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 -> MM2, 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.
I Spy With My Little Eye...
All of these cards have something in common, notice it? They're all assholes with block bursts. A common issue with BS Aggro has been a weakness to them as they prevent a card from attacking, and thus from various on attack triggers, whether it's UGM5-SEC Piccolo (SH)'s PWR LV/PWR multiplication, UGM6-055 Vegeta (Xeno)'s DMG reduction pierce, or even UGM4-064 Gohan (SH)'s STA DMG, it is a thorn. Even in less specific scenarios, it's not a pleasant sight staring down BM7-050 Goku when your MM2-071 Broly's blocked and not dealing fixed DMG. So the decks below attempt to ameliorate that by sealing TAAs, note that to stop block bursts, it has to be pre-PLBP, so UGM3-035 Vegeta Jr. won't cut it, nor would BM9-SEC2 Goku. But units that activate at the start of the round can. Watches Ryannu's 6th ranked battle Well I'll be damned, guess PLBP options seals do work, that probably opens a deck or two, imagining these can't help with the switch effects since the switch happens early in the prep-phase, while block bursts happen while attacking. Below is a table to showcase what counts as what for reference when I go down on CAAs and TAAs.
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 |
Omega Bullshit Mk2
Card | Why |
---|---|
UGM5-SEC Piccolo (SH) | So this card has a bit more utility than normal due to Kid Goku R1. Normally you always go full ham and have Piccolo (SH) as a way to help ramp up speed and damage, considering we're using UGM9-064 Dark King Demigra, not exactly the case. Sometimes you may want Piccolo (SH) R1 but you probably would rather Gohan (SH) instead for the fixed DMG (it procs at the same time as Piccolo (SH)'s PWR LV so it's good), and with Kid Goku on the team, the opponent would be incentivized to not have many attackers due to the free revive making aggro not as valuable, letting them keep some extra STA for a bigger push the round after. |
UGM8-SEC3 Bardock | Due to Kid Goku being R1, this card will get some fixed PWR LV and DMG, 4k is the plan, alongside his speed. Note that when he transforms, you gain 50% Miracle Perfect chance, and the opponent won't have a block burst so he makes your offensive CI really reliable, just abject hell if you're good at CIs, and he gains extra fixed DMG on transformation equal to the DMG you've taken thus far, really nice with the deck wanting to take a good chunk of damage in the first place. |
UGM10-SEC3 Kid Goku | He gives one free revive (this round only) as a supporter but seals all abilities on ally attackers when a supporter. Order is very important here, this needs to be registered after Piccolo (SH) and UGM8-SEC3 Bardock but before ABS-16 Omega Shenron so that the former can activate. The revive helps be solid defense so that we don't immediately die R1, and by that prospect, not worry about R1 stuns too much, though we also aren't aiming to hit too hard early on, instead being build up for R2 onward. But the main reason is the seal, since his seal lasts until the end of the round, when Omega Shenron would check for the DMG you've taken, Omega Shenron will keep sealing enemy action abilities both R1 and R2 regardless of what happens, the only fear is if your opponent has a tech against revives like BM12-LSEC. |
ABS-16 Omega Shenron | At the start of the game he seals TAAs/CAAs from the enemy until the end of a round in which you've taken 2k+ DMG, or if the enemy has ABS-15 Gogeta (GT) but he's not common so it'll most likely be by damage. A check that won't happen R2 meaning the enemy, to have block bursts, UGM10-SEC Goku or UGM4-SEC Vegito transformations, double attacks, dragon fists, kamehameha CAAs, shenrons, anything that isn't a summon or climax, R3. This not only has defensive utility but offensive as well, there's no DMG reduction pierce because UGM10-SEC Goku only gets DMG reduction when he's transformed, which will be on R3, and this can go for many cards, reducing the oomph behind the opponent as they have to rely on CIs to do anything. If you want peak comedy, this seals enemy switch change cards, UGM8-SEC is stuck as Vegito, UGM5-SECs are stuck as Piccolo (SH), and UGM3-SEC2 is stuck as Goku meaning the enemy can't even tech against your fixed DMG. |
UGM9-064 Dark King Demigra | Mainly here as a way to make you take more damage for Goku (GT), also comes with STA generation and the funny caveat of sealing Aeos' Time Prison in case you're ever against UGM1-SEC Aeos, providing niche insurance for your revives and miracle perfects. Replace with any BS of preference if you want if going with UGM4-064 Gohan (SH), fun style would be UGM6-SEC Gogeta (Xeno) but I'm absolutely biased, better option might be a R1 stun card so you can delay using the revive for R2, though you'll have to make sure that it secures Omega Shenron from not cracking the 2k threshold. |
MM2-039 Goku (GT) | Extra fixed DMG and PWR starting from R2 onward equal to the DMG taken previously, also gives you HE per 3k DMG you took, just a nice card to punch really hard with. Could replace with UGM4-064 Gohan (SH) if you are fearing BM7-SEC or with any other BS low health reward card like UGM9-070 Gotenks. |
BS Kai HA, BS Male Saiyan HA, MM2-071 Broly, UGM10-039 Goku (GT), PBBS14-03 Gotenks, or PUMS11-22 Gogeta (Xeno) | For the deck, I'm going with BS Kai HA because she offers CI disruption when a supporter to the enemy, 1k fixed PWR LV to everyone, and disables negative DMG multiplication once when an attacker, fuck you BM7-050 Goku, that said, it pretty much means you can't have Piccolo (SH) R1 and need to go for Gohan (SH) or else you'll generate too much HE. Thus the alternatives, BS Male Saiyan lets you have some Chilled-esque action, doubling the DMG taken from the enemy when a supporter at the end of the round while offering big damage himself. MM2-071 Broly lowers your team's HE for fixed damage, good for Dark King Demigra and contingency for BM7-050 Goku but comes with issue he's bad R1 as an attacker, the free super attack means he won't be made frail by Demigra and he has 30% DMG reduction on top of it, 3 out of 4 odds aren't great to rely on. UGM10-039 Goku (GT) is for UGM5-017 Goku (though note that his PWR boosting might be completely offline for R1 since he'd be sealed when they'd activate, at that point BM7-060 Golden Frieza (Xeno) is good for this). PBBS14-03 Gotenks and PUMS11-22 Gogeta (Xeno) have a repeatable ability that restores ally negative DMG multiplication back to normal, a promo version of the Kai's effect that happens every round (in case you wanted to tech against both BM7-050 Goku and HGD3-58 SKoT), the main difference is that one has a CAA that lets them deal 1.5x DMG, the other has Soul Burst as a super attack. |
So the deck's thesis is simple, little bit of setup to then break the enemy while they're with their pants down. No Block bursts to stop any of our offense R1 and 2, fixed PWR LV for Majin Ozotto, I don't fear MM2-SEC2 Gogeta, the Kai HA helps with BM7-050 Goku. The only thing to fear is if the enemy has really high GRD or non Godku DMG reduction, but even then with UGM3-SEC2 Jiren not in the picture thanks to the AA seals, fixed DMG and 50% miracle perfects should be good enough (MM1-SEC2 Cell is not a tech because he can't transform into Super Perfect in the first place).
