Eulogy
A note for any of the future looking at this, take a note on this started hours after Akira Toriyama's death. This is to be a celebration of Toriyama's work, from DB to Heroes, and even the errant Beelzebub and Arale in between. For me personally, DBZ (for future reference this is all of dragon world that he was a part of, DB, DBGT, SDBH, DBS, movies, games, etc just short-handing to this because simplicity) was a big part of my childhood because of the bonds I was able to make with my family, even if it was of garbage like DBZ Sagas, and being the gateway to my favorite hobby of gaming. Sadly in my teen years, I was not the biggest TV/book person, not really watching anime/manga and instead focusing on gaming, as a kid I did watch my fair share of western cartoons on TV, Cartoon Network was on a golden age at that point, probably saw some clips no doubt from my dad but I don't remember watching Toonami except for knowing I saw a bumper once. Was almost gifted hentai too if stories are to be believed. And even now, I tend to stick to video games, that interactivity where I'm there does it for me like no other medium, it's how BT3 took hold of my balls and still won't let them go even after 16 years. Even there with its more limited showing, I still was awestruck with the characters and moves and stories, it'll stick with me onto the day I pass on as well. So I say thank you Akira Toriyama for the wonderful mark you've left on this world, we'll miss you but take care of yourself in Otherworld. As for those looking for cardboard autism, stay awhile, read, and listen: https://youtu.be/OK1ZrwR5NWQ
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 |
The Z-Fighters

Card |
Why |
BM6-019 Adult Gohan |
His Z ability gives 50% DMG reduction to all Z CAA allies, unit is a revive with Goten and Piccolo. Ability is that he gets 3x PWR LV on R2 and a free revive for that round if you have 5+ on the Z ability, while it sucks the DMG reduction isn't on R1 it is still nice and the two revives we get from him can help us stay in the game despite being poor defensively, the PWR LV multiplication he does, alongside Goten's, can make him decently fast and help generate HE via PWR LV. |
MM3-014 Goku |
GRD/DMG reduction pierce for his Z ability, then R2 onward when you're attacking, this Goku gains PWR/DMG/HE and more MPs based on how low HP he has, at around 60% HP it's 3x to PWR/DMG, some MPs and 3 HE. This card is one of the ways we can actually push damage in, don't need to fear GRD/DMG reduction. |
PBBS14-03 Gotenks |
1.5x DMG with PWR LV Limiter Unit with Goku and Adult Gohan, and resets ally DMG multiplication if less than normal in the PLBP. The 1.5x DMG could help with some cards actually having punch, the unit can help win the PLBP. |
UGM8-016 Goten |
Feint for a R1 stun, then for 4 HE you can reduce the enemy's PWR LV by 90% for a round and his Z CAA is 1.5x PWR LV, not amazing but could help in a pinch, at max STA spent he represents 7.5k extra PRW LV which with the stuns can stack nicely. |
UGM8-005 Piccolo |
PWR/GRD generation for the team, 1k PWR/GRD per enemy attacker, this makes him leagues ahead many of the Z CAA cards and have synergy with the deck, Goku multiplies PWR and can appreciate this greatly. The Z ability is 1.5k GRD which is a nice segue to the truth of the Z CAA. It sucks, it's probably the single worst CAA in the entire game, only being matched by All-Change in it's awfulness, it was made in old Heroes and it shows, it requires intense investment since these effects only work with themselves and the effect sucks ass, with it being mostly low rarity pack-filler and not even good pack-filler. |
UGM8-004 Vegeta |
Solid tactics alongside an extra PWR LV Limiter unit if you really need that, though with the units at our disposal, you should be fine, just here as a solid tactics unit member for the next card, also has the funny benefit of allowing Piccolo's unit to be used in case you were low on HE and needed STA generation and can't use any other unit, Gohan is a free revive for R2 after all. |
UGM8-SEC5 Monaka |
A 3rd revive unit that also is a low HP reward, being able to hit hard with his own DMG and have speed alongside it and appreciate what Piccolo offers, a very nice card to end the deck list with. The speed can also help with getting HE since we are low on that. |
So the Z cards are decent enough to hopefully let the deck function, as for the last two slots, can be anything but the main focus should be on speed and STA/HE generation, hence why Vegeta and Monaka, could be a deck for UGM6-SEC Gogeta (Xeno) too. This deck also has a huge issue with R1 HE stuns like ABS-22 Piccolo or MM3-041 Janemba will prevent unit use, MM3-014 Goku is good for super attacks but too slow for unit use which really sucks.
