, Ready” Lvl 1 has had his power changed slightly since the promo Krillin, Ready from SDCC, allowing you to gain 2 anger. Will a “Most recent printing” rule be in effect, making the newest version of Krillin, Ready the correct version? Essentially, if I use the promo, will it gain the 2 anger when a card is discarded from a hand?

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  15. Can someone tell me why I cannot play the old Time is A Warriors Tool (common) even thought the new Time is A Warriors (rare) does the exact same thing? Where as the new Black Side Thrust is suppose to be a direct reprint with the gold lettering (tournament legal) but the old Black Side Thrust requires a Tokui-Waza which no longer applies to the Panini rules. Also, can someone tell me why the “supposedly direct reprint” of Red Energy Defense Stance is an energy combat card instead of it’s old type which is suppose to be a physical combat? Does this mean it is not a tournament legal card? My friends and I are trying to adapt to the new rules before any official tournament league starts in our area but this is still so confusing. One last question but does anyone know where i can find an official tournament ruling book or is it the same one that comes with the starters?

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    • As mentioned before, the old Time is not an Event. It does seem like more cards will have to be disallowed as reprints though.

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      • in “Panini America Offers a Must-Read Transition Guide for DBZ TCG Players New and Old” it says combat cards are event cards so why wouldn’t you be able to use your old time or blue terror or other cards that are still the same in power and name

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        • That guide is truly meant for older players. We’re not going to force new players to memorize multiple names for different card types, keywords, or mechanics in order to allow a handful of additional older cards.

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  16. I have a couple of questions. First, when an attack has a HIT effect, let’s just say, Yamcha’s power. Is the effect triggered if it hits no matter what? And if my opponent has no targets to shuffle back into their deck, do I have to choose one of my own?

    Also, with the Namekian Mastery in play, if my opponent plays are Dragonball down, do the effects of their dragonball happen before my mastery’s effect triggers to destroy the top card of their life deck?

    Also, when a Dragonball hits any zone, and another copy of that dragonball is already in play, is it banished like in the older game? If so, does that Dragonball count as a life card of damage if discarded from a deck by an attack? How about if it’s discarded from my deck from a “destroy the top card of your opponent’s lifedeck” effect?

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    • Since Yamcha’s power does not say ‘may’, you would have to use it and shuffle him back in if there are no other targets.

      Yes, the Dragon Ball effect happens immediately and the Mastery would resolve after.

      Dragon Balls count as damage if they are not being replaced (such as when you are forced to banish one because it is already in play). They also count towards the total for non-damage effects, regardless of where they end up.

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      • Aik, I have a follow up on the dragon ball damage question. Say all my opponent has left in their deck is 3 dragon balls. If I used orange destruction, do they lose or do the balls continually go to the bottom of the deck until the count is over based on how many cards orange destruction hits?

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        • Since that is a non-damage effect, they do not lose and would continue to be placed at the bottom until the # of cards is met.

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      • Aik I really appreciate you taking the time to clarify everyone’s questions! So what if they only have 1 card and it is a dragon ball, would orange destruction win it?

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    • If an attack hits and should do 5 life cards of damage but the person taking damages uses endurance, would the person performing the attack still get a critical damage bonus? when is critical damage calculated? before or after endurance?

      Thanks

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  17. You guys realize Panini is doing us a service letting even certain cards be reprints and have old cards be tournament legal. It makes complete sense not to force new players to learn what a “combat” card is or what a “tokui-waza” is when these terms do not even exist in the new game. I am completely fine using all new cards and will just mix some old ones in that are legal for fun.

    p.s. I got my product today in the mail. Been a blast opening packs again.

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    • Also, if they let people use a bunch of reprints they wouldn’t make any money selling new cards. I am pretty sure they aren’t doing this for charity (even though I know there are plenty of people happy to be able to revive a great game!)

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  18. i’d take it the release of this game has been a success seeing a lot of places carrying have sold out, around how long would we expect the next set to come out?
    are there plans to have redemption promos? im holding onto my booster wrappers just in-case.

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    • Our current schedule has the second set in February. We don’t have any immediate redemption plans in the works, but it may be an option for future items.

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  19. I really wanted to touch on your errata of black punishment as reads below:

    Black Punishment – Treat this card as if it reads “Energy attack costing 2 stages. DAMAGE: 4 life cards. Raise your anger 1 level. HIT: Until the start of your next turn, whenever a card banishes itself after use your opponent destroys the top card of his Life Deck.”