Now To Put on Clown Shoes
Card | Why |
---|---|
BM12-067 Kid Fuu | So this card disables enemy super attacks when a supporter for one round, and also their TAAs and CAAs if you have 7+ HE. Considering the nature of the deck this is planned to be R2, for reasons to be explained later, that's when we least want a block burst. Considering we want the HE early, this deck does fold a bit to HE stuns R1 for the other half of the card is the unit, 6 HE for a revive with questionable unit members, Mira is fine enough, Demon Goddess Towa is far from ideal to say the last, no floofy hair or tits will save the abyssal card quality here. Trying to use the unit is also a bit weird, you do it before deciding PWR LV so as long as you're fast, you can use the unit and then generate enough for him to still seal action abilities but that can be a bit of a tall ask, especially with other things in play meaning this deck isn't flexible with its slots. At least he's a BS. |
SH8-SCP9 Demon Goddess Towa | So this was picked because it's the least bad card for the deck Demon Goddess Towa had. For specific interactions we want an EL from one unit member and a BS from the other one. UM7-043? 4k PWR LV at the end of the round or 2k HP isn't great either way (the former isn't bad in theory but weep that she's as fast as UGM6-SEC Gogeta (Xeno) or UGM8-SEC3 Bardock without anything else, and that's if you're lucky). BM6-064? Needs to be a supporter and doesn't check for Kid Fuu. UM8-044's Clever Ploy doesn't fit with the deck and BM11-068's super attack sealing is already covered by Kid Fuu, and requires more support to be something the opponent should respect, and we don't talk about the Promos. So what does this card do though? R1 she prevents HE from PWR LV for the enemy and has a dark shenron, the former is a decent R1 stun effect considering the meta at present, while she first released in the world of HUM4-22 Yamchad, SH4-SEC2 Dark Masked King, UM6-SEC Gogeta (BR) and more, nowadays the only cards of note that generate HE via abilities are UGM9-061 Future Gohan in Black and UGM2-064 Gohan (SH), both being three. And theoretically UGM10-SEC Goku, except with the deck he's a whopping 2 HE, not even enough for commonly used cheap super attacks like UM8 Lags' or UGM3 Goku Jr.'s super attack, though with both combined it's 5 HE, not nothing but still pretty low. And the dark shenron is half of how we're going to be stunning the team to oblivion, if an enemy has less than a bar of STA and gets hit with the STA dmg, they'll be stunned, all we need is a way to set their STA to such a low level. |
Any EL Mira | So this is the most flexible slot, because what we need and the options available are that fucking bleak. The main options are HGD9-58, HGD4-CP6, SH7-59, and UM6-009, and UGM6-009. HGD9-58, the one selected, and UGM6-009 have Dark Aura, halving enemy HP generation and STA generation in the support area at the start of the game, extending to even the Apps meaning he's 2k fixed DMG on average, and if the enemy actually uses healing, represents even more, the main hiccup is that HGD9-58 has a Kamehameha CAA which is practically forced on you, meaning if you go through with it, it'll un-stun an enemy, hence the reference to UGM6-009 even if his shenron is redundant (if truly using that one, then you might still stick with the CP because it is a BS with the R1 stun ability). HGD4-CP6 gives you fixed PWR LV on R3 equal to his combined PWR and GRD, which with apps might amount to ~10k, which isn't nothing. Then there's UM6-009 which has intense pressure (if the enemy has 10k+ PWR LV, increase their CI speed for the round) alongside a burst, while it's more damage, against BM7-SEC Goku it won't matter. Finally there's SH7-59, which can be cool, extra HE but comes with extra PWR, won't matter in the instance of BM7-SEC Goku but against decks without it, the PWR might reduce Gohan (SH)'s effectiveness, thus why he's only recommended instead of being slapped onto the team. |
UGM4-064 Gohan (SH) | Would you look at that? The other half on making sure the enemy's stunned, the dark shenron combo helps give the card depth in non BM7-SEC Goku matchups since if nothing else, he's a Strongest of the Strong with extra PWR LV and HE generation, yes this deck really appreciates it for once. You want to lose the CI willingly when able so that he does the least damage for the most STA DMG. |
UGM5-SEC Piccolo (SH) OR UGM10-039 Goku (GT) | More damage for the BS co-op group, Piccolo (SH) is preferred since of the free PWR LV but Goku (GT) is more raw PWR, especially against PWR disruption. |
UGM6-055 Vegeta (Xeno) | Our GRD/DMG reduction pierce, the full STA restore's nice so that he can help with speed R1 onward, especially when his PWR LV's doubled. He also is a big reason you want Kid Fuu as a supporter R2, it's when Vegeta (Xeno) will go Gogeta (Xeno), it's when you can do the Dark shenron stun trick, it's a lot of things. If the enemy used Block Bursts R1, than you can hold off on Kid Fuu and use it as a defensive stun card (so maybe still R2 since that's when a lot of AAs are open for use, but you can hold off if you've got an app for the round or something) later in the game. |
BS Kai HA | Fixed PWR LV for speed, can be set up as CI disruption R1, and then helps against Hellfire effects like BM7-050 Goku or errant Hellfire God Meteors. Just very nice to have with how fast the deck wants to be right out the gate, could be replaced with an EL HA if you want to open up the Mira to having the Spirit Bomb Smash EX since that'll also stun if the enemy's on 1 STA, to have the CAA stun trick happen twice but I figured it's best to have as much in the BS co-op group as possible since Towa isn't a paragon of damage. |
Alright, this was brutal, fucking Demon Goddess Towa being an absolute choke-hold on the deck's construction. It's a similar idea as to the Kid Goku before, but with a bit more intricacy due to the dark shenron, the big allure is that stun because if most/all are stunned, than you fucking nuke into the sun. The main fear you'd have is an app that prevents stun but you can play around that, it doesn't prevent Gohan (SH)'s STA DMG thankfully and you can use the dark shenron later. This concept could be explored more on its own, with much better cards for the dark shenron and Spirit Bomb Smash EX.
UGM5-063's a Good Card
Card | Why |
---|---|
PBBS13-07 Future Warrior in Black | His ability sucks, -5k to enemy PWR alongside sealing their super attacks if the enemy has less HE than needed, for one round only, is probably not going to help you live too often, though it is early enough to proc Chilled so in decks without PWR generation it could be useful. His unit is why we're here though. It's a CAA seal unit with Aeos and Virdo, the black-robed female warrior. Bit more on Aeos' piece of the puzzle with her card but basically he's here to make sure UGM10-SEC and friends don't activate their CAAs for rounds 1 and 2, not fearing much of a block burst R1 or R3. |
UGM5-063 Aeos | Reminder that there's a table for what's a CAA and what's a TAA up top. This card seals enemy Action Abilities based on round number, CAAs R1 (fuck you UGM10-SEC Goku and UGM4-SEC Vegito as any would be god meteors), TAAs R2 (block bursts beware as well as super/ultimate energy), then R3 she disables super abilities, theoretically the opponent should be dead before R4/R5 (or you for that matter). This is very fucking good, now on top of that we have a god meteor that sets the enemy attacker's PWR to 1 permanently to proc our Chilled and Virdo, as long as she's registered before Chilled at least. |
UGM8-059 Black-Robed Female Warrior | STA disruption is the reason, solid as well, 2 bars if there's an enemy with less than 100 PWR, the summon also could leverage extra damage for the team, especially with some of the speed here due to Piccolo (SH) and Chilled. For order's sake, it's fine to have her here, with the meta nowadays it might be more preferred to have her (and MM1-SEC2 Cell if desired) to be registered late just so that they can't generate the STA after the disruption but it also means you're more susceptible to PLBP PWR generation. |
UGM8-031 Chilled | With the God Meteor and a Godku not being God, why not make the opponent take all the damage? Lock-on to help feed himself, a slight R1 stun to put the opponent on low STA, and then you have him doubling his PWR LV every round giving you extra speed even early on. Very good card that is pretty good here. |
UGM5-SEC Piccolo (SH) | Same reasons as normal for Piccolo (SH), this deck doesn't really have the opportunity to make use of Gohan (SH), you want the PWR LV, PWR, and STA constantly, so he's here. The fixed PWR LV really liked so it's more preferred over having UGM10-039 Goku (GT) but you could try exploring him if you wanted. |
MM2-SEC Goku (GT) | An option for more PWR/GRD disruption early on in the round as well as insane damage, while he doesn't fare well against UGM9 Future Gohan, the math has him on par with BM8-SEC Gogeta (BM) (R1 and R2 Gogeta (BM) is better on the single target but R3 it equalizes for single target, Goku (GT) hits everyone on the enemy team, does PWR disruption, and can hit much harder) but with more upside, and if the enemy doesn't have him than he'll put in a lot of work. 6x PWR/DMG is insane even without native PWR generation for him. This is a flex slot for the deck, listed below are cards you could look into. If you really want, you could explore an EL HA and BM11-SEC3 Goku for disabling the enemy's GRD (though you're using a Goku and need another way of retargeting for the BS co-op group unless you want to go harder on PWR disruption to make up the lack of targeting). |
BS Demon God HA | He's here for retargeting, I doubt everyone will be an attacker when staring down a god meteor that sets your PWR to 1 alongside Chilled, so you will need to make sure everyone's hitting the enemy that's actually softened. Further more he really helps your first attack, offering STA generation for the first time when he's an attacker in the PLBP, halves enemy STA when an attacker and you have several ally attackers with him (if registered before Virdo, this also fulfills the 4 bar needed to disable BM7-SEC Goku but it is technically redundant as this is a once only), and seals the enemy defensive co-op group for the BS co-op group's first attack, you could treat him like a Strongest of the Strong perhaps, more so as a final push but he does offer nice STA generation for the next attack. Funny note is that for the deck's summons, you don't need the HA alongside the cards as an attacker. |
The main issues with the deck is that if the opponent has a strong R1 stun effect to prevent you from getting the 4 HE then you won't have the HE to seal CAAs R2 (though depending on the deck, that might be fine, not every deck has a Godku and chances are if they're running some cards, they're probably not running the Goku core because it's a whore in card amount, around 3-4 cards ignoring the HA), but beyond that the deck looks pretty sick. The Namekian in Black sucks ass as a card but the units can work well together and his CAA seal can be very appreciated in certain matchups, mainly Goku but it is also useful in others where something like the SS4 HAs do a lot less damage when they aren't flying their Kamehameha Rushes or Double Dragon Fists, or the EL Android HA their double attack and dragon fist EX. And Aeos covers block bursts for your Goku (GT) and Piccolo (SH) as well as some of the hardest hitting action abilities in the game, like BM7-SEC2 Masked Black or ABS-02 Vegeta.