Alternative Cards
Card |
Why |
BM12-ICP3 Goten |
Defensive Stance with CAA seal unit with Piccolo and Gohan as unit members, 3k GRD on Z, Defensive Stance is solid defense for R1 so that we can get to R2 for our revives, and the unit could have applications like preventing a MM3-SEC Vegeta becoming a Goku and whatnot. |
UGM7-020 Krillin |
Possible 2x PWR at PLBP if you have less PWR than the enemy, miracle perfect Z, and decent unit, 2 HE with Vegeta and Goku to halve enemy PWR LV for a round, could help win the PLBP on a budget HE-wise. |
ABS-11 Teen Gohan and/or HGD4-25 Adult Gohan |
Both have 3k fixed PWR LV and is the best one of the Z abilities besides the pierce from Goku, each one represents 15k PWR LV and the only reason they're not in is that we'd be duping on Gohans, trying to have some flavor here, and that only Teen Gohan does something, gaining 1k fixed DMG per 5k of your PWR LV for that round on winning his attack CI. 30k fixed PWR LV could be enough to be fast. |
HA |
The extra HP would be really appreciated here but for flavor sake, wanting to focus on the characters of Toriyama, this will be off the table for the decks on this list. Same with (Xeno) and any native SDBH lads, maybe he designed them but I couldn't get easy confirmation on that so focusing on his world here. If I were to use it for the deck, it'd be EL Android HA or BS Kai HA so that my flex slot could focus on either more damage or more HE. |
UGM9-SEC2 Gotenks |
With the stunning, would replace the solid tactics if going more cut-throat, the main hiccup is that we already have a Gotenks. |
Low HP rewards |
From your Golden Frieza (Xeno)s to your Janemba and promo Bardocks, they all could easily take the 2nd slot here. MM2-039 Goku (GT) is of special note since he can be used to generate HE R2 as long as you took a good bit of DMG for units, main issue is there wasn't room for him and I do have plans of him for another deck. |
Perspective (various Supreme Kais) |
Can be a way to play around ABS Piccolo and other like cards by matching your HE to enemy's HE R1. |
HR-based Death Button |
Since Goku gains increased Miracle Perfects you could have a strong HR card that could be useful, admittedly Goku is already powerful on his own but this can help further. UGM5-SEC2 Aeos is also here since she can act as the BM7-SEC answer if you want that. |
Link to the TOC
Makafushigi Adventure!

Card |
Why |
MM2-012 Kid Goku |
He gives attacker PWR and STA generation to ally attackers and his unit is a cheap way for 3x fixed DMG, the GRD to ally supporters could give him a use case but since we're not using Demon Goddess Robel, that use case is not open to us, it also comes with complications towards UGM8-SEC Vegito. |
HJ2-10 Kid Krillin |
Revive unit with our Kid Goku and Yamcha, this is a decently flexible slot, Krillin has a few units that you cold use depending on what you want, I don't trust this deck's defense beyond the immediate moment so here's the card to help us not implode. |
HJ2-12 Master Roshi |
So not only is he the hardest hitting Roshi out there beyond fixed DMG, he also has the weird flex with his unit. On its own it's not that good, but with the ABS Piccolo, it's pretty solid as a way to keep the enemy HE down and stunning their HE is a way of defense. He appreciates the PWR from Kid Goku |
HUM4-22 Yamchad |
Outstanding Assist gives STA generation to the team and 1 HE per ally supporter, while this is far from UM where this thing was a top 3 card, we could still make use of it here. |
MM3-SEC Vegeta/Goku |
On one hand, represents DBS Goku which gives way to EoZ Goku later, on the other hand, it's a BM7-SEC Goku tech and has the speed we really want. For the Vegeta R1, we can lean more into Yamchad having a couple of supporters like Piccolo and himself to possibly lean into the STA DMG to help us win the next round or stun someone while getting spare HE for some of our units. |
BM11-ASEC Goku |
EoZ Goku rep and free PWR/Miracle perfect chance for the team, can really help give us some damage and easier CI wins, the unit may not be necessary as the cards here should on average have modest CI speeds to begin with, meaning it might get easier if they were made faster depending on your time with CIs and what you commonly deal with. |
ABS-22 Piccolo |
A harsh R1 stun preventing any HE not of an app to make Roshi's unit sting that much harder, it's a combo that's good enough to work with Chilled, and while we have much less DMG, speed, and defense, we could still use this to be just enough. |
For variety's sake I didn't want this deck to be another romp through UGM10-SEC3 since I've already used that card a lot, even including its unit once within TAASealAggro, so I wanted to look at another card, thus came MM2-012 Kid Goku which sadly came issues in of itself with my limitations. No Demon Goddess Robel meant his targeted GRD generation could really be relied upon so it was left to the fact he's both STA and PWR generation and of higher value than BM7-060 Golden Frieza (Xeno) when above 50% HP, though our base HP is an astounding 19k, meaning that we're already on a frail start on defense with fixed DMG really taking chunks out of us. That said, there was still things to cook, this with trying to use this Goku, this deck came to be.
Alternative Cards
Card |
Why |
SH5-12 Kid Krillin |
Disables DMG multiplication and generates 1 HE when a supporter, meaning with Yamchad that's 2 HE from just him. Lock-on lowers enemy super attack DMG by 50% if that works after the unit's been used. |
UM5-011 Kid Krillin |
Disables enemy DMG reduction deals critical STA DMG when attacking, pairs well with Kid Goku's targeting. |
HJ1-08 Kid Krillin |
assuming our Yamchad works, this gives a few members 2x PWR LV which can help with speed alongside the critical STA DMG when attacking with Kid Goku. |
MM2-013 Kid Krillin |
He has the Turtle School unit where for 5 HE, he and his unit members gain 2.5k fixed DMG on winning a CI alongside being an EL with Kid Goku's rivalry for high STA DMG on whomever Goku's attacking, main issue with the unit is that we're weak to Jiren already and while I could fit HGD4-18 Tambourine or MM2-053 Frieza, either it's not repeatable and is too slow to stop Jiren, or isn't the best fit for the deck on flavor. I get it's weird with Demon King Piccolo being in the fucking deck but he's at least from DB and this is a deck that really buckles on my restrictions. |
Master Roshi's |
Any with Turtle Hermit Teachings (1k fixed DMG for allies with 2k or less PWR, of which include Kid Goku and Kid Krillin, meaning you get 2k fixed DMG on top of whatever utility he offers). BM1-012 offers some fixed PWR LV with his god kamehameha. |
BM6-19 Demon King Piccolo |
He hits pretty hard and is a Demon King Piccolo that is youthful if you want to use one for the deck, for the sake of Roshi though, had to replace him with ABS Piccolo. |
UM4-018 Adult Gohan |
With MM3-SEC Vegeta as a unit member R1, you could slap on this Gohan to get Friends in Fighting from BM11-ASEC while still having some stun, the issue with that is that Roshi's unit would be a lot worse if they get a free round to generate HE. |
HJ7-37 Broly / BM6-ASEC Gogeta (BR) |
1 free HE at the start of the game for unit aggro if you want to do that, could replace Piccolo but that point Roshi's unit has a lot less luster unless you look to replace MM3-SEC which is something you could do but still, eh, didn't feel exactly right. |
Link to the TOC
ENTER Arale!

