Notes

As a reminder if you want to see a card completely, visit https://www.carddass.com/dbh/sdbh_ugm/cardlist/ with a translate add-on or utility, can copy the card text and paste it to google translate or DeepL. Also as extra utility, here's the link to the avatar abilities if you're curious, remember to have a translator on standby if you're not fluent in Japanese, https://www.carddass.com/dbh/sdbh_ugm/play/avatar_ability.php And Dimps-sama, if you are reading this, pls WM2, I get to make 50 decks in 36 hours, you get a tax right-off if it bombs if that's how it works in Japan, and your devs can have a simple dev cycle that shouldn't be too painful, everyone wins. H1 -> MM4, let it happen. Also if you wish to buy SDBH cards, good luck with your native customs, https://jp.mercari.com/ is way to look up SDBH cards to personally own them, note its best to search with the card number (UGM6-055 for UGM6-055 Vegeta (Xeno) as an example), and that if you try to go for big name cards like UGM7-SEC3 Goku Black, it can go into hundreds of dollars but other cards are relatively cheap.

MM4 Pre-release

As MM4 has released, so must I with new decks. Overall the set seems alright, admittedly that was my thought with MM3 and then MM3-052 Freiza and MM3-071 Goku upended the meta so hard that it's nearly unrecognizable. Thanks to MM3-044 Janemba and MM3-025 Pikkon helped matters too. There are some highlights but as it stands, with SEC1, 2, and 4 unknown, it kind of feels like a pile of cards. Not so much in power level, wouldn't mind a bit of a chill there, but more so in design. That said there is some ingredients that a chef can try to cook with, I'm not in an empty cupboard.

Reminder for Action Ability Seals

Main CAAs Main TAA
Transformation Block Burst
Lock-Ons Super/Ultimate Energy
Double/Triple Attack Super/Ultimate Slash
EX/Double Dragon Fist Keysword Locks
Spirit Bombs Dark Shenrons
Change Switch Team Impact
Kamehameha Rush/Combined/EX/God Dokkan Impact
Freeze Attack x
God Meteors x

Gohan Tries to Be Interesting, Take 1

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Card Why
MM4-018 Adult Gohan So this card is a simple card, and that's a refreshing thing to say because cards in SDBH tend to do a lot nowadays, and for that tend to have a lot of words, here this card is 4 very simple things and is a paragraph of text for everything instead of just its ability. The swing reduces enemy PWR by 5k and does 2x DMG, when a supporter he gives your team 40% DMG reduction and STA DMG resistance for the round, when an attacker he seals miracle perfects and increases enemy CI speed for the round, this is repeatable. And then he has the 4 HE unit that makes the enemy have 10% PWR LV for the round. When a supporter you get solid defense, when an attacker you get much better to handle CIs, and then his unit lets you go first even against Ozotto and the unit members are Goku and Vegeta, the two best unit members you can ask for regrettably.
UGM8-004 Vegeta Solid Tactics is solid STA generation, especially with our speed control for the opponent and he has a PWR LV Limiter unit, 4 HE to set enemy PWR LV to 2k for the round. Being able to have both this and Gohan's unit with same unit members is really good as it gives you remarkable flexibility, if against Ozotto you can use Gohan's unit so that you have something for R2 while otherwise you can use this since it'll usually do better than Gohan's unit, all of this while freeing up your apps for something else.
MM2-068 Goku Oh and he's a SS Vegeta for this card to get mileage which is just comedy. He gives your team 3k PWR and then in the PLBP he triples your team's PWR, sure we don't have the mind-bending PWR of MM3-052 but you don't always need that when dealing with a master of multiplication. Functionally this card is about on par as long as he nor Future Gohan in Black are sealed, depending on how aggressive the opponent is.
UGM9-061 Future Gohan in Black This card helps secure our units with HE generation alongside PWR/GRD generation for offense/defense, even if the latter can be controlled by the enemy by having only a few attackers, it's still really good, just make sure all allies are within the same attack area to benefit from it.
HGD9-44 Future Trunks / UM8-047 Fin Both are R1 stun cards, the only difference is that the latter can win against the former unless they have fixed PWR LV or Shallot while the former is more universal, personal preference and how you're feeling that day but the point of these is that with the units in the team, we'll be good for winning the PLBP after R1, this makes sure we can halt the enemy R1.
MM3-018 Gogeta The tech against MM3-044 Janemba but with some added benefit, due to our constant speed control, his effect on sealing miracle perfects can come into play even when Gohan's a supporter, furthermore with the PWR generation from Goku and Future Gohan in Black he will hit really hard in his own right. If you don't fear MM3 Janemba you can replace this card with something else if preferred, a flexible slot here as the main thing is damage to help the deck do damage.
Flex Slot This can very much be based on what you need, almost any HA has an argument to be used, whether its EL Android HA, the EL/BS GoD HA, SS4LB Note, or some other card not a HA. Personally I'd probably go with BS Kai HA, having more speed is nice against MM1 Ozotto but she's not the only option by a long shot. She can also help with handling MM3-071 Goku since you can make her a supporter alongside MM3-018 Gogeta to make sure Future Gohan in Black has the most PWR to do his HE generation and increase enemy CI speed in the process (if in the case you have more HP though, this may not need to be the case and its fine to have everyone as an attacker as you'll activate your effects before Goku depending on how timing works).

So we do lose against ABS-22 Piccolo really hard but if you need you can try to use an app to help with the situation and/or use a PWR LV Limiter App for R2 as you accumulate HE/PWR/GRD. The general deck though seems really good and I'm sort of impressed by this Gohan even more, there's a few directions you can take with him and I think pairing him with a PWR LV Limiter is really good because of how they complement each other while extending your speed control without needing to have dedicated speed control slots, barring R1 admittedly. For playing the game, mostly play to your opponent while making sure that Goku and Future Gohan in Black are in the same row for the sake of HE generation, this deck is versatile in how it plays so you can respect something MM3-SEC Vegeta really well if you can predict the opponent, and with Gohan's simplicity and unit members, there's a lot of ways to build the deck so if you want to leverage other Gokus/Vegetas, there's probably a way to do it. Complements to Gohan, he was surprisingly interesting despite being plain.

Alternative Cards

Card Why
MM3-052 Frieza (Revived) My goal is to attempt to avert thy eyes from using this card every chance I could, but with the idea of PWR generation he is second to none, and you could have had BM3-059 Vegeta and UGM10-023 Goku as unit members even if it meant you wouldn't get both PWR LV Limiter without using another card but you also get all the benefits this core offers, like insane damage and speed beyond the use of units.
BM10-067 Bardock in Black Future Gohan in Black has a Sabotage Unit, 3 HE to increase enemy CI speed and disable their miracle perfects. Due to Gogeta and Adult Gohan this isn't necessarily needed but more versatility never hurt, using this unit lets you have this while Gohan's a supporter for example. This card gives the team extra PWR generation and even some fixed PWR LV, 5k (x) and 500 (x) to the team where x is the number of units used, the summon can also hit decently hard and only asks for 8 HE which may not be too hard after using the units and the fixed PWR LV, even against Majin Ozotto without a BS Kai HA depending on how they built their deck.
UGM4-057 Bardock in Black This is a strong defensive option, setting enemy PWR To 1k and sealing DMG multiplication for the round while he permanently doubles your team's PWR when a supporter.
UGM9-059 Bardock in Black His unit disables enemy DMG multiplication while he offers a ton of STA generation for the team alongside STA DMG resistance, we may have it already with Gohan as a supproter and solid tactics but this allows more flexibility, simple and clean.
PSES18-04 Bardock in Black He has strongest of the strong in case you wanted to use a Goku with a Spirit Bomb Smash EX but not a Strongest of the Strong, not inversely there are unit members here with Dark Shenrons in case you wanted to lean into BM11-017 Goku or some other card with a Strongest of the Strong instead.
PBBS14-03 Gotenks A tech card, PWR LV Limiter unit with Gohan and Goku as unit members and at the PLBP, resets your team's DMG multiplication for the round if any of them would deal less than 100% DMG (such as from a Hellfire God Meteor or BM7-050 Goku), he also has the Z Awakening CAA for 1.5x DMG if you want to lean into that.
SH3-32 Piccolo For 4 HE and Goku and Gohan as unit member he'll let your team attack ignoring enemy DMG reduction, which can help with doing damage. Furthermore he's a HR with Warriors' Bond, if he wins his attack CI he does 1k DMG per ally in his co-op group, currently that'd be 4 allies meaning that it's 5k DMG since it counts himself. Main hiccup is winning the PLBP and having room to activate the unit when you'd want to be using other units but if you want you could try to leverage an APP for that purpose if this is needed.
UGM4-CP4 Piccolo With Gotenks and Vegito as unit members he has Gohan's unit alongside offering PWR/GRD generation to the team, this is useful as there are Gotenks cards to consider like the aforementioned PBBS14-03 but he gives you access to Vegito too and MM4-SEC5 could be used as a one-shot form of HE generation and GRD/DMG reduction pierce.
PBBS15-09 Vegeta He has the PWR LV Limiter unit with Gogeta (Xeno) and Bardock in Black, which with how the deck is you could do if you're okay with less STA generation or needing that fulfilled by the HA with an EL Android HA. Gogeta (Xeno) is a unit member that can mean a lot of damage and in the case of UGM6-SEC Gogeta (Xeno), even HE generation and speed, while Bardock in Black is loaded with utilty himself as mentioned previously.
UGM10-056 SKoT This was another HE generator considered as she is STA generation, more miracle perfects for your team, but also 1 HE per enemy supporter and if you don't need the SKoT side you can go to Aeos to have Mechikabura on your team, reducing DMG dealt by the enemy as their CI speed's increased and without miracle perfects, and reduce their HE by 1 per ally supporter.
UGM8-VJR Goku While his card art showcases Teen Gohan, he wants Vegeta and Adult Gohan for the 6k HP per round, can be used if you want to be more defensive with the deck while I focused on doing more damage.