Alternate Cards to Consider
Card | Why |
---|---|
PBBS13-08 Future Warrior in Black | Was the original impetus until I saw UGM5-063 Aeos, he offers a TAA seal unit alongside Pride in Battle with the extra unit member being the Namekian in Black. TAA seal's good but I don't think we are so frail that we'd need to seal it R3 as well. |
UGM8-SEC Fusions | We're using Chilled, I'd be a criminal not mentioning them considering it's the meta nowadays, Vegito lowers enemy GRD to 1 for easy GRD shredding for the team meanwhile Gogeta (Xeno) offers to set their PWR to 1, helping keep down those that weren't hit by the God Meteor for UGM8-059. Could absolutely take the spot for BM8-SEC and probably be better for it, I just like having synergy. |
MM2-053 Frieza/Cell | So this is the other option if you want to be more defensive than Gogeta (Xeno), have some extra speed thanks to Chilled, and keep the opponent's PWR down, Future Gohan in Black is such a house. |
BM9-040 Frieza | Activates faster than MM2-053 and is a BS but at the same point he works with much lower values and requires a lot of STA to get -9k, then again, he can proc Chilled, MM2-053 Can't. |
HGD8-32 or UGM6-033 Hoi | Evil Wizard could be used here, considering Aeos' god meteor it's not likely the opponent would want to have many attackers have their PWR set to 1 so you can use them as a punish for that, lowering their PWR/GRD by 2k per enemy supporter, though they might play around this and it might not have much staying power in a match, I doubt the opponent will care after the god meteor's done. |
BM8-SEC3 Masked Black | Basically a repeatable god meteor but with mind games of tracking your opponent's cards and predicting them, can be used to get enemies that didn't get hit by Aeos' God Meteor or make sure they're staying down alongside having their GRD and STA set to 1. |
UGM6-034 Hirudegarn | As a supporter he reduces enemy PWR by 2k per enemy attacker, pretty good as a way to shred enemy health. |
UM10-058 Ultimate Colgate | He steals half of the enemy attackers' PWR and does 1k fixed DMG per enemy supporter, could mean more than the flat disruption of Hirudegarn depending on the state of their generation. |
BM9-SEC Masked Black | If negative PWR exists than this card will make the enemy have that in loads as well as negative GRD and reduced DMG reduction, all great things for the BSDemon God HA. |
MM1-SEC2 Cell | An option to completely shut out BM7-SEC in the PLBP, UGM8-059 is only two bars of STA and half of 4 is 2, so these two are enough and Cell offers 6k free HP. |
BM8-SEC Gogeta (BM) | He can double your HE and his own PWR LV, giving more speed to the team, but the main reason he's here is for his ability to lower enemy GRD and permanently increase their CI, normally by 5k and 1 stage, it is boosted to fully disabling the enemy's GRD and 2 stages of CI disruption if the enemy can't be stunned, this isn't the most common thing in the world sadly due to other cards focusing on STA DMG resistance, making it harder to be stunned without being unable to be stunned outright, UGM9-059 Warrior in Black as an example. That said there's still a decent roster of cards that can be hit alongside various apps that may be dissuaded for it. |
Goku and Vegeta Turbo
Card | Why |
---|---|
UGM6-051 Goku | He has a TAA seal with a godbird, the former insulates the latter so a block burst can't have you wasting it, just make sure you do set him as a supporter and link with an ally when you've used his unit. |
UGM6-053 or UGM6-KCP1 Goku (Xeno) | Preference, I'm focusing more on speed than PWR here but both are fine. UGM6-053 has Trusty Teammates so that each use of a unit gives the team 5k PWR, Goku (Xeno) has some light STA dmg if you've dealt 4k DMG in a round, a spirit bomb smash EX (Can stun enemies with very low STA), and doubles his PWR/GRD alongside 2k fixed PWR LV at the start of every round. |
UGM6-055 Vegeta (Xeno) | Our way to get GRD/DMG reduction pierce, and due to his time of transformation, you can use the TAA seal R2 before going into Gogeta (Xeno), just note that if you want to, for whatever reason (such as getting hit with a R1 stun that lowers your HE output), not have Vegeta (Xeno) transform R2 onward, than he must become a supporter. |
UGM5-SEC Piccolo (SH) | Same as always, high PWR LV for lots of HE, doubles PWR LV and PWR for acceleration and growth in DMG, pretty good card here. If you want, you could explore swapping this with UGM10-039 Goku (GT) if the other cards enable you going fast. |
BM8-SEC2 Vegeta | The designated death button, there is only one card in the game that can stop his damage if he can use his super attack and it's BM7-SEC Goku, no GRD, no DMG reduction, no DMG multiplication on his end, will stop him from launching one of the hardest hitting super attacks in the game when enabled with a god bird. He also triples his PWR LV at the end of the round, giving extra speed. This slot is also very open to many cards depending on what you need. |
UGM2-046 Whis or BM9-064 Salsa | Both have Solid Tactics with a unit that wants Goku and Vegeta. The choice here is Defense or offense, former is an E with a CAA seal (which admittedly is a bit less useful since it'll be used R3, most CAAs should be used by this point but if the opponent didn't, than you get to stall it out for a round) and a Crimson God Meteor, the latter is a BS with a PWR Reverse Reduction Unit (if ally has less than normal PWR, restore it to normal and they deal 2x DMG permanently) and a super slash that stuns. Will say, this is a complete flex slot too, the latter half of the deck is customizable depending on what you want to use, just be reasonable a bit. This deck would appreciate extra STA generation, this deck |
HA | The option's a bit open besides the fact you need a HA. Yes for BS aggro you'd normally want a BS HA but with Whis and Vegeta being so variable in of themselves, you have many doors normally closed. Demon Gods let you ignore BM7-SEC for a round in a more advanced way of Strongest of the Strong, not what I want to do but if you want to lean to an otk, one-CI shot of deck, you can. Androids can hit really hard and have a strong PWR theft effect to act as a one-two punch with the Crimson God Meteor present or something else, and offers free HE at the end of the round after Piccolo (SH) doubles his PWR. The GoD is a ton of fixed DMG if you want to use MM1-070 Teen Gohan and if EL, can represent STA disruption to help against BM7-SEC Goku. The BS Namekian HA can even be useful if you have a Piccolo app for him to fuse with, offering STA generation alongside 1.5x PWR/GRD/PWR LV to all allies within critical STA, halves enemy's STA if you win the PLBP (good with something like BM11-017 Goku) and fusion making him have 3x PWR LV and DMG. The EL Android HA can be used as STA generation if okay with going on something else for Whis' slot. Finally there's the Kai HA, who with BM2-046 Trunks (Xeno) actually has access to their units alongside everything else they normally do. The BS, not only offering fixed PWR LV early on with the generic Kai HA abilities (CI disruption and STA generation when a supporter and a one time use effect to disable negative DMG multiplication for the team when an attacker), has a 2 HE unit with base Goku and base Trunks (Xeno) for 10k PWR LV (this round only, does generate HE). The EL Kai HA gives your team 60% DMG reduction for 4 HE, which is very good alongside his stunning Freeze Attack. These units also give you an outlet with which you can use a unit even if you don't need the TAA seal, not every deck will have block bursts after all. |
The current construction is a bit greedy, trying to explore more of the space provided even if it means a rough BM7-SEC Goku matchup, that said there is room in the deck for UGM4-064 Gohan (SH) or a Strongest of the Strong if wanting to lean harder into the otk without needing to use a BS Demon God HA. In a vacuum this offers a ton of damage that's hard to manage, either through seals or through ignoring GRD/DMG reduction, defensively it is a bit more suspect, Crimson God Meteor's solid, not amazing, and fairs poorly against UGM8-SEC Vegito. That said you could try to be more defensive with something like the EL Kai HA unit and a base Trunks (Xeno) card, or more offensive with UGM10-023 Goku and UGM9-059 Black-Clad Warrior.
Alternate Cards to Consider
Card | Why |
---|---|
PBBS15-09 Vegeta | He's, as far as I could find, the card with the best unit with Gogeta (Xeno), a PWR LV Limiter unit. The other unit member is Black-Clad warrior, with the sealing from Goku, Vegeta (Xeno)'s safe to be Gogeta (Xeno) so this is less for R2 and more for R3, hopefully after you've survived the Majin Ozotto or whatever the enemy team has. This said, there's a lot of utility from the Black-Clad Warrior slot. As for this card? 2x PWR LV on a ki-blast that's used on R3 and STA generation if you're on less HP than the enemy, he's an EL so he can't even contribute to the BS co-op group. |
UGM1-061 Black-Clad Warrior | He's a BS that offers some STA/PWR/GRD generation early in the round for three allies which could be appreciated, either for R1 aggression or to top off of other STA generation. |
UGM9-059 Black-Clad Warrior | We do have a Goku, so you could explore using this and a Future Warrior in Black (UGM9-061 is pretty good of course but you could try UGM2-061 for some defense) |
PSES18-04 Black-Clad Warrior & UGM6-KCP1 Goku (Xeno) / BMPS-19 Goku (Xeno) or BM10-066 / UGM4-056 Black-Clad Warrior & PUMS5-12 Goku (Xeno) | This is a way to get a team stun setup, Strongest of the Strong + Dark Shernon/Spirit Bomb Smash EX, the main differences with the comp is what do you want. UGM6-KCP1 Goku (Xeno) comes with 2k fixed PWR LV and 2x PWR/GRD at the start of a round with some spare STA dmg if you've dealt 4k DMG in a round, probably the best option for a pure aggressive deck as they're both BS as well and what I would've done were it not for this being something done with Kid Fuu, I like having variety in my decks even if they're all BS aggro. BMPS-19 Goku (Xeno)'s an alternative spirit bomb user, while he's an HR he offers some STA generation. That said, BM10-066 and UGM4-056 are also BS, the former has Much Needed Support while the latter prevents enemy HE by PWR LV for R1 alongside their own Dark Shenron while the HR PUMS5-12 Goku (Xeno) has a spirit bomb that does 2x DMG if the enemy's stun immune the turn use Strongest of the Strong. |
BM7-065 / BM10-067 Black-Clad Warrior | These are both ELs that reward you for using units, you get the choice of STA generation and 3k PWR/GRD or increasing PWR/PWR LV boosts (gain 5000(x)/500(x) PWR/PWR LV; x is how many unit you've used). |