Card |
Why |
SH3-27 Goku |
Attacks while ignoring DMG reduction, has summon that reduces enemy DMG reduction But why? So yeah, Arale rep, on the most confused card I've read on a long while, it's rare that Heroes has a card with anti-synergy with itself but here it is. Having to wait R3 for it sucks but it could happen and if nothing else, can help clean up games with even more negative DMG reduction. |
MM3-SEC3 Frieza |
Reduces enemy PWR/GRD by 1k per attacker, useful to help proc Chilled with further support and then gaining extra attacks based on enemy supporters, that is a 1-to-1 ratio for supporters -to- attacks with a minimum of 2 if the enemy has a supporter (so it'd take 3 supporters for him to get 3 attacks but 1-2 always means 2 attacks), the transformation really appreciates the extra PWR generation from Piccolo (SH). |
BM9-040 Frieza |
Reduces enemy PWR and HE by increments of 3k/1 based on team STA usage, with the boost from Chilled this will most likely by 6k/2 but can on occasion be 9k/3 which goes really well with the previous Frieza. |
UGM8-031 Chilled |
The reward for our friezas, not only giving this deck a good chunk of speed, but also making the enemy tissue paper in the process. |
UGM5-SEC Piccolo (SH) / UGM10-039 Goku (GT) |
Depends on what you want more, Piccolo (SH) is good speed while Goku (GT) might be able to be more PWR early on. The Friezas being BS was a coincidence but a happy one. |
ABS-28 Gogeta / BM11-017 Goku |
Preference here, do you want more Goku? Then BM11-017 gives you the 23rd Budokai lad while also increasing enemy CI speed, important for the heavy BS co-op group for the deck, Gogeta however can grant GRD pierce and is stronger STA disruption, being able to do 4 bars. This is made to be a repeatable answer to BM7-SEC Goku since Demon God HA only does it once. MM3-SEC Goku is also an option if you're made of gold but I wanted to have variety with the cards here. |
HA |
Breaking the ban on this because Arale is nervous in Heroes, surprising considering the abject terror she can inspire in BT3 is only paralleled to Super 13 spamming SS Deadly Bomber but hey, I completely understand stage fright, especially if you're precognitive of how gachas go with power creep, she might've seen BM7 on her horizons. For the deck we're using BS Demon God HA just to make her work, she really wants retargeting and as such we offer that. That said if you still want re-targeting, you could replace the Gogeta with a retargeting card and instead have this be to tech against BM7-SEC Goku. BS Demon God HA is the cleanest, can hold him as a supporter until R3 when you go for the kill, but EL GoD lowers STA as long as you have more attackers than the enemy, rewarding aggression. |
The heavy PWR disruption and speed might be enough to give the deck the speed to match up against other fast decks while also hitting hard, Chilled is nuts and the shredding from the two Freizas might be enough to make Chilled work even against Goku cores, semi-standard Chilled deck in premise but with a BS aggro stint. Piccolo (SH) is a flex slot to whomever you want, could possible make it MM1-SEC2 Cell while having Gogeta replaced with UGM8-059 Glass Warrior in Black when going beyond Toriyama designs.
