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 -> MM6, 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.
- Notes
- MM5 Pre-Release
- Reminder for Action Ability Seals
- Goku Tries to Be Interesting, Take 1
- Goku Tries to Be Interesting, Take 1-2
- Goku Tries to Be Interesting, Take 1-3
- Vegeta Tries to be Interesting, Take 1
- Vegeta Tries to be Interesting, Take 2
- Goku Tries to be Interesting, Take 2
- Goku Tries to be Interesting, TAKE 3
- Vegeta Tries to be Interesting, TAKE 3
- Laggs Learns the Hidden Ninjitsu: Hide Behind Wall
- Super Hearts Wants Baby Trunks Out of a Job
- Aeos is Tired with HA Bullshit
- Ozotto's Food
- Surely, the Last MUI SEC Goku
- King Cold Family Bonding Time
- Universe 6 Tries to be Useful
- Reminder for Action Ability Seals
MM5 Pre-Release
So we set sail for the twilight hall, 6/27 is when MM5, the penultimate set of SDBH shall fall, and for the most part the set's setting to put SDBH out on a high note though for that we'll have to wait for MM6 proper. Without further adieu let's see if a set with 5 Goku/Vegeta URs and a MUI Goku SEC can be interesting.
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 |
Goku Tries to Be Interesting, Take 1
Card | Why |
---|---|
MM5-020 Goku | This card does two main things. First at the start of the round he doubles the DMG/PWR LV of all allies with less PWR than him and includes himself, meaning he can represent a lot of DMG and speed even on cards that normally don't represent much, then upon winning the PLBP your team receives 50% less DMG and 3x PWR for the round, further increasing the DMG of the team alongside DMG mitigation. |
MM1-066 Majin Ozotto | So Goku starts with 3.6k PWR, while not the highest amount of cards have this low power, a lot of normally good utility cards do, one of them being this Ozotto who we're using to make sure we go first for R2 by reducing enemy STA by 2 bars and permanently halving their PWR LV, we may be capped to 10k but he is usually very strong enough as a stun card to not worry alongside being a counter-measure towards the 7k PWR LV limiter app commonly used on R2. |
HGD9-44 Future Trunks | Our R1 stun card that happens to work with the Goku so that we can win the PLBP R1 against decks that want to be fast, the faster CI speed can help since the deck's somewhat playing fast and loose with STA and winning CIs is generally a good thing to do. We don't need all the STA in the world if what we're outpacing is 5k/10k/7k PWR LV for rounds 1-3 when we're multiplying our PWR LV already. |
UGM10-039 Goku (GT) | Targeted PWR generation for Goku since he's a BS alongside PWR/STA generation for the team, the 3k to everyone alongside the 1 bar should help with our speed while the BS co-op group gets a health 7.5k PWR boost alongside the 3k (this should mean that by R2, barring PWR disruption, the only Goku (GT) and the HA have more PWR than Goku, five cards getting 2x PWR LV/DMG is pretty good I hear). The transformation could help edge out some more damage for R2 or HE for R3 if STA's willing. |
MM3-SEC2 Gogeta (BR) | 50% DMG reduction is a nice start but sadly not enough to really get the team surviving the damage from the teams nowadays, thus we have the other half of our defense considering we're planning on winning the PLBP. Sets enemy PWR to 1 for the round and disables fixed DMG meaning they need to go on the axis of negative DMG reduction or DMG multiplication to hurt you, furthermore if he wins an attack CI he gains 10k PWR (bad for Goku math technically) but disables the enemy's GRD/DMG reduction, useful if against UGM10 Godku or something and you can win the HR attack CI, his summon also guarantees a stun on someone if the enemy has 50%+ HP which can further help with this since there's not an EL co-op group in the deck, meaning the first attackers are Gogeta (BR) and the stun boys. |
UM8-045 Demon Goddess Poutine (flex slot) | Very much a flex slot for this, I figured though that Poutine would be nice to round out against any fixed PWR LV for R2 if the enemy tries to use that as a way to go first against Majin Ozotto (MM3-SEC Goku and UGM8-SEC3 Bardock as the biggest examples currently), the extra STA DMG could also help if the enemy R1 tries to use UM8 Fin to get under our Future Trunks even if not amazing against the very common MM3-052 Frieza (Revived). |
BS Kai HA | Good source of fixed PWR LV so that even with little STA we can match/outpace our stun effects to go first, big HP, the ability to attack under BM7-050 Goku's nice, and one-time STA generation when a supporter's nice. |
And as the question posited by the deck name, Goku passes with flying colors. This is a really neat card with multiple ways of going about for him that makes him supremely interesting as a build around, there's a good chunk of cards that just work under this even if you don't think they would and this gets further expanded if you're fine with the idea of waiting a round and using targeted PWR generation to enable the Goku to boost other cards. For the deck itself, feel pretty good about it, may not be amazing but Ozotto and Future Trunks are no joke and the rest of the deck gives you some extra DMG and STA while allowing Goku to potentially boost Gogeta (BR) or have Gogeta (BR) act as GRD/DMG reduction pierce if needed (if against MM3-071 Goku, you can have the HA be a supporter to make sure Gogeta (BR) prevents the Goku from doing damage and even chance sealing his GRD/DMG reduction for the BS co-op group to hit hard).
Alternative Cards
Card | Why |
---|---|
UGM6-055 Vegeta (Xeno) / UGM5-SEC Piccolo (SH) | There could exist a BS aggro variant of the deck but sadly Goku doesn't play well with a huge co-op group since of his low PWR, Goku (GT) is better than Piccolo (SH) for raw PWR generation but Vegeta (Xeno) can be an option to give the co-op group GRD/DMG reduction pierce if you want to keep it minimal with Goku (GT), Goku, and Vegeta (Xeno). |
HGD6-56 Baby Trunks | Another form of GRD/DMG reduction pierce but one that does benefit from Goku which is really nice, does require you to be fully aggressive which necessitates huge STA generation but still a solid card even if not MM4-SEC5 Vegito (who could also work for the deck even if his pierce is one-shot), his unit could be something to consider since 2 HE for full STA generation for the team is really efficient, just that Baby Gohan (GT)/Goten (GT) is very niche, HG5-40's a BS that doesn't generate his own PWR and has the highest HP when it comes to Goten (GT) meanwhile UGM9-041 Gohan (GT) has the Baby Parasite unit with any Goten (GT)/Trunks (GT) (note Baby Trunks is his own character and won't count as a unit member sadly so this would be a 4 card core, 5 when including Goku) with a CAA that isn't nothing. |
HUM4-022 Yamchad | He works and could helm a take on this SS2 Goku if you wanted, having low enough PWR to be recognized by Goku while also helping with STA/HE if you want them. |
UGM4-054 Yamcha | While Yamchad focuses on HE, this one is ally attacker PWR restoration, if any had less than 100 PWR in the PLBP he resets them to normal, add in a Vegeta and you get a solid unit that sets enemy PWR LV to 10% for the round for 4 HE. |
UGM10-025 Krillin | Not only has low PWR for MM5-020 Goku to boost but also comes with targeted boosting of himself and Gokus to extend what Goku can boost on the following rounds, GRD boosting could also be of good use if considering UGM10-SEC Godku as stalwart defense instead of trying to win the PLBP. |
MM3-044 Janemba / ABS-22 Piccolo | These prevent the enemy R1 from having HE and have little enough PWR for Goku to boost, 2x DMG boost can really help the cards shine. |
PUMS14-36 Demon Goddess Robel | So this is all on the assumption that it requires less than 3.6k PWR for Goku to boost, which isn't exactly how SDBH handles these type of stat checks. Master Roshi's Training, when going through googlefu, is less than 2k HP/PWR but in World Mission it's 2k or less HP/PWR, the 2k being inclusive. This card is just a keysword lock + Much-Needed Support if you want some stun prevention on even rounds but in general is for cards with 3.6k PWR that, if Goku is generous and is fine with those that tie with his PWR, could also work as well. These include niche cards like BM7-SEC2 Masked Black, UGM8-031 Chilled, and MM2-053 Frieza among others. |
UGM9-SEC2 Gotenks | With the deck's focus on winning the PLBP, you could explore using this card as a way to get all the STA, replacing UGM10-039 Goku (GT) for something else alongside a different HA. Sadly too much PWR to benefit from Goku. |
UGM9-061 Future Gohan in Black / MM2-049 Super Baby | So Goku asks to have the most PWR, not necessarily how it got there. Future Gohan in Black is another form of targeted PWR generation (even if reliant on the enemy playing into it) alongside free HE and a good unit if you include Bardock in Black, meanwhile MM2-049 Super Baby can get cards who start with 3.6k - 7k (could expand to more PWR if you count the bonus PWR from your apps, allowing any card at R2 so long as Goku starts with over 5k PWR and the card doesn't have PWR generation) down to Goku's level for R2 while profiting off it in the process. |
UGM1-059 SKoT | Godbird + Hellfire God Meteor while having low enough PWR for Goku to work with, main hiccup is the SKoT unit requires Goku (Xeno) and Trunks (Xeno) which could require a bit of investment if that's something you want and that CAA seals early on aren't uncommon (MM3-071 Goku, MM3-024 Porunga, UGM5-063 Aeos), still something to consider as MM4-062 Vegito has been seeing use with his god meteor too. |
Goku Tries to Be Interesting, Take 1-2
Card | Why |
---|---|
MM5-020 Goku | Same as yore. |
UGM10-025 Krillin | This time we're exploring a small Goku core so that Goku could expand his reach to cards not normally considered R2 onward since he boost the PWR/GRD of Gokus anywhere on your field, attacker or supporter, by 5k, the GRD generation also opens up an odd idea since without retargeting, the best way to make use of it is with a lone attacker. The extra STA generation for himself and Goku can really help make the most of the PWR LV multiplication. |
MM3-071 Goku | And would you look at that, a handsome Goku who just so happens to start with low PWR for MM5-020 to recognize and wants to be a lone attacker R1? So for his seal, registration order matters, make sure Krillin is before MM3-071 Goku so he can give the PWR/GRD/STA generation first, secondly for the cards to worry about. MM3-SEC Vegeta, he gains PWR based on your supporters and thus will be unsealed R1 meaning he can hit really hard (ignores your DMG reduction + huge PWR + fixed DMG + 4x DMG) and is fast with MM3-SEC Goku open as an option, MM4-SEC5 Vegito is one-shot but grants the team GRD/DMG reduction pierce if they go first, opening you up to death very easily if unsealed (which the enemy can control to be the case). |
UGM5-017 Goku | Okay so we got a very nice method to survive R1 but what about R2? Oh hey, another Goku that we can use to comfortably secure R2 survival so we can explode R3 by setting enemy PWR to 1k for the round and sealing their CAAs/TAAs (note that unlike with MM3-071, this is post PLBP so transformations will go off alongside other early CAA/TAAs). |
UM8-047 Fin | A R1 stun to really hamper enemy aggression, better than Future Trunks even if it'll take a turn before he gets Goku's blessing, could even function as a tech card against MM4-SEC5 Vegito R1 unless they have fixed PWR LV to counter Fin. |
MM3-052 Frieza (Revived) | Good card's good, gives the team a ton of STA/PWR which it'll appreciate when the PWR LV is being multiplied like so and then tripled when you win the PLBP. |
HA | A damaging one preferably, could be SS4LB Note if you want to add in a base bardock like UGM8-SEC3 to get a free PWR LV Limiter unit in case you're afraid of the app R3 alongside big damage, the GoDs are really solid with their fixed DMG, the Demon God HA is a one-round tech against Godku/BM7-SEC if you're afraid of finding of someone being nostalgic for that card for some reason. |
This is more cut-throat and less funny, showcasing some of the more busted cards that Goku gets to recognize and the interactions that can lie with Krillin allowing Goku to boost other cards thanks to the targeted PWR generation. R1 is lone attacker Goku to halt momentum while having the chance of a meaty super attack, R2 is UGM5-017 Goku as to prevent death and then R3 is pretty much do or die as your team has 4x/8x PWR LV/DMG across the board but also lack any defense buttons to activate at that point.