BM9-067 / UGM4-057 Black-Clad Warrior | These are both HRs that offer strong defense when a supporter, BM9-067 has your team take half DMG while lowering enemy PWR by 30k if they have someone with 12k+ PWR. UGM4-057 doubles your team's PWR, disables everyone's DMG multiplication and sets the enemy's PWR to 1k for the round. |
BM11-057 Goku (Xeno) | A HR with a keysword lock, a PWR LV Limiter if you add in Trunks (Xeno), and a supporter ability to prevent enemy super attacks if they have too much HE. |
BM12-048 Goku (Xeno) | A BS with a keysword lock and a 4 HE unit to double the team's PWR if you have Gohan (Xeno) and Goten (Xeno), increases own PWR by 5k per 5k PWR LV of the enemy. |
UGM1-059 SKoT | For Trunks (Xeno) you get another godbird, hellfire god meteor, and the SKoT Blessing Unit (1k PWR LV to everyone alongside increased MP chance), shame she's a HR. |
UGM9-057 SKoT | A BS that has the SKoT Blessing Unit with Pan (Xeno) and a godbird. Pan (Xeno) herself has UM9-033 for a ton of STA generation for the BS co-op group and even some increased miracle perfect odds (or sealing enemy miracle perfects) if lucky. |
BM2-SEC / BM3-SEC Goku (Xeno) | With the godbird, it's not hard to win the CI for ether effects, the former being halving the enemy co-op group's PWR and PWR LV, fairs extremely poorly against re-targeting like with UGM10-SEC Godku though, the latter doubles his DMG, disables the enemy's GRD and does critical STA DMG, his CAA lets him ignore DMG reduction acting as another way to hit hard regardless of mitigation, BM7-SEC willing. Both are HRs |
UGM10-047 Goku (Xeno) | A BS with defensive stance and a unique God kamehameha that triples his PWR and allows his super attack for free. |
UM10-033 Goku (Xeno) | A BS that gives the co-op group retargeting and fixed DMG, main shame is that his fixed DMG is a bit slow, requiring R3 to be 4k when it'd be really useful to do something before hand. |
PUMS8-03 Goku (Xeno) | During his attack he gains 3k PWR per HE you have, only for that attack, you can time this so it's doubled and has some permanence and he can hit really hard. |
BM8-063 Hearts | BS with Trusty Teammates and a 2 HE unit to normal your team's CI for the match if you have Goku and Vegeta as members. |
DEATH BUTTON | This is about to go over several cards, will try to be brief with them, simply put this slot is very personal and up to you can influence the flex slot of the deck as some open doors one could explore. The goal of this slot is to be a self-sustained death machine that, BM7-SEC willing, it will kill on a CI win. ABS-02 Vegeta breaks it to a point, he multiplies his DMG, which extends to his deadly Super Energy, and generates HE for the team, helpful for the unit but he doesn't have the unbridled death I'm looking for, still a nice option for a more moderate deck. UM10-SEC3 Majin Vegeta has no utility and is very picky, wanting 9-10 HE but if you can, and win his CI on godbird, he will kill with a 60x DMG multipler for his super attack, fucking insane and the type of shit I want to see. BM10-SEC3 Gogeta (GT) quadruples his PWR, does fixed DMG, and his super attack can be free if you win the PLBP, main issue here is that there wasn't enough room. If I could implement something like UGM3-032 Trunks (GT) for the deck so he had a unit, than it'd be something to explore I think, maybe for a UGM2-066 Gamma No.1 deck focusing on a lethal HR co-op group, but not for here. UGM6-SEC Gogeta (Xeno) is fixed PWR LV, awoken burst, 4x DMG, and a BS so he'll get his PWR doubled by Piccolo (SH), main reason to not be picked up is variety, we already have a Gogeta (Xeno) on the way and Goku (Xeno) has the CP promo ability that offers 2x PWR/GRD and 2k fixed PWR LV each round. UGM4-SEC Vegito has a ton of utility, halving enemy PWR LV and DMG for the rest of the game on top of his super attack being insane, main issue is room, if we had room for a unit that included him, might've been the pick, that said it's absolutely not wrong to use this if you want to. UGM8-035 Vegito has a similar damage profile as UGM4-SEC just with different utility, instead of halving enemy PWR/PWR LV, he normalizes your CI and disables enemy miracle perfects. SH1-SEC2 Vegito can do 6x DMG as long as you have 10 HE, a bit more finicky than others but still very impressive and if you're nostalgic, not one to go wrong. BM4-SEC2 Super Fuu and MM1-070 Teen Gohan have an awoken burst that gives them 5k fixed DMG, Super Fuu can steal some PWR and halve enemy PWR LV of enemies that can't be stunned alongside native GRD/DMG reduction pierce, Teen Gohan has utility as STA generation for the team, something we could really use. BM10-067 Broly lowers enemy STA at the PLBP, good against BM7-SEC Goku, and then has an awoken burst that does 500 fixed DMG per HE across both teams. HGD6-SEC2 Broly is just 500 fixed DMG per HE you have, up to 1k if he wins a perfect CI. UGM9-SEC2 Vegito is one with utility, Vegito can makes CI a living hell for the enemy with a ton of fixed DMG if he wins his CI while Gotenks can be potent STA generation until you are a ready to win the game, very much on the close end of being picked, just use a R1 stun card like UM8-047 Fin or BM6-068 Broly just in case. UGM7-018 Vegeta is a lone attacker option, gains PWR for the round equal to the total PWR of all ally supporters, prevents the enemy from dealing more than 2k DMG when attacked, and has a lock-on that gives him GRD/DMG reduction pierce and 3x super attack DMG with an awoken burst, only hiccup is that he's for lone attacker only and isn't the most favorable against BM7-SEC Goku. UGM10-023 Gokuis the last one, coming with 4x DMG + 4x Lock-on + Awoken burst, he's also a BS so you can power him up with Piccolo (SH) and 4x PWR LV on his own, probably the other card I would've picked if not BM8-SEC2 Vegeta, he also enables UGM9-059 Black-Clad Warrior as more stable STA generation for the team that comes from a BS. |
Solid Tactics | With the members on team, units are far from rare so Solid tactics is something to consider and can influence card decisions. Among the two mentioned above, BM11-062 SKoT is a generic option, an EL with a 2 HE unit with Goku and Goku (Xeno) as members to seal enemy super abilities, here as a way to have Solid Tactics active without needing to have another unit member. On the other end of the spectrum, BM2-046 Trunks (Xeno) is a good BS in case you're using a card that wants Trunks (Xeno) as a unit member, he comes with a keysword lock as well. |
Justice is Cute and Funny
Card | Why |
---|---|
UGM3-051 Jiren | The reason this card is even looked at is because of the unit, a CAA seal with Pan (Xeno) and Goku as unit members is worth consideration, even if it can't activate R1, it can still be really useful defensively by shutting off the enemy from using various action abilities, and there are some cards like UGM7-SEC3 Goku Black that do transform R2 that this shutting off can be felt. The ability is gaining PWR equal to enemy PWR LV in incements of 5k and then 1k fixed DMG to him and a partner, not the best stuff but the unit members are pretty good all things considered, especially since he's a BS. |
UM9-033 Pan (Xeno) | The first piece of BS aggro support, also one that hasn't seen much play at all since during that time you'd probably be better off using Yamchad or Demon God Demigra for the whole team and the quality of BS as an offensive force, wasn't like how it is now. When she attacks, the co-op group gets 2 bars of STA, which is pretty good even if really late, post PLBP. The capsule is funny thanks to it being rng based but maybe you can high roll with it, and the unit could also be conisdered, offering her, Goku (Xeno), and Trunks (Xeno) a nice boost of PWR but not for this deck. |
BM11-017 Goku | With the speed of Piccolo (SH), safe to say we're activating this and an EL with this acts in the same way UGM4-064 Gohan (SH), just with CI disruption instead of HE generation, and the ability to be a unit member for more than 10 cards. He, from my information gathering, does 3 bars of STA DMG, meaning he won't completely shut out BM7-SEC but neither did UGM4-064 Gohan (SH) either. |
UGM10-039 Goku (GT) | Insane PWR generation, especially when combined with UGM5-SEC Piccolo (SH) while also offering some STA generation to the team, not just the BS co-op group. |
UGM5-SEC Piccolo (SH) | Exclusively Piccolo (SH) here, maybe 1 in 20 games you'd want Gohan (SH) but we really want the 30k+ floor for PWR starting from R1 onwards. |
BM7-SEC2 Masked Black | Simple and good. GRD and DMG reduction pierce, there's other ways of doing this but not as cleanly as this card as an EL. Three allies with the highest PWR ignore GRD/DMG reduction and you get steal HE if the enemy has an attacker that can't be stunned. |
BS GoD HA | Here as a way to handle with enemies on high DMG reduction via fixed DMG while also able to lower enemy GRD if you have more attackers than them (possible if they fear UGM5-SEC Piccolo (SH) or don't want to make him deal even more fixed DMG). There are alternatives, the Kai HA, considering we have Base Goku, could be worth exploring though note you'll need base Trunks (Xeno) as well, and preferably a BS one. The Android HA is strong PWR theft and potent STA generation for even when you are going second, as rare as that should be, the BS' GRD disruption is sadly temporary so it's not as good as the GoD in that sense. And then with BM11-017 Goku you shouldn't need to go with the Demon God HA as a way to handle BM7-SEC Goku. |
A way to take the deck is replacing Goku (GT) with ABS-16 Omega Shenron or UGM5-063 Aeos with the 2nd EL being UGM10-SEC3 Kid Goku in the case of Omega Shenron so that you can seal R1 transformations and god meteors and use the unit to seal them R2 with the benefit of also sealing block bursts for R2, something this deck is really weak. The main issue with this is that it's a bit similar to what I've done with before, using a CAA sealing unit to further extend Aeos' seal even if the support behind it is much different. Also the deck, due to having a CAA seal and not a TAA and using UM9-033 Pan (Xeno), is pretty frail to block bursts, though there is a vareity of strong targets to hit. Pan (Xeno) stops the most STA generation, Piccolo (SH) prevents us from getting to absurd PWR, and then the BS GoD HA deals a ton of fixed DMG. Another issue for the deck could be its fraility, it's not the most defensively built deck even if it has a CAA seal to prevent action abilities killing us R2.