Link to the TOC

Gohan Tries to Be Interesting, Take 2

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Card Why
MM4-SEC3 Adult Gohan When his co-op group's attacked, the enemy has half PWR/DMG for the attack and if you win with a perfect the enemy has their GRD set to 1 and take 4x DMG. His 1 HE unit normalizes your team's CI and increases the enemy's CI speeds greatly, and then there's his ki blast CAA which gives him increased miracle perfect chance alongside 2 HE. He's a solid defensive card with a good unit even if he leaves much to the imagination in terms of design.
PUMS10-01 Goku Good ole parry goku, the originator of HR aggro alongside UM10 Chi Chi, when the co-op group's attacked the enemy does 30% less DMG as your allies take 30% DMG too, and if the enemy's PWR is 15k+ than it'll be reset to 3k for the round. For this it's best to have the card registered before Adult Gohan so that Gohan won't accidentally halve their PWR away from this effect.
UGM4-CP4 Piccolo Sadly ABS-22 Piccolo is a BS, not a HR, otherwise I'd just snort him into this auto-built team. Instead we must think, oh wait we have fine GRD/PWR generation right here and the next best thing was fixed DMG on winning a CI with DMG reduction pierce which is arguable considering while Gohan has negative DMG reduction, it's by no means consistent. The unit can be leveraged as well for even amongst HR there's good Vegitos and Gotenks to use, but not for this deck.
BM6-ASEC Gogeta (BR) He's being used for the early HE generation R1 so that we can use Gohan's unit to normalize our CI while increasing their CI speeds for the rest of the game. That said if you fear MM3-044 Janemba, considering he's a start of battle card, than you can replace this with any HR you'd prefer, maybe SS4LB Note for damage and the HP a HA brings.
UGM5-ASEC Kid Goku When your co-op group's attacked everyone gets 2 bars of STA while when attacking you deal 1k fixed DMG per person in the co-op group, 7k fixed DMG with really solid STA generation's hard to beat. He also has a shenron to give your team 50% more DMG reduction alongside 3k HP.
UGM10-056 SKoT SKoT's here to try and help Gohan with his need for perfects, giving extra MP chance to everyone meaning it actually works for defense while probably being really nice for offense as well, furthermore the STA and HE generation can be pretty commendable, 1 HE per enemy supporter isn't nothing nowadays.
BM12-049 Goku (Xeno) He gives the team targeting to whomever Gohan was able to get a perfect on while also giving defense to negative DMG reduction, doing this makes him really nice. He also resets CI speeds for your allies so if you don't care for the CI disruption, you could look into replacing Piccolo and Gogeta (BR) since the unit's not that important then but I wanna use it to squeeze all I can out of the stone. He can technically use his unit but even with as big a co-op group as this, I doubt it's worth it. His double dragon fist also promises 6k fixed DMG which is pretty good.

HR aggro is boring as fuck. The deck functions, but there's no spice, no fun or joy to really get. Unlike other type aggros it leans really hard into the bonuses being defense rather than offensive, meaning every attack needs to be a HR and because it has to be the co-op group, retargeting's disabled. In general it was a miserable experience and Gohan only exemplifies that to an absurd degree. BS aggro has its rewards usually offensive so that you can try to focus on utility for the rest of the team without feeling so restrictive, and in the case of MM2-070 Adult Gohan, it is so much more than just an on-attack trigger. Meanwhile HRs, being the most boring type in the game as a whole when it comes to design, asks for nothing, there's no weird HR that I could try to leverage or if there might've been such as BM7-066 Broly and using less than 100 GRD synergies, it's with a GRD reversal unit (2 HE to reset GRD back to normal and give the allies 50% DMG reduction, bonus points the most interesting card with this BS with BM3-059 whose unit members are Goku (Xeno) and Vegeta (Xeno), or BM12-056 an EL who also asks for less than 100 PWR too for STA disruption alongside a dark shenron) because the alternative is 3x DMG like with SH4-50 Trunks (Xeno), whose unit you can't use without going BS or EL. There are cool cards in HR but not enough for them to be interesting while working together unlike with BS and EL... We'll see how I feel about them more later. And you, Gohan, fucking raw, the reason you were the purple SEC is that you're cosplaying as fucking NyQuill you god damn sleep-aid.

Alternative Cards

Card Why
UGM1-062 Namekian in Black He's an alternative to BM6-ASEC, offering more speed with PWR LV and a Dark Shenron in case you wanted to use a Bardock in Black. UGM4-057 and BM9-067 are HR supporters that offer pretty good defense while UGPJ-15 has Feint for a R1 stun. PSES18-04, while not a HR, can work for the team since you only want him as an attacker once and I heard it's hard to attack when most/all of your team's stunned.
SH3-32 Piccolo Take what I said last time with the card but now apply it in HR aggro contests, he's a really good card helping your team not only have a layer of damage by ignoring DMG reduction if needed but also extra fixed DMG if you can win the CI.
MM1-062 / UGM5-005 Piccolo He's an HR with a TAA seal unit with Gohan and Goku as unit members, pretty solid if you fear block bursts targeting UGM5-ASEC Kid Goku. UGM5-005 is also an option as he comes with STA generation alongside the unit but asks for a Vegeta on the team.
BM8-SEC Gogeta (BM) Increases enemy CI speed and reduces their GRD, if they can't be stunned the GRD is nullified and CI is turbo-charged. He represents some speed, HE generation, and his summon can hit decently hard.
UGM5-SEC2 Aeos You hate BM7-SEC goku still, he's not that common so I think you're fine not needing her.
UGM2-066 Gamma No.1 Requires all attackers to be melee to have the 10k PWR and GRD/DMG reduction pierce which can be hard to tell when the website doesn't tell you what HR counts, you could try looking up on mercari but otherwise it'll require having the actual cards and looking at them.
MM1-066 Ozotto / HGD9-44 Future Trunks / UGM10-067 Gamma No.2 All of these are good stun cards that also are HR, the choice is personal preference.
UGM9-061 Future Gohan in Black If I really, really wanted to make this deck look AI generated, this would've been the card I used, you could do something with him and ABS-15 Gogeta (GT) but I'm already feeling sleepy thinking on the idea.
UGM3-045 Vegeta Simplest form of disabling enemy DMG reduction and comes with some fixed PWR LV and is a unit member for many units that you could consider using if wanting to lean harder into the unit aggro side of things.
UGM8-VJR Goku Just slap a HA and a Vegeta and you're fine, why not, use this and Parry Goku to have two Gokus to be really defensive, pair it with the R5 app that does 20k fixed DMG and witness all the wins you'll have by your opponent falling asleep.
UGM9-SEC Goku When your co-op group's attacked he gives you 50% DMG reduction and halves enemy fixed DMG, this is boosted to 90% and a complete null respectively when a lone attacker which could give the deck flexibility instead of just having everyone an attacker every round.
BM11-SEC2 Goku If you want speed he is 3x PWR LV to himself and ally STA generation for HR but requires a Goku (Xeno) to do so, that said there is a fair few to work with like BM12-049 to reset negative DMG reduction or BM11-057 for a keysword lock and a PWR LV Limiter unit with Trunks (Xeno).
PUMS14-SEC Goku (GT) Offers solid STA generation alongside resetting GRD values in the PLBP while Vegeta (GT) can help seal enemy super attacks.
Vegito With UGM4-CP4 and our STA generation assuming UGM5-ASEC Kid Goku, we could leverage units decently well though Janemba does fuck us over really hard, that said there's still a ton of good Vegitos to look at. If going for a slow deck than you could leverage UM3-SEC as extra fixed DMG which could be funny to stack with everyone else. BM4-SEC has a super slash to ignore the enemy's GRD/DMG reduction which could be useful with BM12-049 Goku (Xeno) alongside his PWR/GRD generation, 5k GRD if the enemy has more attackers than you and 10k PWR for everyone if fewer, and if you have less HE than the enemy you also get 30% DMG reduction which can stack quite nicely with everything else. UGM8-SEC is a very funny option though unfitting unless you're fine with having Chilled as a supporter, can give targeting for the team since 1 is the lowest GRD to have though he can't join the co-op group, disincentivizing UGM5-ASEC Kid Goku unless you're fine with the lessened fixed DMG. BM8-CP1 can tech for hellfire effects if needed. MM4-062 promises to be two rounds of good defense though it'd require getting a bit more HE than we generate currently to really shine. ABS-25 is pretty fast and can be used as a lone attacker in a pinch.
Gotenks In general we have less cards to work with but there's still a couple worth noting as good unit members, UGM4-SEC2 is pretty good fixed DMG and if you can generate HE he's a semi consistent energy guard considering our slow generation. MM1-071 could be STA disruption alongside a little bit of speed.
UM11-063 Goku (BR) and UGM7-BCP8 Vegeta (BR) If paired with a R1 stun unit and UGM9-061 Future Gohan in Black, the latter could be a good chunk of extra PWR generation while Goku (BR) is some speed and extra STA recovery, and then there's Vegeta (BR)'s hellfire god meteor to help with taking even less dmg the next round over.
BM7-059 Hearts / SH3-58 Demon God Dabura (Xeno) / BM8-032 A17 These are re-targeting alternatives that range from more reliable but less useful beyond that retargeting. Dabura (Xeno) does it if the enemy has 3+ attackers while Hearts does if if you 6+ HE. The latter's rough to pull off in this meta but the former isn't that hard, most decks do and the decks that don't are probably lone attacker so you're fine. Hearts does make it easier to use super attacks though, lowering HE requirements by 1, 2 if you have more attackers than the enemy. Finally the CAAs, Dabura (Xeno)'s draw disables GRD/DMG reduction which is pretty nice if you've been unlucky/bad with getting perfects while Hearts lets two attackers ignore GRD, which can be useful as the enemy can't respect it like the Draw CAA (imagine if they just put the card a supporter for the rest of the game?). A17 can do the retargeting if he has his super attack, which is free if you have A18 alongside making the enemy team take 1.3x DMG, though his CAA is a counter rush, not amazing but could save you against MM3-SEC4 Broly decks. As for notable HR A18s... UM2-037 gives you 500 HP at the end of the round alongside a double attack to increase miracle perfect chance. MM4-039 is a perfect support slut with a block burst and Counterattack (1k PWR LV per enemy attacker) but A17 needs A18 to be an attacker, not just on the team.

