Notes
As a reminder if you want to see a card completely, visit https://www.carddass.com/dbh/sdbh_ugm/cardlist/ with a translate add-on or utility, can copy the card text and paste it to google translate or DeepL. Also as extra utility, here's the link to the avatar abilities if you're curious, remember to have a translator on standby if you're not fluent in Japanese, https://www.carddass.com/dbh/sdbh_ugm/play/avatar_ability.php And Dimps-sama, if you are reading this, pls WM2, I get to make 50 decks in 36 hours, you get a tax right-off if it bombs if that's how it works in Japan, and your devs can have a simple dev cycle that shouldn't be too painful, everyone wins. H1 -> MM4, let it happen. Also if you wish to buy SDBH cards, good luck with your native customs, https://jp.mercari.com/ is way to look up SDBH cards to personally own them, note its best to search with the card number (UGM6-055 for UGM6-055 Vegeta (Xeno) as an example), and that if you try to go for big name cards like UGM7-SEC3 Goku Black, it can go into hundreds of dollars but other cards are relatively cheap.
- Notes
- MM4 Proper
- Reminder for Action Ability Seals
- Another Set That Ends in 4, Another Vegito
- Majin Ozzoto's Allowed a SEC?
- A Majin Funhouse
- Don't Always Need Robel You Know
- Great Saiyaman Welcomes All the Vegetas
- Great Saiyaman Welcomes All the Gokus
- Future Trunks Stepped Off the Grand Tour
- The Repentance of Failed Gods and Audacious Sinners
- Repentance of Blasphemous Mortals
- Funny Frieza Things
- PTSD Warning: Ancient Meta
- Reminder for Action Ability Seals
MM4 Proper
Well the other SECs have been unveiled and so they must be given decks, will be paired with ideas I've had for others from the set to act as the end of spoiler season, MM4 looks to be a strong set but not one that screams 'broken' to me, my senses tells me there isn't a MM3-052 Frieza (Revived), MM3-SEC Vegeta/Goku or MM3-071 Goku inside ready to up-end the meta, instead being strong card that could fit a home within the meta instead of redefining it.
Before the prep-phase, he gains 2x PWR/PWR LV and restores the STA of three allies with low STA, boosted to 3x PWR LV/PWR and 2 bars of STA if you have 0 HE. At the PLBP he generates 1k PWR/GRD for the whole team per HE you have. Finally there's a climax, one round of 10k PWR LV to do it and it enables his super attack regardless of HE, slows down his CI, and makes him deal 2.5x DMG where x is round number.
After the strategy on R1, he steals 30k PWR from all enemies in the same row as him and reduces the enemy's HP by 3k per enemy affected by this (note that SP/Giants don't count for these effects). He has a giant burst (burst is just more damage) that lets him steal 5k HP and 50% PWR from the enemy on using his super attack while disabling giant co-op attacks.
When an attacker at the end of the PLBP he'll be targeted by the enemy and steal 4k PWR/GRD and some STA for all allies for himself, when attacked he gets healed a percentage of the DMG dealt, more STA he has when attacked, the better the healing, at full STA it is 100% of the DMG taken. His change rush is R2 onward and lets him steal half the PWR/GRD from all enemy attackers and has the targeted enemy have negative DMG reduction based on his STA, the more the better.
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 |
Another Set That Ends in 4, Another Vegito
Card | Why |
---|---|
MM4-SEC Vegito | His STA generation and speed can help with HE generation, his PWR/GRD generation can help with general offense even if it's nowhere near as dumb as MM3-052 and his climax change not only is cool as all hell but can make him hit decently hard, the only issue is that to really make him feel like he'd shine you'd have to not have him an attacker R1 as his climax scales with round number, 2.5x DMG is solid but getting 5x is much more preferable. |
BM9-045 Kid Buu | So Vegito is a bit of a weird card, really wanting HE but also wanting 0 HE and Kid Buu is here to help with his indecisiveness, you can have it where Vegito checks your HE first to generate PWR/GRD and then have Kid Buu destroy both teams HE for his PWR/GRD generation and guarantee that Vegito will be as fast as possible. This also makes sure the enemy will have 0 HE meaning that UGM7-060 Broly can do his stuff and set their STA to 1 making sure they're much slower than us even if we are hit by some stun effects. |
UGM5-054 Goku | We're destroying HE, why not have free super attacks and a bar of STA generation to go alongside it? |
MM3-018 Gogeta | So it's not solely just for a tech against MM3-044 Janemba, it can have some extra applications. First if the enemy's on low/0 HE than he disables the enemy's miracle perfects and his super attack does have a high HE cost, so cheating it out when it gets huge DMG scaling is very welcome. That said this is a flexible slot and could go to any number of cards depending on want or need, I just figured this card had synergy here. |
UGM7-060 Broly | With us lowering the enemy's HE to 0, we can use Broly here to also set their STA to 1 at the end of the round, heavily limiting their speed and allowing us to go first decently often even against some stun effects depending on their STA recovery. |
BM6-062 Demon Goddess Robel | Kid Buu is a good robel target with his GRD generation, further stacking with Vegito's GRD generation. The main issue being that GRD is a bit of a meme stat nowadays with MM3-052 flying around but if you can get good with timing he'll generate his GRD after the enemy's Freiza (Revived) making this a more reliable strategy for defense, which can go really hard. It also helps that UGM7-060 Broly can act as a harsh enough stun to prevent the enemy from hitting obscene amounts of PWR LV depending on their fixed PWR LV profile. |
Flex Slot | For HAs any could probably work here, Namekian HAs, SS4LB Note, a GoD HA, BS Kai, etc. can give the deck just an extra oomph alongside their own utility. If you don't want a HA than you could use ABS-31 Gotenks with a focus on harsh speed control or UGM9-SEC4 Goku (GT) since he can give us a good defensive start while really liking the HE destruction we're doing, main thing to note is that his speed may be lackluster by R3, especially if you don't have a Pan. If you fear the enemy having more HE than you on R1 than you could use a R1 stun card like HGD9-44 Future Trunks/UM8-047 Fin/ABS-22 Piccolo/MM3-044 Janemba to make sure that Broly will activate at the end of the round. |
The goal of the deck was simple: I wanted to both aspects of Vegito, as a speed card his speed is decent but comes out to pretty good if you have 0 HE but his ABS-15 Gogeta (GT) PWR/GRD generation counters that, by using BM9 Kid Buu we get to have both, focus on being fast with tons of HE while Kid Buu then destroys it to also lower the enemy's DMG output by destroying their HE in equal measure. These two formed the backbone of the deck, UGM5 Goku profits off the HE destruction with free super attacks, Gogeta makes sure we can do it against MM3 Janemba while also offering solid damage on his own if you can win his CI as we cheat his super attack and Broly further limits the enemy's speed, making it extremely unlikely they'll have more HE than we do. If they have HE guard on their team than more power to them, UGM8-SEC2 Cooler has nearly stopped existing and if Ozotto has anything to say about it, the lone attacker strategy as a whole might be in jeopardy.
