View Full Version : Playing Cooler on turn 1
JudeMurder
04-12-2009, 03:56 AM
So as some of you might of noticed, Cooler's technique "Exceptional Power" has turn cost value of 1.
Makes me kind of curious..The obvious reason is the future Coolers could be turn 1.
But I like a challenge..So I ask you dragon ball players, can you bring out Cooler turn 1 with our current set of cards?
So far I haven't thought of anything successful..But I have something...
Your opponent goes first and drops Supreme Commander Red.
Turn 0 charge Cooler from your hand and drop Bulma to gain one dragon ball.
Play three consecutive Searching for the Dragon Ball and gain 3 more.
Your opponent drops Colonel Violet and you let her through.
Now you have 5.
Your turn one you drop Dende and now have 6.
This is where I'm stumped.
(I'm trying to wish Cooler back from the grave on turn 1 if you haven't noticed)
So can you figure it out?
swordmaster
04-12-2009, 05:32 AM
that is easy turn 0 - play Shu
Turn 1 Drop cooler onto the field. Your opponent says you can't so you throw shu into your opponents face. Laugh at him as he is knocked to the ground by the
shear power of shu. Now you have cooler and shu but that is not all. They fuse to make Coolershu (as if Shu could be any cooler.) His power lets you search
your deck for upa and play him. About this time your opponent will be calling for a judge and so you need to act quickly. Stand up and Kamehameha him in the
face. Then ask your opponent if he wishes to quit the match. He should be saying nothing right now unless you are made of fail!
Next game.
Trunks the Swordsman
04-12-2009, 05:40 AM
Future Coolers probably won't be turn 1. Both Mecha and the first form we see him in are far stronger than any Turn 1 can be. They just did that for the heck of it.
As for what you were trying, Dende can't put a Dragonball on Bulma so he'd only work on Turn 2 if you played a Super Warrior on Turn 1. Turn 2 is probably the earliest you can get Cooler out. That is if you open with Bulma and at least 2 copies of Searching for a Dragonball. Then you take every hit your opponent throws at you.
As for Shu, he might get a couple hits in and let's not forget he has Plunder. Forget the Dragon Radar...
froembum
04-12-2009, 08:34 AM
Dende can put a DB coin on himself.
Trunks the Swordsman
04-12-2009, 01:32 PM
Oops, always thought it was target other Super Warrior. Too bad Flying on a Pole is Turn 3, same with Warriors Return Gohan.
JaniGreen
04-12-2009, 07:59 PM
Exceptional Power is T1 because it is restrictive enough for the effect. It also has an effect on Adventures. I hope in the future they make more cards with altered turn costs to work with Adventure...reminds me of Destiny from SWCCG.
soviet prince
04-12-2009, 10:24 PM
I dont believe there is a way to get out cooler on turn 1 it was done becuse of adventure showdown
theyellowdart
04-13-2009, 12:37 PM
that is easy turn 0 - play Shu
Turn 1 Drop cooler onto the field. Your opponent says you can't so you throw shu into your opponents face. Laugh at him as he is knocked to the ground by the
shear power of shu. Now you have cooler and shu but that is not all. They fuse to make Coolershu (as if Shu could be any cooler.) His power lets you search
your deck for upa and play him. About this time your opponent will be calling for a judge and so you need to act quickly. Stand up and Kamehameha him in the
face. Then ask your opponent if he wishes to quit the match. He should be saying nothing right now unless you are made of fail!
Next game.
rofl. don't forget about the powerful fusion between cooler and king chapa. you can use shu's secret effect to deploy both of them on t0. then, you fuse and win. unless you're fighting coolershu. then the match is a draw.:D
Random-Man
04-13-2009, 05:33 PM
rofl. don't forget about the powerful fusion between cooler and king chapa. you can use shu's secret effect to deploy both of them on t0. then, you fuse and win. unless you're fighting coolershu. then the match is a draw.:D
it sounds like iwill need to run an anti meta.
I will use Dr. Brief on T0 to fuse with Master Roshi to creat Old Man Jenkins... a card that was ripped through the fabric of time by Meta-Man and the aid of Random-Man with the use of a time machine. :cool:
:confused:
swordmaster
04-13-2009, 07:11 PM
I hate anti meta. So we all agree that this WMAT it will be Shu + Upa vs Old Man Jenkins Fusion. Game needs more balance.
Bibbidi-Bobbidi-Buu
04-13-2009, 08:45 PM
So as some of you might of noticed, Cooler's technique "Exceptional Power" has turn cost value of 1.
Makes me kind of curious..The obvious reason is the future Coolers could be turn 1.
But I like a challenge..So I ask you dragon ball players, can you bring out Cooler turn 1 with our current set of cards?
So far I haven't thought of anything successful..But I have something...
Your opponent goes first and drops Supreme Commander Red.
Turn 0 charge Cooler from your hand and drop Bulma to gain one dragon ball.
Play three consecutive Searching for the Dragon Ball and gain 3 more.
Your opponent drops Colonel Violet and you let her through.
Now you have 5.
Your turn one you drop Dende and now have 6.
This is where I'm stumped.
(I'm trying to wish Cooler back from the grave on turn 1 if you haven't noticed)
So can you figure it out?
Just replace Commander Red with someone with 3 combat in your scenario.
theyellowdart
04-14-2009, 06:55 PM
I hate anti meta. So we all agree that this WMAT it will be Shu + Upa vs Old Man Jenkins Fusion. Game needs more balance.
those cards are so broken.
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