Goku Tries to Be Interesting, Take 1-3
Card | Why |
---|---|
MM4-SEC Vegito | This is meant to be a Goku deck but the minutae of the interactions with Vegito does mean I want to get to him first, registration-wise this could would be 4th, before Kid Buu (your HA has to be registered first). During the prep phase he triples the PWR/PWR LV of three allies with the lowest STA, BS has the lowest, then it is HR and finally ELs. This is important as it determines who Vegito is targeting, the goal is that he'll hit MM5 Goku (guaranteed thanks to being a BS), your HA (no matter the situation Goku wasn't going to be boosting them, 12k+ PWR is just too much to worry about until R3 which lol) then UGM5-017 Goku (HR that is lower PWR than Goku so he'll get boosted the next round) for R1. R2 he'll hit, hopefully, MM5 Goku, your HA, and then MM3-071 Goku as he used STA R1 to not die, making sure that both UGM5-054 Goku and this Vegito can be boosted alongside everyone else but the HA and Kid Buu. |
MM5-020 Goku | Same as yore but now with registration matters. |
UGM5-017 Goku | Same defensive use as before just now with registration matters. |
BM9-045 Kid Buu | The goal here is that he can lower your team's HE to make Vegito go at his highest but only after he genenerated the PWR/GRD for the rest of your team at a rate of 1k per HE, also comes with the nice side effect of making the enemy have reduced/zero HE too so you won't have to worry about their super attacks too much. |
UGM5-054 Goku | To enable super attacks with some free STA generation on the side if you're able to destroy your own HE. The DMG reduction when abilities are sealed, while funny, is not likely to happen at all since we're not using Yamcha that randomly seals an action ability (sealed when enemy MM3-071 Goku happens, maybe you can use him R1 to preserve your own MM3-071 Goku to have a 90% DMG reduction guy. UGM5-063 Aeos isn't that common. MM3 Porunga does it post Prep-Phase, too late.). |
SS4LB Note HA | This could also be a BS HA like a BS Kai or BS GoD for the sake of Vegito math, just figured that Note would be really good here with everyone having a floor for PWR and the extra 1.5x PWR LV for the team if you deal 6k DMG to the enemy on a round, if you want fixed PWR LV to more easily play around stun effects like Fin or Majin Ozotto, BS Kai is the pick. |
Yeah this was mostly to give another shell for MM4-SEC Vegito because the interaction with him and Kid Buu hasn't been explored in the arcade and that makes me sad, and he also works well with MM5-020 Goku since he is a form of targeted PWR generation which can greatly expand Goku's reach, main issue being that he also boost two other cards so if you want to let Goku boost more cards, you need to make sure Vegito isn't boosting himself or others. You can run into issues where Kid Buu is often sealed or your HE is limited because of low PWR LV thanks to limiter but still seems solid enough since the 0 HE effect from Vegito's good and getting that alongside the PWR/GRD generation for the team seems insane, especially since we're using MM3-071 Goku to easily let us have R1. Maybe one of those 'tier 2' ideas that works super well when you look beneath the MM3-052 surface.
Alternative Cards
Card | Why |
---|---|
BM6-062 Demon Goddess Robel | Preferred over MM5-059 Laggs because Kid Buu gains the GRD in the PLBP, if she were to fit in the deck it'd probably be the place of either the HA or maybe one of the Gokus. For R1 she is in the right position to get boosted by Vegito in place of himself, and for R2 probably replace UGM5-017 Goku depending on registration order? |
Vegeta Tries to be Interesting, Take 1
Card | Why |
---|---|
MM5-022 Vegeta | This prince of destruction disables PWR LV/DMG multiplication for your team but then gives everyone 1.5k PWR LV and Super Attack fixed DMG, at the start of every round. That is 10.5k fixed PWR LV per round at the cost of no multiplication and that fixed DMG can really start stacking up when you think of it in terms of a co-op group (oh no, 4.5k fixed DMG per round, for free if you can get super attacks off). Also if you win the PLBP your team gets free super attacks and can't be stunned in the round. So this card gives you a lot but also takes away a lot, for PWR LV multiplication will outpace your fixed PWR LV even in a team scale like this (the 21k you'll have by R2 is on par with 2x PWR LV by R3 on just a single card, if it's Chilled + Frieza, you barely win R2 and lose R3 in the PLBP). Of course this effect also has another edge, MM1-066 Ozotto and UM8-047 Fin do nothing to you, your PWR LV is normalized, 1x, the most he is some form of STA DMG when you have 21k fixed PWR LV which gives you a huge edge and Fin? You laugh at that card harder than if you were using UGM8 Shallot. |
BM3-069 Salsa | First off, the 'fuck dmg' core, at the start of R2, he normalizes enemy PWR LV/DMG multiplication for the entire match and also lowers their STA. With your fixed PWR LV all you need is 21k PWR LV to always win the PLBP, ensuring free super attacks barring a PWR LV limiter effect. |
MM3-SEC2 Gogeta (BR) | And if you win the PLBP the enemy has their PWR set to 1 and no fixed DMG, combined with BM3 Salsa you nullify all DMG aside from negative DMG reduction from Chilled. He can also seal the enemy DMG reduction if you win his attack CI and are stuck against retargeting like with MM4-SEC4 Super Buu or UGM10 Godku. |
PUMS14-06 Goku Black | On the idea we do want to win the PLBP, he's our answer to prevent enemy fuckery, either in the name of revives or miracle perfects. If you don't fear enemy revives and fear PWR LV Limiters, you can replace this with UGM9-SEC2 Vegito as the CI disruption card, the CI disruption helps with enabling super attacks since you need to win the attack CI to do that. |
MM2-SEC3 Omega Shenron | In theory with the defense we have when winning, we'll be able to have the revive online especially with the lack of Goku/Goku (GT) meaning we are getting 1k HP per enemy attacker at the end of the round (note fares poorly against MM3-071 since he'll be sealed when he tries to heal but surely you didn't take that much when you won the PLBP with Gogeta (BR), right?). |
MM3-052 Frieza (Revived) | Just because we can't use PWR LV multiplication doesn't mean we can't make use of this busted card, the spare STA generated also makes sure we're able to win the PLBP since we'll have some STA alongside the fixed PWR LV and also make the enemy's GRD into tissue paper. |
HA | The HA for the deck is probably a GoD, something like the BS GoD is pretty good since he further reduces enemy GRD but you could also use the EL if you want STA disruption, the big allure is of their fixed DMG that doesn't necessitate a super attack to get making the deck less CI or die. If you really want to have help with the CI, the HR Android HA could be something to look at since there isn't a full blown stun in the deck, the main method of winning the PLBP being the fixed PWR LV beating out the opponent's base PWR LV. |
Vegeta giving the team the buff is nuts and makes him good as an anti-meta pick, the sealing of DMG/PWR LV multiplication does shut off some options but also means you don't fear certain cards, MM4-046 Goku, MM4-062 Vegito, BM7-050 Goku, MM1-066 Ozotto, UM8-047 Fin, and even the rare HGD3-58 SKoT (who can be used for MM5-020 Goku if nostalgic) do either little or nothing. And getting free super attacks is nice when you win the PLBP since you get them even if you have no HE like going against MM3-044 Janemba or being stuck against PWR LV limit hell on R1/R2 which is where the deck has the biggest issue but the reason the two are listed as alt cards and not in the deck proper is that I like touching a lot of cards, not just the same ones, you could try a more aggressive build that focuses on exploding with high power super attacks that you get for free (just note that DMG multiplication like from MM4-SEC Vegito or UGM2-033 Super 13 doesn't work with MM2-022 Vegeta), maybe even making use of HE destruction to slow down the opponent. Another cool card for the prince of saiyans.