Alternate Cards to Consider
Card | Why |
---|---|
UM7-054 Toppo (HR) | He has a unit with Dyspo that resets the enemy's GRD, which can be neat, furthermore he has a stun where if the enemy has 10 HE, they're STA is halved and HE is set to 0, can be useful as part of a small HR core if you want to use another HR card. |
BM5-045 Dyspo (BS) | He has a PWR LV Limiter unit and Prepared tactics (1 bar of STA and slowed down CI for the team on using a unit) |
BM1-053 Goku (EL) | He's a bar of STA disruption on the enemy and 5k PWR to the team as long as you have a Vegeta present, furthermore he has a unit with Goku (Xeno) and Pan (Xeno) to double the team's PWR. |
BM7-051 Vegeta (BS) | Has Goku and Pan (Xeno) as unit members for a 2 HE unit that gives the team 1 bar of STA, it's a one-card unit if going for unit turbo variants. |
UGM9-057 SKoT (BS) | Has Pan (Xeno) and Goku for the SKoT Blessing unit alongside a keysword lock and a godbird, reason she's not in is because the exploration into this type of deck was done last deck, reads really good. |
UM12-062 Hit (EL) | He has the ability that's seen on his ACP in SDBH, the first time he can use his super attack, he gains 10k PWR. Not PWR LV, PWR. Which sadly nulls the value of this card greatly since he can't be a speed button when needed. His unit is of Jiren and Goku for an Energy Charge, in case you wanted to go unit turbo. |
UGM1-057 Hit (EL) | And on the topic of unit turbo, this has Jiren and Vegeta for a 2 HE unit to make the unit members match the enemy with the highest PWR for a round, also solid tactics. Oddly enough doesn't have a card with Pan (Xeno) as a unit member despite the fact she actually gushed about him. |
UGM6-KCP1 Goku (Xeno) (BS) & UGM1-053 Trunks (Xeno) (BS) | Yes, you can also replicate the stun combo with unit members here, main issue is that Trunks (Xeno) only effects three enemies when SSG, not the whole team but could still be useful. If you really want the combo and the unit, you do have a flex slot that could be that fulfill that role while Trunks (Xeno) is something else. |
BM2-046 Trunks (Xeno) (BS) | You can use for Pan (Xeno)'s unit and have access to solid tactics, can be used for a Kai HA as well, since it's a BS you can use the 60% DMG reduction unit from the EL Kai to make the EL co-op group. |
BM6-056 Trunks (Xeno) (BS) | Has godbird and block burst as a unit member. |
HJ6-63 Trunks (Xeno) (EL) | Can be a Trunks (Xeno) to use for a Kai HA considering we do have base Goku, Xeno Messenger sets enemy GRD to 1 for the round if you win the PLBP, helping you get through GRD generation, main issue would be that it's an EL and the best Kai unit is an EL meaning we'd be 3 ELs and 4 BS. I don't think the PWR LV from the BS is necessary and while the unit from the HR could win games even if stalled out, it's an HR which means it doesn't help with anything. Could still be used if you want something to handle enemy GRD while |
PBBS15-10 Trunks (Xeno) (HR) | Time Patrol and Hellfire god meteor is a hell of a combination. |
BMP-15 Trunks (Xeno) (HR) | 5k PWR for the team every round as well as STA DMG resistance, and if you use a unit you gain energy guard for the round and one HE. |
UM7-SEC Goku (BS) & UGM9-061 Future Warrior in Black (HR) & BM6-062 Demon Goddess Robel (BS) | You can implement a robel core if you replace UGM10-039 for Future Gohan in Black, he is less damage for the team but offers extra HE and GRD while Demon Goddess Robel can make sure that Goku's targeted, just make sure to properly manage Goku's GRD in case of UGM8-SEC Vegito by making him have the 4th most GRD. |
BM7-SEC Goku | I've regret to inform that he is a BS and can be used here. Either have retargeteing such as BM10-SEC2 Masked Black, ABS-23 Candy Vegito, or whatever floats the boat with the flex slot, or have some form of speed control since if you attack first, he'll have 3 bars of STA at minimum from Pan (Xeno) and Piccolo (SH). He'll make you strong defensively, though it might be at the price of your immortal soul, or so I've heard. |
ABS-23 Candy Vegito (BS) / UGM9-059 Bardock in Black (BS) | Both offer STA resistance for the team, former is retargeted and can't be stunned, the latter is extra STA generation and STA DMG resistance in the PLBP (good if you go second). |
UGM3-SEC2 Jiren (BS) / UGM6-SEC Gogeta (Xeno) (BS) | Both are ways for early fixed PWR LV in case you really wanted 10k PWR LV against UM8 Fin, both offer really insane damage, former is more PWR LV at R1 and more DMG later in the match, Gogeta (Xeno) is more damage immediately alongside HE generation but less PWR LV/DMG in the game. Of course there's the argument for style here, and the meme idea of using both since you could have UGM3-SEC2 stay as Goku for R1 and then R2 onward as Jiren, even if it means not having the PWR LV or DMG Boost r1. Jiren also comes with disabling enemy fixed DMG so that you might not die against UGM9-SEC2 Vegito. Note this only matters against lone attacker decks considering Piccolo (SH) will most likely get enough PWR LV on his own from the enemy even amidst UM8-047 Fin, or in rounds you're not using Piccolo (SH) and instead Gohan (SH). |
MM1-ASEC Goku (BS) | You could switch from Teen Gohan into Goku for the unit, also getting 30% DMG reduction and a random action ability seal (either enemy TAAs or CAAs) if the enemy has 5+ attackers (allowing you to punish them with Gohan (SH) if they play around this), but the seal's on when you're attacked, too late to stop block bursts or transformations even if you got lucky. Teen Gohan can pack a punch and it's a round of 30% DMG reduction though. |
HGD1-16 Goku (BS) | Eternal Challenger (r2, increase your PWR LV for the round equal to the DMG you've dealt in the previous round) lets you lol at MM1 Majin Ozotto and force them to use the PWR LV Limiter app unless they had SH2-SEC Cell (Xeno) R1 while letting you use Gohan (SH) for R2 if desired. |
PUMS12-SEC / UM3-038 Goku (BS) | Both stun enemy's HE R1, latter prevents all HE generation except for apps like ABS-20 Piccolo, the former instead limits them to two from PWR LV and none from abilities while hitting harder himself. |
PUMS13-SEC Goku (BS) | He acts as a way to tech against PWR disruption and STA disruption while having a block burst, any ally with less than 100 PWR will be set to 10k for the round in the PLBP and have free access to their super attack. If an ally at the start of the round has critical STA, than it's greatly restored. His burst also disables enemy GRD. |
PBBS15-01 (BS) / MM2-CP3 (BS) Goku | Both have Strongest of the Strong as well as Spirit Bomb Smash EX, acting as a one-round answer to BM7-SEC Goku alongside the utility of stunning a lot of the enemy team barring their usage of apps, main difference is that PBBS15-01 hits harder. |
MM1-SEC3 Goku (EL) | His god meteor could force out more attackers for Piccolo (SH) and his dmg reduction could be appreciated to not dying in a game, especially if you can match the enemy's attackers and seal their DMG multiplication. |
BM2-077 Goku (HR) | Has UM6-SEC3 Zamasu's God meteor to reduce enemy attacker PWR/GRD by 2k per enemy attacker and Blue Saiyan from UM2 Vegeta. While the PWR LV doesn't generate HE, it's still somewhat insane in making sure you go first and the god meteor could force the enemy to have supporters which can be exploited, especially if you have UGM8 Chilled in the deck. |
BM11-SEC3 Goku (EL) | Halves enemy PWR LV R1 and then when SS3 Goku he disables enemy's GRD for the rest of the game, can be good as a way to get through GRD if not too afraid of DMG reduction. |
UM1-54 Goku (EL) | with the idea of everyone wanting to be an attacker, he's Time Patrol but with extra 2k PWR, just funny card to think about. |
UGM7-SEC Goku (EL) | Can be strong GRD disruption that gets even strong when he becomes Gogeta, which can be after you use the CAA seal unit since it's a summon and not a transformation CAA. |
UGM5-063 Aeos (BS) / ABS-16 Omega Shenron (BS) | Aeos doesn't need extra support like Omega Shenron but these can fit here in place of Goku (GT) as a way to seal CAAs R1, preventing early transformations like from UGM10-SEC Godku while having the benefit of sealing TAAs for R2 so you don't have 0 STA thanks to a block burst on Pan (Xeno). |
SH8-SEC2 King Vegeta (Xeno) (EL) | He has a dark shenron that halves the enemy's GRD and then at the PLBP, all enemies with 12k+ PWR have the CI really increased, the dark shenron's good for stuns and the 12k PWR threshold's not the tallest ask. If the enemy has any form of PWR generation, alongside apps, you might reach that 12k+ PWR for all enemy attackers R1, if there's no PWR generation than you still have the HA and any high base PWR cards if the enemy has a ton of PWR in his app selected for the round. |
BM9-066 Shroom | At the start of the round he generates STA for allies with high PWR and disables their DMG multiplication, how many are affected is dependent on your HE, maxes out at 5 people at 9+ HE. If you hate BM7-050 Goku and want a dark shenron, this could work, though I've also seen this card just flounder potential. |