Link to the TOC

Oh? Who's This Blonde Stranger?

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Card Why
MM4-027 Great Saiyaman When an attacker, he gives all allies that consumed 1 or less bars of STA 50% DMG reduction for the round while those that spent 3 bars deal double damage for the round. He also has a saiyan burst that is full STA generation and 2x PWR/PWR LV. That first effect though, very interesting, very strong but also very particular. He wants you either spending all the STA in the world or just 1, no in between at least, for STA generation, what makes this really interesting is that you can have him do both DMG reduction and DMG doubling depending on what you use. If using ABS-23 Candy Vegito for example, you can focus on the most insane speed, STA loving cards while he just stays as an attacker in the first row and you get both the DMG and defense since all attacks go to Candy Vegito and he just got 50% DMG reduction. Wait...
BM6-062 Demon Goddess Robel Oh no, this blonde stranger must've been Robel's god damn husband from another life with how well they complement each other. Whomever you stay as spending one STA will get 50% DMG reduction and if they're the only one, that's guaranteed Robel targeting. Before we had to use janky cores with UGM9-061 Future Gohan in Black or cope with UGM10-GCP1 Bulma, not anymore. Better yet this techs against UGM8-SEC if that is how the opponent wants to proc chilled since it can be anyone you want, even if their GRD is low.
BM8-065 Cell And here stands stalwart wall to hold the enemy off, standing behind for Robel to proc. When attacked you heal for 50% of the DMG taken and when he hits, he can steal the enemy co-op group's PWR/GRD based on his damage, up to 5k per enemy in the co-op group and he comes with a free super attack. He also has a PWR LV Limiter unit but for certain reasons we are not using it but there is a variant that does. So 50% healing and 50% DMG reduction means its really hard to take damage, especially since the former is a unique form of damage mitigation that is hard to interact with, and he can't be stunned and comes with a free super attack. The only issue is if he gets sealed like from MM3-SEC Goku.
MM2-SEC3 Omega Shenron And in camp fuck-death, why not a revive and healing? Now, to simplify omega misery, we have a ton of healing alongside 50% DMG reduction meaning good luck piercing through the revive threshold, better yet with the retargeting we can have this be an attacker and hit decently hard. The only "Issue" is that we can't use Goku or Goku (GT), which good, fuck em.
UGM9-064 Dark King Demigra While the STA generation is slow, this is guaranteed to work since everyone will be taking 2x DMG while Cell has his super attack for free, meaning even after the DMG reduction boost from GS, Cell will be the target. Furthermore he also gives the team some DMG even if we're slow and could stack with GS for 4x DMG if you've got the STA to burn.
MM2-072 Vegeta / BM4-045 Adult Gohan Since we're using Dark King Demigra we get access to his support, Vegeta does come with a free super attack but 2 bars of STA meaning Cell will have more DMG reduction than him and he gives the team more STA generation alongside 5k PWR/GRD which will help with Cell taking hits even more. Adult Gohan is referenced since the next slot is flexible, if you want super attacks than you can use this while having the next slot be STA generation focused though you may want to look into HE destruction as well just in case the STA usage starts enabling super attacks.
SS4LB Note / EL Android HA So this is very flexible as long as you have enough STA generation. You can avoid using an HA if you want to leverage more on Shenron's revive, maybe even supply with healing like HGD9 Gohanks (Future) but I wanted to lean less into that, thus it'd probably be SS4LB Note for raw damage with her link also able to help with against MM3-071 Goku. If you want an HA and free up one of the slots for STA generation than EL Android HA's mandatory because we need 4 bars to be able to properly play around MM1-062 Ozotto who can easily be a thorn into the deck since we really want to make sure only Cell's getting the 50% DMG reduction meaning everyone else needs to use 2, preferably 3, if multiple have 1 or less bar of STA than they might get targeted over Cell for some blasted reason if he couldn't get enough GRD or something. Of course if you want to leverage more into having a guaranteed revive from Omega Shenron than you can replace this something not a HA like MM3-052 Frieza (Revived).

Alright, MM4-027 GS is my favorite card in the set, he is probably getting his own page after this because of the options he enables and has opened up. Genuinely nuts what he can work with and get up to. As for this deck, decided to try a more defensive take on the deck abusing how he works with Robel, something to note if you fear a card R1 competing with Cell's DMG reduction is having them as a supporter. The deck seems to be pretty good and there are a nice variety of options even with utilizing Robel. Against MM3-071 Goku decks it's a bit weird, sure you won't get healing from Omega Shenron unless he's linked but at the same juncture Goku probably won't be doing much damage and Janemba means you can be as fast as you want and still have Dark King Demigra for free damage, against other decks I think the defense from Cell, GS, and Omega Shenron will be solid enough to live even if against something like Chilled or other more aggressive decks. And if the enemy doesn't have MM1 Ozotto or any other major STA disruption than we're flying high with 2x DMG for everyone but Cell from GS too, maybe even 4x if they try to leverage PWR LV Limiters against us which would be funny to see when firing action abilities, which is probably the last thing to note for the deck. Cell's healing works against CIs, not so much for action abilities and BM12-LSEC Gogeta (BM) can be really annoying if you were trying to leverage the revive from Omega Shenron as a focus on your defense, this version with a HA isn't so much into that but if replaced with a 7th card for a glass tank approach, could be much more detrimental. This lad is giving me Quattro Bajeena vibes, feel like I've seen him before but I can't tell where, he's got a very good head on his shoulders though.