Alternative Cards
Card | Why |
---|---|
MM1-066 Ozotto | You can use this as a tech card to handle against enemy PWR LV limiters for R2, the 7k PWR LV Limiter app is extremely common and if MM5-022 Vegeta does break into meta, UGM10-067 Gamma No.2 will also rise to the ocassion, the STA disruption and PWR LV halving shouldn't really matter with the rest of the deck, perhaps you could replace BM3 Salsa with another form of DMG multiplication sealing but I like how he slots into the deck as role compression. |
HGD9-44 Future Trunks | Probably should be the 4th or 5th card in the deck but I said no because I want to have fun. Main issue with the deck is R1 not dying if the opponent happens to have HGD9 Future Trunks who is more common than UM8 Fin as far as I know. |
HGD6-56 Baby Trunks / MM4-SEC5 Vegito / UGM8-031 Chilled | All solid answers to the DMG reduction question, either one-shot when you win the PLBP the first time, or when you have more attackers than the enemy, or using negative DMG reduction alongside our Frieza (Revived) or further support. |
BM8-SEC Gogeta (BM) | While the PWR LV multiplication's worthless, doubling up on HE can be nice and considering the HR focus, the CI speed increase on attack can go hard and the HE can fuel a hard hitting summon. |
ABS-31 Gotenks | The greediest card you could pick with the lack of limiter effects on here but without them he could work as a way to get extra value alongside the revive and the revive being more sure, instead of needing an HP threshold at the start of the round you'll just have it after his dragon fist. |
Vegeta Tries to be Interesting, Take 2
Card | Why |
---|---|
MM5-023 Vegeta | When an attacker he talks half DMG for the round and makes it where allies with less than a bar of STA won't be targeted by the enemy, also if you win his defense CIs he permanently gains 20% DMG reduction and recover some STA for the team. Yes this is what you're using 99% of the time, the Goku side is solid, giving you a bit more PWR/GRD for the team if you can spend a ton of STA alongside some fixed DMG if you can win their CI but this is for a last ditch thing if you're planning to win the PLBP, the goal of the deck is using the Vegeta side. |
MM4-027 Great Saiyaman | Maybe it's boring but dammit I love this card too much, there has to be a way to make him nuts. Allies that spend 1 bar of STA or less gain 50% DMG reduction, great for Vegeta, and then those that spend 3 bars get 2x DMG, great for everyone else. |
MM3-052 Frieza (Revived) | Ahem, yes, we are using this dumb card because I love it's sheer audacity and synergy with the deck, the PWR generation is nuts, the GRD shredding is nuts, the STA generation is nigh perfect, it's everything we could ask for. The only hiccup is if you win too many CIs on R2, R3 might cause everyone to have capped STA and thus be unable to have Vegeta prevent everyone else from being targeted since everyone will have at least 1 STA at the pre-phase but at that point I think you're doing fine, considering you're winning CIs. |
UGM9-045 Pan | If we want one person to be attacked, and win CIs, why not make miracle perfects happen ~50% of the time? Link her up to Vegeta and also get 3k free fixed PWR LV to work under R1 stun effects and further boost Frieza (Revived). |
UGM2-066 Gamma 1 | So here's our anti-DMG reduction idea, when attacking, if there's only strike HRs attacking the HR co-op group gets 10k PWR and GRD/DMG reduction pierce, which is really good, the main thing is making sure no ki-blast HR characters are here or else you are getting 4k fixed DMG, not bad but not what we need for the deck. |
BM12-069 Teen Gohan / UGM5-017 Goku | There's a nice selection of options here depending on your needs, I picked Teen Gohan since with Frieza (Revived) running around, it's very likely you can set their PWR to 3k permanently, blunting a lot of their offense for the round and this doesn't proc R1 if against MM3-071 Goku so you can use him as an attacker there if you want extra PWR LV without worrying about things, and his resetting is permanent meaning subsequent rounds the enemy won't be doing as much damage as they would if you used UGM5-017 Goku. That said UGM5 Goku is a Strike HR and will make sure you survive that round much better than with Teen Gohan as he sets their PWR to 1k for the round alongside sealing CAA/TAAs, this can seal off climax/God Kamehamehas even if not normal transformation/switch changes. |
HA | Can be whatever you want, a HR Android HA to help with the CI alongside some PWR disruption, BS Kai for more PWR LV, SS4LB saiyans for more damage. The main thing to consider is that if you are using a HR HA, it needs to be strike for Gamma No.1 to maintain GRD/DMG reduction pierce for the co-op group, and that if you do have a strike HR HA like SS4LB Note, you have much more flexibility for the 6th card as that's being used as the strike friend for Gamma 1 to allow flexibility here. Another thing to consider is that if UGM5-023 Vegeta is SS1, you could use UGM5-017 Goku to enable the GoD HA's units. |
Alright Vegeta's neat, he may be another retargeting card but I like them and the opportunities they enable, being able to slot in a small HR co-op group for DMG reduction is really useful against godku and with how low everyone's starting PWR is, Gamma 1 won't be sealed R1 against MM3-071 Goku as long as you make sure your HA and Frieza (Revived) aren't attackers, giving you nice versatility there (at which point you could link Gamma 1 for the best chance to hit hard as well since Vegeta will be sealed so no DMG reduction from him winning). Vegeta also enables some extra STA generation which could be nice for GS to enable more damage for the team, the 2x DMG alongside the PWR generation can really go far and if you can win CIs (tall ask admittedly), he functions like a Godku of sorts but with more permanence.
Alternative Cards
Card | Why |
---|---|
ABS-12 Cell / ABS-27 Vegeta | Some disruption would be nice as HR cards but they're ki-blast, not melee so they don't work with UGM2-066 Gamma 1, he needs exclusively strike to give some extra PWR alongside GRD/DMG reduction. |
The Other HR Strike Options I Considered | MM2-SEC Goku GT: The GRD shredding here could explore UGM8 Chilled strategies considering the lack of GRD generation nowadays and he hits really hard when he transforms into Gogeta (GT). MM3-SEC2 Gogeta (BR): We are generally a fast deck but not the fastest in the west and do poorly against stun cards while not having the room for it ourselves. MM1-073 Gogeta: With a GoD HA or MM4-SEC2 Ozotto you can get a lot of fixed DMG on the enemy to help proc this line of cards, this being a strike HR to give your team more PWR LV multiplication for speed. UM5-054 Vegeta (BR): With the retargeting you could get sent to low STA but probably prefers MM3-SEC4 Super Buu since he lowers ally STA making sure you hit the critical threshold to give the team 1.3x DMG for the round. UM11-SEC2 Gogeta (UM): Hits hard similar to Goku (GT) but with extra speed instead of light PWR/GRD shredding, doesn't need to transform to get a ton of PWR but needs to win the PLBP to get the 1.3x DMG boost that also extends to his god kamehameha. UM12-052 Trunks (Xeno): If you feel like the enemy will have more PWR than you from their Frieza (Revived), this not only offers more STA to the team (though can proc the 4 bar of STA situation which isn't good) alongside DMG reduction and has a keysword lock for more utility. BM1-SEC Goku: Hits hard like Goku (GT) and Gogeta (UM) before but he comes with a summon instead of needing to transform, but comes with less immediate damage than the others. |
Goku Tries to be Interesting, Take 2
Card | Why |
---|---|
MM5-023 Goku | When an attacker your team gains 500 PWR/GRD per STA consumed within the round, maxing out at 10.5k PWR/GRD with 21 bars consumed. This is a solid enough rate even if not the most impressive, he also does 1k fixed DMG when he wins his attack CI for each CI you've won, which is also nice even if other cards do it better, UGM9-SEC2 Vegito coming to mind. The big win is that he's a Goku so you can slap a core for this. |
UGM9-061 Future Warrior in Black | Fares really bad against MM3-071 Goku but that's where Goku's best since Future Trunks and Fin don't disrupt your STA, meaning what Gohan misses he can cover for and on other rounds, this can be a solid amount of stats for the team. The HE could also come into use against the very stun cards since it can enable some nice units if you need them or just be more HE for super attacks even if locked behind Future Trunks and Majin Ozotto. |
UGM9-059 Warrior in Black | Bardock's here for some STA generation and as a unit member. Very good card and does work here even if not meta, the main hiccup is that sadly his STA generation doesn't work if against MM3-071 Goku R1 since he'll be sealed but not every deck has him so if able to get more of the other side of meta, you should be fine. The units he and Gohan offers can be of use, disabling enemy DMG multiplication or increasing their CI speed + disabling miracle perfects are both things the deck doesn't mind having. The STA DMG resistance is a nice cherry on top so that the enemy can't stun Godku as easily. |
UGM8-068 Shallot | Our 'fuck you' button for CIs, he increases enemy CI speed when he attacks, and he's in the same co-op group as Goku so he helps with Goku win his CI, furthermore when he goes SSG he gets 5x PWR/GRD/Super Attack DMG and hits very fucking hard turning that co-op group thermonuclear. He even helps R1 since he gives the team full STA generation and normalized PWR LV so that you don't have to worry about your STA R1, giving you the most you can get on SS3 Goku. |
UGM10-SEC Godku | I get it, this is slowly turning into "Here's the meta from 6 months ago" but we have so much stat generation it felt wrong not to allow a Goku that wants stats the most, he gets 4x PWR/GRD on his transformation and with all that we have, he can get a ton of PWR/GRD to hit hard and also the insane DMG reduction/re-targeting to make sure your team doesn't die. Will say, |
UM8-045 Demon Goddess Poutine / MM1-065 Laggs | This is a very flexible slot but the goal is that this is a card to help against MM3-052 Frieza (Revived) so he doesn't turn your GRD generation into a joke when they have 20k PWR LV on R2. This is some STA disruption at the start of the round, which while not great, is good enough to present the enemy team with a floor for STA (even if it's increasing as the rounds go on) while also sealing fixed PWR LV (BS Kai HA, MM3-SEC Goku, BM12-LSEC Gogeta (BM), etc.) that could be used to help super charge Frieza. If going optimal the idea is probably R1 stun into R2 app but this can sort of cover both, we're fine going slow so Ozotto isn't that much a worry and this can go for longer and the counter rush might stop a strong attacker from deleting your healthbar sometimes. MM1 Laggs is also a card you could consider since if you've taken some damage, it not only disables the enemy's fixed PWR LV but also lowers their PWR LV multiplication, being a better effect than with STA disruption since its timing doesn't matter so long as it's before the PLBP. |
HA | Could be any depending on what you want, GoD/SS4LB Note for DMG, BS Kai for speed or EL for a very strong freeze attack, this deck doesn't really lean on direction or the other but it really appreciates the HA slot for the most part. If going with MM1 Laggs, to try and play into its effect R1 you could replace the HA for something else but be careful since you are working with ~20k HP and much easier to explode, nothing wrong with that, could use UGM10-SEC3 Kid Goku as a free revive to use in emergency but just something to think about. |
So the deck isn't completely a "Here's the meta 6 months ago" but it's close, we have a goku that gives stats and wants to win CI and the other pieces just came into my mind. It works together well enough, the last two slots being decently flexible depending on your needs and the meta you're dealing with. Goku core's pretty good and SS3 Goku just helps with that, offering even more stats and some fixed DMG. For some math, if you can get max on both, 20k GRD R1, Godku will come with nigh 100k GRD which could take some time for even Frieza (Revived) to shred when unimpeded (that's 10k GRD R1 which you outpace, on R2, assuming ~30k PWR LV, about 30k GRD which you can almost match, and its only on R3 when Godku's in threat of going negative GRD since it's 1.5k GRD per 1k PWR LV so 30k PWR LV which should be easy to hit for them is 45k GRD in of itself and we don't talk about the PWR generation), and this is something most stun effects don't get in the way of, even MM3-071 Goku since most of your effects happen in the prep-phase so if you've more HP than the enemy's Goku, you can proc a lot before he seals your team. And something like UGM8 Chilled + UGM8-SEC Fusions hasn't been seen in a hot minute so you may not have to worry about them to laugh at your GRD before starting to reduce your DMG reduction (*and even then, you should be able to switch into Vegeta for an emergency even if he'll only be good for a round).