Alternative Cards
Card |
Why |
PUMS12-28 / HG10-54 Cooler |
You get Chilled's unit alongside either a Feint (PUMS12-28) or High Voltage for R1 defense (HG10-54), defense or stun, depends on preference. |
UGMP-21 Goku (GT) |
The other retargeting card for the BS co-op group if going for a different HA, has possible use case with his climax resetting UGM8-SEC Vegito later in the game if you stall out his climax, while stealing 10k PWR is nice, the GRD/DMG reduction pierce isn't for the deck. BM5-SEC Vegito (Xeno) could also be used when going beyond Toriyama designs as a more synergistic card. |
Link to the TOC
The Deck for the Lord of Flies

Card |
Why |
UGMSL-01 Baal |
So his main defining thing is that his super attack reduces enemy HE and he has 2k base GRD. Good card he's not but we can still make this work. |
BM9-045 Kid Buu |
A demon summoned for the petite highness is here to destroy all of your HE to then do so for the enemy's HE, gaining PWR/GRD all the while, this lets you be a bit safe since the opponent will have to rely on action abilities or just biggest fuck-off damage for the bulk, banking on super attacks like for UGM4-SEC isn't going to work. |
MM2-006 Hercule |
One of Toriyama's favorites we have the gag engine to fuel our super attacks, when you attack he generates HE equal to what was destroyed and if you gain 7+ from it, you get a permanent Energy Guard effect, on top of this he also has a block burst for really good defense. |
MM2-066 Gamma No.1 |
The rest of the HRs on the deck attack on strike meaning they'll get 10k PWR and GRD/DMG reduction pierce, extremely handsome |
MM2-SEC Goku (GT) |
While this does lower the speed of the deck, you get an insanely powerful card since he can fuse without needing a HA for the deck. There was someone who did light experimentation with this and Gamma No.1 to pretty solid results. The PWR/GRD disruption is a very nice cherry on top even if a bit slow, requiring R3 to go from 2.5k to 10k. The 6x DMG/PWR will make this card a monster starting from R2. Can be replaced with a faster card though if you want to get the Energy Guard starting from R1. Funnily enough UGM2-064 Gohan (SH) was considered for the deck. |
UGM4-064 Gohan (SH) |
Not only our BM7-SEC Goku check but also extra HE generation to help secure the HE for next round, very welcome in the deck since he also turns on UGM2-065 Piccolo (SH). |
UGM2-065 Piccolo (SH) |
STA generation, appreciated to have reliable generation even if he doesn't offer much else. |
Alternative Cards
Card |
Why |
HE generation |
If you're in an area with a ton of Gokus, UGM7-SEC3 Goku Black could count as the HE button for the deck to make sure you have enough HE early on to proc Hercule. Other options include UGM2-064 Gohan (SH), ABS-17 Gogeta (BR), ABS-18 Vegito, and UGM3-SEC2 Jiren are options to consider. |
UGM5-ASEC Kid Goku |
There is a variant of this deck that goes HR aggro, just not sure on how to handle BM7-SEC while also making sure that Gamma No.1 stays working, I can't check on what HR's a strike on the card database. |
Link to the TOC
Broly's Time to Shine

Card |
Why |
MM3-070 Broly (BR) |
If he has 30k PWR at the start of the round, he gives your team 30k fixed PWR LV which is a lot even if this can't generate HE, and considering he gains PWR equal to the enemy with the highest PWR and his base of 9k, he's very likely to hit that number, HAs most time have a minimum of 10k and with later cards, and your apps, you probably only need to gain ~18k PWR from himself, and with Cheelai that drops to a ~9k number, leeway given based on your app quality and this ignores if the enemy has any form of PWR generation like UGM9-061 Future Warrior in Black. This can let him hit hard and fast, his unit is also on the menu being a Unit S that disables enemy CAA/TAAs for the round which can be useful to not die alongside the other things to help you not die. |
MM3-SEC2 Gogeta (BR) |
If you win the PLBP, which this deck does aim to do, you set the enemy's PWR to 1 for the round and disable fixed DMG, then if you win his CI, you get 10k PWR and disable the enemy's GRD/DMG reduction, which is really nice. The summon, like the last deck's Gamma No.1, is disabled since we don't have a HA to make us of it. |
MM3-066 Cheelai (BR) |
She's a weird mix of UGM2-064 Gohan (SH) and UGM9-061 Future Warrior in Black, when a supporter she generates 9k PWR for your team and then steals 3 HE, offering both PWR and HE even if we're left a little slow. The unit resets the enemy's PWR which, no? Bad. Why? We want PWR for Broly to be maximumest, it'll be set to 1 by the PLBP anyway. Shenron wish makes sense even if you would want to use a wish to make it a block burst. |
UM7-066 Lemo (BR) |
Outstrategize makes it where we don't die by UGM8-SEC Vegito or other forms of DMG multiplication, also another supporter for Bardock to get some fixed PWR LV and DMG from, and his Energy Charge Unit could come in handy, 1 HE to double your HE isn't a bad rate, just note it happens after you spend the 1 so it requires 3 HE to get you to 4, and then at 4 HE you go to a solid 6. |
UGM8-SEC3 Bardock |
We do want a speed button for HE generation just in case, so here he is making good use of the two supporters we'll have at all times until it's time to kill, if you want you could make Future Trunks a supporter sometimes to also get more PWR LV/DMG from him. Any fast card could fit here. |
HGD9-44 Future Trunks |
Last Hope to say fuck you, maxs enemy PWR LV to 5k for R1 alongside increasing their CI speed meaning you can go ham and make them take no damage. |
UGM8-035 Vegito |
If you want, you could replace with UGM9-SEC2, he's here to normalize our CI and prevent enemy miracle perfects to give you the best chance at winning the CIs, the extra PWR/DMG is also nice. SEC2 has the benefit of Gotenks offering extra HE and full STA generation for the team when you don't need Vegito's CI-based effects and is probably the better card for the deck. |
So if there was any issue, its that the deck does weep against BM7-SEC Goku but the enemy just won't have it. Beyond that it is a bit skill testing, you do need to win CIs though UGM8-035 Vegito can help a lot, if you want, could replace with UGM9-SEC2 but I wanted a SSB Vegito to give him representation since I'd imagine he'd be harder to place into a deck than Super Vegito and there was already Future Trunks for the Black arc rep. Beyond that though the deck does look sick, it might be the most defensive deck on here, when most others have to play around as a fast aggro deck since of the really low HP they're usually working with and/or poor defensive options that exist for certain card slots.