Alternative Cards

Card Why
MM2-SEC2 Gogeta With the retargeting and that Dark King Demigra is on the team, you could get a lot more defensive though more vulnerable to DMG reduction pierce, also doubling the team's PWR is pretty nice.
MM4-049 Future Trunks He offers STA generation alongside speed but with trying to focus on Omega Shenron and Robel, probably for a different deck altogether since he can demand a bit from deck building even if really fast.
BM4-SEC3 Future Gohan (and similar cards) Being able to restore STA in its most reliable state like this is good, except it is bad against MM1 Ozotto and there's no way to set your allies STA to 1 so the random half a bar will bail you out of the STA generation, especially with the retargeting meaning you can't rely on STA dmg for it.
UGM8-055 Dark King Demigra & UGM8-031 Chilled So if you want this is an option to go with, Dark King Demigra steals PWR/GRD while having a strong God Meteor to punish aggressive pushes while Chilled is solid speed with possible negative DMG reduction as long as the enemy doesn't have GRD generation. The big thing is that you can use Demigra's unit, 7 HE to get 10k HP and full STA restore for the team, giving you a round to hit really hard with GS. Though if using this, EL Android HA would love to know your location.
UGM8-036 Frieza (Revived) and HGD7-43 Frost Frieza here offers 2 bars of STA in the PLBP and something to note, we don't need to fear stuns as long as Cell's targeted STA generation like this is generically safe barring MM3-SEC Vegeta, and Frost is flexible I just referenced HGD7-43 for the negative DMG reduction that's possible, otherwise you can try one of the R1 stun cards he has to limit enemy HE R1, has Killer Instinct and Feint as options either to null HE from PWR LV or halve enemy PWR LV for R1.
MM3-052 Frieza (Revived) The hardest choices require the strongest of wills, this card works really, really fucking well with GS because BS start with one bar of STA and this lets you use them alongside Cell without having to worry about them eating up Cell's retargeting R1 and is probably the right choice since by R3, he works all on his own and is a tech against MM1-062 Ozotto not needing as much STA generation. For the sake of variety he is not being used.
UGM1-061 Bardock in Black Same as Frieza with the STA generation but it's a bit less, doing 1 bar for three allies with low STA alongside 3k PWR/GRD, depending on how you register the deck, this could heal GS, Omega Shenron and himself/third attack before wasting it on Cell. The GRD shouldn't overpower 50% DMG reduction.
UGM5-SEC Orange Piccolo (SH) We are BS aggro and with the retargeting, it's safe to have STA generation like this and the extra PWR LV/PWR could come in handy for dealing damage.
UM9-033 Pan (Xeno) This gives the BS co-op group 2 bars of STA when attacking, more than UGM5-SEC Orange Piccolo (SH) but still need more if you want to be safe against MM1 Ozotto or get the 2x DMG boost.
MM1-070 Teen Gohan He generates STA at the start of the round, fulfilling STA for the BS cards like MM3 Frieza (Revived) but then offers more STA the less HP the enemy has, if able to do damage or leveraging a Demon God HA, than you could do a good chunk to make sure this card can generate some STA, main issue are the exact thresholds though, 1.5 bars should be below half health with and this is a snowball type of effect, getting better while you're already doing good.
UGM6-041 Gogeta (GT) Not only STA generation that's safe but also a nice boost of PWR LV for the deck, Pan's not worth it for this take on GS.
UGM9-SEC2 Gotenks He is full STA restore for the team and even 2 HE, he requires you win the PLBP meaning good luck with fitting the support while having Robel.
BM2-053 Turles When a supporter he's full STA recovery for 3 allies alongside 5k PWR/GRD for those with the lowest STA.
UGM7-061 Dark King Demigra Checks for low PWR and only does 2 bar of STA generation but comes with STA disruption as well at the start of the round for three enemies with the most STA.
UGM5-063 Aeos One of the cards we do fear greatly is MM3-SEC Goku, while the retargeting is safe it does seal Cell's HP generation which is a big reason to have him as the retargeted card, furthermore Vegeta himself ignores our DMG reduction meaning we're really relying on the healing from Omega Shenron for him and with Aeos, we are taking 1.5x fixed DMG at minimum.
MM3-024 Porunga If I were going for no HA in the deck above, I'd probably replace the HA with either this or the Aeos above since we do have an issue against MM3-SEC Goku, we'll always lose to him even if our retargeting is safe, Cell's healing wouldn't be. We also can't handle his speed.

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A Shining Hope For the Future

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Card Why
MM4-049 Future Trunks So this card redefines speed in my eyes, when you have a Mai, before strategy's decided, he quadruples his DMG and PWR LV every round. Furthermore when an attacker he's STA generation and prevents stun for one attack for the team. So before getting into speed math, let's recognize he's damage and STA generation utility, furthermore he's the type that is good with certain cards like UGM10-SEC Goku as he prevents stun so you don't have to worry about that card being stunned by MM3-SEC2 Gogeta (BR)'s summon or hurt by an EL Kai's Freeze Attack. Now for how his speed is absurd, first off it's before the strategy's decided, this means the PWR LV boost is active for the round he activates it for, 4x R1, 16x R2, 64x R3. And these numbers are very fucking good, 4x is enough to be on par with Chilled and Frieza R1, only losing to a deck using the unit and that's one of the fastest cores in the game. If we go R2, we outscale everything in the game, UGM9-SEC4 Goku (GT) was pretty fast being 12x for R3 but is now dwarfed by this, Chilled, with his unit on R2, is 12x, Bardock is 4x + some spare fixed PWR LV. Most speeds in the game go for 2x PWR LV per round as a baseline as to showcase speed without going into absurd PWR LV creep wars like in late BM. There was a time where BM8-SEC2 Vegeta was used as the fastest thing around since his 3x PWR LV made him faster than BM6-ASEC2 Goku R3, only to be crept by BM11-SEC2 Goku with 3x PWR LV per round in similar timing with this card, but without being locked to HR majority/HR aggro and a Goku (Xeno) on the team (instead we get Mai, more damage, and more speed). Now, before we go further, there is one thing to note, PWR LV Limiters. HGD9-44 Trunks, the 7k App, even UGM10-067 Gamma No.2, we do fall face first into them and have our speed null but for any round we aren't, this is the fastest thing in the game, and probably the hardest hitting too unless they have DMG multiplication seals.
UM2-037 / MM4-CP2 Mai Needed for our Future Trunks, I think the card is much less valuable if you don't have a Mai on the team since he's merely on par with many other cards though he'd still generate STA and prevent Stun for the team which could still make him worthwhile to explore. The choice is personal preference, both have the same HP, both have 2 activations for disruption when in the attack area, the former is increased CI speed and the latter reduces enemy STA (not unknown but assuming it's 2 bars considering how effects are with the same kanji, it's the same as MM1-066 Ozotto and he's 2 bars), something to note is that MM4 Mai does influence the STA of the entire enemy team so you could pair it with something like Diversion (various) or some other STA disruption ability and an EX Spirit Bomb Smash/Dark Shenron for a team stun, not the purpose for this deck though, instead making use of UM2's CI disruption. Make sure to only have Mai as an attacker when you aim to do high damage, you only got two uses for it.
UGM6-041 Gogeta (GT) So, if our goal is absurd PWR LV, why not go ham? He gives extra STA generation just in case Future Trunks and Freiza (Revived) are not enough and 2x PWR LV to the entire team, so those numbers before, double it. Future Trunks is now 8x PWR LV R1 and is 32x PWR LV R2. With one bar of STA he is 10 HE, I want to shit, vomit, and cry at the same time, here's to hoping that BM3-069 Salsa won't start seeing play now because of Future Trunks.
SGPSJ-01 / PUMS14-12 Pan The goal is defense here, the latter is Feint which halves enemy PWR LV R1 to help slow them down in case they do stun you with HGD9 Future Trunks. The former though is defensive stance, 2x PWR LV natively, and a double attack to give someone GRD pierce or if you put a Goku (GT) as partner, GRD/DMG reduction pierce, also note that she's the only Pan with a defensive stance.
MM3-052 Freiza (Revived) Look, Future Trunks is to represent big dick PWR LV and I won't let some Ozotto get in the way of that, ignore how we'll be getting PWR by the fistful for everyone on the team, like getting 100k+ with the greatest of ease R2.
MM3-018 Gogeta For the longest time this was DMG reduction pierce until I read up on Future Trunks, apparently his summon also disables the enemy's DMG reduction meaning your team can hit hard on that specific person as long as you have 8 HE. Let me see, 32,000 * 2 is 64,000, 64,000/3000 is about 20+ HE? As long as we can generate HE we're fine, enter this card. If you don't fear MM3 Janemba than this is one of two flex slots for whatever it may be that you want. He can also hit hard too but we already have that well covered by Future Trunks and his 4x multiplication, maybe you want something with fixed DMG? Defense for our insane speed? HGD9-44 Future Trunks to cover enemy R1 stuns? BM3-059 Vegeta for MM3-071 tech? Take your pick, we're already faster than the seven hells here. UGM8-035 Vegito is considered decently as a way to handle with CIs, normalizing yours while disabling enemy miracle perfects but maybe UGM8-SEC3 Bardock is on the menu if you want to be using those miracle perfects? UGM10-56 Aeos is also making CIs hell for the opponent alongside some DMG mitigation.
Flex Slot 2 Ignoring the options given above, for HAs in particular there's a few choices that come to mind. SS4LB Note offers further DMG multiplication, a floor for PWR in case MM3-SEC2 Gogeta (BR) blows down on us and even 1.5x PWR LV for the team if you can do 6k DMG, not that hard I'd imagine with the PWR/DMG multipliers we're working with and the lock-on can help guarantee Frieza (Revived) or Future Trunks goes off. BS Kai HA is more speed of course but with CI disruption as a supporter if you feel it's needed. An Android HA can come up as defensive utiltiy with the PWR theft, and lastly the BS Demon God HA can make sure everyone targets whomever had their DMG reduction negated by Future Trunks. And note that a HA isn't needed for Future Trunks' summon so this cna be whatever you want instead of a HA, if I were to select, I'd probably go with UGM10-056 Aeos just to help with the not dying department though maybe MM3-024 Porunga can help with that in a more specialized way while also cutting off PUMS14-SEC Vegeta (GT) from getting in the way of our DMG multiplications. A keysword lock can do wonders if you fear an uptick in BM3-069 Salsa. I'd probably go HR Android HA just to fuck with enemy CI speed while having the PWR theft on board for some form of DMG mitigation.