Lock-on Options | Primarily made to work with a Demon God BS HA but you can use something like UM7-SEC3 Hearts, BM2-053 Turles, UM2-SEC2 Golden Cooler, or even UM3-036 Robel to make everyone target a locked-on enemy that'll have reduced GRD/DMG reduction on the round since these lock-ons affect the enemy for the round, not just the attack like Declaration of Victory. The type also doesn't matter necessarily depending since lock-on attacks will go first meaning regardless of type, they'll attack before co-op groups. The main hiccup is that if they're not an EL than outside of the lock-on, your BS co-op group will have their damage gobbled by the Goku goblin. Also note that for playing around block-bursts, you choose the lock-on after the enemy chooses their attackers so you can choose not to use your lock-on if you see the block-burst card in the support area and possibly bait it. You could also explore BM11-SEC Gogeta (Xeno) or UGM5-023 Trunks (Future) in this same idea if you feel like you're really good at CIs. |
UGM2-064 Gohan (SH) (EL) | Can act as either strong PWR/GRD/HE generation or disruption considering we're more likely than not having UGM5-SEC be Piccolo (SH). |
UGM8-055 Dark King Demigra (EL) | He can steal some PWR and GRD from the enemy (5k/1k respectively) but the big thing is his god meteor, which can force a very bad situation where they take a ton of fixed DMG since it does 1.5k HP per enemy attacker. |
UGM9-SEC2 Vegito (EL) | He hits really hard if you win his CI and helps with your team's CI, Gotenks half of the card's not as important considering the STA generation on the BS side but if you wanted just a little more STA or feared a block burst on Pan (Xeno), you can use Gotenks in an emergency. |
Supreme Kai Learns to Not be Useless
Card | Why |
---|---|
BM11-026 Supreme Kai | The only reason this TAA seal unit is here is because of the ability, Perspective has it where at the end of the round you match the enemy's HE if it's less than yours. This is our way to handle R1 stuns like ABS-22 Piccolo, UM8-047 Finn, or HGD9-44 Trunks (Future) as setting HE is not generating HE. This also means we don't want R1 stun cards that prevent the enemy from generating HE. |
BM12-SEC / UGM10-023 / UGM3-SEC2 Goku | The goal of this was damaging BS monster since Gohan, Kibito, and Surpeme Kai aren't known for hitting hard, the main difference between the three is 'how'. BM12-SEC is fixed DMG alongside emergency STA generation at the start of the round, able to act as a tech against Majin Ozotto to some level alongside the 10k PWR to himself and allies low on STA. UGM10-023 is death-button, 4 * 4 * 1.44 is ~23 times damage if using his lock-on, even then 4x DMG and PWR LV is very nice. UGM3-SEC2 Goku is the most complex, being a switch card. You keep the card a Goku when you want to use the unit, where he generates HE per enemy attacker that can use their super attack and sets the PWR of attacking enemies that ignore GRD to 1 for the round, and then switch to Jiren when you don't need the Goku, giving mitigation against fixed DMG, fixed PWR LV, and hitting really hard himself. |
HJ4-17 Adult Gohan | The punished one, at first (and I believe this is the case in World Mission?), he generates 2 HE if you have Kibito/Supreme Kai/Kibito Kai at the start of the game while having 1.2x PWR LV, this was changed in 2021 so that he'd work as an attacker, as he was said too. While he can't work as some of the earliest forms of unit aggro, he does have applications here. First, the pool of BS Gohan isn't pretty, secondly, he generates 2 HE each round, helpful for securing the unit if really desperate and the PWR LV multiplication could help in edge cases, and then he has a unit, a simple revive unit but with the HE generation the team can get to, it isn't as hard to access as it may seam, giving this deck some extra defense. |
BM9-031 Kibito | The unit member allergic to good cards, he has a unit that generates 2 bars of STA for the team for 5 HE if you really need that and don't need the TAA seal, it's good to spend the HE on it even if you'd wish it was taken up by a card that does any more. |
UGM6-055 Vegeta (Xeno) | GRD and DMG reduction pierce so that way we can do damage against other cards. |
UGM5-SEC Piccolo (SH) / UGM9-070 Gotenks / UGM8-SEC5 Monaka | The goal was to a speed or low HP boost, note you could swap the HA with a BS for an EL option but I decided to stick with EL HA and BS reward. This is a very flexible slot in the deck, the five are just the big ones that came to mind. Piccolo (SH) is a lot of PWR LV and PWR doubling, standard affair. UGM9-070 Gotenks offers STA generation and PWR LV doubling if your team's below 50% HP, can really make sure you're going first and having the HE for the units. UGM8-SEC5 Monaka does this a bit less but also does damage, the DMG multiplication extends to his action ability. |
EL Android or GoD HA | The main question is whether you fear BM7-SEC Goku or want more generically useful abilities. GoD can hit hard with the fixed DMG while also reducing enemy STA in the PLBP if they have less attackers than you, the Android HA offers STA generation, PWR theft and having the damage be more regular and less controlled by the opponent's placement. |
Alternate Cards to Consider
Card | Why |
---|---|
BM4-045 Adult Gohan (HR) | This is more on the idea of a UGM9-064 Dark King Demigra concept for the deck, it was considered a good bit but the main issue was slots. Dark King Demigra, Gohan, Kai, Goku, and then MM2-072 Vegeta for all that he offers, alongside the HA that's six slots, you have one slot worth exploring alongside the semi-flexible Goku slot. It just made things a bit ugly on the math side, for example you have 1 HR and 1 EL, meaning you needed another non-BS card to make a co-op group, and at that point the utility of the TAA seal might be a bit suspect since most of the cards don't fear it. You could explore using UGM10-023 Goku and UGM4-064 Gohan (SH) for this but idk, just felt off when looking into it. Maybe was just a bit too 'pre-built' for me. |
BM9-022 Adult Gohan (HR) | He has strongest of the strong alongside a TAA seal with Vegeta and Piccolo, neither are bad cards so you could do this, just a bit messy since he's a HR and not an EL for Supreme Kai but could try a more generic deck with this, focusing on making sure haymakers get to attack instead of protecting engine pieces that help the deck run. |
BM10-003 Adult Gohan (BS) | Solid Tactics with Time Patrol as a unit and the members are Goku and Piccolo, very solid card with a neat unit in case you didn't need the TAA. |
UGM9-015 Adult Gohan (EL) | Solid Tactics but in the co-op group with Supreme Kai and more out there unit members, that being Vegito and Piccolo. Could be fun to explore something with this as there's a couple BS Vegitos that could be used that normally get overlooked. |
MM1-ASEC Goku (BS) | On the same idea as UGM3-SEC2 Goku, this time with Teen Gohan as the other card. Goku offfers 30% DMG reduction and can randomly seal enemy TAAs or CAAs, Teen Gohan makes your team do 1.3x DMG and deals 100% more damage per HE the enemy has, doesn't join the BS co-op group though. |
UGM1-SEC4 Goku (EL) | This is very funny but also very expensive, you can have Goku as an EL act as a R1 revive while being a unit member. This opens up a more reckless form of the deck that tries to exploit the multiple revives to enable very strong cards. |
UGM5-054 Goku (EL) | You could use this as the EL alongside MM2-071 Broly for an HE destruction based deck, decided not to go with it since it could get in the way of activating units unless you implemented Energy Guard in the deck somewhere. |
BM7-050 Goku (EL) | Generically good card that can help with surviving while giving the team some extra PWR/GRD. |
BM11-ASEC Goku (BS) | Advanced Trusty Teamworks, on using a unit your team gets 10k PWR and increased miracle perfect chance. |
PUMS13-SEC Goku (BS) | If you fear PWR disruption, this could be used instead of BM12-SEC as they both heal the STA of allies with critical STA, PUMS13-SEC also has it where allies with less than 100 PWR in the PLBP have their PWR set to 10k for the round and activate their super attack for free.. |
ABS-23 Candy Vegito (BS) / BM10-SEC2 Masked Black (BS) | Retargeting if you fear getting stunned or want a more unique form of DMG mitigation, Candy Vegito is DMG reduction and reliable, Masked Black is healing alongside fixed PWR LV but requires you to win CIs and the PLBP. |
HGD6-56 Baby Trunks (BS) & PBBS15-01 Goku (BS) | So originally I was toying with HGD6-56 Baby Trunks for a throwback and allow the EL co-op group to also do things, but then he doesn't really care about the block burst seal and I wasn't finding the right support to make it click with me. That said, you could absolutely do this, replacing UGM6-055 Vegeta (Xeno) with him and then having PBBS15-01 Goku as a BS strongest of the strong with a spirit bomb smash EX, acting as a way to force enemies to be a supporter or be stunned. Just note that Piccolo (SH) might need to be replaced for sme tech you may be wanting. |
HJ4-48 Kibito (EL) | He has a unit to seal super attacks from the enemy team for a round and then Divine Powers (disable enemy DMG multiplication when a supporter), these could be useful. |
UGM5-028 Kibito (EL) | He has prepared tactics, a bar of STA and slowed CI speeds for your team after using a unit, and then a 1 HE unit to reduce enemy DMG dealt by 20%, route to last resort if you want the EL slot to be both a unit member and some STA generation. |