Alternative Cards
Card | Why |
---|---|
MM4-027 Great Saiyaman | Great Saiyaman could be here for 50% DMG reduction alongside possible DMG doubling but the deck doesn't have that much STA generation and I want to use UGM7 Broly. |
UGM3-045 Vegeta | Main thing the deck lacks is DMG reduction pierce, could get stonewalled by that and this is being referenced here as the simplest way of getting through it. MM4-067 Ozoto could also count if you want to use his super attack but I think this card would hit harder than him despite being a HR and the fixed PWR LV can help against MM1 Ozotto. |
UGM6-059 Dark King Demigra & UGM6-060 Demon Goddess Robel | R1 stun and damage combo that scales really well with what the deck does, you could have these two be the in the deck as the main core of the deck is Vegito to Goku, Gogeta to BM6 Robel is flexible and where you could put your own spin on the deck. Bonus points for Demigra having GRD and DMG reduction pierce if his effect can be used while the enemy has 0 HE even though we'd also be at 0 HE meaning its damage may be less than one would want it to be. |
ABS-14 Super Buu | At the PLBP if we have destroyed or own HE than he steals 1k PWR from the enemy attackers per HE we've destroyed which can result in some solid theft considering our speed, just sucks he has kamehameha as his super attack. |
BM3-059 Vegeta / UGM4-059 Namekian in Black | Just mentioning here that Vegito works really well with these two since he is two bars of STA R1 meaning both will be at maximum effect from R1 where with MM3-052 Frieza (Revived) you will only get them to two bars, admittedly for the former you're probably using Frieza (Revived) anyway because why not but something to note for Namekian in Black. |
Majin Ozzoto's Allowed a SEC?
Card | Why |
---|---|
MM4-SEC2 Majin Ozotto | His big thing is that R1 he can vibe check the enemy attack area if you're able to read the opponent and know how they'll play, but unlike other cards like BM8-SEC3 Masked Black, MM2-049 Super Baby, etc. He can hit the support area. This can give him a niche as a harsh punish for defensive play or lone attacker strategies. For most decks the lone attacker is the big stopgap for defense, what is to be pierced through to deal damage while the support area help but if they do that they're taking 15k-18k (depending on if they use an SP like UGM6 Hirudegarn or MM3 Porunga) damage or not having his defensive profile. And if against MM3-071 Goku? Either take all the fixed DMG or guarantee you're losing out on your stun effects like ABS-16 Omega Shenron or MM3 Janemba or MM3 Pikkon unless they have UGM10-SEC3 Kid Goku but that also means your team isn't getting sealed R1 and you're not losing momentum over it. With MM3-SEC Vegeta or MM4-054 Goku Black (who funnily enough can work with the deck), you slice through them like butter, especially if they're a variant that doesn't use a HA like the case with MM3-SEC4 Broly being used with MM3-024 Porunga. Beyond this though is where things can get hairy, the PWR theft is solid but MM3-052 nigh undoes it without speed control and it can be hard to pin exactly where the enemy will be at, though even hitting 3 enemies is still pretty good, 9k fixed DMG is nothing to scoff at as is the 90k PWR theft. The giant form is also pretty good, stealing 5k HP from the enemy alongside all the PWR he's stolen but the main focus is on what he does R1. |
MM3-SEC4 Broly | Here the opponent gets a choice, either take fixed DMG and get their PWR stolen by Ozotto, or have it be stolen by Broly, both of which feed the Chilled + Frieza combo, the Saiyan Burst is just a nice cherry on top for when you're ready to slam down a 100k PWR/GRD boost to make this devil hit like a freight train. |
MM3-SEC3 / MM2-053 Frieza | Extra PWR disrutpion to feed Chilled, main option is MM3-SEC3 Frieza but there's merit to the switch card. While it is slower, it is much more PWR disruption when the enemy attacks with a Goku, giving you more defense against decks with massive PWR generation alongside a little stun. If you don't need Frieza's utility than Cell offers some GRD disruption that is fast enough for Chilled alongside fixed DMG of 1.5k per enemy attacker if they have a Goku/Goku (GT), 500 otherwise. That said MM3 Frieza comes with extra attacks if the opponent goes with supporters even if you miss-read with Ozotto. |
UGM8-031 Chilled | More DMG for everyone and speed for him and his grand son, simple why he's here. Funny thing is that Majin Ozotto also easily procs him as well for R1 since MM3-052's PWR generation is in the PLBP and there might be a deck where you try to leverage ozotto as the Chilled proc for R1 while Frieza covers you for R2 onward. |
UM8-047 Fin / BM6-068 Broly | Both are R1 stuns, Fin just happens to be better in the environment against prep-phase STA generation but Broly can do more damage and has applications against BM3-059 Vegeta if you're staring him down. For reliability, Fin is being used but if you don't fear MM3-052 and want to run Broly, than he's fine too. Winning the PLBP R1 is really nice as Gotenks is great STA generation but if you want to lean into something else, this could be a STA generation card while Gotenks gets replaced for something else. These last three slots are decently flexible, the main thing is recognizing how the opponent could play around them and knowing how to use your Ozotto with respect to that. |
UGM9-SEC2 Gotenks/Vegito | Gotenks can be STA generation early on while Vegito makes CIs much easier and can act as a game-ender with his fixed DMG. Chiled and Frieza only do it for each other and we have a whole rest of the team that wants some STA and Fin makes it where we can do it at least once if we need a really aggressive turn. |
HA | Another very flexible slot, my preference is probably the EL GoD since their fixed DMG can be really appreciated and their STA disruption relies on having more attackers than the enemy which can influence enemy R1 movement but overall it could be anything, EL Android HA could free up Gotenks' slot, SS4LB Note is dumb damage and even SS4LB Beat could be something to consider if going for a deck with MM4-054 Goku Black. For non-HAs, the main thing that feels right for the deck is UGM4-SEC2 Gotenks or some other punish on having enemy attackers, maybe having both MM2 and MM3 Friezas to make the most of Chilled. |
I feel weird with the deck and it might be that with my huge thing on synergy that something like Ozotto can be hard to build around for his best application is as a tech. Lone attackers beware lest you throw away 18k HP to the palace goblin, and something like MM3-071 Goku having to make that choice is extra brutal as that means you easily undo the seals they lean on. But besides that it is much harder to defend, the PWR theft and HP damage is strong but also requires being understanding of your opponent's deck and a bit of prediction lest the card does absolutely nothing. The giant form is solid but still requires you to win his CI to mean anything. As for the rest of the deck, well the opponent either feeds Ozotto or feeds Chilled and Broly, not a pleasant place to be in. Defensively we are suspect, requiring the PWR disruption in a land of MM3-052 Frieza (Revived) to stick but I think it can be enough to not immediately die, giving us the time to punch back while they're stuck with negative DMG reduction, especially if you're good with Ozotto. Something to take in mind, don't go overthinking, there may be times where the simplest play (Ozotto as supporter R1 if the enemy team has MM3-071 Goku alongside MM3 Pikkon and the like) is the best play as the opponent doesn't have a choice to respect Ozotto, that he is the lesser of two evils.