Alternative Cards
Card | Why |
---|---|
HGD9-44 Future Trunks / UM8-047 Fin / BM3-069 Salsa | The only reason they aren't here is that I wanted the deck to be somewhat interesting and they've already had consideration for all the decks so far. If you want to win, these can be in the 6th slot since the main hiccup is MM3-052 Frieza and these are better at slowing those decks down than what I picked even if they're useless R2 onward. STA disruption's bad when you're against MM3-052 Frieza (Revived) which sadly makes things like UGM6-060 Demon Goddess Robel and BM6-068 Broly are sus. Salsa's also a good option for R2 onward since those decks usually use a lot of PWR LV multiplication and he shuts that off alongside DMG multiplication, variety's the spice of life and all that. |
MM3-044 Janemba | If you want to keep on the miracle perfect train from Vegeta then this could take the spot of Shallot, just trading early STA and stats for a potent HE stun card and more damage if you can't win the CI. |
MM4-018 Adult Gohan / UGM5-023 Future Trunks | They bring nice utility but the main point of reference is that we do have a Goku and a card that can be a vegeta so if you're okay with waiting out on Goku's boons, you could use Vegeta to get a unit member for these cards effect while being a second retargeting if the enemy Gogeta (BR) sealed Godku's DMG reduction or Chilled got funny. |
Goku Tries to be Interesting, TAKE 3
Card | Why |
---|---|
MM5-050 Goku | Guys, I understand I've been monkeying around alot, we only got two more to deal with after this... Inhales copium, at the PLBP this man gives your ally attackers 10k PWR alongside 5k(per ally supporter) to ally attackers and if you've dealt more DMG to the enemy than you've received, the enemy's STA and PWR LV will be permanently halved. So for the first thing, good thing he doesn't care about being an attacker since he can be a supporter for the effect which we'll happily abuse, secondly we're cheesing the conditions for the solid effect by trying to make sure we can only take so much damage, while STA disruption isn't that good nowadays, it can be nice when paired alongside PWR LV reduction as further speed control. |
MM3-071 Goku | So the main goal of the deck is that Goku can give a lone attacker a ton of GRD alongside some PWR, 10k isn't nothing even if temporary. This can go really well if negative GRD isn't a thing in WM and you can register Goku as the last card to laugh at any MM3-052 Frieza (Revived). Regrettably none of that matters for this card becasue Goku will be sealed but 90% DMG reduction's good as well as extending the time we're sealing the enemy's CAA/TAAs as ABS-16 Omega Shenron is here, this also means you won't be getting Goku's DMG/PWR LV effect but sadly that is a catch 20 that I'll get to when I get to Omega Shenron. The main hiccup is that there are some teams that do build against this card, MM4-SEC5 Vegito and UGM3-045 Vegeta as MM3-071 Goku techs come to mind, but if you don't find them than you're likely to not die when you have him. This is your planned lone attacker R1. |
UGM7-018 Vegeta | And this is the planned lone attacker R2, while MM5 Goku will be sealed for MM3-071 Goku, UGM9-061 Future Warrior in Black won't be meaning we'll get a ton of PWR in the support area for Vegeta to make use of. This is the first attempt to end the game, he gets all the PWR in the support area from Future Gohan in Black and targets an enemy with a strong, GRD/DMG reduciton piercing blow that can threaten a win if you win the CI and if you can't kill the enemy, they'll have a hard time on you since of the huge GRD that MUI Goku is generating for him and how Vegeta limits DMG taken to a maximum to 2k per CI, meaning even if he has negative DMG reduction he won't take more than 2k on a lost CI. The main thing to fear are action abilities when it comes to procing MUI Goku and getting stunned, since if Vegeta gets stunned he won't be able to proc when attacked afterwards meaning he could easily explode. |
UGM9-061 Future Gohan in Black | Just note that for registration this card should be before UGM7 Vegeta so that he can generate PWR and then Vegeta boosts his own PWR, the extra HE he offers is also nice and can open up doors for when we want to win on R3 depending on what you fear. |
ABS-16 Omega Shenron | So Goku wants us to deal more than the enemy, the original plan was to use two Vegeta-like cards that limit DMG taken, the issue is that if they can't fight back, of which Vegeta's the only one that can, we could still not have Goku proc thanks to action abilities, god meteors, double attacks, blitz, etc. There could be a world where this gets replaced with UGM5-063 Aeos or MM3-024 Porunga as ways to seal enemy action abilities but they're both with issues in that they aren't as complete as Omega Shenron, TAAs include things like super/ultimate energy which can hit really hard, keysword locks R1 can stop Goku if your lone attacker does zilch for damage, this is the best case of sealing both for multiple rounds which necessitates the use of MM3-071 Goku since a space-ship effect can undo the effect even if they don't have enough co-op attacks to turn Omega Shenron against something like a boosted MM3-SEC4 Broly (who was also dropped because that would've led the deck to becoming a MM5 Laggs deck). This card also shuts off MM3-SEC from going into Goku who'd laugh at UGM7 Vegeta's attempt of defense by sealing him on attack. |
UGM9-SEC4 Goku (GT) / UM2-060 A21 / UGM9-SEC2 Vegito | The question is 'what do you want'. Goku (GT) can act as an aide turned to wincon, giving your team 5k PWR/GRD R1 alongside halving DMG dealt by the enemy, protection even if they have DMG reduction pierce while helping Vegeta for R2 even when he turns giant and on R3, he offers some extra speed which could help with winning the PLBP even Ozotto happened on R2. A21 is the only R3 stun that exists which gives it value in this deck as a way to potentially win that round, thing is that 15k PWR LV is a lot for the deck as this doesn't plan on being fast, you can get it if you go with a BS Kai HA but in theory it seems unreliable. Finally there's UGM9-SEC2 Vegito to help with your CIs, he activates in the prep-phase so he works before Goku goes off sealing everyone as long as you have Goku registered late making it easier to get some chip with him and win the game with UGM7 Vegeta even if a supporter. |
HA | The main three options are the HR Android HA to get more CI disruption on the enemy so we can do damage via winning an attack CI since that's important for procing Goku's DMG/PWR LV halving, the BS Kai to help us win the PLBP when we do want to go ahead, or SS4LB Note to get the most fuck-off damage we can when we want to try to end the match. |
For the verdict, maybe in a different meta or if I was willing to make this a MM5-059 Laggs/BM6-062 Demon Goddess Robel deck he could look more interesting but I think he tries, the keysword lock sadly does nothing since we don't want him an attacker until the deck's going for the kill but it is extra damage and I think there are doors he tries to open. The late GRD generation could be useful, the synergy with lone attackers are strong, just that none of the ones that limit DMG actually hit back aside from UGM7 Vegeta meaning they can make it hard for Goku to proc, perhaps there's something in making use of ABS-20 Gogeta (GT) but if fearing the meta, not really, just opening up to more opportunities of DMG reduction pierce to blow you wide-open and unlock ABS Omega Shenron. Though honestly can a Goku be that bad if it's making me dig for UGM9-SEC4 Goku (GT) and UM2-060 A21 as synergy pieces?
Alternative Cards
Card | Why |
---|---|
PWR LV Limiter units | With Future Gohan in Black's HE generation, if unaffected by MM3 Janemba you could use a PWR LV Limiter that has Goku/Vegeta as unit members in place of A21, though you could also use a R3 PWR LV Limiter app as well. Sadly the cards that have Goku/Vegeta as unit members want 4 HE so it takes two rounds for Future Gohan, fine for R3 but only if Janemba/ABS Piccolo/UM8 Fin aren't in the match. Closest is something like MM4-022 who has a double PWR LV Limiter unit, setting you both to 12k PWR LV at max but forcing it to a tie instead of a complete win sounds bad even if that Adult Trunks offers some nice PWR/GRD generation for the round. And going for the 2 HE unit that sets the enemy's PWR LV to 10k like with MMPJ-03 Adult Trunks doesn't sound the most reliable, this deck isn't that fast itself but you could try it (also gives stun prevention of the enemy has 4+ enemy attackers when in the lone attacker rounds alongside 5k extra PWR/GRD just in case Goku wasn't enough). |
MM4-062 Vegito | There could be an idea on trying to make use of this card since he is two rounds of solid defense, just that with extra CIs, you could get the opponent to proc a spaceship though I think he can't use it if he gets it during your CIs, needing to wait til they attack again, if this is not the case and they can use it at the end of the round after you attacked, then this is really hard to defend as you probably still want TAA/CAA seals, maybe something that could work within a deck utilizing MM3-024 Porunga or UGM5-063 Aeos even if she has a god meteor too. |
Vegeta Tries to be Interesting, TAKE 3
Card | Why |
---|---|
MM5-051 Vegeta | So this card does four main things, first he ignores GRD, then he generates HE at the PLBP when he has PWR, 1 HE when he has more than 100 and then 1 HE per 3k PWR he has, up to a maximum of 6 this way. He starts with 9900 PWR meaning that it's easily 4 HE, and if you activate the unit he'll hit the threshold to do well over 6, that unit being a 1 HE unit with Super Hearts and Goku to double your team's PWR and normalize your team's CI for the rest of the game. It's also a Unit S so you don't use the 1 HE, you just need 1 to be able to activate it. Finally he has an awoken burst that when used does critical STA to the enemy and makes them take 5x DMG but also lowers permanently Vegeta's PWR to 1, meaning the big thing is that it helps other people do damage, not so much himself. |
PBBS10-03 Super Hearts | Solid Tactics is great STA generation with our HE generation and the PWR Reverse Reduction Unit to make sure we have a ton of PWR even after Vegeta uses his super attack. |
UM3-038 / BM11-SEC3 / PUMS12-SEC Goku | So there is actually a ton of Gokus that feel interesting here and each can help guide the deck a different direction, for others to consider UGM10-023 Goku gives your deck some speed and another hard hitter in the BS co-op group, UGM6-SEC3 Goku is a meta call if you're seeing a lot of summons since the deck doesn't have any native and his dragon fist can end games if the opponent does have a summon. UGM1-SEC2, UGM10-SEC, UGM5-017, BM7-050, and even MM5-020 could work as defensive options you could make use of but I decided that with the units, we could make use of a good stun R1, either their PWR LV or their HE generation and for this I figured hitting the PWR LV is better since it can halt the momentum on cards more like MM3-052 Frieza (Revived) and helps spread the damage beyond the BS co-op group since post transformation SS3 Goku can hit hard too. |
BM6-ASEC Gogeta (BR) | Here to make sure we get the HE for R1 so that we can use Vegeta's unit R1 for the extra team PWR and the CI normalization for your team. |
MM4-018 Gohan / MM3-018 Gogeta | MM3-018 Gogeta is here if you fear MM3 Janemba, sadly he doesn't do much else for the deck aside from having big PWR and super attack DMG, he is not reliable on sealing enemy miracle perfects unless paired with strong R1 stun options like HGD9 Future Trunks or UM8 Fin. For the sake of more open-ended synergy and not fearing Janemba I'm using MM4-018 Gohan to have a good unit to go first even against MM1 Ozotto while also having either DMG reduction + STA DMG resistance or CI disruption + sealing enemy miracle perfects. Both of these sides are good to either help us win CIs for DMG or have defense to not die immediately while the unit makes sure we can go first despite being slow. |
MM5-025 Tarble / PBBS14-03 Gotenks | These have PWR LV Limiter units we can make use of to pair with Gohan's unit, Tarble links to Vegeta to allow him 3-4x DMG/PWR in case you wanted him to explode while Gotenks is a tech against Hellfire effects for the team. |
HA | If wanting another PWR LV Limiter unit, you can have goku be a SS Goku like BM7-050 so that you can use SS4LB Note's unit, just note that the Bardock for her PWR LV Limiter unit requires a Bardock in base, in case you wanted to use UGM8-SEC3 to help with Vegeta's CI further more. You can use a BS Demon God HA for retargeting if you want to make the most of Vegeta's awaken burst alongside a one-time attack to ignore enemy on-attack triggers like Godku or SSB Shallot, otherwise can't go wrong with most HAs, GoD is nice fixed DMG, BS Kai is good speed, EL Kai is good STA DMG and stuns and the Kais can be a tech against Hellfire effects in of themselves, even the Buus are good with the HE generation the deck has. The main one to avoid are the androids since we're planning on limiting the enemy's PWR LV meaning they won't get much a chance to proc the main android effects but if you want PWR theft, sure? |
So there's a nice bounty you can work with for Vegeta's huge HE generation and it's not a bad thing since a lot of the stuns try to prevent PWR LV, not HE generation entirely, MM3 Janemba isn't everywhere and ABS-22 Piccolo less so, so you can generate a ton of HE while the opponent fails to slow you down and hit hard, especially since CIs should be fine as they aren't being increased by the Future Trunks or spaceships in question. The main hiccup with the card is that it is entirely focused towards big HE and big DMG and with the huge DMG being locked away in his Awaken burst, on a BS, it is slow. As the deck itself, it should be fine, the units are good and help the deck thrive, apps could supplement R1 defense alongside the Goku being used though there can be an issue where cards can hit really hard even if there's little HE, especially when CAAs/TAAs are compounded but it should still be decent enough to at least let you go for R3 where your 2nd unit could seal the deal, especially if you're able to win CIs thanks to Vegeta's unit, especially if he's linked with Tarble for insane damage.
