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Saiyan Empowered Mastery Trunks Deck


MP Set: Trunks, Returned Trunks, Sword master Trunks, Defiant Trunks, Overpowering Mastery: Saiyan Empowered Mastery Setups: 2x VTP 1x Tom 3x Saiyan Enraged 3x Saiyan Flight Drills: 1x Combination Drill 1x HPD Events: 1x TIAWT 2x Enhanced Reflexes 3x Herioc Energy Sphere 3x Saiyan Interruption 3x Saiyan Outrage 1x Saiyan Discovery 1x Saiyan Rescue Physical Combats: 3x IDYG 3x Devastating Blow 3x Saiyan Body Blow 3x Saiyan Left Kick 3x Saiyan Direct Strike 3x Saiyan Gut Kick 3x Saiyan Acute Rapid Slam 3x Saiyan Spin Kick 2x Saiyan Sword Strike Energy Combats: 3x Saiyan Prepped Ball 1x Saiyan Tracking Blast 2x Saiyan Energy Focus A little about myself. My name is Rodney Wayne Wilkinson III. Post on DBZ Top Tier as Makeshift41. I am a Montana/San Antonio player of DBZ. Been a huge fan of the game since I was 10. Got Top 16(Ran Namekian Piccolo) at the Texas Regional in Dallas/Fort Worth in 2015 and hope to improve on that in the 2016 season. Keep on the look out for more articles. So this is my aggro version of Saiyan Empowered Trunks. As you can see not to many blocks save the omni blocks in Saiyan Outrage, Enhanced Reflexes, and TIAWT. Also no Confrontation. Found that atleast in the aggro sense it was a wasted card that could have been another attack. You can keep on the beats with Trunks Lv 1 and Lv 2 power giving you an extra action in addition to your 3-4 card hand (5 if defender via VTP). The goal is to come out swinging turn one if you get the right hand and keep opponent stage locked (AT+5 via Rapid Slam, Body Blow into Tom with power, or Saiyan Gut Kick and Saiyan Sword Strike in AT+4) and getting to level 4 to go for those OTK via +5 stages on every attack. Trunks Lv 1 power is nice cause against weaker MPs like Black Krillin Lv 1, Set 1 Namekian Piccolo, Orange Drillku Lv 1, etc that start in B bracket to Trunks, Returned C Bracket at 10,000 can hit for 3 stages off the bat. Forcing the opponent to either Block or be at 2 stages. At max power level with Trunks, Returned you can hit for 4 stages if against opponent is in B bracket or 5 stages if in A. Not to mention if opponent blocks Trunks, Returned power they skip their next action and allow you to keep the beats going. Trunks, Sword master has one of the most power attacks in the game. 8 stages flat is nothing to scoff at and 10 stages with tree of might (ToM) could make a personality at full power stages go to 0. Drawback with Trunks, Sword master power is it must be the first attack you play each turn unless you have a Saiyan Flight in play because of the use only if you haven't played an attack from a hand clause. Trunks, Defiant gave a boost to Saiyan that it needed ans is a VTP on roids. It allows a player to get rid of a dead card drawn on defense like Saiyan Flight, Saiyan Enraged, etc. and grab an attack that can deal with whatever situation you are facing. If allies killing you, grab a Saiyan Spin Kick. Opponent about to level, gran a Dev Blow. Troublesome Drills/Setups in play, grab Saiyan Energy Focus. Trunks, Overpowering makes every attack deal +5 stages (+7 if ToM is attached). This power Combined with HPD can make your attacks hit automatically all 5 stages (unless playing Android 18 due to her power) due to Trunks, Overpowering power and still have the AT +X damage on the card to be used. So a favorite combo of mine is to have dig, Saiyan Elbow Drop, Saiyan Interruption, and Saiyan Gut Kick in hand and HPD on the field and ToM to hit for a possible 8 life cards no endurance via IDYG and then 20 x2 via Elbow Drop, 21 via Gut kick, and 12 via Interruption for a deck out of opponent. Cards like Saiyan Enraged and Saiyan Flight give a player card advantage by being on the field and giving a player another action. Saiyan Rescue does the same thing by being able to put in either key non style cards like TIAWT or HPD back into deck or a Saiyan styled card to gain an anger and help keep cards back in deck. Saiyan Discovery is a great tech card due to the fact it can destroy a setup or Drill (not bad to be drawn as a defender) and if at 0 or low power level allows for you to still draw a card via Saiyan Enraged power. Saiyan Prepped Ball is amazing. If you need to make sure you stay in combat to keep the damage train going, go grab a Saiyan Interruption to prevent opponent from ending combat and skipping their next action. Saiyan Prepped Ball into Interruption for 5 stages isn't too shabby as well. Need to rejuv a key card on top of discard pile, go grab that rescue. Need a stop, grab Outrage. Cards that didn't make the cut for my deck that can (should be used) in other Saiyan Decks are: 1. Saiyan Domination

