Card of the Week – Turles Touches Down!

Hi everyone! Spoiler season has begun, and we’ll be unlocking previews frequently over the next few weeks. On Friday, check back for more previews and an announcement of the winner of last week’s contest! We’ll also be posting  a list of launch locations for The Movie Collection next week, and you can see more previews by visiting the list of fan sites linked below! Now, it’s Turles time:

Level 1 Powers that do not generate an action during combat are difficult to grasp, and oftentimes they are perceived as underpowered. It’s easy to comprehend the value of Turles – Shadowy. After a certain amount of successful attacks, a damage modifier will outpace a Power that performs an attack. This comes at the cost of being less efficient against multiple defenses, but Turles does more than simply beef up your damage.

Since Turles shuts down Endurance, you can think of it as a “reverse damage modifier” – ultimately, both of his effects serve to deplete the opponent’s Life Deck as quickly as possible. This is somewhat comparable to a Power that generates an action, but it becomes difficult to proclaim the objectively superior choice. For example, what if the anti-Endurance effect allows you to Crit and use Red Enraged Mastery – how does that compare to using an MP with an attack? A different MP Power might have punched through for less damage, but baited out more defenses in the process. MP choice is just one thread in the intricate tapestry of deckbuilding, and a useful Constant Power is always difficult to quantify.

On Level 2, Turles continues the offensive assault with an energy attack dealing power stages of damage. If your opponent is less than nine stages above zero, the HIT effect is nearly guaranteed. When you level up to Turles – Triumphant, all of your attacks become unpreventable. With the nice damage boost and some discard pile removal, Turles 3 provides a solid culmination of effects to close out the game. Turles – Conquerer continues the Endurance hate, and additionally rewards you for reaching level 4 with a gigantic attack.

Turles’ Fruit is unique, as it is one of the few ways to level up outside of combat. Normally, auto-level cards pull double duty as physical defense in the middle of a turn. Since the fruit requires a turn to grow, you’ll have to decide the right timing to pop the effect. This might end up being a key card in your Turles deck – or perhaps eschewed entirely depending on the build!

 Meanwhile, Turles’ Energy Ring is strong a mix of damage and utility. Though your opponent controls the outcome, dealing Critical Damage is always useful for an aggro deck.

Turles is an extremely flexible MP. While his Powers promote an obvious aggro strategy, there are a number of different ways to approach him. In Red, Turles is able to consistently generate Critical Damage to trigger the Mastery. Similarly, his Level 2 Power can gain 3 anger in a single action! In Saiyan, you can zoom up to Level 3 and punish slower control decks that rely on prevention. Even Black Turles brings different things to the table, as you can pursue a slime anger strategy with cards like Black Dismissal and Black Combo (both of which raise your anger 2 levels).

The potential power of Turles is undeniable, but what else did Villains gain this set? Bonus preview!

Sagacious Strike is a supremely efficient card, and many MPs besides Turles will be excited to use it. In its simplest mode, it’s an attack for +3 stages that allows you to use a Critical Damage effect. However, note that it also fulfills all clauses that would require you to deal Critical Damage – which blows off Wall Breaker, Black Capture, and [REDACTED]! In a dire moment, you’ll be able to guarantee a Crit by sacrificing the damage output. In other matches, you’ll simply be glad to have a +3 with a some extra utility.

As you can see, The Movie Collection will provide several tools for physical beatdown decks to compete in the new environment. What kind of impact will this have on the Regionals metagame? All of this, and there is still so much more to show you. . .

Until Friday, check out these fan sites for their own exclusive previews:

Retro DBZ

DBZ Top Tier

DBZ Fanatics Gaming Network

TAK Games (AU)

Panini DBZ Facebook

Next Level Z

16 thoughts on “Card of the Week – Turles Touches Down!

  1. Turles looks promising, but what’s up with his power levels? In the movie he was stronger than Goku off the bat (Goku being around 10,000 at the time) and with only eating 1 fruit he was able to dominate kaio-ken enhanced Goku (33,000) when he ate 2, he blocked a spirit bomb and was able block Goku’s kaio-ken x10 kamehameha (300,000)


  2. He sounds interesting to play, even if he may not be top tier. My only real complaint is that, given his Lv2 and one of his named cards both being energies, I think his Lv4 power should have also been an energy attack (no other change) for better synergy.


  3. I think Turles is going to be too weak to be a contender. It’s nice to have a +2 buff to all your attacks, but when you do one less attack a combat your opponent is going to be able to block easily. A typical physical attack will deal around five power stages. This means in order for Turles’ ability to make up for the lack of an attack, he needs to land at least 2-3 attacks a combat. This means that in any combat where your opponent has at least one block, Turles loses out. Constant combat powers are inferior to powers that perform attacks. Turles is a huge disappointment.


    • This is not entirely correct – as explained in the post, the math works in favor of the attack action power only at low amounts of attacks/blocks in hand. Once you are hitting with 2 successful attacks, the stage buff and lack of endurance will generally be a higher straight damage value than an extra attack. If you go beyond that, it far outshines the extra attack action power.

      Furthermore, the ability grants utility in that crits are more frequent with attacks that hit, so it isn’t even just a raw damage advantage. Like many scenarios in this game, the efficacy of the power is simply dependent on the context of the combat.


      • I ran a little bit of math. The average deck has around 27-30 endurance. On average one out of four cards has endurance on it. The average amount of endurance on a card that has endurance is two. This means that for every four life cards of damage that one attack does, Turles’ no endurance clause will net you two extra damage. If you manage to land a Black Fist Lock for example and your opponent is already at zero, then you are dealing eleven life cards of damage. Turles’ ability alone would prevent four to five endurance on average during that attack. When you add in the +2 buff that is on his level one, you wind up coming out ahead by seven life cards just for landing one attack.

        TL/DR: As long as you land at least one massive attack Turles’ ability pays for itself.


    • That’s why building around your MP matters.
      I ask a simple question of each of my MP levels: “Does this power add unconditional Damage?”
      The answer on Turles, Shadowy is ‘No’, mainly because it has the condition of ‘Styled’.
      We also know it isn’t adding an attack, so sources of Card Advantage or Tempo Advantage will shine more.
      Red Double Strike immediately gits a huge bonus from him, as do any repeatable attack, or even Saiyan Gut Kick due to it stealing the initiative away from the defender.

      So is it as good as an attack? No, but building for it makes a difference. (It’s also still tone better than Gohan level 1 :P)


  4. i just noticed all of his levels are uncommon cards. which is good so i won’t have a million copies of him! i also noticed both of his named cards are rare instead of an uncommon.


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