Alternative Cards
Card |
Why |
MM3-052 Frieza (Revived) |
The STA generation, helps with current round and is appreciated, the PWR generation/GRD shredding? 1k PWR to all allies/500 GRD of all enemies per 1k of your own PWR LV and only gets better the later the game goes on. Just using R1 scaling, Broly (BR) on his own represents 30k PWR to everyone and -15k GRD to all enemies (even if boosted by a max-boosted UGM9-061 Future Gohan in Black, this puts them in range of Chilled, and this deck caps his boosting from 10.5k to 7.5k, meaning they might be going into negatives and/or undoes the GRD boosting from the previous round when R2 comes around and Broly (BR) has the 30k PWR to proc the PWR LV). Yes I put an alternatives card list to reference this card for this deck. |
Link to the TOC
The Power of the Elite Prince and the Low-Class Prodigy

Card |
Why |
BM9-036 Vegeta |
He scales his super attack DMG based on the enemy's total PWR and if you win the PLBP, he gets his super attack for free, it's also 6 HE so he's not reliant on it. His awoken burst is solid-ish, halving DMG and PWR on the enemy's good as is the 1.44x DMG but it's only one enemy so the use is always suspect. |
UGM10-023 Goku |
4x PWR/PWR LV/DMG at the start of the game makes him really fast, free super attack's also really good, and his lock-on lets him deal ~23x DMG to someone if you can win his CI, which is the main limiting factor, you need to win his CI but if you can, someone's taking a heavy beating. |
UGM10-036 Beerus |
Perfect CI sets enemy's HE to 0 and he has the GoD 7 unit, making him, Goku, and Vegeta all deal 2x DMG for 3 HE. Pretty solid stuff especially when those two are meant to hit hard. |
UGM2-046 Whis |
Solid Tactics and Crimson God Meteor are nice tools even if Vegeta wants the enemy to have a ton of PWR to scale his DMG. So a lot of reason why I'm relying on units is that the individual card quality, as to be expected when going for a strong flavor, is weaker, I need to squeeze everything I can hence why a lot of the decks take units becuase it means the card has an extra effect that I may not be able to get any other way, the closest to STA generation for Whis is HGD2-49 where he resets your allies STA to where it was the round prior, which isn't good for BS cards unless they were a supporter, and he can only do this once meanwhile solid tactics is multiple times. Something to note is that the God meteor checks for the round after it's fired, so if you suspect fast R1 aggro you can use god meteor there for Vegeta to have a turn hitting hard before being petering out next round as to not die by CAAs. |
HGD7-43 Frost |
Somewhat company to Goku, other parts miracle fodder for Frieza so he can give the team extra STA/PWR generation. If the enemy has 20k+ PWR than he makes them take 50% more DMG which could be nice alongside the 3k PWR on his transformation R3 onward. |
UGM8-036 Frieza (revived) |
If you have someone who has their miracle perfects sealed at the PLBP, he generates 2 bars of STA and 5k PWR, that is pretty good the thing preventing his use is that he doesn't have that many targets, let alone good. Frost goes from meh to bleh, and aside from that you have BM3-SEC Goku (Xeno) and MM1-019 Vegeta, former sadly sucks nowadays, the latter isn't god awful but has the issue of competition, even amongst other Vegetas, ABS-02 is better than him due to having HE generation alongside a stronger CAA to work with. |
MM3-044 Janemba |
The R1 stun makes it where we're less likely to die and if you're a god, extending it to R2 makes him insane, the transformation's also appreciated for the EL co-op group which is surprisingly stacked and he can hit hard himself. Also his super attack is beautiful. |
Deck feels alright, defensively I'm not sure on it but the offense feels good, has a lot STA, some PWR, and even negative DMG reduction to try and break through some cards, Frost doesn't counter UGM10-SEC Goku himself but could soften him up for the EL co-op group, Janemba, if he follows Pan and Bardock, will give you 50% MP rate which is solid enough to go hard
Alternative Cards
Card |
Why |
UM6-SEC2 Gogeta (BR) |
Not only can he disable enemy DMG multiplication with his unit, he also offers HE generation for the team which can be appreciated. |
SH1-37 Gowasu |
He has a 4 HE unit to give the team 50% STA and 5k HP, nice when you want a fast round and some extra HP as well as Danger Detection, when below half health he'll give your team 50% DMG reduction. |
UGM8-SEC3 Bardock |
Can be used to make SS4 Kaioken Goku more consistent but he also has the lock-on which makes it less useful aside from times he's not using the lock-on. |
UGM10-021 Vegeta |
I wasn't expecting the EL focus, it might be possible to make it EL aggro barring the Goku which could give you the opportunity to turbo charge his DMG and reduce enemy DMG reduction. |
MM3-052 Frieza (revived) |
R1 he is 1k PWR and 500 GRD per 1k of PWR LV you generate, this is really good scaling and will probably make the card commonly referenced on my decks, at 20k PWR LV he is on par with UGM9-061 Future Gohan in Black's GRD generation and Hell have mercy if they don't have GRD generation, they become tissue paper as you get stupefying amounts of PWR. The reason he's not selected is because I wanted more raw STA generation even if his would be better on making sure you're fast. If you do swap UGM8-036 Frieza for this, you also freed up the Frost slot to be Chilled or UGM8-SEC3 Bardock. |
BM11-017 Goku |
Covers the STA disruption for BM7-SEC Goku and increases enemy CI speed to try and help with the co-op groups. |
UGM4-054 Yamcha |
|
Link to the TOC
The Rise of the Robots Cyborgs Androids

Card |
Why |
BM8-032 A17 |