Alternative Cards
Card | Why |
---|---|
MM2-028 Vegeta | Requires three allies with 2k or less PWR for him to generate HE at the start of battle, if he procs before the apps, than maybe you can do something but I don't want to dig for them considering the site doesn't let your limit results by unit members or (x) PWR and with the unit members, you have zero room for your HA. |
MM5-011 Kid Krillin | Requires Kid Goku to generate 1 HE at the start of battle which means he doesn't really do role compression, just instead of MM3-018 Gogeta there's a Kid Goku, and you probably still want MM3-018 Gogeta if you fear MM3 Janemba and want to use HE past R1. UM10-012 could be something to consider but requires Kid Chichi/Bulma to pop off and really wants Gogeta, MM2-012 is solid PWR/STA generation but just that. UGM10-SEC3 is a free revive, two if you bring Roshi and Tien. MM1-010 offers DMG reduction pierce for the team and with Vegeta's HE generation, could be something to consider but wants Jackie Chun, reminder that at this point you have 5 cards used, Jackie Chun is your 6th slot, could be pretty good if you don't fear Janemba or stuns as Jackie Chun could represent 2x PWR LV for Kid Goku and Krillin for some extra speed. |
UGM5-067 Gamma 2 | If you are not against any HE stun cards like UM8 Fin, MM3-044 Janemba, ABS-22 Piccolo, then you could explore this as not only HE for Vegeta's 1 HE unit but also for the super unit attack. Gives HE at the start of the round if you have Gamma 2, of which UGM10-067 is a pretty good one for a R2 alongside a PWR LV Limiter unit if you need to wait til R3 for the boost. For Piccolo (SH) (Unleashed Potential) you have UGM2-065 for some CI disruption and extra HE on using a unit with a bar of STA generation, these three can work well, just risky in the meta nowadays. MM3-071, if unsupported with Janemba, isn't the worst thing since SSBE Vegeta's PWR is already biggest so as long as you keep your HA in the support area he won't be sealed and generate 6 HE for you. |
UM9-062 Super Hearts | With the HE of Vegeta you could good use from setting enemy GRD to 1 but he already ignores GRD and without a stun, you'll be against decks much faster than you. |
UGM6-058 Super Hearts | With the big PWR and strong DMG Vegeta should be able to do, a godbird can make him much easier to win alongside normalized CIs, his unit also gives you 10k fixed PWR LV for a round which can help with going first. |
MM5-059 Super Hearts / Laggs | The card as Super Hearts for unit reasons and then can switch to Laggs for a source of good retargeting so the team is hopefully hitting whomever Vegeta softened if you can use his super attack, and Super Hearts can be DMG reduction pierce if that's needed while Laggs opens up doors to retargeting synergies. |
ABS-15 Gogeta (GT) | Since Vegeta's Awoken Burst isn't once-per-match, you could use this to let Vegeta generate more HE but I'd imagine the time you are firing multiple super attacks from him you've probably won the game. |
BM11-ASEC Goku | While his unit is pointless, it is still a free way to proc himself and Solid Tactics from Super Hearts if you don't need Gohan's unit and the extra PWR and miracle perfect chance can be nice when it's used mutliple times, especially since he's a BS that can help with Vegeta win the CI when attacking. |
MM3-018 Goku | He not only gives you a form of DMG Reduction pierce and can hit hard, the revive unit is extra defense and with Vegeta and his own HE generation, you're bound to be able to foot the bill for a revive unit when needed. The main hiccup might the time to use all the units as there are a couple Krillins worth the 6th card slot, UGM7-020 has a Z warrior boost for miracle perfects and is a BS, good for Vegeta and Goku, his unit halves the enemy's PWR LV for a round which could come up if against a similarily slow deck, and then doubles your team's PWR if it's less than the enemy's total PWR for the round which can be likely as we're not using MM3-052 Frieza (revived). BM7-CP1 and UGMPS-03 help with winning the PLBP in their own ways, the former has STA Buster unit making it where both teams have 1 STA before your Solid Tactics makes you have 2 bars over the opponent's 0 bars while UGMPS-03 is a PWR LV Limiter unit, helping you get under PWR LV Limiter apps R3 after Gohan's unit on R2 alongside giving your team 40% DMG reduction once when a supporter. |
UGM2-015 Goku | Prepared tactics to give you 3 bars of STA on using a unit and a STA Buster unit if you mix him with Adult Trunks, not as reliable as a PWR LV Limiter unit but can still work well if the enemy's not carrying a lot of PWR LV multiplication alongside the MM3-052 Frieza (Revived). |
SH6-ACP9 Goku | Trusty Teamworks with a Crimson God Meteor, the latter could help you not die while the former helps with getting extra damage on the team. |
MM3-SEC2 Gogeta (BR) | If going with the PWR LV Limiter + PWR LV disruption unit combo he could work as a 6th/7th card, depending on your Goku and unit member needs, to help you not die as he sets enemy PWR to 1 and disables fixed DMG. |
Laggs Learns the Hidden Ninjitsu: Hide Behind Wall
Card | Why |
---|---|
MM5-059 Laggs | So both cards do something when a supporter and an attacker, Hearts is HGD6-56 when an attacker but activates pre-PLBP, giving him a better matchup against MM3-071 Goku, when a supporter and you have less supporters than the enemy, you seal the CAA/TAA of three powerful attackers on both teams for the round, also during the prep-phase so this can prevent enemy MM3-SEC Goku if that's your perogative and checks for PWR, so if your high PWR cards use summons, they'll be sealed of nothing making you less affected. Laggs on the other side is retargeting for the team when an attacker, targeting the enemy with the weakest defenses and increasing your STA DMG dealt while as a supporter she makes the ally that'd take the least DMG as the sole ally to be attacked like BM6-062, but activates in the prep-phase. This deck is mostly focusing on Laggs, and one thing to note is that she isn't entirely better than Robel since there are various cards that would activate too late on their own to work with Laggs meaning Laggs can sometimes necessitate extra support even if the card wouldn't need it (MM3-016 Super Vegeta and MM4-SEC4 Super Buu are examples of cards that gain GRD/DMG reduction in the PLBP and not in the prep-phase), also for the card she has act as bullet shield, they don't take STA DMG for the round which is really good. |
MM4-027 Great Saiyaman | Here to make sure someone is getting hit by Laggs but can also profer extra DMG to the rest of the team if you've the STA. |
MM3-SEC4 Broly | Our target to be taunting, he steals half the PWR of the enemy team in the prep-phase and then if he has more PWR than the total enemy PWR, he can only take 1k DMG from the co-op group, is 5k if you can't get the boost condition. He also has a saiyan burst for 10x PWR LV and 100k PWR/GRD that can let him hit really hard. |
MM4-049 Future Trunks | This card's nice STA generation for the tema |
UM2-037 / MM4-CP2 Mai | Do you want CI disruption or STA disruption, the main preference here, both have the same HP and only two uses each. She's mainly here to boost Future Trunks to absurdity. |
UGM10-039 Goku (GT) | So the main goal of this slot is extra STA generation for Great Saiyaman and extra damage if you can suffice. Considering Broly can join co-op groups even post-transformation, you can use BS aggro mainstays like UGM5-SEC Orange Piccolo (SH) or in this case UGM10-039 Goku (GT). Even if he doesn't work when sealed R1 by MM3-071 Goku (if really afraid, use MM3-052 in this slot), Goku (GT) does has a much higher floor of PWR than Frieza (Revived) meaning if your PWR LV's limited, he's more than Frieza until R3. |
HA | Probably EL android HA if you really want more STA generation though SS4LB Note, the BS/HA GoD, and EL/BS Kai HAs are good decisions too. If you want to try to prevent yourself from exploding via CAAs/TAAs, you could replace this with MM3-024 Porunga hoping to disable enemy CAAs until the time comes for Future Trunks to outshine them. |
And a surprise BS aggro deck emerges, the deck should hit hard and fast, the main hiccup being PWR LV Limiters but perhaps with Broly and MM3 Porunga you can disrupt the enemy long enough to get through them, MM3-SEC Goku is very scary as he invalidates what we're trying to do and there's several cores you can have post GS to fill the deck out, I went with this because I like big fucking damage and not using the same 20 cards. As for functionality, the deck should be fine so long as Broly does go 1k to DMG limiting, it is possible for him to go 5k if the enemy has slow PWR generation like in the PLBP but you can still hit hard in the later rounds as Future Trunks and Broly scales to neptune, and with Future Trunks you can force a PWR LV Limiter app R2 instead of something else because you should be able to outpace Ozotto STA willing.