Alternative Cards
Card | Why |
---|---|
HGD10-SEC2 Goku Black | As referenced in random decks 3 , one of his best use cases for the card is with giants since he stuns so late, and while he's only working with one giant, Ozotto is the best giant to be working for probably. UGM1-063 Broly could hit for more damage but Ozotto is reliable damage with more useful utilities unless you really want CI disruption. |
BM8-SEC3 Masked Black | You could make it particularly dangerous with something like UGM5-SEC Gohan (SH) or MM4-054 Goku Black and make it where they either get 30k PWR stolen alongside fixed DMG or get their PWR/GRD/STA set to 1 for the round unless they find the one safe area. |
MM4-054 Goku Black | As tempting as it was, I did want to make this more unique than what is down below as this was made after the decks below Super Buu but you could make something with this card, MM3-SEC, and UGM10-056 Aeos to be the worst. |
MM2-SEC3 Omega Shenron | Could replace FIn and fulfill the same purpose but in different ways, instead of lowering enemy speed R1 he has them be careful as they play around your revive and healing. Does necessitate replacing Gotenks in the way of STA generation though. |
A Majin Funhouse
Card | Why |
---|---|
MM4-SEC4 Super Buu | So his thing in the deck is that he can activate low PWR/GRD synergies alongside low STA synergies since he can drain half a bar from those below a bar, meaning he can set them to 1 while he takes all the attacks. When he has full STA he heals 100% of the DMG he's dealt in the CI and his change rush can make the targeted enemy take x10 DMG, making even MM3-071 Goku tissue paper when he's a lone attacker, especially since post R1 this card should have the most PWR on the team from his theft. |
UGM7-SEC2 Broly | When an attacker he greatly lowers enemy STA and increases their CI speed if he has less PWR than the enemy, with Super Buu this is likely so he can be very strong disruption and if they have a Goku, this card gets 2x PWR LV/DMG every round which can let him hit hard. |
SBPSJ-03 Vegito | Gives STA DMG resistance alongside 5k PWR and makes sure we can have 1 STA even in the instance of 4 bars of STA; only needed if we hit 4 bars of STA. What's also important is the timing, this is when an attacker meaning if you have someone with too much STA than he can attempt to course correct, allowing us to not care too much about our STA generation when trying to go for the low STA synergy alongside the STA DMG resistance making sure that not just any co-op group can knock Buu hurt his STA and reduce his healing throughout the round. |
UM8-068 Great Saiyaman 3 | Our low STA generator of choice, he not only gives everyone at 1 STA or stunned 2 bars but also 2k fixed PWR LV which gives him some slight speed. This with 2 bars of STA generation (like MM3 Frieza (revived) r3 onward) equals 4 bars and to re-proc this means we need the aforementioned Vegito, who does give us good things, PWR generation and STA DMG resistance are great things but if you want to go elsewhere, than this and Vegito can be replaced for a good chunk of cards. |
MM3-052 Frieza (Revived) / MM4-SEC Vegito | The extra STA generation for the team to go as hard as you want while making sure Super Buu gets STA too. Frieza (Revived) is as strong as can be but MM4-SEC Vegito gives us more speed at the cost of less STA over all but also GRD generation alongside the PWR generation to help give Buu a balanced diet. The big issue is that we also want the STA to be this early, it needs to be before when attacker's are decided and PLBP or else we won't get the low STA proc for UM8-068 GS3. |
MM2-SEC3 Omega Shenron | Could help deal with action abilities thanks to healing as long we don't have Goku/Goku (GT) and with the retargeting, it is safe to let him be an attacker which means we can make use of the 4k fixed DMG he can get on his transformation which can help with chipping the opponent and the free revive is just nice icing. |
Flex Slot | This can be what you need, just not a Goku/Goku (GT) as to preserve Omega Shenron's healing, for a HA you could go with SS4LB Note, BS Kai HA, BS Namekian HA for general aggression/speed, the BS Demon God HA could be useful for retargeting to make the most of Buu's change rush. We do fear R1 Mm3-071 Goku so you could use MM4-SEC2 Ozotto to try and punish that greatly. MM3-024 Porunga or UGM5-067 Aeos can be used to handle with action abilities a good bit if you fear those breaking you through. |
One thing I did figure out there is a good chunk of ways to build him and that holy crap has the low STA synergies just aged poorly. Part of me wondered if I should switch into a different focus but I decided to stick with this as it does allow for more out there cards even if we did return to Sugar Lizard. One thing to possibly fear is that Super Buu, alongside having issues with CAAs which I feel Shenron handles well, it's that you can't heal from being dead. If an attack were to do lethal damage you can't heal back from that and while our revive helps with that, that just means we're back at a new max HP. Another issue with the deck is MM3-SEC in its entirety, Goku has issues for sealing Goku but Vegeta can be a strongest of the strong and while we don't get no healing at 1 STA, 20% + 1-3k healing isn't much to work off of. Can say that Super Buu definitely opens some doors that might get explored in the future.
Alternative Cards
Card | Why |
---|---|
MM4-018 Adult Gohan | 40% DMG reduction and STA DMG resistance is really great for Super Buu, not only helps him against action abilities, his main weak point, but also covers the STA DMG resistance need. |
UGM1-061 Black-Clad Warrior | Not only does he give some light STA/PWR/GRD generation to feed Super Buu but he also can act as the low PWR card even with PWR generation as he sets his PWR to 1 for the round when a supporter to give the team STA DMG resistance. |
BMP-15 Trunks (Xeno) | At the start of every round he offers 5k PWR generation and STA DMG resistance for the team which can be really appreciated if you wanted these effects and explore possible units on cards. |
BM3-059 Vegeta | His link not only gives PWR/PWR LV but also STA DMG resistance in case you wanted to lean harder into MM3 Frieza (Revived), note that his unit may not be the most useful for the team depending on GRD math, in theory Super Buu should have good GRD and be the only one attacked so the unit shouldn't be useful but if against MM3-052 Frieza (Revived) or other forms of permanent GRD disruption (as without GRD generation everyone will be at 1 by the end of R1), than you could use it to reset everyone's GRD and gain 50% DMG reduction. |
STA DMG Prevention Unit | For 4 HE you can prevent STA DMG for the entire team, notable cards with this unit include MM1-018 Teen Gohan who has Vegeta as a unit member alongside Adult Trunks, and BM11-055 Goku which has a godbird and his unit members are Vegeta and Goku (Xeno). This is a nuclear option for fearing STA DMG but if you want, these can be directions to take the deck, Teen Gohan lets you use UGM5-023 Adult Trunks which gives him and Super Buu retargeting to make the most of the change rush for example. |
UGM9-059 Black-Clad Warrior | If using a Goku and not wanting to go with a low STA synergy than this offers not only a ton of STA for everyone but the important STA DMG resistance, if you want you could implement UGM9-061 Future Gohan in Black to give everyone extra PWR/GRD for Super Buu to steal alongside HE for the units. |
MM4-027 Great Saiyaman | The 50% DMG reduction is nice for Super Buu as we want him to have the most STA possible alongside giving everyone else spending the most STA possible so the DMG can come up. |
MM2-SEC2 Gogeta | He offers 40% DMG reduction to the team, 80% if someone has negative DMG reduction which can help on not immediately exploding with Super Buu. |