Reason I don't run this is I like Sphere cause it adds a card back into my hand and can stop Restriction and other when entering combat events. If you don't run spheres or have any, this card needs to be looked at. 2. Saiyan Intimidation

In my previous build. Great all around removal but Saiyan Energy Focus allows me to be more aggro and keep the pressure on. 3. Confrontation

Same as Saiyan Domination. If you don't run or have spheres, look at this card. 4. Saiyan Smack

Allies aren't huge right now in the meta. But if Ginyu, Goku, or any other ally deck starts to make a huge splash in the meta, definatley look at this card. Used in conjunction of HPD and Saiyan Menance, can wipe a field of allies pretty quick. 5. Saiyan Menance

It is a good card to have 1-2 in any Saiyan build. Provides an extra action while in play. Can help keep allies in check. Rescue puts it back into play to be abused again. Better in a Saiyan Raditz build but still good in any Saiyan deck. 6. Saiyan Peace

Helps keep Android 20 decks from leveling outside of combat and is a nice little combo with IDYG. Getting to level down a person while you level up and keep them at 5 stages (instead of 10) and a lower AT bracket. 7. Saiyan Driving Punch

Great card to help level faster. In Saiyan Empowered Decks it is basically 2 anger if it hits and can help you pull of Saiyan Enraged and Saiyan Outrage triggers with the higher power level this combat clause. 8. Saiyan Dash

If you want to want to run some more Setup hate this is a card to look at. Ally blocks, drill blocks, and secondary effect of TIAWT can't stop this attack. It hits, Setups can't be used. 9. Saiyan Power Stage Blocks

Saiyan Wrist Block, Saiyan Focus, and Saiyan Lightening Dodge are blocks that can help take stages away from an opponents MP while being defensive.

Weaknesses of this deck: 1. Anger decks

Because of the nature of gaining anger and being able to advance mp levels and reseting stages to full. Outside of Dev Blow and Saiyan Spin Kick, I have nothing to deal with anger decks. WB is a card to look at with dealing with Anger and Saiyan Peace is nice too. 2. Setup/Drill decks

If your opponent can setup there board, then you are going to have a bad time.lol With Android 20 in the meta now with Namekian Piccolo and Black Krillin you may want to add in more board control via Intimidation, Saiyan Sabotage, Saiyan Arrival, Saiyan Dash, and Saiyan Charge. Namek DB 4 isn't a bad option either. 3. Ally decks

As noted earlier. Not much ally in the big meta. But if your local meta has allys running a muk, run Saiyan Smack, Saiyan Surprise, Saiyan Intimidation, and Saiyan Destructive Blast. 4. Namek Dragon Ball 6

It is a Bain to every physical aggro deck. 5. Android 18 MP

Same as Namek DB 6. If facing a lot of 18 in your meta, recommend cards like Saiyan Flight, Saiyan Uppercut, Saiyan Headbutt, and Saiyan Counter Kick. Will be posting my updated build and comments on the changes when I get the chance. IDYG and Saiyan Peace combos.lol

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