Alternative Cards
Card | Why |
---|---|
MM3-SEC3 Frieza & UGM8-031 Chilled | This was the original plan since the GRD shredding and negative DMG reduction could let the team shred, with options for BS aggro stuff in the 6th slot like UGM8-SEC3 Bardock or UGM10-039 Goku (GT), the main issue is that STA generation's important as we need only Broly to get the boost and Chilled doesn't share so the best 6th card choice was MM3-052 Frieza (Revived) at that point for a 4th deck. So yeah, easily a version where you use negative DMG reduction to make tissue paper of the enemy, Frieza's good too as extra attacks and even an offensive use case for UGM9-045 Pan, another card you can make use of in this core, but not what I decided to showcase. Something to note for UGM8-SEC3 Bardock is that we already have 2 saiyan bursts that want to be used and while his MP is great, it can mean you'll take extra damage if Broly has to wait a round to get his 100k GRD even when winning CIs. |
Super Hearts Wants Baby Trunks Out of a Job
Card | Why |
---|---|
MM5-059 Super Hearts | The goal of the deck is to focus on Super Hearts, and try to make use of both angles. So getting the GRD/DMG reduction is simple, punish the opponent for having a lot of attackers, what then matters is having a method to where the high PWR cards are fine with having their CAA/TAAs sealed or don't have those in the first place. Something to note is that Super Hearts is a native answer to MM3-071 Goku since if they want to seal and keep their stun effects or halt your momentum, they need to have him as a lone attacker, something you can capitalize on. |
MM3-SEC Vegeta | Our harshest attacker punish, you may want to switch to Goku if you want to be as fast as possible and need to pierce through BM7-SEC Goku or MM3 Broly but Vegeta is strong in that if the enemy has more attackers than you, the enemy will have zero STA and be open to easily being stunned, they both can also punish supporters to play into Super Hearts. Also due to the huge PWR boost, they're likely to have one of, if not the, highest PWR on the team meaning they'll swap even if Super Hearts would want to seal them, note this for enemy switch change cards as well. |
BM12-LSEC Gogeta (BM) | Comes with high PWR and a summon ability, the big things he offers is preventing enemy revives via a R1 summon and some fixed PWR LV to help against UM8 Fin, you also get some fixed DMG for the team if you can win attack CIs on allies with less than normal DMG multiplication (such as from BM7-050 Goku or the MM4 Vegito/Goku URs) |
UM8-SEC Fusions | Meming with Gogeta (Xeno) for PWR math since he does generate 30k PWR on his own but also as potential PWR disruption, your main hiccup is that he is dogshit against PLBP PWR generation like a certain lizard. Vegito could be useful if you're fearing PWR disruption since he resets his own PWR and lowers enemy STA when he attacks, probably the base form to use with MM3-SEC4 Super Buu but there could be moments to use Gogeta (Xeno) like against Godku if the enemy is not letting you have Super Hearts' GRD/DMG reduction pierce but you don't need the STA DMG prevention on Laggs. |
BM8-064 Super Hearts / MM5-SEC Goku | STA generation's good, Super Hearts offers some utility by restoring GRD so that Super Buu will have more to steal every round. MM5-SEC Goku offers more STA/PWR generation, 2 bars and 10k PWR, and also give all allies 5k PWR and 2 HE for each attack CI you win, which can be nice but none of this helps with GRD and I feel that having repeatable GRD for him to steal's good. |
MM4-SEC4 Super Buu | Help to make use of Laggs if you want STA DMG prevention for more defense to help the deck play past R1, can make Vegito hit really hard by taking his PWR and makes BM8 Super Hearts shines since he resets GRD for allies with low GRD, meaning you can always increase Super Buu's GRD every round. Be wary of his STA since it determines how much healing he gets after a co-op group. |
HA | Probably EL Android HA, we really like PLBP STA generation as that fits with Super Buu and helps the rest of the team have STA to play for future rounds. |
This deck has the goal of versatility where it can work with both sides of Super Heart and even Laggs, not just the front or the back and as both a CAA/TAA seal and pierce of DMG reduction/GRD, pretty much by abusing retargeting alongside switch cards since switch CAAs play really nicely for him as can summons. The switch cards are very strong and hit very fucking hard while Super Buu is being used as a strong defensive pivot, forcing the opponent to either kill through action abilities that may be sealed or kill in one attack, when Gogeta (Xeno) can make three attackers much weaker and Super Buu's constantly gaining GRD, not perfect since DMG multiplication and fixed DMG exist but much harder to normally build up to insta-kill numbers. Laggs can have extra use as an attacker thanks to Super Buu's change rush making someone take extra DMG in case you don't need the GRD/DMG reduction pierce.
Alternative Cards
Card | Why |
---|---|
MM3-SEC2 Gogeta (BR) | Can be one of the three for Super Hearts to seal since of his high base PWR and ability to generate his own PWR if you win his attack CI while his action ability is a summon, just requires the team to be able to go first to make use of his defensive capabilities. |
HGD4-SEC Dabura (Xeno) | Demon Realm King punishes the enemy by being fast by generating 3k PWR and reducing enemy HE by 1 per 5k PWR LV of the enemy, so if they have 20k PWR LV, they lose 4 HE and he gains 12k PWR and his summon can permanently seal the attacked enemy's DMG reduction so far as you 6+ HE, which can be really good against retargeting strategies like UGM10 Godku or MM4 Super Buu. |
ABS-03 Vegito | With Super Buu we can get low GRD synergies and this one happens to help with extra disruption, both in PWR/GRD and sealing the super attacks of the three hardest hitting attackers alongside a block burst to make the deck more versatile and possibly play better under MM5 Super Hearts. |
PUMS14-SEC Goku (GT) | He can fulfill the role of BM8 Super Hearts but instead of giving PWR to the team, it's much more STA generation, full STA for 4 ally attackers with the lowest STA alongside resetting ally GRD in the PLBP to work with Super Buu. |
Aeos is Tired with HA Bullshit
Card | Why |
---|---|
MM5-061 Aeos | Always gets her super attack and if she uses her super attack, she resets the enemy co-op group's PWR/GRD/DMG multiplication/DMG reduction if higher than normal, if transformed, which she can do R1, she gets a permanent godbird effect for much easier perfects even if she can't join the co-op group, her burst makes her super attack do critical STA DMG and gain 2k fixed DMG on her super attack permanently, and she resets the entire enemy team's stats instead of just the co-op group. This is good, really good. First hurdle is that you want to be going first to make use of the PWR/DMG multiplication resetting and that you will have to worry about CAA seals of which most can't be interacted with, if the enemy has UGM5-063 Aeos, that transformation is R2, if Porunga's there, you won't be having the transformation until R4, the best case is ABS-16, who you can turn off with ABS-15 Gogeta (GT). |
ABS-15 Gogeta (GT) | Turns off ABS-16 Shenron who's commonly used with MM3-071 Goku to extend action ability seals, the free PWR/GRD generation can be nice as we will take some free HE generation if we can. For something we don't have to worry about, Super Attack seals aren't one of them. BM1-SEC Beerus who? ABS-03 Vegito where? MM3-018 Gogeta? Only need 4 HE for Aeos and point to me the madlad putting him and Janemba in the same fucking deck. UGM8-058 Cell? Enough about the fears of the utterly deranged. |
BM12-015 Goku | He repeatedly sets his PWR to 1 which supercharges Gogeta (GT) every round to 2k PWR/GRD per HE you have every round, to do this? No supporters, who needs them anyway. |
MM5-022 Vegeta | Tech against two out of three common stuns while also just speed for the deck, 10.5k PWR LV every round is pretty good and the fixed DMG can also go really hard, even helps you get super attacks and more safely play with low STA for everyone else if you win the PLBP. |
BM3-069 Salsa | To force the opponent to play by our PWR LV multipliers and lose, disabling their DMG multipliers is also pretty good since we don't focus on that and instead want them to play some honest, normal SDBH instead of some 100k+ PWR, 5x DMG nonsense. |
BM10-SEC2 Masked Black | This could be any number of ol'reliable for retargeting cards, ABS-23 Vegito (Candy), UGM10-SEC Godku, UGM1-SEC2 Goku, MM4-SEC4 Super Buu, MM5-023 Vegeta but I considered only the coolest option, BM10-SEC2 Masked Black, with the rest of the deck we should be able to win the PLBP and Masked Black has two benefits that are really good, first is that he heals if you can keep winning his defense CI, meaning you are much harder to kill alongside the PWR/GRD stacking. Thing number two is that he gains extra fixed PWR LV to help potentially break fixed PWR LV ties, especially if MM5-022 Vegeta is common in the meta. If against a ton of HGD9-44 Future Trunks, don't be afraid of replacing this with one of the more reliable retargeting cards mentioned before. When against MM3-071 Goku, you can have ABS-15 Gogeta (GT) as a supporter to let this card remain unsealed to maybe get some healing/PWR LV going (something to note is that since we are HA-less, the enemy's Goku should proc first meaning BM12 Goku won't have his PWR set to 1 meaning no supercharged Gogeta (GT) R1 but this is going off of what I know of how order works, perhaps in experience you don't have to worry about this and could try having ABS-15 Gogeta (GT) as the unsealed one, especially if you want the PWR/GRD generation but there's also an argument of making sure Aeos is unsealed so that she can transform as well). |
UGM9-SEC2 Vegito / UM1-54 Goku / BM6-ASEC2 Goku | Our CI aide, UM1 Goku offers 2k PWR to all ally attackers and normalizes the CI but it's at the end of the round meaning he does nothing against MM3-071 Goku which is not what we want. Vegito's an excellent option here, not only does he normalize ally CI but greatly increases enemy CI speed alongside some fixed DMG, but doesn't handle with enemy miracle perfects which can be annoying. Thus BM6-ASEC Goku, the speed is pointless but he normalizes ally CI speed and seals enemy miracle perfects before the PLBP, everything we could've asked for, if you want more damage and don't care about miracle perfects, then you can't go wrong with UGM9 Vegito, can even use Gotenks early on if you want some STA generation since we are light on that and Masked Black getting stunned is bad (but winning CIs also helps with that I've heard). |
Alright, Aeos can go hard. Resetting the stats is a strong effect even if the requirements for it are rough, especially needing to win a CI and for it to matter defensively, go first. But having a perma-godbird for your R1 transformation should help that alot, especially if paired with CI support. And the rest of the deck should be able to make that happen barring HGD9 Future Trunks exactly, 10.5k fixed PWR LV is a good chunk especially when you have normal STA to work with on top of that, the fixed DMG can help you hit hard even amidst DMG reduction and Aeos, if her SA goes off, can reset DMG reduction which is functionally pierce for some of the CAA/TAAs of the team. The main hiccup with the deck is the skill requirements for CI, Masked Black, while strong, needs you to win CIs on defense, Aeos needs CI wins on offense, Vegeta's damage is based off of super attacks which means more CI wins, making sure you get the 499 by finalizing your team first to help go first when under a PWR LV Limiter effect (especially if you use R2 app in fear of an opponent's R2 app, against MM1 Ozotto if they do the app you'd need something else to lower their PWR LV), but it also should be able to go hard since Gogeta (GT) is able to be a nice, reliable amount of PWR/GRD for the team since Kaioken Goku will always have 1 PWR before the PLBP and that's really cool.