MM4-049 Future Trunks | He not only offers STA generation but also stun prevention for the round, which can be useful if against MM3-SEC Vegeta but also has the benefit of being speed himself gaining 2x PWR LV/DMG every round, the main issue is that he doesn't work with the low STA idea since he does it pre-PLBP. |
UM1-061 Vegeta (GT) | You can proc this as a way to get some extra PWR/GRD alongside this card dealing 2x DMG, this can theoretically proc again on R5 but obviously not reliable. Could be used if you are using UM9-SEC Goku (GT) and want a unit that needs Vegeta (GT) and Goku (GT). |
UM5-054 Vegeta (BR) | Gives the team 1.3x DMG alongside a lock-on that scales on hitting someone with less than 100 GRD to 3x DMG, former is great with Super Buu while the latter can hit really hard with Frieza (revived). Something to note is that he also gains 5k GRD which can be used on Super Buu if you have him registered before Buu but this means the 1.3x DMG boost is checked before Super Buu steals his STA so you won't be able to get it R1. |
PUMS13-SEC Goku | Probably the best overall STA synergy, 2 bars of STA with a block burst and then in the PLBP all ally attackers with less then 100 PWR have their PWR set to 10k for the round and free super attacks, just note if you want any more PWR it also needs to be temporary to keep in with this card so MM3-052 Frieza (Revived) can't be used alongside many other STA/PWR generators. |
UM9-SEC Goku (GT) | Fastest low STA synergy giving 2 bars of STA and 1k fixed PWR LV to anyone he restores STA for, his God Kamehameha also gives him DMG reduction pierce. |
BM12-SEC Goku | Gives 10k PWR to everyone he recovers the STA for and 2x fixed DMG to himself, making him and everyone hit hard while giving more PWR for Super Buu to steal. |
BM4-SEC3 Future Gohan | If you want to use a Future Trunks this can deal 2.5x DMG and generates 1 HE at the end of the round in comparison to the other low STA cards, he also has faster CIs and increased miracle perfect chance. |
UGM4-067 Goku | Gains 3x PWR LV/PWR/GRD per ally that is stunned/critical STA at the start of the round. Something to take into account is that for this and UM10-050 Vegeta, registration order is important, make sure to have these registered before the STA generators so that you don't need to worry about them generating your allies away from these card's buffs. Also this can be explored with Brainwashed Brutality to effectively double their boosts for even more PWR LV. The lone attacker effect isn't important unless if you suspect MM3-071 Goku as a lone attack as this might be able to do damage if you win his CIs. |
UM10-050 Vegeta | He comes with a Hellfire God Meteor and gives everyone at low STA 1.5x PWR LV, increased to 2x presumably if they have less than normal GRD, can be used with PUMS13-SEC Goku and MM4-018 Adult Gohan for the latter's unit and to have the STA generation to make use of the ability. |
Auto-Repair (various Hyper Mega Rildo) | If you want to be flexible, this can replace Omega Shenron since you are taking damage and mitigating it with healing, this can absolutely over-heal any CAA damage you'd take, you could also experiment having this with Super Buu and Omega Shenron to try and cheese the most out of the revives. |
UGM8-SEC Vegito | With Super Buu draining his PWR he can reset his PWR back to normal and deal 3x DMG every round while setting the GRD of three enemies with high GRD to 1 for the round to make it easier to deal damage. |
PWR Reverse Reduction Units | Like with MM2-049 Baby you can make use of this unit to not only get more PWR for Baby to steal but also DMG multiplication alongside it all. |
Don't Always Need Robel You Know
Card | Why |
---|---|
MM4-027 Great Saiyaman | If an ally consumes 1 or less bars of STA for the round, they gain 50% DMG reduction for the round and instead double their DMG for the round if they consumed 3 bars of STA. This gives him powerful utility as long as you manage the STA, able to give both offense and defense to the team, just that he can be a bit of a STA whore if you want to leverage the DMG doubling. |
BM10-SEC2 Masked Black | If you win the PLBP he gets targeted by the enemy and then gains HP and PWR/GRD/PWR LV when attacked, it's 1k HP and 2k PWR/GRD/PWR LV normally but if you win the defense CI it's tripled, one of the big issues with Masked Black was that his defense early on was sort of suspect, especially if you couldn't win the defense CIs but with GS3 the 50% DMG reduction helps massively for early defense. |
MM3-SEC2 Gogeta (BR) | Since we're about winning the PLBP why not disable enemy fixed DMG and have the enemy PWR set to 1 for the round, the summon and effects on winning a CI are nice bonuses but not pivotal for the deck. |
HGD9-44 Future Trunks / UM8-047 Fin | Really want to win R1 since that's before we have the fixed PWR LV to go off, can replace with UM8 Fin if you want to get under Future Trunks and don't think you'll find much in the way of early fixed PWR LV. |
MM3-052 Frieza (Revived) | Gives STA which is important for GS in making sure we hit the treasured 3 STA threshold but also because PWR generation and GRD shredding's good I heard, works great against MM1 Ozotto. |
PUMS9-02 Super Fu | When the strategy's decided, if he has less than a bar of STA than he disables enemy co-op attacks, giving more chances for Masked Black to heal and the like. Considering Freiza (revived) and the next card, you can get this even after spending a lot of STA. Also BM8-036 Dr.Gero and MM4-010 Towa have the ability if the former's your husbando/latter's your waifu. |
Flex Slot | This is the flex slot with the main goal being some extra STA generation to help with Freiza (Revived), it needs to make sure we can hit 3 but not 4 bars of STA since that can be when issues come up for Super Fu, note that Frieza (Revived) is over 2 bars on his own by R3 and functionally 2 bars on R2 considering the 1.5 can fill out the leftover STA cards tend to start with. This can be a HA like the EL Android or EL Namekian if you still want the huge HP pool they offer. For non HA options, BM1-070 Fu is really interesting. When a supporter, and if you have more attackers than the enemy, he grants your team GRD/DMG reduction pierce alongside a bar of STA, this can be a tricky proposition since more attackers means more healing for Masked Black as they won't be participating in co-op attacks and probably what I'd use for the deck, do note that this means the enemy has to have 5 or less attackers to proc but I could see it happening decently enough, especially if they want to hold off on building Masked Black up, or on the moment he has built up, them wanting to not flood him with healing from weak attackers to undo the chip from the attackers able to do damage. |
Its been a hot minute since I've done something with Masked Black and this showcases a utility of Great Saiyaman, that he can be defense and offense with not only Robel but any card that retargets itself, if you want a reliable option UGM10-SEC Goku and ABS-23 Vegito (Candy) are both options to consider as well, UGM1-SEC2 Goku can be used to great effect as he offers STA generation to the team alongside his retargeting. The damage seems to be alright though going for the final round could be a wincon, hard to lose when Masked Black is healing a good bunch and it'd let Frieza (Revived) really shine with more mind-boggling PWR generation and fixed PWR LV, though PWR LV multipliers could also hit the inflection point where its faster than your fixed PWR LV. being nigh impenetrable. Beyond that though the deck can hit decently hard thanks to the PWR from Frieza (Revived) and be hard to take down, just requires you to be good with CIs.