    I believe the point to the change was to avoid using the effect when your opponent uses endurance on your attacks. Your errata though really messed up what I was doing and thought it did. Why can this not work with your mastery which banishes from a discard pile? Seems this card was designed to work with the mastery in the first place first and foremost?! Secondly, until I saw the errata, I was using it in combination with Trunks in that I declare with it in hand and if my opponent declares on me next combat they lose an additional card. Does this not work either? If these two things no longer work per the original text, the card is absolute garbage imo. Either way, just want to make sure I have the right cards in my deck and that you guys make the best clarifications or changes needed to keep the game in check.

    Thank you so much for bringing this game back, my friends and I have been super stoked since announcement and have had a blast playing and opening a ton of packs!

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    • Unfortunately this doesn’t work the way you were using it. We clarified this so that it is easier to recognize when the effect happens and to prevent potential timing issue and confusion.

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  20. I can’t remember if this was just our old house rule or not, but recapturing dragonballs, do you only get to use a recaptured dragonball’s effect once?

    Like if me and an opponent kept ping-ponging a dragonball back and forth, do we have the option of using it’s effect each time?

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  21. Question about Red Intimidation Drill: can you use it’s power again to draw a card with critical damage if it gets discarded then comes back into play after having used it’s power once?

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  22. Pretty interesting situation came up last night.

    Red Style mastery says that when you use a critical effect you can gain one anger. The rulebook says when you do 5 life cards of damage you “MAY” use one of the effects.

    The question is, can a “Reduce anger” effect be used even if the personality is at zero anger? If so, will this trigger red mastery?

    The situation was that the first attack the red player used hit 5 life cards, but his opponent had no dragon balls, no allies and his anger was at zero. Would you still be able to say “I lower your anger 1 and trigger red mastery”.

    My thought is no, because of the fact that the book says “Anger cannot be lowered below zero”. However, there have been (and may be in this set) certain blue cards that say something to the effect of “If you would reduce your opponent’s anger below zero destroy the top card of their deck” or something similar.

    Thoughts?

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  23. The Namekian Dragonball tutors (Namekian Planned Attack, Namekian Palm shots) become extremely strong if the Dragonballs they ‘place into play’ allow you to activate the power of the Dragonball as well. I’ve seen a lot of talk that ‘play’ a dragonball = you get the power; ‘place into play’ a dragonball = no power.
    This contradicts the rulebook which tells you to immediately use all the effects whenever you place a dragonball into play.
    I know an FAQ detailing this issue is on the way soon, and I appreciate the effort to get rulings out to the players. Is it possible to get a clarification on this ruling before our first local constructed events this weekend? Absent a clarification, I plan to follow the rulebook for our first event.
    Thank you!

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  24. Let’s say I’m on Gohan’s level one and I perform an attack that has regenerate 1 as a secondary effect. If I have no discard pile, do I have an opportunity to activate his level 1 power destroying cards from my life deck in order to enable the regeneration? Or does the regen happen first and since I have no discard pile, I can’t regen?

    I guess what I’m asking is if secondary effects occur before “when you perform an attack” triggers do. Thanks!

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    • You would choose to use Gohan’s level 1 power when you are playing the attack, before you use secondary effects of that attack.

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  25. hey so I have a red vegeta question. with the red mastery when you crit with an attack you raise your anger. vegetas 2 and 3 have effects that work with cards that raise anger. just checking and I assume it works since it works with saiyan but would they trigger after crit damage has reached and I can raise my anger 1?

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    • The card has to inherently have (or directly gain) the ability to raise your anger. Vegeta’s power does not instantly activate on attacks just because they can deal critical damage and then gain anger from the Mastery.

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  26. say I use a namekian card that searches for a dragonball and it says place the dragonball into play and not play the dragonball do I still get all the effects of that dragonball

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    • We’re discussing our tournament schedule for 2015, but we won’t be personally hosting any events until next year. However we’re fully in support (and have kits) for stores who would like to hold their events at any time.

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  27. Couple of ruling questions if you don’t mind.

