Tournament of Power Format
A multiplayer-focused format for Dragon Ball Super Card Game: Masters inspired by Magic: The Gathering’s Commander format.
Table of Contents
Introduction
Tournament of Power is a singleton format for Dragon Ball Super Card Game that emphasizes strategic deck building around a Leader and their chosen Champion. With larger deck sizes and life totals, games are designed to be longer and more interactive, perfect for multiplayer settings.
Deck Construction
- Leader and Champion:
- 1 Leader Card
- 1 Champion Card (acts as your “Commander”)
- Champion can be any Battle Card
- Deck Size:
- 99 card main deck (100 including Champion)
- 10 card Z-Deck (maximum)
- Color Restrictions:
- Your deck cannot include colors that are not present on your Leader or Champion
- Exlusion: If your leader has a [Permanent] that allows it to ignore specified costs like “[Permanent] Treat cards with “Universe” as part of their special traits in all areas as if they had no specified cost.” you may include cards that meet the Permanent’s criteria of any color in the deck.
- Example: If your Leader is Red and your Champion is Blue/Yellow, you can include Red, Blue, Yellow, and any combination of those colors in your deck
- Your deck cannot include colors that are not present on your Leader or Champion
- Singleton Rule:
- Only 1 copy of any card with the same card number allowed in your deck
- Exception: Skills that modify deck building restrictions still apply
- Example: You may include more than 1 copy of a [Dragon Ball] keyword card, or as many Saibamen cards as you’d like
- Banned/Errata List:
- There is currently no Ban List.
- All official Errata cards remain active
Champion Rules
- Champion Zone:
- Champion starts the game in the “Champion Zone”
- This zone is not considered in play or in hand
- It is an open area, and cards in the Champion Zone cannot be set to Rest Mode/Active Mode
- Playing Your Champion:
- Champions can be played from the Champion Zone by paying the card’s energy cost
- The energy cost increases by 2 each time the Champion is returned to the Champion Zone
- Counter Skills:
- Champion cards in the Champion Zone can activate [Counter] skills
- Replacement Effects:
- When a Champion would move to an area other than a Battle Area or Combo Area, the owner may apply a replacement effect that places the card in the Champion Zone instead
- Example: If the Champion card in the Battle Area would be placed on the bottom of your deck, you could place it in the Champion Zone instead
- Returning Your Champion:
- If a Champion card is in an open area other than a Battle Area or Combo Area, the owner during their Main Phase may return the Champion card to the Champion Zone
- Example: If the Champion card is in a player’s Warp, or even removed from the game, the owner may place it back in their Champion Zone
Skill Rules
- “Opponent” References:
- When a skill references “opponent,” it applies to all opponents in the game
- Example: If a skill says “choose up to 2 of your opponent’s Battle Cards,” you could choose 2 cards from the same player, or 1 card from one opponent and 1 card from another opponent
- Choice Skills:
- Skills like “then your opponent may” offer the choice to all opponents in turn order
- Example: If playing in a 3-player game, and someone plays an [Offering] card, both opponents would have to decide to crit a life or not, and for each opponent who doesn’t, the owner draws 2
- Timing Resolution:
- Timing is done in turn order
- When resolving skills in a Checkpoint, the turn player resolves all of their [Auto]s first, then the player who would go next, continuing until all players have resolved the checkpoint
- Counter Windows:
- When an event with a [Counter] window occurs, any opponent can respond to the [Counter] window
- The chance is offered in turn order
- Only 1 [Counter] can respond to each [Counter] window
- Example: In a 4-player game, if Player 1 attempts to play a card with a skill, this opens [Counter: Play] window 1. Player 2 may activate a [Counter: Play]; if they don’t, Player 3 can. If Player 3 does, then [Counter: Play] window 1 has a counter and Player 4 cannot activate a [Counter: Play] in response to the original play event.
- [Counter: Attack] Skills:
- [Counter: Attack] skills offer the [Counter] skill response to the target of the attack first, then goes in turn order until all other players not involved in the attack have decided
- Example: In a 4-player game, if Player 1 declares an attack on Player 3, Player 3 may activate a [Counter: Attack] skill. If they choose not to, Player 4 is offered the [Counter: Attack], and if they don’t, Player 1 is skipped (as they are the attacker), and then Player 2 is offered the [Counter: Attack]
Game Setup
- Starting the Game:
- Whoever rolls highest picks the player who goes first
- Turns are taken clockwise in games with more than 2 players
- First Player Advantages/Disadvantages:
- In a 2-player game:
- Player 2 receives an energy marker
- Player 1 does not draw on their first turn
- In a 3+ player game:
- Player 1 draws a card on their first turn and receives 1 energy marker
- All other players receive 2 energy markers
- In a 2-player game:
- First Turn Protection:
- Players may not attack another player who has not taken their first turn
Multiplayer Rules
- Turn Order:
- Play proceeds clockwise from the first player
- Each player completes all phases of their turn before passing to the next player
- Life Total:
- Players start the game with 16 life.
- Eliminating Players:
- A player is eliminated as normal like their life reaching 0, or running out of cards in their deck.
- When a player is eliminated, any skills or effects they control end immediately