Alright so the deck can be fast, the deck can be brutal in terms of damage, the deck can get nuts, the only issue holding it back is that there are targets on Future Trunks' head. Whether its block burst/outstrategize cards, PUMS14-SEC Vegeta (GT), UGM3-045 Vegeta, HGD9-44 Future Trunks, the 7k PWR LV Limit app, MM3-071 Goku in some cases, MM3-025 Pikkon, and UGM10-067 Gamma No.2 to list a few. Those things can give us a lot of issues, sure we have Frieza (Revived) but these can put a damper on him and inhibit our DMG greatly still, especially demoralizing that for MM3 Pikkon, we have no way to really stop him and he'll be active right up to R3 at best. That said Future Trunks I do think will redefine PWR LV for SDBH because without such measures he will take over games. We're hitting with 32x PWR LV on R2, one bar of STA and we are in doomsday levels of threat. The funniest thing is that Future Trunks is fast enough to not care about Majin Ozotto, especially with Gogeta (GT) giving him a nice boost, sure Ozotto lowers our STA but Frieza (Revived) is there to still let us have STA even if they nullified what Gogeta (GT) gave us, 16x PWR LV on R2 and 1-2 bars of STA, easily winning the PLBP unless they use an app on top of it. Just two bars of STA and we have enough PWR generation for MM2-038 Goku (GT) to have enough PWR to generate 50k HP on R4, R3? Such numbers would defy comprehension and possibly bring Future Trunks' PWR LV multiplication in territory of BM9-SEC3 Frieza's Climax Change, reference is 530k PWR LV, 3k * 378 = way too fucking much, and this is being compounded with similar DMG multipliers. The main drawback being we can die just as fast as the enemy, defensive stance isn't the most stalwart of defense after all.

Alternative Cards

Card Why
BM4-SEC3 Future Gohan Stunned or in a pinch And obnoxious you are, all cards start with some left-over STA that makes it hard to reach 1 STA on their own, BS have 1.5, EL are 2 and change, same for HRs. This means that as you can only spend complete bars of STA, you'll always have leftover unless the opponent has STA disruption like UGM8 Chilled, he does represent 2 bars of STA and with Future Trunks, stuns weren't likely to happen for him so there's still a reason to play him but I wanted to play with other cards. Another thing to note is that he prevents your Future Trunks from being attacked, including from CAAs and maybe even block bursts while giving himself 2.5x DMG so the dmg may not be all in one basket, but it's also cool to be able to have the two working in tandem, could easily be a deck that exists here, just not for me. Maybe if the juices flow for this card I could give him a deck.
PUMS5-05 Piccolo He has a PWR LV Limiter unit with Future Trunks and Future Gohan and Sideline Support, which is a link to give an ally a free super attack. This can be used on HGD8-44 Hit alongside retargeting like a BS Demon God HA and a card to set an enemy's GRD to 1 to make sure everyone hits on a frail opponent while you win the PLBP, also 10k PWR LV for Frieza (Revived) to recognize.
UGM10-043 / HGD3-52 Pan A Pan with Diversion meaning you could try a stun strat with Gogeta (GT), latter has a 3 HE unit with Gohan (GT) and Trunks (GT) at base form for slightly slower CIs and more miracle perfects for the team, if you really want that though you'll be left with no flex slots barring the main core.
UGM10-LSEC2 / UGM9-SEC4 Goku (GT) The main purpose of these two are for defense reasons, the former lets you go lone-attacker for a round with the benefit of also enabling Pan as an attacker in case you need to do that for PWR LV Limiter reasons while setting up the DMG reduction pierce, the latter is 5k PWR/GRD and 50% DMG reduction R1 before coming back R3 with 12x PWR/PWR LV and some fixed DMG if you've reduced enemy HE. Block burst in the former can help with not dying.
MM2-038 Goku (GT) You could still have this be a heavy hitter with Pan considering the PWR generation while having more HP to shield with, PWR generation, easilly will have the PWR for him to heal for whatever HP you want barring any PWR LV Limits.
HUM5-29 Goku (GT) Strongest of the Strong on a Goku (GT) for DMG reduction pierce reasons
UGMP-21 Goku (GT) Comes with native GRD/DMG reduction pierce on transforming with his climax and steals 10k PWR from the enemy, the climax also handles with DMG multiplication on the enemy team by resetting it.
PUMS14-SEC Goku (GT) While Goku (GT)'s not needed for the deck, Vegeta (GT) could be very potent, sealing super attacks and DMG multiplication.
SGPSJ-02 Goku (GT) Comes with 2x PWR LV and Killer Instinct, making the enemy not have HE R1 from PWR LV, can use this for R1 defense and then R2 you have Defensive Stance to hopefully be enough.
MM3-SEC2 Gogeta (BR) If you feel like you won't meet much of the potential problem cards that could get in the way of Future Trunks' speed, than you're on track to the easiest time activating this card for insane defense, maybe even worth having HGD9-44 Future Trunks in the last slot.
UGM7-018 Vegeta Same idea as UGM10-LSEC2 Goku (GT) but solely one attacker and comes with native GRD/DMG reduction pierce, can really explode with the extra PWR from Frieza (Revived) if used on R3 or something.
MM1-040 Goku Restores his own STA and then gets effects based on our HE... Wait, he doesn't gain the effects on attack or something? He gains the GRD at 3 HE, DMG reduction pierce at 6, and then 5x DMG at 10 HE? ALL BEFORE WE GENERATE HE FOR THE ROUND MEANING UNLESS WE GENERATE 10 HE R1, HE'S ONLY GOOD FOR R3? Alright, he's listed here just so I can laugh at him. Marvel also the anti-synergy as his Heroes Rush CAA is all about negative DMG reduction, something he fucking ignores.
MM3-014 Goku If you are okay with the GRD/DMG reduction pierce slot being on a strong attacker instead for the team, could do worse. When you attack he generates HE and multiplies his PWR/DMG dealt based on our HP and while we might be able to survive a round or two, it won't be without some scratches so he could hit really hard.
BM7-SEC2 Masked Black This can be used for general DMG reduction pierce in case the HE falls through or something, Future Trunks would have the highest base PWR barring disruption that targeted him so he would get the boost here and Masked Black's own CAA can hit really hard when boosted with the HE generation from our insane speed and PWR generation from Frieza (Revived), making this a powerful way to close out the game.
UGM8-059 Glass Warrior in Black We do have Gogeta (GT) meaning we do get the free DMG reduction pierce but I don't think the STA damage, especially with our lack of support since we really want Pan for Gogeta (GT), is all that valuable but who knows, maybe it could help with stuns or something alongside Mai but it might be its own deck concept. If you want you could have UGM8-SEC Gogeta (Xeno) or UGM5-063 Aeos act in the last slot for this purpose and while we already have a powerful summon for R2, never hurts to have another one that could hit for a ton of damage?
UGM3-045 Vegeta The simplest form of DMG reduction pierce, also comes with 2k fixed PWR LV but I wanted to try something with a bit more punch than him even if he also has defensive utility with the DMG multiplication seal.
MM4-SEC5 Vegito Doubles the PWR of three allies with high PWR while also giving the team GRD/DMG reduction pierce when you win the PLBP alongside a strong summon, the HE generation could be useful if stuck in a PWR LV Limit app tie to feed Future Trunks' summon. Card could be a neat way to do it if you're okay with it being a one-shot effect whenever he's an attacker, so don't go accidentally putting him out R1 or something.