    1.) If I play a card that says “Rejuvenate 2” with the Saiyan Style Mastery, I know that I would gain 2 anger based on the ruling. However, would both 2 anger be simultaneous or resolve separate as two instances of Saiyan Style Mastery? (ie: If I use the above scenario and I am at level 1 with 4 anger, do I level up to Level 2 with 0 anger or Level 2 with 1 anger? – does the gain 1 anger from the Saiyan Mastery trigger twice to allow the second anger to not be wasted or are they simultaneous and only 1 anger can be gained?

    2.) If an effect prevents/reduces life cards of damage, then does it also prevent/reduce an attack that does power stages of damage but are converted to life cards (ie: if my personality is a zero)? For instance, Orange Hiding Drill states “all of your opponent’s attacks do -2 life cards of damage”. If my opponent hits me with a physical attack doing 5 power stages of damage and I am at zero, would I take the full 5 life cards of damage or just 3 life cards of damage? Same scenario, but I play a card that reduces my opponent’s attack by 2 power stages and also have the Orange Hiding Drill in play, would I take 5 life cards of damage, 3 life cards, or just 1 life card of damage?

    Sorry for all the confusing questions.

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    • 1) You would gain the anger 1 at a time.

      2) Let’s be clear on the wording, Orange Hiding Drill makes your opponent’s attacks deal -2 life cards. This modification occurs before damage is dealt. Prevention effects occur while taking damage (Endurance, Blue Fist Smash). With prevention, it would reduce life card damage from converted power stages.

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      • would orange hiding drill work against cards like krillins destructo disc or no then since you are saying its a modifier before damage?

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      • Sorry to continue this, but my playgroup has recently questioned this and I wanted to get a explanation/ruling:

        Let’s say that I play Red Blazing Aura (For the remainder of Combat, your opponent’s attacks do -3 stages and -3 life cards of damage). I’m at 2 stages above 0 and my opponents performs a physical attack doing 6 power stages of damage.

        How much damage of each type do I take? It seems to me that, in this scenario, I would take 2 power stages of damage and 0 life cards.

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        • Since Red Blazing Aura is a modifier to damage, you would take 3 stages of damage from that attack. Thus 2 stages and 1 life card. Modifying is not preventing and each has different timing.

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  28. There has been discussion from some of the people that playtested the game that when using one of the namekian rares like Namekian Planned Attack, you would not be able to use the power of the dball. There reasoning is “playing a card” and “placing a card in play” are different.

    The rulebook states “When you place a Dragon Ball in play, you immediately use it’s effect”.

    My question is would I get to use a dball’s power when playing from my hand? Would I get to use it’s power when placing with a card effect?

    Also the rulebook has no page numbers 😦

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    • When you play a Dragon Ball from your hand or when an effect plays one, you must use the power. But, if an effect places it into play, you would not use the power.

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  29. I have a question regarding Level 4 Personalities and anger… Say you cannot win by MPPV, example being the Saiyan Style mastery – what happens when you reach 5 anger at level 4? Do you raise to your highest power stage and reset your anger?

    One last question regarding anger: Say you have 3 anger at a level 2 personality, and a card effect reduces you a level to level 1. Do you reset to 0 anger?

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    • If you cannot win by MPPV and you gain enough anger to advance a level while on Level 4, you would reset your anger to 0 and raise your MP to its highest power stage.

      No, your anger would remain the same if a card effect advances or lowers you a personality level.

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  30. Question about Red Mastery. If a card, such as Vegeta’s Gallick Gun, that allows you to use 2 critical damage effects deals critical damage would you gain anger twice for the mastery?

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  31. Two quick questions:

    1) Lv 2 Goku (Kaio-ken Enhanced) power states that “At the end of each combat, you may lower your MP a personality level and you may search your Life Deck [and place a drill into play].” Since lowering a level would normally cause drills on the table to be discarded, this power lists the steps chronologically, correct?

    Ie, you could lower a MP level and still retain the drill you just pulled, right?

    2) Is SSG Goku P5 going to be tournament legal? Because I have one and I’m working on a constructed deck but I don’t want to have to re-map the strategy right before an event.

    Thanks for the help and for bringing the game back. Looking forward to it!

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  32. If a Dragon Ball with a constant power (e.g. 1, 6) is “placed into play” with a card effect, is the power still active?
    Line of thought is that you would not get to use a Dragon Ball’s power as it is coming into play, but once it is on the table (in the case of 1 and 6) it is always active.