MM2-039 Goku (GT) | Goku (GT) is another way to handle ABS-22 Piccolo if you want to play risky, definitely something to explore considering you can have R1 revives to help secure Gohan's revive. Comes with free PWR and fixed DMG though you might want support to make winning his CI more reliable if you're not good at the game. |
Kami's Bizarre Guardians
Card | Why |
---|---|
UGM10-021 Kami | The guardian of Earth has a TAA seal unit alongside Crimson God Meteor and Outstrategize. Considering the strategy for the deck, these aren't amazing but could come up in niche moments, particularly if they have a R1 stun and you need to make sure to not die while not using your revive to play arond them playing defensively as to not proc Goku (GT). That said it's an extremely situational moment and if you are going for the revive R1, set all but Kid Goku as the attacker. The TAA seal can come in handy for protecting the fixed DMG from Goku (GT) if you need to win his CI on R3. |
BM1-012 Master Roshi | The main value is fixed DMG, giving 1k per ally that has less than 2k PWR aside from himself, in this deck he gives 2k fixed DMG for Kid Goku and Tien. Aside from this he also has a God Kamehameha that gives him some PWR and PWR LV for R3. |
UGM10-015 Tien | Power of One, a UR ability that became something for a SEC late in God Mission, is now a SR ability for Tien. Why not, R2 he gives you fixed PWR LV equal to his total PWR and GRD, meaning with decent apps and PWR/GRD generation, it's very easy to get a ton of PWR LV and win the PLBP R2 barring any enemy apps. He also comes with a 2 HE unit that gives everyone on the team PWR equal to the DMG taken in the game, which if you didn't take the 15k DMG for Goku (GT) to give you a free revive, you can use this to still get some PWR for HE and the like. |
UGM10-SEC3 Kid Goku | Two revives for the price in one. As a supporter he seals your attackers to grant a revive, and then he has a 5 HE unit that gives the unit members, Tien and Roshi, 30k PWR and another revive for the team. He is what allows you to play on the razor's edge and hopefully nuke the opponent into kingdom come with cards that are enabled by being on low HP. |
MM2-039 Goku (GT) | He offers one HE per 3k damage you took in the previous round, and then gains PWR/fixed DMG on a 1-to-1 ratio to the damage received, which considering the lack of defense, isn't hard to do barring the opponent only has one attacker, though in that sense you can have everyone be an attacker to hopefully get some HE in the process if they don't have ABS-22 Piccolo. |
ABS-16 Omega Shenron | Sort of a flex slot, one issue with the seal units and I'll get to this more on UGM10-014 Roshi's absence, is opportunity, we really need revives to not die so R2 is Kid Goku's revive unless you didn't use it and are still alive, then you might consider using the TAA seal unit to secure Goku (GT)'s damage. But beyond that moment, the R2 unit's just going to be a revive, so it'll take R3 for you to use another unit, whether its a CAA/TAA seal or of another utility. That said you could try going for another low health reward card or UGM5-063 Aeos in this card' stead, just that the deck will be a bit different since Omega Shenron seals the action abilities R1, and then R2 due to Kid Goku's revive sealing him. This can help offensively by disabling block bursts and defensive transformations like SSR Goku Black, SSB Vegito, and SSG Goku. |
MM2-073 Janemba | The other low HP card of choice, he increases enemy CI speed at the start of the game and then at the start of the round he reduces their STA and increases the DMG they'd take based on how low your HP is. This can be really useful to act as a way for the team to get into that more explosive end of the power spectrum despite the uneven PWR of the deck and the lack of GRD/DMG reduction negation. |
So this is an example of the TAA seal being used aside from BS aggro, where you can use it to make sure a threatening attacker will be able to threaten the enemy, and it's admittedly a frail as hell deck. While PWR LV Limiting effects aren't the end of the world, losing out on HE from ABS-22 Piccolo could be without risky predictions, pretty much hoping the enemy will think you'll use your revive R1 so that they'll put limited offense and you can greedily not use it and save it for R2, even if that'd mean your seals off of Omega Shenron are gone.
Alternate Cards to Consider
Card | Why |
---|---|
UGM10-015 Tien | This could be a neat way for a more moderate take on the deck, he gets 3x own PWR and PWR LV for R2 (only) and PWR LV Limiter as well (needs Kid Goku). |
SH5-32 Tien | He has the PWR Reverse unit with Adult Gohan and Piccolo, meaning you could explore something with Super Baby from MM2 as another card that doesn't like block bursts, but the current core of the deck means it's harsh on card selection, 1 free slot after unit members were accounted for. |
UGM2-025 Tien | Trusty Teammates to give the team some PWR after using its units, better for a more slower-paced deck than the breakneck one I have. |
HJ2-12 Master Roshi | On his first super attack it does 2x DMG and critical STA dmg, and he starts with 7k PWR and very low HP. This might make him the most threatening Roshi there is in terms of raw damage, though the Roshi in the deck splits his damage between multiple attackers and a CAA. |
UGM10-014 Master Roshi | CAA seal unit with Tien and Kid Goku and 1k fixed DMG for other allies that have 2k or less PWR, he also comes with a lock-on to limit an enemy's PWR to 1 for the round, which is pretty good except for when you're wanting to die and kill faster than you were killed. |
BM2-CP4 Master Roshi | Block burst with Surprise Maneuvers, stealing HE when a supporter at the end of the round per enemy supporter, could be neat to have if going for a slower deck and want its utility. |
UGM5-ASEC Kid Goku | 1k fixed DMG per ally in the co-op group and STA generation whenever it's attacked, can make for a HR aggro variant of the strategy, with the TAA seal protecting Kid Goku from block bursts. Main issue is I don't know who's attacking with strike or ki-blasts among Heroes, nothing on the database really hints at this so a big card, UGM2-066 Gamma No.1, is a headache and guesswork on making use of. |
MM2-012 Kid Goku | He's STA and PWR generation for the team, 6k in the prep phase, also generates some GRD for supporters. |
UGM3-010 Kid Goku | He offers light STA generation and 3 HE unit to disable DMG multiplication for a round, BM7-050 Goku. |
MM2-CP1 Kid Goku | He reduces HE requirement for super attacks by 1, and if you have Oolong or Bulma in the team, he generates 2 HE, and deals 3k fixed DMG on his super attack. Pretty solid, but can get a bit strict in terms of deck building. |
UMP-80 Kid Goku | Feint with an ape form if you wanted a R1 stun. |
UGM5-063 Aeos | Could replace Omega Shenron, main issue is how finicky she makes some things. So her god meteor nulls Kami's god meteor, and the seals incentivize having a CAA seal R2, especially if against a card that it was good against R1, but comes with the issue if it meaning you're not using your revive unit on R2. This could be the case to do sometimes but I can't imagine often unless you go for a different take on the deck, note that Roshi's CAA seal unit does require Kid Goku. |
BM7-060 Golden Frieza (Xeno) | Extra STA and PWR generation for faster rounds even if you can't use fixed PWR LV and more PWR for Tien to turbo charge his ability, can be used in place of Janemba if you want to focus on your team's STA instead of the enemy's. |
UGM8-SEC5 Monaka | One card death button and also speed button, block bursts mean he'll get into the CIs and alongside his powerful CAA, ou'll be good. |
BM7-064 Golden Cooler (Xeno) | Very comparable to Janemba, just instead of DMG reduction it's reducing enemy GRD, personal preference and budget, Cooler also comes with a harder hitting CAA but DMG reduction can be better to have than GRD shredding, especially since 5k isn't enough to go over Future Warrior in Black. |
UGM8-FCP1 Frieza / MM2-SEC3 Omega Shenron | If you have a R1 revive, Frieza only is disabled with base Goku, than you can use them as a way to get a revive without using Kid Goku's, though that means your Omega Shenron (if still in the deck) is more prone to having his seals lifted in R2. |
UGM9-064 Dark King Demigra | He makes sure all allies that can't use their super attack take 2x DMG, meaking it easier to die and thus easier to revive and get tons of HE from Goku (GT). |
ABS-31 Gotenks | As long as you keep winning the PLBP, he does a random effect at the start of the round: 2 HE. STA generation for the team, and 15k PWR/GRD to all allies. These can be useful for the deck but it is random. The main reason it's on here is because of the CAA, a Dragon Fist that offers a free revive. What's important when compared to UGM7-015 Goku's Kamehameha which was a revive CAA, is that the Dragon Fist activates much earlier. The Kamehameha waits until every other action ability's been checked for, and both teams have attacked, Dragon Fist only worries about your attack, meaning if you win the PLBP, this is a revive for R2 while Goku was a revive for R3. I'd keep an eye on this card considering that, even if the normal ability's a crap-shoot. |
Juniors Assemble!