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Righteous Judgement of the Gods

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Card Why
MM4-054 Goku Black When an attacker he gains 1.5k fixed DMG per enemy supporter for the round and then gives your team GRD pierce if you have less attackers than the enemy while reducing their HE by the difference. His summon is R2 and at 10 HE does greatly increased dmg and makes the enemy take 2x DMG permanently. So while this card is really good, being in the format of MM3-SEC Vegeta, the rewards are a bit lopsided. Vegeta was a strongest of the strong while also having 4x DMG/PWR LV and MM3-SEC Goku to rely on in case Vegeta was unneeded, here you get GRD pierce if the enemy doesn't want to give you fixed DMG and maybe some HE destruction, which could help stop some super attacks or units though if you come with common stun cards, than its a lot less useful, and also being so slow means you can't really rely on the fusion that much. Now this isn't bad just not in a good meta, with GRD generation being a bit sus you don't really need the utility of GRD pierce so much as DMG reduction pierce. Simply put why generate 10k GRD with Future Gohan in Black when an un-stunned Frieza (Revived) nukes you from orbit or MM3-SEC3 Frieza can be just as good in terms of disruption, being better if there's a mismatch where you have more attackers than the enemy?
BM8-SEC Gogeta (BM) / UGM6-SEC Gogeta (Xeno) Not only can he represent speed and HE doubling just by having less than 2 bars of STA after being an attacker, he also can help in the co-op group by increasing enemy CI speed and reducing their GRD, which can make Zamasu's GRD pierce a bit redundant but considering GRD generation's a bit rare, I'd put more stock into the fixed DMG than GRD pierce and 5k is more than enough to put any card into 0 GRD. Gogeta (Xeno) is less general speed, less reliable as HE generation, requiring the opponent to have more than you, and he doesn't help with Chilled's disruption requirements but he is so fucking cool and the fixed PWR LV can help against MM1 Ozotto.
BM8-032 A17 If he can use his super attack in the PLBP he has your team target the enemy that'd take the most damage and make them take 1.3x DMG, further stacking with the negative DMG reduction. Compared to other options I found him easiest to work with and least redundant.
UGM8-031 Chilled Not only speed, not only disruption but also negative DMG reduction to make sure the enemy's dying. Considering the lack of GRD generation I believe there is, BM8-SEC Gogeta (BM) can make sure the lad is targeted for the rest of the game unless they're not an attacker (meaning fixed DMG for Goku Black), 5k is a lot of GRD to remove even if it means we won't get this to proc R1.
UGM6-060 Demon Goddess Robel Start of the game she halves enemy STA and increases their CI speed and then when attacking in a co-op group with Demigra, Demon God or Dark King, and you win her CI, you get 2k HP per enemy attacker which is a fuck-ton of healing but also reliant on winning her attack CI. Good thing she increases enemy CI speed to make it easier and Gogeta (BM) helps with this too. Important for the STA stun is that you have Robel registered first and then Chilled, Chilled is half a bar meanwhile Robel is percentage, for even BS she'll be over half a bar, sometimes doing a bar and extra meaning that Chilled's STA stun will put them into less than 1 bar of STA to work with barring MM3-052 Frieza (Revived), you're bound to win the PLBP R1 this way.
UGM8-055 Demon God Demigra The Demon God Demigra of choice, a more offensively minded one. The God Meteor guarantees 10.5k fixed DMG through him and Goku Black and the PWR/GRD theft can help with nulling the DMG somewhat, though I doubt it'd amount to too much in the later rounds.
EL Android HA STA generation baby, BS Kai HA is speed with some as a supporter alongside even more CI disruption, the EL Namekian HA does it if you have less HP than the enemy alongside emergency STA generation before deciding a strategy alongside 1.5x PWR/GRD/PWR LV if your team has allies with less than a bar of STA, both are solid techs against Ozotto but I decided to run the EL Android HA to be classy and the PWR theft could help with further not dying, also the negative DMG reduction and targeting could really benefit her action abilities. If the enemy wants to play around the STA generation than they can do that, we can appreciate the spare fixed DMG coming along.

So Goku Black is a weird card, I feel like if this was MM1 or something I'd be singing the card's praises but because of the meta, one effect is much more valued than the other and that's the fixed DMG. That said this deck can still hurt hard and be relatively fine defensively, the main hiccup being that we have speed issues against other fast decks and also MM3-SEC2 Gogeta (BR) is annoying, if he wins the PLBP than Zamasu pretty much does nothing and that goes for the team really. R1 we're fine but against tons fixed PWR LV and/or much faster cores of STA generation, we're toast without space for speed control and this variation does have a big issue with MM3 Janemba but not every deck runs that I'm allowing fun on this deck. In general its a bit jank but I'm on the hope that it's enough and I didn't need to put in UGM8-SEC Gogeta (Xeno) or something to cover defense and Chilled, the result from a STA-based R1 stun and Chilled is really cool though.

Alternative Cards

Card Why
MM3-018 Gogeta If you fear MM3-044 Janemba, replace the 6th card with this and probably change the HA to better acclimate him, main purpose is to enable HE generation against the card, could have Demigra be replaced with MM3-SEC3 Freiza as PWR/GRD disruption that also fuels the mind games of Goku Black sort of and Chilled really well while offering extra speed.
UGM10-SEC2 Gohan (SH) He is a one-card way to double your HE on R1 post PLBP via his climax, 10k PWR LV and 5 HE means you'll have the 10 needed for R2 without conflating against Goku Black's ability. Main issue is that you'd need 10k PWR LV R1 which can be stopped by HGD9-44 Future Trunks, definitely an option and he does let you lean into SH cards quite comfortably.
Energy Charge Units This can be a way to cheat out into 10 HE while still being slow but it still requires some amount of HE to start off, for 10 HE we'd preferably have 6 HE R1 (doubles HE after the HE's been spent) though 4 can still go a long way. For notable ones, MM2-039 Goku (GT) has one with Pan and Trunks (GT) while representing his own HE generation as long as you've taken damage. SH3-SEC3 Vegito (Xeno) has Awe-Inpsiring SS3 for a bust of speed alongside a hard-hitting Super Energy, the unit members are Trunks (Xeno) and Goten (Xeno) which are solid. BM5-SEC Vegito (Xeno) has Robel and Demon God Demigra as his unit members alongside the utility of lowering enemy PWR to 2k if they have more than him when attacking. UM10-061 Vegeta (BR) has Trusty Teamworks with Beerus and Goku (BR) as unit members, could make something happen here if you wanted. MM4-047 Vegito is probably the funniest one, has Future Trunks and Gowasu as unit members with Pride in Battle, you could load up on their stun card while he generates PWR for the team but doesn't really fit to Zamasu's gameplan. UM7-066 Lemo (BR) has Outstrategize with the unit, members are Broly (BR) and Cheelai (BR), here you can leverage MM3-066 Cheelai (BR) for HE theft as a supproter alongside PWR generation while Broly (BR) can be an offensive attacker. BM9-004 Vegeta has it with Goku/Piccolo as unit members alongside light STA generation if you're aggressive. UGM1-009 Trunks (Xeno) Has it with Counterattack and a keysword lock, unit members are the SKoT and Goku (Xeno) letting you lean into the Xeno cards if you want, BM1-066 is a Hellfire God Meteor alongside a godbird with the SKoT Unit in case you wanted more miracle perfects and some fixed PWR LV. BM8-CP3 Future Trunks has it with Vegeta and Kid Trunks as unit members and Hope for the Future to be HE generation if you can maintain 8k PWR LV. HGD6-55 Baby Janemba Has it with Myu and Metal Rildo as unit members, he steals 2 HE from the enemy at the end of the first round which can feed into the unit quite well. There are others to explore as well in case you wanted to try something different.
Energy Raiser Units For 2 HE the cards can set both team's HE to 10, which you can leverage with some cards. Main issue is that the unit leaders are much less ideal. UGM9-072 Vegito has Final Kamehameha meaning if you use his super atatck with 10 HE, he deals 2x DMG and reduces enemy HE to 0 and his unit members are Goten and Kid Trunks, thankfully not form-locked. BM7-040 Whis has the unit with Vegeta and Beerus as unit members, which is something to work with. UGM1-047 Bra has the unit with the possibility to steal HE while a supporter or increase enemy CI speed while an attacker, the members are Pan and Trunks (GT) though. Something big to note is that these cards SET HE to 10, meaning it's a way to ignore MM3 Janemba or other HE limiting cards since its not generation.
BM6-ASEC2 Goku On that same vein this card can do it all on his own, only issue is that he's a bit slow, requiring two rounds of 10k PWR LV to do it R2 and is a super ability, meaning you can't use Zamasu on R2. He does bring his own utility by sealing enemy miracle perfects and normalizing your team's CI speed alongside the 2x PWR LV every round.
MM3-SEC4 Broly There is definitely a build of the deck that uses Broly and plays really slow, the main issue is that Broly's burst happens after the summon so he's best for a R3 summon rather than for R2, and that the concept just went into MM3 spam. Broly with UGM8-031 Chilled and MM3-SEC4 Frieza for negative DMG reduction while MM3-SEC Goku helps put the opponent into a damned if you do/damned if you don't situation leaving my the last two slots fo the deck to really make it feel unique.
BM6-062 Robel & MM4-027 GS You could have this set up to make sure that Broly's being attacked every round if you want that as your defense.
HGD6-56 Baby Trunks / UGM7-SEC3 Goku Black If they have less attackers than you, they get no GRD/DMG reduction, more attackers than you and they get no GRD. The only way they can have GRD is by having the same attackers you do which could cause them to play weird, could add in UGM7-SEC3 Goku Black if you want to further punish them for being too aggressive with PWR theft.
MM3-052 Frieza (Revived) & UGM4-059 Namekian in Black With the STA generation Frieza (Revived) can ensure more speed for HE and that the Namekian in Black, liked to A17, will have his super attack for 1 HE which is even possible when you're locked by HGD9 Future Trunks. Can also flub the math for the enemy if they want to preserve GRD.
SH8-050 Vegeta (Xeno) and SH8-47 Goku (Xeno) The former's God meteor and the latter's Titanic Clash and fusion can mean a lot of negative DMG reduction alongside some HE generation so its not the worst thing to have on the 5th/6th slots of the deck if you really wanted to use this.
UGM5-062 Cell / HGD4-SEC Dabura (Xeno) These two can act as a way to dissuade aggression, incentivizing supporters as to hit certain PWR LV benchmarks. Both gain 3k PWR per 5k enemy PWR LV, the former generates you HE for your summons and A17 while Dabura (Xeno) lowers enemy HE instead, be wanred to not have Dabura (Xeno) use his summon because it goes against the negative DMG reduction bent the deck is going for. Cell also can enable UGM8-055 Dark King Demigra's unit if that's something you want to do.
Energy Guard effects (various) Whether its a unit or a standalone card, this could be something to look into to secure the 10 HE so that disruption won't stop your boosted summon but from what I've seen, HE destruction is rare, mostly from MM3-SEC3 Frieza if he wins CIs since they go for stuns to stop generation in the first place.
BM9-SEC Masked Black / UGM8-SEC Gogeta (Xeno) If you want to lean towards Chilled through PWR disruption than these two are really good for that, former is -100k PWR/GRD and makes the enemy take 25% DMG reduction probably cementing them as supporters unless the opponent wants A17 to have them be targeted meaning more fixed DMG meanwhile Gogeta (Xeno) does it repeatedly and gains 30k PWR when attacking meaning he can hit hard himself.
Alternative Husbandos for Robel HGD10-SEC Demon God Demigra is STA generation alongside 1 HE, that can be doubled by Gogeta (BM) and the Dark God Meteor to represent fixed DMG if the enemy has enemy attackers forcing some amount of fixed DMG on the enemy team. UGM10-CP8 Dark King Demigra comes with a keysword lock and Pride in Battle, with our R1 stun and HE generation he's bound to generate some form of PWR for the team and the keysword lock could save you some headaches. Finally PUMS13-39 Dark King Demigra could be used if you want to go hard with a Dark Shenron stun though it doesn't really fit with the Demon Goddess Robel we're using.
MM3-SEC Vegeta/Goku Both can really force the enemy into a damned if you do/damned if you don't situation with the choice of no GRD and boosting Goku or having their attackers sealed alongside fixed DMG, or if you can predict a slow turn such as a MM3-071 Goku lone attacker, two instances of 1.5x fixed DMG per enemy supporter equating to a healthy 18k fixed DMG if timing's kind to you.
ABS-31 Gotenks This is one of those decks where all of the effects here can be really appreciated as long as you have the Halve enemy STA + Chilled combo to cement winning PLBP R1, STA generation's great, 15k PWR/GRD is great, 2 HE can be really nice if you want to leverage an Energy Guard Unit. Options are here.