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  33. Goku lvl 2 says ‘may’ lower and ‘may’ search for a drill and does not say lower ‘to’ search. Is lowering the personality lvl a cost to get the drill and cannot resolve without going down or can you activate both effects separately since it does not say ‘to’ and choose not to go down a lvl and search for a drill.

    Thanks

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  34. This is just to confirm, because I know this worked in the previous game.

    If I have orange focusing drill out and a player plays a card that says “Destroy 2 of your opponent’s drills” or “Up to 2”, do they choose all destroy all targets simultaneously? In other words, can they ONLY destroy Focusing Drill or can they destroy that one, and then another since the card says 2?

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    • Separate issue, that has been noticed.

      Goku lvl 2 states – “At the end of each combat, you may lower your MP one level and you may search your life deck or discard pile for a drill and place it into play.”

      Are these two abilities linked? Generally a card would say “….you may lower your MP one level, if you do you may search….” As it reads now is seem like it’s “You MAY lower your MP and you MAY search for a drill” as if you could say yes or no to either one.

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    • Yes, you can still use Endurance and if it caused at least 5 life cards of damage (total) you would be able to use a critical damage effect.

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  35. 3 Quick Questions:

    1) Namekian Mastery says “While you control 1 dragon ball, it can’t be….” this means when you only control 1 ball? It doesnt not mean one or more correct?

    2) If a card says “if you’ve dealt critical damage this combat” ect. is this different then having used a critical damage effect that never did damage in the combat?

    3) If I use Freeza’s Lv 2 power and my opponent has a mastery or drill boosting the attack, does Freeza get that bonus? Also if I use the Lv2 power and reach Lv 4 in the same combat, can I not use the power again?

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    • 1) 1 and only one Dragon Ball.

      2) Yes, that is referring to actually dealing 5 or more life cards of damage from an attack vs just using a critical damage effect.

      3) Frieza 2 copies the attack, but doesn’t get external modifiers (otherwise it would have text similar to Blue Reverse). You would not be able to use the Level 2 again in that scenario.

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  36. I think I speak for everyone when I say: Thanks for updating us with these ruling answers!

    Question on ‘When you perform a successful attack’ timing like Black Erasing Drill and Orange Energy Phasing Drill:
    OEPD says “Whenever you perform a successful energy attack, you may have it do -2 life cards of damage. If you do, destroy a Setup or Drill.”
    BED says “Whenever you perform a successful energy attack, you may destroy an opponent’s Setup or Drill.”

    Based on the OEPD wording, I would assume that you would have to declare which Setup/Drill you want to destroy before damage is calculated (regardless if you are using the effect of OEPD or BED).
    How does the destroy Setup/Drill timing work? Before Damage? After Damage? Before/After other HIT effects?
    How would this interact with potentially targeting an opponent’s Villainous Visage?

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    • Orange Energy Phasing Drill, Black Erasing Drill and Orange Energy Dan Drill all occur after blocks and before damage.

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      • Could you further clarify this ruling? That ruling makes sense towards Orange Energy Phasing Drill (you have to minus damage in order to gain effect) but not the others. Damage and Successful attacks (HIT) happen at the same time but we have to order them. How does this ruling even apply to Black Erasing Drill and Orange Energy Dan Drill? Wouldn’t these two drills activate AFTER damage because these ARE basically HIT (If successful) effects. As you know, “if successful” is from Old z which was renamed “HIT”.

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        • This is a specific timing because of the wording, otherwise it would just say to gain “HIT – ” and then effect. This, as you can see, is different from the old versions.

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  37. If I use blue neck beam on a mp at level 1 do I have to raise it to level two at the end of combat or can I lower it even though it’s already at the lowest level?

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  38. using namekian concentration and rejuvenating 3 namekian knee blocks plus a random fourth card will result in 4 anger is this correct? is this the only time a multi anger rejuvenation would occur ?

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    • even though namekian knee block says when rejuvenating it gain an anger I’m all for the limited anger but it dosnt read right also do you get anger from shuffling a dragonball from card effects?

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      • Yes, you would get a total of 4 anger.

        Yes, if an effect is shuffling a Dragon Ball back into your deck, you would gain 1 anger.

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        • this anger from namekians is cool but its almost worse than saiyan how can anger victory not be taken from them as well. anger seems out of control unless your blue it seems, unbalanced by giving dragonball control, crazy anger, good damage, and tons of regeneration it seems to be highly favored

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