Card | Why |
---|---|
UGM3-034 Goku Jr. | When an attacker, he generate 2k PWR for your team but more importantly, if Vegeta Jr. is an ally attacker in the PLBP, he seals the CAAs of all cards that can't use their super attack, this does include your team as well as the opponents, and it is too slow to stop transformations and switch cards but is fine for everything else. |
UGM3-035 Vegeta Jr. | When an attacker, he reduces enemy attacker PWR by 2k and more importantly, if Goku Jr. is an ally attacker in the PLBP, he seals the TAAs of all cards that can't use their super attack with the same stipulation as Goku Jr., that it can affect your cards as well. This can seal enemy block bursts since while they're attempted in the prep-phase, they actually try to fire while you're attacking so a seal that happens there, or later in the case of UGM5-017 Goku, will be fine. |
BM1-SEC2 Beerus | He disables his DMG multiplication at the start of the game and at the PLBP, gains 3k PWR/GRD per enemy attacker that can't use their super attack, this means that he'll be really defensive against decks that can't handle high GRD but since it is permanent, UGM8-SEC Vegito will recognize him the next round. Despite Piccolo in the deck only working for R1, the god meteor feeds himself for the round after it's fired. |
BM6-062 Demon Goddess Robel | The order of the cards are important, make sure she's before Beerus so Beerus can get the GRD to be reargeted. |
ABS-22 Piccolo | This deck is built with the idea of using a BS Namekian HA so this was a perfect fit, R1 the enemy will have no HE unless it is through an app ability. Then there's the lock-on which makes him seal the targeted enemy's CAA/TAAs for the round, which is too slow for transformation CAAs and only has value if you're against a deck with BM4-045 Adult Gohan or UGM5-054 Goku since depending on timing they'll have their super attacks enabled regardless of their HE. |
BM8-SEC3 Masked Black / ABS-28 Gogeta | This is a flex slot and is tailored towards BM7-SEC Goku more than UGM10-SEC Goku since, as is, there's only one co-op group and its the BS co-op group meaning Goku won't have nigh infinite DMG reduction and we more fear BM7-SEC Goku. Gogeta is more reliable since it works post the PLBP meaning you cards like UGM9-059 Black-Clad Warrior won't be a problem like with BM8-SEC3 Masked Black, that said Black is so much cooler. If you can catch the enemy he'll lower their PWR/STA/GRD to 1 for the round providing huge offense and defense for the deck, especially when they're having to look up against Beerus wall of GRD, and with the lack of action abilities and super attacks, the opponent will have an issue wallbreaking. |
BS Namekian HA / EL Namekian HA / EL Android HA / SS4LB Note | So the BS Namekian HA has a one time effect where any ally with critical STA gets a full STA restore and 1.5x PWR/GRD/PWR LV, which is really nice, then when he fuses with Piccolo R2 onward he gets 3x PWR LV and 3x DMG, and if your HP is less than the enemy he offers 3k GRD to the team which might help in mitigating some DMG if the enemy has UGM8-SEC Vegito and Robel needs to select someone not Beerus. If you win the PLBP he can permanently gain 4k fixed DMG and halve enemy STA for the round, and the first time he's an attacker he permanently reduces enemy PWR by 5k and gives your team 50% DMG reduction, which could be nice defense to have alongside the action ability sealing. This is what the deck is mainly focused with but there are other options, the EL Namekian HA could work as an answer to UGM8-SEC Vegito alongside offering STA generation for the team, if he wouldn't have such a high GRD, fusion is 60% DMG reduction which is stacked with another 70% on his dragon fist CAA, sadly the GRD will mean he'll be hit alongside Beerus and Goku Jr. The Android HA is an option for STA generation with a stronger PWR disruption effect, and SS4LB Note is the offense HR option if you want a HR to co-op group with Goku Jr. for UGM1-SEC2 Goku reasons. |
This was the original theory that led to the decks being created here but when I first was making the decks my research led me to conclude that TAA seals post the prep-phase wouldn't work since that's when block bursts would be initialized, thus here's the original deck that led to it all with a couple of tweaks from the original idea in my brain. The deck should be well barring the big meta monsters, offensively having an issue with BM7-SEC goku unless they're using Krillin or Bulma as the STA generation, while defensively being quite open to UGM8-SEC Fusions R2 onwards, of course in the latter, you're going to be hitting decently hard yourself so being secure for R1 might be enough to secure wins. And against much else, STA disruption can hurt speed but not the hit-taking ability of Beerus, he can't be stunned.
Alternate Cards to Consider
Card | Why |
---|---|
UGM6-042 / UGPJ-12 Goku Jr. | Both are BS that have some utility for the co-op group, the former has Warriors Allied meaning 1k fixed DMG per ally in the co-op group if you can win the CI while the latter has Attrition Strategy to reduce enemy STA at the start of the round, increasing in intensity if they're at or below half health. |
UM8-047 Fin / MM3-044 Janemba | Alternatives for Piccolo if leaning away from the Namekian HA, Janemba could last multiple rounds if you're a god at CIs while Fin is functionally the same and lets you go first against most decks R1. |
UGM6-055 Vegeta (Xeno) | GRD and DMG reduction pierce, pure and simple, but maybe not needed with the deck thanks to the co-op group make up for the deck. If you do swap to something else or explore not using Beerus and Robel with a more BS aggro deck, than this could probably come back. |
UGM10-039 Goku (GT) / UGM5-SEC Orange Piccolo (SH) | For more damage on the BS co-op group, these could work, UGM10-039 Goku (GT) making UGM5-017 Goku look really bad while UGM5-SEC Orange Piccolo (SH) gives you more speed to protect your action abilities. |
MM3-018 Gogeta | This disables Super attacks if the enemy has too few HE to use it alongside disabling their miracle perfects, if you really fear MM3 Janemba, UGM5-054 Goku, and BM4-045 Adult Gohan, you could give him a slot here. |
MM2-SEC2 Gogeta | Works more into the Robel angle giving whomever's targeted DMG reduction, up to 80% in the case of Chilled, which can be nice with the retargeting from Robel, further more since he can have the 4th most GRD meaning stacking it with more GRD alongside his 30% DMG reduction native could let him be a little tech against UGM8-SEC Vegito as Robel targets him in the worst case scenario. |
BM11-ASEC2 Goku | Another take on making the enemy have 0 HE, issue is that it does it to you too meaning no Super attacks unless you have UGM5-054 Goku or MM2-006 Hercule. |
UGM4-SEC Vegito | A more aggressive take on turning enemy HE to mush, if you win the PLBP when he transforms he deals 4x super attack DMG and sets enemy HE to 0, on top of that you get 6x PWR LV and halve enemy DMG dealt and PWR LV, making him a really strong card, if you can guarantee you're winning the PLBP. Works best with a deck that is fast R1 rather than making the enemy slow R1 since he'll have HE to destroy and you don't want to slow his transformation down to make the best use of the R1 stun, Beerus covers R2 on his own. |
UM4-043 Great Priest | Guarantees your team has the super attacks for the round, just incase you fear R1 stuns and want Beerus to use his god meteor or enable it R2 for everyone's action abilities. Does it one card where things like BM4-045 Adult Gohan and UGM5-054 Goku are both two card cores. |
UM7-SEC Goku | More specialized as the 2nd target for Robel if the enemy has UGM8-SEC Vegito since of the 1k GRD, just make him registered late just in case. |
UGM8-031 Chilled & PUMS14-05 Vegito | Considering we don't need DMG reduction pierce, you could try these alongside Masked Black, Chilled reducing enemy DMG reduction on those Black has hit while Vegito punishes the enemy for being slow by reducing their HE and DMG dealt, his final cherry on top being the God Meteors that can make the opponent further play into your hands, either trying to not feed Beerus if you used his, or feeding Chilled if you used Vegito's. |
PBBS15-01 Goku | Strongest of the Strong + Spirit Bomb Smash EX, one card answer to BM7-SEC Goku for a round, there is PUMS13-39 Dark King Demigra as an option if you want an EL with a dark shenron nstead of a BS with a spirit bomb. |
BM8-SEC Gogeta (BM) | He can make a co-op group with Goku Jr. to make an enemy have low GRD and fast CIs while offering speed and HE doubling, works best with the BS Demon God HA. |
Omega Nonsense
Card | Why |
---|---|
UGM5-017 Goku | Once when he attacks he sets the enemy's PWR to 1k for the round and seals their CAAs/TAAs, afterwards he sets his PWR/GRD to 1. This is a very powerful defensive pivot that has the enemy deal a lot less damage while also disabling their block burst, for the deck you would want to use this R1 but can hold off until R2 if you want to secure Vegeta (Xeno)'s first attack. |
ABS-15 Gogeta (GT) | At the PLPB he gives your team 1k PWR/GRD per HE you have, boosted to 2k per HE if you have an ally with 1 PWR, so the round after Goku he can give a lot of PWR and GRD to the team, this scales really well with Piccolo (SH) since he doubles the PWR while also giving you HE with his PWR LV. |
UGM4-064 Gohan (SH) / BM11-017 Goku | BM7-SEC Goku answer, is a flexible slot in case you want to explore another card, Piccolo (SH) should make Goku easy to activate but if you want something else you can use an EL HA with Gohan (SH) instead. |
MM2-SEC3 Omega Shenron | This is a flexible BS slot, chose Omega Shenron as a free R1 revive to slow down enemy offense even if you were to have Goku as a supporter. |
UGM5-SEC Orange Piccolo (SH) | He doubles the co-op groups' PWR LV and PWR as usual. |
UGM6-055 Vegeta (Xeno) | DMG reduction and GRD pierce as usual, main reason to hold off UGM5 Goku's seal of block bursts until R2 so that you can have the DMG reduction pierce for when you want it most. |
EL Android HA / EL Namekian HA / BS GoD HA / BS Kai HA | While the HA is a bit variable depending on what you want, if you want more STA generation, EL Android HA or the EL Namekian HA are on the table considering we're relying on a revive for R1 defense, bound to have less HP than the opponent unless they're dead. If you want more DMG to make the BS co-op group shine, the GoD HA is a good choice with the fixed DMG he offers as can the Kai with the speed a BS Kai HA offers. |
The goal of the deck is basic BS aggro stuff but now with a less PWR than 100 reward stacked on top of it. A bit boring but there's several ways to go around it, just that this showcases the value of sealing block bursts the most alongside the defensive utility UGM5 Goku offers.
Alternate Cards to Consider
Card | Why |
---|---|
UM1-060 Gohan (GT) | Could explore this as an option but it'd really require good unit cards to make him be worth it since he's slow and sadly not enough, you can make him proc R1 as long as he registers after UGM5-017 Goku, both activate at the end of the round, but 50% at the end of the round isn't enough on his own. Now if you want, you could explore leaning into the revive angle with MM2-073 Janemba or even MM1-072 Vegito to stack more negative DMG reduction without leaning into Chilled. |
UGM10-039 Goku (GT) | If you fear enemy UGM5-017s or want even more PWR, than this card could replace Omega Shenron, would warrant the HA to at least be BS as well to make the PWR generation really shine. |
MM3-053 Frieza (Revived) | Really solid card for the deck with the STA/PWR generation and GRD shredding, might reckon replacing UGM6-055 Vegeta (Xeno) for a card more specialized against DMG reduction which would also give the deck more room to breath for allowing UGM5-017 Goku to go off R1. Could go so far as to remove the HA for UM8-047 Fin, have Omega Shenron become ABS-31 Gotenks with UGM8-031 Chilled for a really aggressive deck, though I wanted to showcase a variation where the block burst seal matters more. |