If you have A18, he gets a free super attack and if he can use his super attack, full STA generation and the enemy takes 1.3x DMG for the round, which is pretty nice. |
MM1-031 A18 |
A18 has it where she does heavy STA DMG before the prep-phase and then gives your team 5k PWR for the round while making the enemy take extra STA DMG. The only weak part of the card is that if PLBP STA generation exists, this the STA DMG does nothing. If you want to be more aggressive after using units, you can swap to A17 who makes the opponent lose 3k HP, and make the enemy attackers lose 5k GRD and have faster CI speed, but that comes with the issue of disabling a couple of units within the deck. |
SH2-27 A16 |
He gets 2x Super attack DMG on using it but sets his PWR to 1, then you have his revive unit for extra defense. |
UM3-069 A21 |
Acts as a R3 stun even if not a great one, 15k PWR LV is still a solid amount if your team doesn't have a lot of speed itself, the extra revive unit is appreciated though to help the deck go into the long game which it might have to. |
UGM2-SEC3 Cell |
R1 stun for Gotenks by lowering enemy STA and then stealing 5k PWR/GRD from all enemy attackers when he goes super perfect, also can steal a lot of energy on his attack in case. |
UGM9-SEC2 Gotenks |
This is my lazy pass, I want more STA generation and instead of needing two cards to do it, here's Gotenks, does have synergy with the stuns within the deck, and Vegito can be used when you need to end the game. The extra HE also has the benefit of helping with getting units online. |
MM1-066 Majin Ozotto |
Was designed by Toriyama back when he was for DB VR so he works and is a great way to make sure we can win the PLBP for R2 to either get more from Gotenks and/or kill with Vegito. |
This deck does have issues with a few meta darlings but if you happen to be playing more into rogue, than I think things get a lot better. UGM8-SEC can destroy our offense, BM7-SEC mostly has PLBP STA generation so A18 is not an answer to him, and the DMG is finicky. A17 has a strong unit, 20k PWR and GRD pierce, alongside making the enemy take 1.3x DMG, is pretty good, but the super attacks aren't strong and do have issues with many common cards. I've seen Godku used outside of BM7-SEC and I'd imagine this deck to have an extreme issue getting through to him aside from winning the CI with Vegito.
Alternative Cards
Card |
Why |
UM3-SEC3 A21 |
Looking into it, apparently Toriyama designed only the good half of A21, I couldn't get a name on who designed the evil halves though, hence why they're here. More aggressive options than the current A21 being used because extra DMG would be really appreciated. |
UM3-069 A21 |
Same as before but instead of looking at enemy HE, it looks at enemy attackers and comes with some HP. |
UVPJ-13 A21 |
A21 has a card with Outstrategize, I don't know why either. |
BM8-065 Cell |
There is a world where you use this with UGM5-031/BM5-032 A16 for a more aggressive deck but I didn't want to find it with the restrictions I was working with. |
MM2-053 Cell |
Versaility here, Frieza can be PWR disruption while Cell can act as huge fixed DMG. |
BM8-036 Dr.Gero |
Has the machine mutant unit that is 4 HE to set the enemy's PWR LV to 1k for the round, and then the Fu ability where if attacking, he either disables enemy co-op attacks if he has less than 1 bar of STA or reduces their DMG dealt if he has more than a bar. You could do something with this ability no doubt, just maybe better to build when you have less restrictions. |
Link to the TOC
The Justice Patrol


Card |
Why |
UGM1-SEC3 Teen Gohan |
Gains 3x Super Attack DMG and PWR LV when Goku's a supporter, his summon can be used without a HA and hit hard as long as you have the high HE. |
PCS20-01 Goku |
Disables enemy DMG multiplication while also having a block burst, very solid utility to help the team not die. |
MM3-SEC4 Broly |
So a lot of the focus before was having him be the lone attacker or be targeted because of the defensive utility for that, question, why not just use him as a strong PWR disruption option? No other card steals half the PWR of the enemy as easily as this card, Goku Black requires set up, this card does it for free as free can be, feeding into the next card. |
ABS-02 Vegeta |
Not only a way to showcase the unmitigated kino of Final Explosion but have a hard hitting CAA that ignores DMG reduction, our answer to Godku core decks. |
UGM3-SEC2 Jiren |
Our answer to fixed DMG, he disables them on enemy attackers less than him which should be most/all considering Broly's PWR disruption and this card doubling his PWR on attack. Main hiccup is admittedly UGM8-SEC but I've lost the will on managing that. The 5k PWR LV is also apprecaited. |
UGM4-064 Yamcha |
He resets the ally's PWR if less than 100 in the PLBP alongside STA generation giving him nice utility against UGM8-SEC Gogeta (Xeno) even if it won't help him answer against fixed DMG, still can at least hit really hard and the same for Broly and Vegeta as well. The unit can be used to help secure winning the PLBP next round if you feel like you'll kill, even against MM1-066 Ozotto. |
UGM6-041 Gogeta (GT) |
Speed and STA generation, sadly he does turn off the HE from Vegeta but for something repeatable, the other option could be MM3-052 Frieza (Revived) but that is a card I could really get into spamming if I was unrestrained. Did you know he also has synergy with BM3-059 Vegeta since he does it before Vegeta would give the fixed PWR/PWR LV? Thought that was neat. |
Alternative Cards
Card |
Why |
BM8-054 Goku |
Offers STA generation and general defensive utility for the deck, his transformation giving 10k HP on R3 is really nice but might be a bit too late nowadays. |
UGM2-051 Goku |
Godbird with a strong God Kamehamhea when you want him as an attacker. |