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Shallot, Why Are You Like This?

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Card Why
MM4-068 Shallot When your co-op group's attacked, the enemy will have their PWR set to 1 and DMG multiplication sealed for the attack and he gets 1.5x PWR/PWR LV alongside STA generation. This card is extremely defensive and can be decently fast, 1.5x PWR/PWR LV seems bad, but if spammed a bit it can be quite respectable, 1.5^5 is ~7.6, and yes, that is something the deck can produce. This lets you go ahead most 2x PWR LV cards but can have issues against faster cards (I don't think 7 attackers is reliable but that does give you 17x PWR LV which is fucking insane for R2)
MM4-010 Towa When the strategy's decided, if she has less than a bar of STA than she disables enemy co-op attacks, making it where Shallot's actually defensive because he only lowers the PWR for the first attacker within a co-op group, not the entire co-op group meaning without this, he has a defensive profile of soggy tissue paper. If you prefer having a dilf or edgy twink take the slot, PUMS9-02 Super Fu does more damage alongside 400 more HP while BM8-068 Dr.Gero has a counter rush just in case but I figured the 1.5x DMG reflect's better as a CAA? In this sense it's 99% personal preference just need a card with this effect.
MM4-027 Great Saiyaman And to make sure Shallot's being attacked, we have the Robel core of this and Robel. He makes sure that Shallot gets 50% DMG reduction, further helping his defensive capabilities with some DMG reduction and making sure he is the one being attacked. Something to note for Shallot is that he can turn to quite the reliable DMG dealer due to the co-op attack seal and constant STA generation for himself in particular but is going to be glued into using 1 bar of STA unless you are winning the game that round.
BM6-062 Demon Goddess Robel When a supporter she makes the ally that'd take the least DMG on the team attacked by the enemy and gives them 3k GRD for the round, with GS's 50% DMG reduction that will be Shallot which should let the deck be very defensive as having setting the enemy's PWR to 1 as they have no DMG reduction and must eat through 50% DMG reduction's not easy, pretty much requires fixed DMG. That said If for some reason this doesn't allow Shallot to trigger because he's not in a technical EL defensive co-op group than Shallot gets the designation as the worst UR in the set.
UGM8-035 Vegito / BM6-ASEC2 Goku / UGM9-SEC2 Vegito / UGM10-056 Aeos / UGM3-030 Goku (GT) The CI slot, we are dealing with a lot of CIs so to eliminate frustration we probably want something for it. Each of these come with their own utilities, Vegito and Goku handle with both normalizing your CIs while disabling miracle perfects while UGM9-SEC2 Vegito focuses on increasing enemy CI speed alongside some fixed DMG while UGM8-035 does increased super attack DMG and PWR and BM6-ASEC2 Goku promises some speed and 10 HE eventually with his climax. UGM10-056 Aeos is both increasing enemy CI speed but also sealing miracle perfects alongside HE destruction per ally supporter, the DMG mitigation won't matter since Shallot disables DMG multiplication and if you want some miracle perfects or HE generation per enemy supporter you could switch to SKoT. Finally there's UGM3-030 Goku (GT), who normalizes your CIs, recovers ally STA at the end of the round and resets the PWR of allies with less than 100 PWR to 3k, not great but not nothing either when he covers two other things we want in the deck. For the sake of damage I'm using UGM8-035 Vegito but you could explore UGM3-030 Goku (GT) for his applications of role compression, just note you may still want a card to handle enemy miracle perfects as those are annoying and common with the number of CIs we're going to be dealing with in the deck.
MM3-052 Frieza (Revived) Not only gives absurd PWR and shreds GRD like none other, he comes with strong STA generation that can really shine by the late game, the transformation offering fixed super attack DMG is appreciated too as DMG reduction can be an issue and as long as Shallot procs when used with Robel, we should be able to hit the end game. The only thing we fear is fixed DMG really.
Flex slot Any other source of STA generation works here too, just that if we want to go with a more raw defensive bent, the extra HP of the HA is appreciated even if the STA generation can be played around, the two for that being the EL Android and Namekian HAs, former requires 7.5k+ PWR LV on the enemy and the latter requires you to have less HP than the enemy. One thing to note is that you'd prefer it to have 1 bar of STA for Towa to be able to still end with less than a bar of STA when an attacker and disable enemy co-op attacks. HGD7-55 Chronoa could be useful since the 25% DMG reduction alongside the double attack (gives 50% DMG reduction to herself and her partner) can make Shallot really defensive. The fact MM4-SEC Vegito has less STA generation when you have HE can actually be good for the deck since he won't let Towa have 4 bars of STA, not even R1 since he'll be too busy giving Demon Goddess Robel 2 bars of STA due to being a BS and not a HR/EL, probably would be the one I'd use but there are many options you can have in this slot, MM4-049 gives the team STA and stun prevention alongside speed, all really good things to have.

Originally though to be EL aggro instead became this, hoping he works with retargeting because otherwise Shallot is completely hopeless, setting an enemy's PWR to 1 and disabling their DMG multiplication is good, really good, just that he needs a lot of support to make sure that's happening to more than two attackers on the enemy team. In theory, on the premise that this works, this is a pretty defensive deck that can punish having many attackers since Shallot + DMG reduction can make him extremely defensive. The main issue with is that the PWR to 1 is only for the attack meaning action abilities are uninterrupted which could be the way for Shallot to die albeit having MM3-024 Porunga can also help with that in the last slot if you don't want to use a HA. In terms of speed Shallot can be huge but will have to wait for when you're ready to go for the kill since if you want to leverage that speed, he won't get the DMG reduction/retargeting that lets the deck not explode to the slightest breeze. The other issue is that it doesn't really have true flex slots, you could argue UGM8-035 Vegito to be one but unless you're really good with CIs you will want that since of how many CIs you both will be dealing with, miracle perfects are more likely to happen at some point in the game and could decide a pivotal CI. That said, still feel comfortable with the deck, MM3-071 Goku is whatever, it can halt momentum but the deck was planning on taking it slow anyway.