Alternative Cards
Card | Why |
---|---|
MM4-049 Future Trunks | He offers STA generation, PWR LV multiplication and even stun prevention, issue is that he needs Mai to really shine and Mai can make you lose to more stun effects since his equivalent would be Frieza (Revived), Vegeta and Freiza (Revived) decentralizes the DMG, shreds enemy GRD, is more immediate with his STA generation and with BM3 Vegeta, you aren't down so bad against UM8 Fin or MM1 Ozotto and have a better time against MM3-071 Goku. That said he could be decent on his own for the final slot as stun prevention to protect Masked Black as that is also a common way for him to be handled. |
MM1-066 Majin Ozotto | In case you wanted to win R2 much more reliably since this can win against other PWR LV Limit effects for R2 like the app or UGM10-067 Gamma No.2 but it does limit the options for the STA generation since we want to hit an important threshold, could try this with UGM9-SEC2 Gotenks but at that point Super Fu is hard to defend since 4-3=1 and 1 isn't less than 1 but is much better fit for a more aggressive variant of the deck just wanting to have everyone spend 3 STA as easily as possible. |
BM3-059 Vegeta | The fixed PWR LV could be useful as a way to win the PLBP but we already have that with Masked Black, still has applications as a tech against MM3-071 Goku but Gogeta (BR) already has high PWR so you can just put the HA in the support area and be fine, also can give Masked Black STA DMG resistance to not be stunned so easily. |
PUMS14-SEC Goku (GT) | He fully recovers the STA of 4 allies with low STA, in theory you should be able to hit everyone but Masked Black and Super Fu by registration order or maybe helm an entirely different deck utilizing the synergy between Goku (GT) or UGM9-SEC2 Gotenks with Great Saiyaman and retargeting folks. Goku (GT) also comes with the utility of resetting ally GRD if it's below normal or DMG reduction in the case of Vegeta (GT) alongside 4 enemy super attacks for the round. Similar concept can also arise with UGM7-061 Dark King Demigra, who offers some STA disruption along the way but needs to be a supporter and focuses on low PWR allies instead of low STA and BM2-053 Turles who gives 5k PWR/GRD alongside the STA generation to allies with low STA. |
MM1-070 Teen Gohan | He gives STA generation to the team at the start of the round that scales depending on how hurt the enemy is, he comes with 1k fixed DMG and 1.5x PWR LV alongside 5k more fixed DMG from his burst if you can activate his super attack, can hit really hard and help with STA requirements if you want to go for a more aggressive bend. |
UGM10-056 SKoT | Not only offers STA generation for the team and some HE generation but increases the team's miracle perfect rate, making it easier for Masked Black to win CIs alongside the rest of the team, if you are fine with your CI speed you could go to Aeos to increase enemy CI speed and make them deal less DMG. |
UGM9-045 Pan | If you want help with CIs, 50% miracle perfect chance seems pretty good and Pan linked to Masked Black can do just the trick, the 3k fixed PWR LV also can help with winning the PLBP too. |
BM4-SEC3 Future Gohan (and similar) | Good STA disruption techs but can be very finicky in application, especially with Frieza's STA generation but couldn't hurt to try if you are fearing a researgence of HGD10 Gowasu or BM10 Majin Omega Shenron. |
Great Saiyaman Welcomes All the Vegetas
Card | Why |
---|---|
MM4-027 Great Saiyaman | If an ally consumes 1 or less bars of STA for the round, they gain 50% DMG reduction for the round and instead double their DMG for the round if they consumed 3 bars of STA. This gives him powerful utility as long as you manage the STA, able to give both offense and defense to the team, just that he can be a bit of a STA whore if you want to leverage the DMG doubling. |
MM1-043 Future Trunks | He has himself and all Vegetas on the team have full STA at the start of everyone, this ensures that he and the Vegetas get the 2x DMG from Great Saiyaman. |
ABS-02 Vegeta | Considering all the STA, why not get 3 HE, 2x super attack DMG and 4x own PWR? Also his super energy can hit decently hard, doing 1.5x DMG and having DMG reduction pierce. |
UM12-060 Vegeta | This is decently flexible, I chose GRD generation since that could be useful for Godku but if using UGM1-SEC2 than you can go elsewhere for more damage or maybe a R1 disruption like UGM9-CP4 Vegeta who is a bit of both. |
BM8-SEC2 Vegeta | This is to help have some speed, 3x PWR LV/PWR at the PLBP and be a moment of last resort for damage, no hellfire, no GRD, no DMG reduction, only your HE and a super attack, just win the CI and you have a really strong attack, funnily enough the DMG doubling from Great Saiyaman also doesn't work but I think the raw damage of the super, PWR generation, and pierce makes it worth while. |
UGM10-SEC / UGM1-SEC2 Goku | Sadly no Vegeta has retargeting to help protect the team but these cards are pretty good I've heard. UGM10-SEC has insane defenses when he gets SSG while MM1-SEC Goku limits the DMG taken to 1k for the first attack and offers STA generation which could help with MM4-027 Great Saiyaman himself. |
SS4LB Note | Biggest fucking damage, either this or some GoD HA if you want some fixed DMG to have more to the deck than just DMG multiplication and a floor for PWR. |
So the deck is simple, Future Trunks lets the Vegetas be fast for Great Saiyaman to supercharge and Godku is the defensive pivot that lets the team not die, and Great Saiyaman lets the two halves of the deck perform better with immediate DMG reduction and 2x DMG. The deck is plain in function being a simple aggro deck with Godku being a huge defensive stopgap, the most one would fear is him getting stunned since GS, Note, and Godku would be lacking in STA generation round in and round out but it doesn't matter when it comes to the DMG reduction I believe as GS cares that 1 or less than 1 bar of STA consumed and zero is less than 1.