Alternative Cards
Card | Why |
---|---|
HGD9-44 Future Trunks / UM8-047 Fin | The main reason they're not in the deck is that I wanted extra CI support since we are wanting to win CIs alot and even with a godbird, it can be a bitch to get the perfect on the fastest CI speeds, and sadly with these how it'll usually be is that we tie anyway when it comes to the R1 stun metagame. Especially if MM5 Vegeta becomes a mainstay in the meta. Perhaps R1 can be where you utilize Apps since Vegeta and Salsa help with later rounds. |
MM3-SEC2 Gogeta (BR) | Feels obligatory but he is a ton of more reliable defense if we can guarantee winning the PLBP since he doesn't need to win a CI to do it and while resetting enemy PWR from the highs of MM3 Frieza's good, it isn't the same as setting them to 1. |
UGM9-045 Pan | Considering we do want to win CIs and have concentrated CI situations, Pan can be used on Masked Black or Aeos depending on what you want but does run counter to the Gogeta (GT) and Goku combo we have since she needs to be a supporter to do so. |
Ozotto's Food
Card | Why |
---|---|
MM5-062 Majin Ozotto | In R1, if the difference between enemy attackers and ally attackers is 5 or less, you destroy enemy HE and generate your own HE, increasing the smaller the difference between ally/enemy attackers is. If the number of ally and enemy attackers are equal, you seal the enemy's CAA/TAA for the round. And considering this is during the prep-phase, pre-PLBP, should seal transformations. Then R2 onward he can go giant where he gains fixed DMG on his super attack the less HE the enemy has, the exact numbers aren't known but it increases the less HE the enemy has. Something to note for the AA seal is that he doesn't need to be an attacker so he's flexible when it comes to procing it. |
MM3-SEC Vegeta | Being able to punish attackers with Strongest of the Strong, supporters with fixed DMG, and sodomize lone attacker decks that don't care for MM5 Ozotto are all good things to do, and the Goku side can help with speed if that's something really needed but otherwise it's just the strongest card in the game that happens to work with Ozotto's gameplan on R1. |
MM3-052 Frieza (Revived) | Just here to help with STA so that we can play more unpredictably but not having no STA to work with, the stats are very welcome though. Could be some other form of STA like BM2-053 Turles or PUMS14-SEC Goku (GT) if you want their utility, playing better against MM1 Ozotto's good but isn't necessary for the deck as MM5 Ozotto's effect is R1 only. |
HGD4-SEC Dabura (Xeno) | Our other aspect to help punish the enemy and also destroy their HE, per 5k PWR LV the enemy has, this card gains 3k PWR and they lose 1 HE in the PLBP, this can punish the opponent going really fast and necessitate HE generation, not too common, or to control themselves giving you a chance to go first. If the enemy has 20k PWR LV, not an uncommon number, then this card gets 12k PWR and the enemy has a cap of 6 HE, and if they go 20k+, even if they would have 10 HE pre-PLBP, they'll start having little HE meaning little in the way of HE for super attacks and UGM5-054 Goku is not a card I've seen in a hot minute so you can do some work. |
UGM2-066 Gamma 1 | He's here to support Dabura (Xeno) with not only GRD/DMG reduction pierce but an extra summon to the team, Dabura is -2 HE to the enemy team with the ability to seal their DMG reduction if you have 6+ HE, this card is -5 to enemy HE no matter what, and unlike Dabura (Xeno), doesn't need the HA to be an attacker to do so incase they're stunned or something. Just note that for registration, Gamma 1 would be before Dabura (Xeno). |
MM4-062 Vegito | The goal is that I wanted a card that could represent two rounds of defense, not just one and this proudly foots the bill. Is a HR strike attacker so it doesn't break Gamma 1, Ozotto generates HE which boosts Vegito's PWR disruption and the god meteor is pretty nuts if it goes off, a Hellfire God Meteor that stops fixed DMG is really good. Best part is the versatility, you can use it round 1 but if you think you can live, you can have him as a supporter to not proc if against something like MM3-071 Goku. The main hiccup is that MM3-052 Frieza is not once only himself, so while this can blunt Frieza's PWR generation for a round if you've the HE, not multiple. |
HA | Considering the deck, it's mostly up to personal preference depending on what you want, insofar its one more willing to play defensive/slow, BS/EL Kais are good to help with ties against stuns, GoDs are more pressure on the opponent that could be abused, SS4LB Note hits hard. I'd probably go for BS Kai just so I have some PWR LV but I could see myself just vibing with an EL Android/Kai HA, fine with a slower pace of the game with everything else. |
Ozotto is neat. Not much to say, especially when his numbers are unknown, maybe he's 100k fixed DMG at 0 HE for zero reason or he's only 10k and just hits hard if you can win his CI. Beginning to really like Gamma 1 a lot more by having more knowledge for what are eligible HRs for him (thank you mercari people for posting back-sides). The stuns don't hurt the deck since it mostly uses HE generation or punishes the enemy's HE, the main fear is whether going for incidental disruption alongside Vegito's good enough to not have us blow up on the early rounds so that a R3 app can help seal the deal. Vegito should be good defense, especially if more against the rogue-side of meta and not just MM3-052 Frieza (Revived) every other game though, liked an amped up promo Zamasu that had Defensive Stance + Hellfire God Meteor back in late UM/early BM.
Alternative Cards
Card | Why |
---|---|
MM4-SEC2 Majin Ozotto | Could take the place of MM3-SEC Vegeta but you can only have one card transform to giant in a match meaning MM5 Ozotto's giant CAA is null and void and without it he does jack all. |
BM11-ASEC2 Goku & UGM5-054 Goku | If willing to expand into all the gokus, you could have this be an HE destruction deck where you try to lower both teams to 0 HE to make the most of Ozotto and UGM5-054 Goku helps with having ally super attacks for damage alongside some STA generation, the core could also be MM4-SEC Vegito and BM9-045 Kid Buu alongside BM6-062 Demon Goddess Robel. |
MM4-054 Goku Black | Could be used alongside MM3-SEC Vegeta to be a bitch on the opponent and he does go well with the HE destruction for Ozotto but I find that he's not a replacement for MM3-SEC Vegeta and I found a more potentially interesting idea. Original plan was Goku Black with UGM2-SEC3 Cell as a R1 stun that can steel HE as well. |
MM5-022 Vegeta | If he's a strike HR you can absolutely explore an idea with him and MM3-SEC2 Gogeta (BR) as the last two cards, going for a HA-less team, just note that none of the summons from Gamma 1, Dabura (Xeno), or Gogeta (BR) can be used then. |
BM1-SEC Beerus | With the HE destruction, you could have this alongside BM6-062 Demon Goddess Robel as a form of defense. |
Surely, the Last MUI SEC Goku
Card | Why |
---|---|
MM5-SEC Goku | At the PLBP he generates 5k PWR and a bar of STA for the team, doubled if there's an ally with less than 100 PWR/GRD. If you win an attack CI, your attackers gain 5k PWR and 2 HE for the team. Finally for 4 HE, you can halve the enemy's PWR LV/DMG by 50% permanently with A17 and Frieza (Revived) as unit members. |
MM3-052 Frieza (Revived) | You're telling me I get to use this card as a unit member? And my other cards aren't complete ass? I'll take the excuse, the card's good and makes sure we have a ton of STA and PWR to play with while making sure the enemy has little GRD to defend with. |
MM1-031 A17 | At the prep-phase, he does 1k fixed DMG to the enemy, tripled if you have A16 on the team, then in the PLBP the enemy team has -5k GRD and very fast CI speed for the round, this helps win games not only with the chip damage every round, but also with the GRD/CI disruption acting as a way to try to open the enemy up to damage. Something to consider is that you can, after using Goku's unit, swap to A18 if you want STA DMG with some extra temporary PWR but the team generally prefers having A17's thing. |
UM2-FCP5 A16 | The other options was dubious STA generation or one-time super attack damage boost, this card has Calm Instructions and is in WM, when a supporter he gives the link ally free super attacks, this round only. Just in case you're against MM3-044 Janemba and you want someone to have their super attack, could be more useful if using UGM8-SEC Gogeta (Xeno). If you really want an alternative, BM5-023 has a block burst and is the only A16 with a block burst, helping the defensive profile for the deck, it also reminds you that A16 wasn't given his Hell's Flash in SDBH. |
BM7-066 Broly | Our self-GRD shredder to make sure that we can get the boosted effect from Goku as he has everyone's GRD, both teams, lowered by 5k when a supporter. Then when an attacker, after gaining 15k PWR, he checks to see if he has more PWR than all enemy attackers and if he does, he gains a free super attack alongside GRD/DMG reduction pierce, it is not wrong to have him as an attacker R1 against MM3-071 Goku just to deal a ton of damage with his CI. |
UGM8-SEC Gogeta (Xeno) / UGM5-063 Aeos | Broly checks pre PLBP meaning that either of these are really good, Gogeta (Xeno) is style + damage but I feel like we already have that in check so I went with UGM5-063 Aeos who sets all enemy attackers' PWR to 1 for any that stay in her God Meteor. Aeos' action ability seals can help with us not dying and also hitting hard since as we seal various transformations, preventing the enemy from fully popping off, we also stop keysword locks, shenrons, and block bursts. |
HA | Either a BS Kai HA or a free revive card like UGM10-SEC3 Kid Goku because we need a way to survive and a low health option seems like the best way while the BS Kai HA would help the deck have speed even if against reduced PWR LV. |
A dumb SEC sometimes begets dumb things, this is a deck that wants to smash face and should hit really hard if all goes well even if defensively you are also extremely sus. Working with 0/negative GRD is not very defensive I hear but I think is a fitting send off to MUI, and if you really want, you could try to brute force wins, Aeos stalls the opponent hopefully enough to not die R1, R2 the god meteor + a revive card in place of the HA for R2, and then R3 you use a PWR LV Limiter App since that is very rare to see, most teams don't do that type of effect on R3. I swear to Zamasu if MUI somehow gets another SEC in MM6 I am going to isekai as Zamasu and fucking Zero Mortal Plan this timeline, whatever number is too many MUI SEC Gokus we have well since passed it
Alternative Cards
Card | Why |
---|---|
UGM8-036 Frieza (Revived) | If wanting a different card than this can work as PWR/STA generation, decently enough. You'll need a card that disables their miracle perfects early enough, whether its a Frost (some halfway usable cards, HGD7-43 has Concealed Threat which means the enemy takes 1.5x DMG if they have 20k+ total PWR, in the land of MM that is not a tall ask, SH6-39 prevents HE form PWR LV for the enemy, and UM6-027 has Feint to halve enemy PWR LV R1), BM3-SEC Goku (Xeno) (and probably CI support to make him do things), or MM1-019 Vegeta (who's fine but also not amazing, you use because he's more reliable than Goku (Xeno) on the extra damage). Thing is that I'm already using A17, this would just shut out the room for the rest of the deck trying to make this card work. The big benefit is that this card can cover revives if afraid of UGM10-SEC3 Kid Goku and MM2-SEC3 Omega Shenron, so you don't need to think about having BM12-LSEC Gogeta (BM) for this purpose. |
UMP-07 Frieza (Revived) | If wanting him for utility, this is the best case for it, either this or some shoddy R1 stun like Feint/Icy Gaze (either no HE via PWR LV or 50% PWR LV for R1 only), this has outstrategize so he can handle DMG multiplication if you're afraid of MM3-SEC Vegeta/MM4-SEC Vegito's transformations. |