Alternative Cards

Card Why
MM3-024 Porunga We fear MM3-SEC Goku since that's the main card that can turn off our defense from Shallot, MM4 Goku is whatever? We're not fast enough for the boosted seal or to make his defense effect look all that good unless it scales to the point of absurdity.
MM3-052 Frieza (Revived) Less an actual mention and more an exploration of a concept since I've seen games go where he's in the support area to ensure he won't be stunned, all of his effects don't need him as an attacker and you could utilize effects like this from non EL cards as long as they aren't an attacker that can be attacked.
UGM5-054 Goku You could use UGM7-063 Goku (BR) or UGM4-066 CellMax to fuel this for free super attacks while maintaining a slow EL aggro deck if you're allowed HE.
ABS-03 Vegito You can use any of the cards that set their PWR to 1 as a supporter like UGM1-061 Bardock in Black to have some GRD shredding and seal super attacks, the block burst can make him hit decently hard in the co-op group alongside stopping some fixed DMG along the way.
MM2-SEC2 Gogeta 2x own team's PWR at the start of the game while also giving them 40% DMG reduction is pretty good, gets doubled if the enemy gives you negative DMG reduction which could be useful in really not dying as long as you're lucky or if the game doesn't go that far long (we don't have the PWR/GRD generation to stop MM3-SEC3 Frieza).
BM6-021 Vegito With the sealing of enemy co-op groups, there's a lot more CIs that'll be flying around meaning you could get the STA generation and 2x team PWR/GRD from him if you are good at CIs, just note he requires 4 CI wins which can rely on the opponent being aggressive since you may not have 100% CI win rate.
UGM1-SEC Aeos Can act as the Miracle perfect seal but also requires UGM1-061 Black-Clad Warrior to have someone with less than 100 PWR as a supporter, she does fully restore her own STA to be able to act as offense but wanted something faster.
MM3-018 Gogeta When paired with PUMS14-SEC Vegeta (GT) you can seal the miracle perfects on a good number of enemy attackers the main issue is where's the STA generation?
UGM9-061 Future Gohan in Black This could be something if you're fine relying on a unit for the miracle perfect seal + CI disruption since he is HE generation and the unit members are really good, could easily run a goku core if you don't want to use a HA. UGM9-059 Black-Clad Warrior is great STA generation for the team and the Goku can be any number of cards, BM7-SEC shouldn't be too valuable but since we are getting a ton of attacks our way, could try making use of UGM3-SEC2 since Jiren handles with fixed DMG though it will reduce the effectiveness of this card and Black-Clad Warrior.
PUMS14-SEC Goku (GT) Full STA generation for 4 allies with the lowest STA and then in the PLBP he resets all ally GRD values less than normal to normal values. This can help with damage from Great Saiyaman but also with GRD shredding since 1.5k is better than 1. Towa needs to have less than 1 bar of STA when an attacker, 4-3=1, not less than one, fucking kill me.
UGM3-SEC2 Jiren Clean way to handle enemy fixed DMG and gives free fixed PWR LV so that we can get more procs from Frieza (Revived), main issue is if the enemy has it and is faster with theirs than with ours, we don't have the room to support MM3-SEC2 Gogeta (BR).
MM2-SEC3 Omega Shenron We don't have Goku/Goku (GT) natively so he can act as a strong source of HP generation with a revive in case shit hits the fan, could be something to explore if you're fine with having less STA generation on the team (Freiza (Revived) or any that generate 2 bars of STA is enough to make sure that no one else's getting the 50% DMG reduction and risking Shallot not getting attacked, just not for the 2x DMG of Great Saiyaman).

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Interesting Unit Members Mr.Vegito

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Card Why
MM4-047 Vegito Just a lowly Energy Charge unit with Pride in Battle, may seem innocous, until you read the unit members. Future Trunks and Gowasu, there's a reason that these two are rarely unit members on cards, not only for niche representation only being in the Goku Black arc but also for balancing reasons. For a reminder, Pride in Battle is 2k PWR for the team for each HE you have over the enemy.
MM3-018 Gogeta Not only our MM3 Janemba tax but also one who appreciates the PWR Vegito's willing to generate, furthermore sealing enemy miracle perfects could help with winning CIs.
HGD9-44 Future Trunks There goes much of one's HE generation R1, abilities are rarely used for this, instead just using high PWR LV because the speed from such cards are insane and we've just capped that to 5k, one HE in total. Also they get faster CIs meaning the lack of miracle perfects can sting a little more.
HGD10-46 Gowasu Supreme Kai's Reproval makes where when he's a supporter, at the end of the round, set enemy STA to 1 and reduce their HE by 3. Back during UM and even BM this was once a common sight being one of the strongest stun cards in the game when STA generation and PWR LV was more limited, this prevented PWR LV Limiter units which were a real thing back then instead of the extreme rarity nowadays. The main hiccup is if the enemy has MM3-071 Goku which does fly over out setup but they're still not generating much HE then and our Gogeta handles their Janemba so we're still alright as long as Vegito can activate first.
ABS-31 Gotenks Alright, we're back in the slot machine but I think the slot machine's fine here. Another deck that appreciates all this card can offer even if R1 could be an issue depending on what we're against, Fin doesn't like either option while the STA generation might feel a little muted against HGD9 Future Trunks, that said in general all things are appreciated and if we roll 15k PWR/GRD than we're living like larry. With the speed control we're bound to win R2 and thus the dragon fist can guarantee us a revive R2 onward as a defensive backbone.
MM3-SEC Goku / UGM3-045 Vegeta A way to GRD/DMG reduction pierce for the team, using MM3-SEC is more specialized against Godku or other on-attacked triggers like MM4 Shallot while Vegeta is a generic seal for DMG reduction alongside 2k fixed PWR LV, for the sake of style I went with MM3-SEC, the DMG and PWR LV is very nice, but you'd have no shame in going for UGM3 Vegeta.
BS Kai HA Speed option just in case we're against Fin alongside utility against Ozotto since we are slow, can be a supporter if you want the STA generation and CI disruption too, should be enough to give us a leg up on speed for a good chunk of games after Gowasu does his thing.

Honestly the deck was just neat because of the unit members working well for Pride in Battle for Vegito, deck is probably fine by the speed control, I think Gowasu is still fine enough when paired with BS Kai HA's 7k PWR LV but there is a reason he's been MIA. Deck is a bit finicky since I wanted to be more experimental than using the Goku (BR)/Vegeta (BR) core for HE destruction and Gotenks does offer a revive which is a strong defensive tool to have with relatively minimal investment, furthermore Goku helps us deal with potentially annoying cards while also being fast as hell and both sides hitting like trucks. The deck can be a bit plain, just go brr aggro but with an Energy Charge having such unit members, it does feel like it has some spice so this deck could win games and commit murder without dying too hard.

Alternative Cards

Card Why
MM4-052 Gowasu He has hidden strength to lower enemy STA R1 when they attack alongside a 4 HE unit for 5k HP and 50% STA for the team, unit members are Goku and Vegeta which is amazing but also can stretch the deck a bit thin.
MM4-049 Future Trunks If you're willing to explore absurd speed, you can fit a Mai and use this as the unit member though Energy Charge's usually best for a somewhat slow deck.
UGM6-SEC Gogeta (Xeno) He can help us against MM1 Majin Ozotto but against HGD9 Future Trunks he doesn't work, first off he can't be good HE generation while also being less than the enemy considering his fixed PWR LV means he's 3k PWR LV on his own, furthermore he needs to have more HE than the enemy to activate his super attack, meaning you need 2 HE over the enemy's 1, when we're set to the same PWR LV as them and this card can't generate HE at all.
MM3-SEC2 Gogeta (BR) With the speed control you can use this for insane defense if you want.
UGM7-063 Goku (BR) and UM12-066 Vegeta (BR) These two were the original idea, wanting to be able to smoothly play around HGD9 Future Trunks as this is HE generation that can be used even if low on HE. Goku (BR) can be a nice defensive card by stealing PWR from the enemy by destroying HE, acting as a way to proc for our Vegeta (BR), who offers 5 HE for the team and 10k PWR for the team, which can help with some damage for the team and also making sure that we have the HE for super attacks and for Pride in Battle even if a little slow. Only reason they weren't was that I wanted to be a bit more experimental but the 5th/6th slots could've been these easily.
UGM10-SEC Godku He does count as HE generation as long as you can get him to transform and the enemy has multiple attacks to target him, might also be a decent defensive that I've heard laughs at most attempts to deal damage.
ABS-17 Gogeta (BR) You could explore this as the HE generator, requires that you win the PLBP but he can give up to 3 HE alongside some temporary GRD shredding, 1k per HE you have which can be really nice.
ABS-15 Gogeta (GT) If you fear ABS-16 Omega Shenron sealing your CAAs, you could try to have this card on the team in place of MM3 Gogeta, the extra GRD/PWR generation could also come in handy but I fear Janemba more than I do Omega Shenron, he's less common than Janemba on the Meteor Goku decks.
Edit Report
Pub: 11 Apr 2024 16:00 UTC
Edit: 10 Aug 2024 01:05 UTC
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