PCS15-01 Goku |
Clever Trap is a solid defensive ability and the god meteor can make things tricky for the opponent. |
UGM6-SEC3 Goku |
When a supporter he triples his own PWR and can enable a very strong Dragon fist later in the game, main issue is that we do use a super ability so he'll only boost his PWR LV/DMG by 1.5x per round and still requires the enemy to have a super ability like a climax or summon to do anything. If your meta is filled with those, this card could go to town, doesn't make sense to me either since this is for Hirudegarn, wouldn't it make more flavor sense to do it based on there being a giant character in the game? |
MM3-CP11 Goku |
When a supporter he gives your team 50% DMG reduction for the round, one only. |
UGM1-057 Hit |
Solid tactics with the unit members we do have. |
BM4-045 Adult Gohan |
Since we lack retargeting, this can help with negative DMG reduction against UGM8-031 Chilled. MM2-SEC2 Gogeta could be used in theory as well but Adult Gohan does nothing unless you have UGM9-064 Dark King Demigra so I don't like using him and Gogeta needs BM6-062 Robel for me to say he's a good check against Chilled. Maybe in a more free deck building assignment, I could have them fill out the last two slots instead of Yamcha and Gogeta (GT). |
Link to the TOC
Sealed Aggro Fun Times

Card |
Why |
MM3-071 Goku |
The goal is to have him as a lone attacker R1 so that he can seal everyone, ensuring your stuns last and that you can meme with everyone else for a strong EL co-op group. |
MM3-044 Janemba |
Seals enemy HE while also giving a high miracle perfect chance boost on transformation R2, making the EL co-op group reliable. Note that a perfect CI win for an EL means STA generation. |
MM3-025 Pikkon |
Disables enemy fixed DMG and DMG multiplication, note his block burst should be sealed from Goku so you won't get the burst but still help you take very little damage R1, Goku also gives himself 90% DMG reduction for the round alongside his free super attack. |
ABS-16 Omega Shenron |
Fuck the action abilities, no transformations until R3, no switch changing at all. |
UGM5-SEC3 Vegito |
HE generation with his saiyan burst could be really appreciated alongside the extra GRD shredding he does, decreases enemy DMG reduction if he lands his super attack which is good when stacking with Trunks. |
UGM5-023 Adult Trunks |
Can make the enemy take a lot more damage if you win the CI, either 2x or 4x on a perfect, and his 2.5x DMG dealt can make his Burning Slash really hurt. |
UGM8-068 Shallot |
Possibly a BM7-SEC answer if you target the BS co-op group, note that Godku won't be SSG since he's unable to transform until R3 meaning he might not be able to block the BS co-op group that easily. He also increases the enemy's CI speed and can promise a lot of DMG if his super attack lands, really good scaling + 5x DMG goes a long way. |
So a simple deck with a simple goal, abuse the seals on Goku so that you can go hard, something to note is that start of round effects or early prep-phase effects won't be sealed but that's what this deck is focused on, making sure the seals that proc early don't see the check at the end of the round to keep them around and capitalize off of it. In this case going with an EL aggro trying to abuse miracle perfects for STA generation and launch devestating super attacks. The reason for no UGM4-067 Goku is that, respect to Toriyama, but lone attacker aggro is boring as hell, it'd either the Pikkon and Janemba shared alongside UGM6-034 Hirudegarn, UGM7-SEC3 Goku Black, and some other flex slot, or maybe a little meme of BM3-059 Vegeta + MM3-SEC2 Gogeta (BR) alongside Outstrategize and two stun cards like MM1-066 Majin Ozotto and HGD9-44 Future Trunks. UGM4-067 Goku is breathtaking but I've already done that concept on MM3 Roundup even if only slightly differently.
Alternative Cards
Card |
Why |
MM3-SEC Goku |
A more secure BM7-SEC answer that also enables Trunks' unit by having Vegeta activate it before switching R2, the extra PWR LV is also appreciated for winning the PLBP. |
UGM7-060 Broly |
For a more free deck, this could be used since the enemy will have two rounds of 0 HE, meaning he'll do a ton of disruption and probably win you the PLBP for most rounds. |
UGM9-SEC2 Vegito |
A death button that offers a lot of fixed DMG while normalizing your CIs and increasing the enemy's CI speed. Shouldn't be needing Gotenks for the deck. |
UM10-SEC3 Majin Vegeta |
Lets you use Adult Trunks' unit to win the PLBP for a round and further increase enemy CI speed, just has the issue of not being Shallot and I wanted to showcase him off since Toriyama did work on him. |
Link to the TOC
The Grand Tour

Card |
Why |
UGM6-SEC2 Goku (GT) |
Needs 13 stacks to do critical STA DMG, minimum of R1 with an average of 4 supporters + 5th on one of the rounds. |
SGPSJ-01 Pan |
The double attack activates before the spirit bomb CAA and allows Goku to send it with GRD/DMG reduction to hopefully win the game, or stun everyone so you can win next round, she also comes with Defensive stance to help you not die when you send her out as an attacker. She also gets 2x PWR LV by R2 onward so she can help a bit with speed/PWR LV when she comes out to the battlefield. |
UGM3-032 Trunks (GT) |
His unit is how we'll win the PLBP when we need to, it activates late enough that Chilled can't do much, the solid tactics gives you the STA to go ahead and the lock-on might help in some situation where you're trying to preserve a revive. The plan is to use it R3 after a good chunk of boosts for Goku (GT) and the revive unit's been secured but there might be games where it just ends then. The unit also helps guarantee that Goku (GT)'s spirit bomb can stun the enemy allowing you to stop using CAAs and going for a deadly next round. |