Alternative Cards
Card | Why |
---|---|
UGM3-045 Vegeta | While our Vegetas natively have GRD/DMG reduction pierce, if you wanted it you could use this to negate enemy DMG reduction instead of trying to reduce it, can also disable enemy DMG multiplication if you're afraid of that breaking through Godku. |
MM1-019 Vegeta | Probably the hardest hitting BS Vegeta to use, 2x PWR/DMG when an attacker in case you wanted the negative DMG reduction and HE destruction from Future Trunks. |
BM3-059 Vegeta | 30k PWR LV immediately if you wanted to use MM3-052 Frieza for insane PWR generation. |
MM3-016 Vegeta | Requires much more specific deck building and support (robel for retargeting and extreme PWR disruption/generation to actually proc and either no HR to co-op with or a godbird to get out of co-op attacks for the 4x PWR/DMG) but can either deal more damage from Great Saiyaman or be more defensive. |
UGM8-015 Goku | Gives your Vegetas 10k PWR and prevents them from taking STA DMG if you wanted to prevent stuns alongside decent DMG. |
BM4-043 Vegeta | While the defensive utility's nice, Godku is already really solid defense on his own, having something like this or a Hellfire God Meteor Vegeta would just to be insurance if the transformation gets sealed and he's a BS for the HE destruction/negative DMG reduction. |
MM3-SEC Vegeta | Not meant for this deck really but still an option if you wanted a more conservative build of Vegeta aggro (what could go wrong with 8x DMG?). |
ABS-27 Vegeta | He has disruption, -5k to enemy PWR/GRD and 2 HE if they have 3+ attackers. |
PUMS14-02 Vegeta | Is a BS with pride in battle, could be useful for early PWR generation as you'll be fast (though no native way to disrupt the enemy's HE without something like UGM9-CP4 or similar in the way of Vegetas). |
HGD4-SEC2 Tarble | Not a Vegeta, per-say, but with the DMG reduction from Great Saiyaman you could easily get him targeted via Robel and have all the PWR in the world via a throwback, just food for thought. |
Great Saiyaman Welcomes All the Gokus
Card | Why |
---|---|
MM4-027 Great Saiyaman | Same methodology as before, DMG reduction and big DMG enabler. |
UGM10-025 Krillin | Same idea as MM1 Future Trunks, this time though he's more defensive, doing the full restore post strategy's decided and giving 5k PWR/GRD to the Gokus. Furthermore if you have less attackers than the enemy you can disable all DMG multiplication from both teams in case you needed it, though it does interfere with our DMG a bit. |
MM3-SEC Goku | Can act as a punish if the enemy tries to lean towards disabling DMG multiplication by sealing their asses for the round post PLBP, Vegeta represents fixed DMG which can still be something even if they seal CAAs and prevent the transformation. This card is very good and strong thanks to its speed and strength as well, 4x DMG/PWR LV alongside pierce and PWR boosting is nuts. |
BM11-017 Goku | Bit of a flex spot but the idea is that he helps with CIs and disrupts the enemy's STA too, if you want something that's helps more with speed, BM6-ASEC2 Goku helps in a similar vein, normalizing your CIs while disabling enemy miracle perfects alongside some speed and HE setting with his Climax if you're hit by MM3 Janemba. |
BM7-SEC |
Forgive me father for I have sinned and brought to bear the mark of the beast. If your team's attacked, he limits the damage to 1k at the cost of a bar of STA, thanks to Krillin and the lack of STA disruption he'll have 4 bars and thus be very difficult to deal damage through beyond CAAs. The main issue is that MM3-SEC does exist in the stead of UGM4-064 Beast Gohan. |
UGM10-SEC Godku | Of which will be limited when this Goku will be the retargeting for the team and just like with Vegeta's team, be very hard to break down. Extra benefits is that Krillin will help make his GRD be great when he's transformed and harder to stun with all the STA he'll have. |
Flex Slot | Similar ideals here as before, I'd use SS4LB Note for the biggest damage possible as a HA and style but you could try almost anything else here, main thing I think the deck lacks is DMG, especially if your DMG multiplication gets sealed such as from Krillin |
Alright, I may have committed a crime against humanity showcasing a deck like this but it's synergistic and at least being supported by out there ideals, Great Saiyaman gives us a nice contingency in case the enemy seals our CAAs and Krillin is more defensive meaning we'll be fine playing the long game, though that can be dependent on UGM10-SEC turning into SSG or if the enemy has MM3-052 Frieza to turn our GRD values into jokes. This is practically goku-core but without the UGM9 URs as they wouldn't benefit from Great Saiyaman and the segmented nature of the deck means that UGM9-061 wouldn't be boosting the team's PWR/GRD as cleanly as one would want (either your PWR is concentrated to the DMG double camp or GRD is funneled into Godku, all at the cost of the other)
Alternative Cards
Card | Why |
---|---|
UGM5-017 Goku | Very good defensive pivot that can be used to not die for a round quite consistently, also seals transformations if you fear that early on. In my opinion better than MM4-046 Goku as this deck is far from fast and I feel he's extremely easy to play around (if you are going second and not getting the boost from him I see him as niche, making the seal relies on you not only having few HE as to not let the enemy stop your one attempt of HE destruction but also them having a lot of HE and his PWR disruption, while unknown, is less universal than UGM5-017 Goku's setting of PWR to 1k and is in the PLBP, meaning Frieza (Revived) could be registered later and laugh at it in the first place while you are disincentivized to using huge stuns or HE generation. If Titanic Clash hasn't been experimented despite the value of negative DMG reduction, why would this who needs even more setup? SH8-47 even offers solid HE generation with some speed and there are good SS4 Vegeta (Xeno) fusion fodder cards). |
BM7-050 Goku | Doubles the team's PWR/GRD on R2 alongside a hellfire effect, pretty solid one-two punch. |
MM3-071 Goku | Can be used to stall out the enemy team's momentum as a lone attack if you want to go for the seal. |
UGM2-052 Goku | Extra PWR generation with some STA generation at the end of the round, 2k per CI you've won for the round. |
BM12-SEC / PUMS13-SEC Goku | STA insurance policies, former comes with PWR generation and fixed DMG while the latter gives free super attacks and 10k PWR if an ally has less than 100 PWR. |
PUMS12-SEC Goku | An offensive R1 stun card, giving fixed PWR LV alongside the solid stun effect. |
MM1-SEC3 Goku | Can be used as a way to manage enemy fixed DMG and DMG multiplication but can be finicky if you are trying to capitalize on GS's ability. |
BM11-SEC3 Goku | Feint alongside some damage and GRD pierce, could be a great card to help with some things but I don't think GRD generation is that big but if you want it, it works here. |
UM3-038 Goku | ABS-22 Piccolo with the complete blackout on enemy HE for R1 but is a Goku, meaning he gets free STA/PWR/DMG. Biggest issue is that God Kamehameha's not cool. |
UGM6-SEC3 / BM4-041 Goku | Both are here since DMG reduction pierce can be a bit rare for Gokus, the former has it on his dragon fist and if the enemy has a card with a super ability he gains 1.5x DMG/PWR LV per round (boosted to 3x if you have no summons) and can end games quite handily on his own if he's getting the 3x boosts, that said it is solely on the enemy doing something for it to be as amazing as one would want. BM4-041 Goku on the other hand has a Bedrock Crash with the pierce and gains 2k fixed DMG per round at the cost of a STA, more reliable but nowhere near as explosive. |
MM1-040 Goku | If desperate he could do the trick as long as you have 3+ HE, perhaps at 10 HE and the boost from Great Saiyaman he'll hit hard enough to be worth the reliability issues, the Heroes Rush makes an enemy take 2x DMG for the rest of the team that can make use of it. |
BPSE-01 Goku | Gains 5k PWR when attacking per enemy in the co-op defensive group and if it's 3+, he gains GRD/DMG reduction pierce. |