BM4-048 A17 + BM3-059 Vegeta | Vegeta can link to A17 so that he can generate 2 bars of STA for everyone with less PWR than him, which should be everyone considering he's linked with Vegeta, not a terrible idea as BM3-059 Vegeta's fixed PWR LV also goes with MM3-052 Frieza (Revived). |
MM5-033 A17 | He has your team attack the enemy that could take the most damage and then everytime your team gets attacked, you get 20% DMG reduction for the round (for the team, and this increases the less HP you have), this could be great but requires winning the PLBP by 3k+ which can be hard against the HGD9 Future Trunks, the PWR LV Limiter App R2, especially if you're tying against MM1 Ozotto, could be something to explore if playing on a more casual meta of sorts where these cards aren't common on the opponent's team. |
UGM8-031 Chilled | Considering Broly, Chilled should be reliable from the general lack of GRD generation if you want more raw DMG for the deck but he doesn't help beyond that. |
King Cold Family Bonding Time
Card | Why |
---|---|
MM5-027 King Cold | At the start of every round he gets full STA generation and 3x PWR then when an attacker, if he has the most PWR on your team, he and his sons attack with GRD/DMG reduction pierce. He also has a PWR LV Limiter unit and an ultimate slash that reduces dmg reduction? Okay, ignoring the bizarre TAA this card is pretty solid. Cooler/Frieza have good cards and giving them an extra way to be used beyond UGM8 Chilled negative DMG reduction. One thing to note is that his PWR check is for your whole team, mostly matters in the case of PWR disruption but we should be fine. |
MM3-SEC3 Frieza | PWR/GRD disruption alongside multiple attacks is everything King Cold wants from his son offensively, furthermore you don't have to worry about the transformation outpacing King Cold as his PWR multiplication is repeatably so Frieza will always have the pierce. |
UGM8-SEC2 Cooler | This is a Laggs deck and the goal is to play slow until you can get a final push and this is the best defensive option. More specifically the deck has King Cold + sons as the only attackers, meaning Cooler gets 60% DMG reduction and 4x PWR/DMG for the round, and the timing does mean he works with Laggs and you can have it where King Cold gives the GRD/DMG reduction first and then Cooler gets the extra PWR via registration order. |
UGM8-031 Chilled | STA generation alongside an extra unit if you just want to stall out the enemy's HE generation, the negative DMG reduction is neat but not completely necessary since the King Cold offers GRD/DMG reduction pierce but if it procs it can help other attackers when you're wanting to end the game. The PWR LV multiplication could also be useful as a way to just be fast when needed in the late game, nowhere near as good as MM4-049 Future Trunks but functionally having him start at 8x PWR LV and then double every round is pretty good (ties with Future Trunks on R2 but loses R3, which is when the unit can go hard). |
MM5-059 Laggs | Super Hearts has little/no utility here besides maybe sealing CAA/TAAs if you've already transformed, the main focus is Laggs as she is the retargeting to make Cooler be attacked but has extra benefits with Chilled since she makes everyone on the team target the enemy that'd take the most damage, that meaning whomever has the most negative DMG reduction making it where even if only a couple got proc'd by Frieza (likely since GRD generation isn't the most common thing nowadays), you can still make good use of Chilled. |
BM2-053 Turles / MM5-050 Goku | Turles is here with solid of slow timing for the boosts, insurance if you're hit with disruption as he lets the Cold family get bonus PWR and STA, and if wanted he can do well as an attacker since Chilled already covers them quite handily on the STA. That said MM5 Goku is a good alternative to Turles, the 10k PWR and 5k(x, per ally supporter) will be felt in the round meaning Cooler's more defensive generally with the extra 20k GRD and the 10k PWR is to everyone, not just King Cold's family, and then he has the possibility to halve enemy PWR LV/STA if you've dealt more damage to the enemy than they did to you, which is something that could happen with the somewhat heavy hitters having GRD/DMG reduction pierce, especially when taking into account Frieza having multiple CIs to chip away with, definitely something to experiment with but both are good options and making sure you can win the PLBP when it'll count and not be under PWR LV Limit hell. |
HA | HR Android HA for CI disruption to help for offense/defense, SS4LB Note/GoD HAs for more raw damage? Maybe something with a BS Kai (free fixed PWR LV, permanent CI disruption when a supporter and can be a tech against hellfire effects if needed) or EL Buu (fixed DMG doesn't need him as an attacker, just have 6+ HE and he can seal summons for the first round if afraid of chip damage when using MM5-050 Goku). This could also be for a regular card if you don't want to use a HA even if it means a worse MM3-071 Goku matchup potentially (your attackers get sealed before they can use their effects except for King Cold), something like a R1 stun to slow down the enemy's HE alongside Chilled's unit, generation on your end to secure your own units, etc. |
The deck looks sweet, either with Turles or MM5 Goku, Cooler should be decently defensive to start a snowball when Turles starts activating, Chilled lets everyone else do damage when you need to go for the kill and the units either help with slowing the enemy down or getting you that moment to go in. The stuns can hurt you but only somewhat, if you really want HE, this is a deck that'd absolutely love HUM4-22 Yamchad since he'll secure units regardless of your PWR LV, this deck has a balanced approach wanting to hit decently hard alongside having decent defense, Yamchad probably warrants Goku instead of Turles since you'll have less HP to work with.
Alternative Cards
Card | Why |
---|---|
MM3-044 Janemba / ABS-22 Piccolo / UM8-047 Fin | R1 HE stun pairs disgustingly well with Chilled's unit, basically extending it to R2 and really halting the enemy's momentum. |
Feint/Killer Instinct Cooler (various) | The R1 could be good to better link up to Chilled's unit but requires an overhaul of the deck since you'd be lacking in defense then. |
HUM4-022 Yamchad | Could be the 7th card if using MM5-060 Goku if you want to secure the HE for units/super attacks and aren't facing too many MM3 Janembas or UM8 Fins. |
UGM9-045 Pan | Wow, it's a retargeting deck where only one card is taking all the attacks, I think giving them 3k fixed PWR LV for the round and 50% miracle perfect chance is pretty good, especially on a card with 4x PWR/DMG and GRD/DMG reduction pierce. |
Universe 6 Tries to be Useful
Card | Why |
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MM5-037 Vados | Hellfire God Meteor, good. Her ability is 50% DMG reduction for the team when a supporter alongside team STA generation, is once only but that's still really good, making this card another Zamasu moment with the only issue being she is slow, and a 3 HE unit that lets herself, Champa, and Kefla do 2x DMG. Something has to work here, how bad are the unit members? |
UM6-045 Kefla | 8 cards exist for Kefla, listed here are the only four worth a shit. PUMS19-18 is tech if you're afraid of having negative DMG multiplication, resetting it for your team if anyone has negative DMG reduction when an attacker. SH7-SEC3 is 1 HE at the end of the round, 2 if the enemy has Goku, note this doesn't work when sealed by MM3-071 Goku. Then there's UM6-045 Kefla which is pretty decent, R2 you generate 5 HE for free which isn't nothing but that's all Kefla does. For the deck? We're going with UM6-045 Kefla to help with later units and other cards that care about having high HE. |
BM1-HCP6 Champa | 25% team DMG reduction whenever a supporter, also destroys 1 HE on the enemy on R2 but it's mainly for the DMG reduction, it's not much but a nice addition if really afraid of dying. The alternative was MM5-036 as he can hit hard with his super attack if he has a ton of STA and his unit could equate to more DMG reduction but I don't want to slot Laggs/Robel in again, though you could do a deck like that considering we are using PUMS14-SEC Goku (GT) within the deck. |
UGM6-SEC Gogeta (Xeno) | The goal is huge HE boost, and for the sake of cool, it's UGM6-SEC Gogeta (Xeno). 2k PWR LV and 2x PWR/GRD every round, and then in the PLBP if you have less HE than the enemy (such as from a stun or our less than stellar speed), you gain 1 HE per ally attacker besides himself, and if have 3+ over the enemy, he deals 4x DMG, which is decently likely with our stun option of choice alongside Kefla. |
PUMS14-SEC Goku (GT) | Strong source of STA generation to help the team have some speed but also restores GRD in the PLBP if it's less than normal which can help with not dying. Vegeta (GT) can be used if fearing enemy DMG multiplication or super attacks, just be aware that you won't have STA generation then. |
MM3-044 Janemba | R1 stun to make sure that Gogeta (Xeno) can hit really fucking hard, in theory the enemy should be slow since of the Hellfire God Meteor on R2 meaning it's not critical for this to exist for multiple rounds (though we'll take it if we land against MM3-071 Goku, probably the funniest moment is when the enemy enables your deck on accident). |
Card 7 | For HAs, BS Kai mostly since of the extra speed and CI disruption when a supporter but you are also not wrong in a GoD to punish an aggressive enemy's turn with damage and having more HE disruption as backup. For non-HA cards, revives let you brute force through stun turns like MM1 Ozotto or the PWR LV Limiter apps, |
This is a deck on some hopes and dreams, the unit can help some cards hit a bit harder but it's not like the three are the paragons of damage, defense we are fine but needing to have more HE than the opponent can be rough especially when we don't have room for HE destruction, and when a lot of the common cards are stuns. That said this deck should function fine and the 7th slot is very flexible, personally I'd have it as something to help with CI to help secure Janemba in a more interesting way but you could also just R1 MM3-071 Goku since Kefla will secure you HE for R2. Revives to push into a round you can make more favorable, maybe make room for a core in place of UM6-045 Kefla and MM3-044 Janemba, using a different Kefla and having a 2 card combo to handle HE for Gogeta (Xeno)/Kefla.
Alternative Cards
Card | Why |
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MM4-SEC5 Vegito | One-shot but gains HE per enemy attacker and can act as GRD/DMG reduction pierce if you're able to win the round either with some stuns or the right app. |
ABS-18 Vegito / MM5-051 Vegeta | Vegito is 4x PWR and 2 HE at the start of R1, this is huge but not enough for the whole unit on his own, Vegeta is a good chunk of HE himself especially if you've got some PWR generation (or attempted to fit his unit into the deck), on his own is only 4 HE, so if wanting this for Gogeta (Xeno) and/or ABS-21 Kefla, you'll want extra support. |
BM8-SEC Gogeta (BM) | A HR that can double your HE which is quite explosive if you can get some HE R1 and also lets the HR group attack more reliably, ABS-21 Kefla and MM5-036 Champa are both HRs that'd appreciate the GRD pierce and increasing enemy CI speed. |
UGM3-SEC Gohan (SH) / UGM1-SEC Aeos + UGM4-047 Vegeta / UM12-066 Vegeta (BR) | Lowest HE destruction with an HE generator could be a neat combo to work with since Kefla wants HE, just that Vegeta (BR) wants Goku (BR) in the deck but gives more HE than Vegeta, but Vegeta offers HE destruction too so there's merit to picking him. |