UGM7-063 Goku Black |
Steals PWR if you have less attackers than the enemy and if they have Goku as an attacker, can steal 1 HE for each enemy attacker when one and R2 onward generate 5k HP for the team which can act as a very appreciated buffer. |
MM2-039 Goku (GT) / BM9-030 Supreme Kai |
The supreme Kai sets your HE to the enemy's at the end of R1 letting you get HE for units as well as a Crimson God Meteor for some PWR disruption, if you feel like you're going to be taking a ton of damage but not dying, than MM2-039 Goku (GT) can be used to gain HE per 3k DMG taken, just remember that you are running on He is something the deck's a bit more fickle on unless they have a Goku attacker and Goku Black's an attacker. |
HUM4-22 Yamchad / ABS-25 Vegito |
Yamchad gives you a ton of HE generation since we're planning to have many supporters most of the time, the main hiccup is if disabling HE generation from abilities gets common beyond the normal suspects since they hit PWR LV as well. If you want more speed, than you can go with having ABS-25 Vegito, an HR, attack alongside Goku (GT) since he gains a permanent 5k PWR LV every round alongside 3x PWR/GRD, this can help in getting HE alongside MM2-039 Goku (GT). If going for BM9-030 Supreme Kai than you can substitute this with something else, maybe MM3-014 Goku if you want extra HE but also some end of turn thing that is registered after the Kai, or just extra defense. This is also a complete flex slot if Goku Black is stealing HE all the time, can go for a low health reward like MM3-072 Janemba to greatly lower enemy STA or UGM8-SEC5 Monaka for huge PWR LV/DMG. |
BM10-SEC3 Gogeta (GT) |
For 2 HE you get a Hellfire effect making sure you're staying alive through whatever the opponent might throw. Then if you win the PLBP, he'll get a free super attack and 4x PWR, and if you win his CI, you deal fixed DMG based on how much faster his CI was to the opponent. His Ultimate Energy also stuns the enemy while setting their GRD to 1. |
So there is flexibility, I'm just a bit skeptical on Goku Black working since I do want reliability on the revive unit and with the HP, you can't tank the damage for MM2-039 Goku (GT) alone, and not all decks run Goku meaning Goku Black is out of work beyond the PWR theft which is why he's here, if he can, game in and game out, steal HE than Yamchad is a flex slot based on your needs. The deck might be a bit wonky defensively since you only start at 21k HP but the units can go a long way, revive makes it where it doesn't matter your HP, just that after it hits 0 you get a second chance and chances are it's enough to proc Goku (GT) to the moon, causing him to secure the next unit, Trunks (GT). Goku Black can also hit hard after stealing a 3/4th of the PWR of the enemy team by R3, meaning you can go ahead and win. And while I might be paranoid with UGM8 Chilled, Goku is getting on average 50% DMG reduction, 40% if its both Pan and Goku Black as attackers, 60% when its just him, and if pan's there, she offers Defensive Stance to give extra mitigation. If Goku (GT) isn't generating enough HE, you could replace him with UGM9-SEC4 and say the deck plays slow enough for him to work, the only issue being he's the only source of HE destruction. But this is the big GT deck meant to cap it all off with the spirit bomb that ended Dragon Ball for a time, Pan giving him the GRD/DMG reduction to take the win home.
Alternative Cards
Card |
Why |
UGM9-045 Pan |
Can help Goku do extra damage and survive by winning CIs and the unit does let you go first even if 6 HE is a bit much after using our revive. |
UGM10-042 Trunks (GT) |
Strongest of the Strong can let Goku (GT)'s spirit bombs cause stun regardless of stacks, unit gives your team 2x PWR while halving enemy GRD. |
MM2-044 Trunks (GT) |
When paired with MM1-066 Ozotto you can give your team 10k PWR/GRD and -3 to enemy HE, appreciated for Goku (GT) since he has a low starting PWR, though it's only for that round, his unit is also good as a way of ensuring that you're going first after using it. |
BM9-052 Trunks (GT) |
Block burst is decent for defense. |
BM3-043 Trunks (GT) |
Diversion which can help slow down the enemy's aggression for R2 and then his Friends in Fighting Unit is cheap, requiring only 6k DMG taken for Goku (GT) to fulfill it and making it where all your CIs are easier. |
UGM9-052 Goku |
With how we want only a few attackers for Goku (GT) to scale, this could be nice as a way to disrupt enemy PWR, doesn't play well with Goku Black though, would prefer a Hirudegarn or UGM2 Gohan (SH) to proc after him instead, also the fixed DMG on his saiyan burst can be nice to help soften the enemy up beyond the spirit bomb CAA. |
BM2-077 Goku |
2k PWR/GRD per enemy attacker god meteor with blue saiyan in case you wanted a speedier god meteor option. |
SH6-ACP9 Goku |
Crimson God Meteor with Trusty Teammates, makes it where using units gives you some PWR generation for the team which can help with damage. |
PBBS15-10 Trunks (Xeno) |
Time Patrol with Hellfire God Meteor, could be really appreciated but sadly not Toriyama involved I believe. |
UGM10-021 Kami |
Crimson God Meteor and Outstrategize, pretty good pair of things that you could do. |
UGM5-062 Cell |
He halves enemy STA for R1 and then for each 5k of enemy PWR LV, he gains 3k PWR and 1 HE. While the stun might be antithetical, it can help in not dying and give you some HE, if only he did this when a supporter and not just as an attacker or was a HR. |
UGM9-SEC4 Goku (GT) |
As cool as this could be to have, he's sadly not enough of a speed demon for me to feel comfortable with, 12x on R3 sounds good until a Chilled core does that, on R2, R3 they total to an effective 24x PWR LV, dwarfing this card hard. |