BM12-027 Kid Gohan | Krillin does restore the STA of Kid Gohans and if you want you could lean into this, just link UGM9-045 Pan onto SSG Goku and you'll be fine, just volatile as it is reliant on miracle perfects but he also comes with a Shenron that can give 8k HP. |
BM10-018 Kid Gohan | He's got a revive unit if you want that alongside 1k fixed DMG on his super attack thanks to his Z-CAA. |
BM1-070 Fu | Similar idea to the first deck, though even harder here, either we get a DMG multiplication seal or the enemy will not have their GRD/DMG reduction and get sealed when we attack with MM3-SEC Goku, not a good position to be in, while they'll pick the one they are least effected by, it's still an instance of we are getting damage one way or the other and if you have BM4-041 Goku, this gets harder as now that DMG multplier is going into a CAA that has pierce which could finish the game. |
Future Trunks Stepped Off the Grand Tour
Card | Why |
---|---|
MM4-049 Future Trunks | The big PWR LV and DMG multiplier can help you annihilate all that'd stand in your way as long as his DMG multiplication isn't sealed or that your team isn't hit with PWR LV limits. This card is fast enough to beat MM1 Ozotto. |
UM2-037 / MM4-CP2 Mai | Needed for our Future Trunks to really shine, the choice is personal preference, both have the same HP, both have 2 activations for disruption when in the attack area, the former is increased CI speed and the latter reduces enemy STA (not unknown but assuming it's 2 bars considering how effects are with the same kanji, it's the same as MM1-066 Ozotto and he's 2 bars), something to note is that MM4 Mai does influence the STA of the entire enemy team so you could pair it with extra STA DMG for stun opportunities with a Dark Shenron. |
MM3-052 Frieza (Revived) | With the PWR LV and STA, why not? Big PWR for the team and no GRD for the enemy, the main difference between this and the deck I first made is that Gogeta (GT) won't be used to make Future Trunks as obscenely fast (oh darn, it's only 16x PWR LV R2 and not 32x, I'm gonna starve... Though considering what happened when Sega went 32x maybe this'll prevent misfortune) |
UM8-047 Fin | Our greedy R1 stun to let us go under HGD9-44 Future Trunks as it reduces their PWR LV by 90% for the round, the main issue is if the enemy has their own fixed PWR LV since something like BM12-LSEC Gogeta (BM) mixed with 10+ bars of STA will allow them to win the PLBP with HGD9-44 Future Trunks but I'm going to put that as too rare to care. |
UGM5-063 Aeos / Keysword Lock | So the last three slots are flexible, Fin has defensive utility as the enemy can't get much PWR LV for their Frieza (Revived) or HE so that even if we can't kill R1, we can clean the game up R2. This is a tech slot holding facility. UGM5-063 Aeos is multi-faceted with CAA seals R1 disrupting transformations like MM3-SEC and UGM10-SEC Goku and keysword locks, the TAA seal on R2 means we don't have to worry about our 16x DMG multiplier being hit with a block burst and the God Meteor can represent potent PWR disruption itself as long as the enemy doesn't have PWR LV of their own. PUMS14-06 Goku Black lets us handily deal with enemy miracle perfects and revives, BM6-ASEC2 Goku and UGM9-SEC2 Vegito gives us a way to normalize our CIs to make it easier to win alongside various Time Patrol cards (PBBS15-10 Trunks (Xeno) has a Hellfire God Meteor for this for a really defense R2 if he can fire the god meteor R1). The main other idea was of a keysword lock, this, CI willing, lets one seal a specific card at the end of the round when an attacker, including R1. This can be used to shut off various cards from doing anything, BM7-050 Goku and MM1-066 Ozotto only activate on R2 so if they're sealed R1 they turn into paperweights and this can apply to other cards, just need to remember decks and cards really well, if you're looking at UGM10-067 Gamma No.2 and MM3-SEC2 Gogeta (BR), you seal the former since if you do that, you're likely to win the PLBP and functionally seal the latter. Notable keysword locks are under the Alternative Cards section for this. |
MM3-SEC2 Gogeta (BR) | Why not? This is to give the deck some defense, we are insanely fast and this can be used to let the deck go the distance instead of being a complete feast or famine affair. |
MM2-SEC3 Omega Shenron | We don't have a Goku or Goku (GT) in sight so his healing, alongside the revive, can really help with us playing for the future rounds, especially when compounded with MM3-SEC2 Gogeta (BR)'s DMG mitigation when you win the PLBP. If all goes to shit you can probably guarantee that you'll have a revive to be used since even against MM3-071 Goku, you won't be taking any dmg (Gogeta (BR) has the highest base PWR on the team meaning Goku will be working with 1 PWR and no fixed DMG from his burst even if you didn't use UGM5-063 Aeos). |
The deck might seem plain but it is also extremely versatile depending on what you want done with the last three slots, it's more to showcase a core of Mai + MM4 Future Trunks alongside Frieza (Revived) and a R1 stun card to let you go wild. If there was something I could fear is that if MM4 Future Trunks is seen as powerful and redefines speed benchmarks, than you might have to invest more into speed control and a way to be faster or just be stuck in PWR LV tie-hell since not using MM1-066 Ozotto leaves you open to stronger PWR LV Limit effects on R2 but leaves you stuck at 10k PWR LV and he might rise up because you can do the same to the opponent if they're lacking Ozotto, 10k is greater than 7k. Overall I think the card will do well and possibly have a similar trajectory as the UM2 Berserku of old, where people might have to prepare for it more but perhaps not with SH5 Rumsshi and instead MM3 Pikkon or the cards with Outstrategize and a block burst. Something to take into account when imagining the deck.
Alternative Cards
Card | Why |
---|---|
Keysword Lock (various) | UM12-052 Trunks (Xeno) If you have less PWR than the enemy than you can get 25% DMG reduction and a bar of STA, with ordering you could get this to check before MM3-052 Frieza (Revived), possibly enabling it to activate since we aren't using BM3-059 Vegeta to bloat PWR numbers, keysword sets an enemy's GRD to 1, normally great but with Frieza (Revived) not so much, note that we are using Mai who represents no PWR for team and we aren't using a HA either, two ways that could let us have this for R1 if nothing else. BM1-066 SKoT is probably the most well known one, not only reducing enemy DMG dealt by 70% with the keysword lock but also with a Godbird that lets whomever's targeted a much better chance at a perfect and 5k HP if successful, would be good to pair with UGM5-063 Aeos for a TAA seal on R2 since it is fragile against block bursts, there are other cards with keysword lock + godbird if it's too expensive, BM7-052 Goku (Xeno) for example has a godbird that has the ally do 1.5x super attack DMG which can help with making dmg numbers even more stupid. UGM1-SEC Aeos handles with enemy summons if you can generate HE alongside revives and miracle perfects if you have an ally with less than 100 PWR like UGM4-059 Namekian in Black with the ability to even seal enemy fixed PWR LV if you've got more HE than the enemy (which might incentivize having UGM1-062 Namekian in Black alongside a Bardock in Black to have HE R1 and free fixed PWR LV). MM3-058 Vegeta has an enemy take 2x DMG which can be useful if paired with a BS demon god HA, also when he attacks he can steal PWR from an enemy with high PWR possibly enabling some DMG mitigation from the enemy though Aeos is better on this front. UGM2-056 Trunks (Xeno) is a 2-start that has Time Patrol and a keysword lock, meaning R2 onward your CI will be normalized if it was too hard R1. PUMS13-35 Gohanks (Xeno) has style with a cool super attack and gains some PWR/GRD of his own in case Future Trunks doesn't like it when everyone's PWR is reduced to 1 and then Frieza (Revived) generates PWR, meaning technically he's tied for PWR and thus no PWR LV multiplication. PUMS12-12 Goku (Xeno) Will give insane fixed PWR LV R3 based on his combined PWR/GRD, PBBS9-03 Gogeta (Xeno) comes with Feint as a R1 stun in case you wanted something other than Fin (though note he is not good enough for HGD9 Future Trunks). UGM10-CP8 Dark King Demigra has Pride in Battle for even more PWR generation as long as you have HE enabled, and finally, UGPJ-21 SKoT and BMPS-20 Vegeta (Xeno) both exist as options for defensive stance if that is something you want. |
