Frieza Starter Deck (FS04)
The Yellow Frieza Starter Deck can put your opponents to rest!
How to Play the Deck
Except if you are against a green opponent, who will just let you seize the initiative for free, fighting to get set on the board first is crucial.
Indeed, we have plenty of ways to deal with an enemy battle cards, from attacking into it, turning it to Rest mode, or locking it there for a full turn. As such, our main limitation is our available energy. Then, if we can start a turn with some Battle Cards already on the table, we don't have to think about developing so much. We will instead make sure to limit what our opponent is able to use during their next turn.
We have Frieza and Supernova to push big attacks onto the opposing leader if we want to end things. Yet, Frieza will often focus on running their opponent out of cards more than out of health. Then, you will pick your attacks based on what will cost your opponent the most cards. A lot of the time, it will be a battle card, as not defending means they at least lost the one you attacked. However, if you anticipate they have to block the incoming hit, you might want to target their leader and force them to spend several cards to defend themselves.
In terms of timing, we will very rarely start pushing for leader hits before turn four. First, because our priority is to awaken to unlock Frieza great ability, so we don't want to give the opponent battle cards to attack into if we have a choice. The other reason is to keep the opponent at 15,000 power, which doesn't threaten any battle card in our deck, while keeping our opponent without their leader ability as well. Eventually, we'll have built a big enough lead, and we won't just send hits our opponent can welcome as new cards, they will have to use cards to protect themselves.
As such, Apart from Blue, which eventually gets to play Zen-Oh, or green with the superior late game, even if Golden Frieza helps a lot in that regard, we then are completely fine keeping our opponent at a high health total.
Once awakened, we want to pick up the pace and force our opponent to go out of their way to deal with active Battle cards, as a way to reduce the pressure. The most important decision during that second stage of a match is whether you want to deal with battle cards, or just lock them in rest mode while you focus on the opposing leader.
The tiebreaker in that situation will once again be the cards. If you lead that category, keep the same guiding principle of pickings the most valuable targets for your opponent, until they simply can't protect themselves anymore. On the other end, if you only have heavy hitters but little combo available, you might want to take more risks and be more aggressive. The same would apply if you are under pressure and feel like you won't be able to keep up over multiple turns.
This is really a situational decision.
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Sealed
FS04