BM11-017 Goku | While it'd make us sensitive to PWR LV limits, this can be used to facilitate stuns if you fear PLBP STA generation since MM4-CP2 Mai activates before the PLBP. |
MM3-018 Gogeta | If you fear MM3 Janemba, than slap this card into the deck. |
BM4-SEC3 Future Gohan | He gives you more miracle perfects for the BS co-op group at the cost of faster CI speeds, more importantly he gives himself 2.5x DMG while making sure the latter isn't hit for attacks. Furthermore at the end of the round, all allies that are stunned or at 1 STA get 2 bars of STA and you generate 1 HE regardless of the STA generation. This lets the rest of the team some reliability with extra STA if you can hit the threshold which can be easier to hit thanks to not being able to be stunned once. Not in the deck because even with looking into support, I found it too unreliable on paper. A thousand years of Frieza (Revived) or something. |
SBPSJ-03 Vegito / HGD6-SEC Baby Hatchiyack | This could've been nice support for BM4-SEC3 but both are too annoying for me to feel comfortable using. When Vegito's an attacker he reduces ally STA slightly while giving the team STA DMG resistance and 5k PWR, while the number seems to fluctuate I think it's good enough to proc Future Gohan but will only proc it if the allies have a bar of STA or more, and he doesn't reduce it by a bar meaning you're always relying on the enemy to threaten stuns on you or come with STA disruption to proc BM4-SEC3 at the end of the round. Now Baby Hatchiyack is mentioned since he does it while a supporter, making sure allies with less PWR than him (which would've included Future Trunks/Gohan and Frieza (Revived) since the latter's PWR generation is for the whole team) have their STA reduced but for 1.5x DMG, this does work on allies with less than a bar of STA and could be very funny with Future Gohan and Future Trunks but also really leave you wide-open to Outstrategize, but actually works with the synergy I intended. |
UGM3-045 Vegeta / MM4-067 Majin Ozotto / etc. | If there was one thing that could halt the deck's DMG it'd be DMG reduction, all of these are nice ways of handling it in some form if it's something you fear, Vegeta offers more speed and utility but Ozotto might hit harder and sealing the super attacks could come up? Something like UGM10-CP1 Aeos could also be used if you're fine with a second supporter when you need to pierce DMG reduction. Admittedly if you have HE enabled then you can use retargeting like a BS Demon God HA for Future Trunks' summon to be the source for it as everyone follows on the target. |
MM3-SEC Goku | Obligatory BM7-SEC brainworm, haven't seen the butt in a while but who knows, maybe he'll come back in MM4 if MM3-SEC Goku is that rare and/or people don't give him respect elsewhere. The card's also just really fast and hard hitting with 4x PWR LV/DMG and 1.5k fixed PWR LV per enemy attacker. |
The Repentance of Failed Gods and Audacious Sinners
Card | Why |
---|---|
MM4-054 Goku Black | The main thing is that he's 1.5x fixed DMG per enemy supporter with the possibility of GRD pierce and HE destruction if the enemy tries to play around it and by having more attackers. The HE destruction is equal to the difference of attackers, the goal of the deck is to be flexible, playing slow while also having the ability to be aggressive to punish potential passivity. The summon is much more on the back seat here, it requiring 10 HE is finicky and I'm not using retargeting for him. Something I was able to note, the HE destruction half should happen when he's a supporter considering UGM7-SEC3 Goku Black is very similar in timing and also works when a supporter. |
UGM10-056 Aeos/SKoT | Will warn this deck may require a very big brain as the two switch cards here have great utility on both sides and its built around using both sides as needed and predicted. Aeos offers STA generation, slowed ally CI speed, increased miracle perfects and 1 HE per enemy supporter while Aeos is 30% DMG reduction, increased enemy CI speed with sealed miracle perfects, and reduces enemy HE by 1 per ally supporter. The goal of the deck is that there are no good choices. If the enemy plays passive and you catch them on it, you can get a lot of HE and fixed DMG while Aeos can be used defensively as UM9 Mechikabura but better. Aeos alongside Goku Black could punish enemy desires for HE, if you defensive and they go aggressive, Goku Black, who can be a supporter for this, destroys some HE while Aeos finishes the rest. |
MM3-SEC Vegeta/Goku | First you have Vegeta who gains the same fixed DMG as Zamasu alongside PWR for the round in equal measure when an attacker and if the enemy has more attackers than you, sets their STA to 1 when you attack. Then he transforms with Goku for 4x PWR/PWR LV and Goku gains 1.5k PWR/PWR LV for the round per enemy attacker and if the enemy has less attackers than you, he seals them until the end of the round when you attack, meaning if you go first, he comfortably puts them in a body bag where their action abilities, summons, goku core, and hopes and dreams all got tossed into the ocean. |
ABS-15 Gogeta (GT) | We may not have an answer to MM3-024 Porunga, or even UGM5-063 Aeos R1 but we can at least have an answer to ABS-16 Omega Shenron. If you don't fear Omega Shenron than you could take this out for another card like MM3-018 Gogeta to allow HE generation against MM3 Janemba or whatever it is you need. He comes with the added benefit of giving the team some PWR/GRD generation at the rate of 1k per HE which can be useful even if he needs to be an attacker to do so and UGM10-056 SKoT is too slow on the generation to help him immediately. |
BM3-069 Salsa / UGM2-063 Raditz | This is to help us defensively and with some speed control, we are not fast enough to compare to really fast decks with PWR LV multiplication out the ass, this puts a stop to that alongside DMG multiplication, having limited PWR LV means that the HE destruction can stick much harder and that MM3-052 Frieza won't completely blow out your ass, emphasis on completely here, also he lowers the enemy's STA for the round which makes this redhead a bro by giving you free things like that. Do note you could try looking to something else as this card does limit the utility of Aeos as she focuses on reducing enemy DMG multiplication, not generating DMG reduction. And no, the Raditz is not a joke, he imposes the 20k PWR LV limit rule unless the opponent wants their speed to be halved constantly even if he doesn't handle with their DMG multiplication (which again, isn't necessarily a bad thing as it means Aeos can protect you from damage). |
UGM8-SEC3 Bardock | This is a flex slot and my concern is speed, ether STA so that we don't need to be on SKoT as much and/or have PWR LV for our own HE for super attacks and Gogeta (GT), this is one that makes use of our use of supporters gaining some fixed DMG and PWR LV when we have supporters like Salsa, our HA, Goku Black or even UGM10-056 since part of their effects activate even if a supporter so if you don't need them to manipulate HE, they can act as a 4th one. |
EL Android HA | STA generation wooo, also acts as another aspect with which can make the opponent walking on legos constantly as not only do they need to be wary about their attackers for Goku Black, Vegeta/Goku, and Aeos/SKoT, but now they can add stopping you from stealing their PWR or generating STA from it too. |
Alright the deck on one hand seems nuts but also requires the user to be a nuclear reactor to be able to perform the cold fusion required I think. This is definitely one of the more batshit decks I've made and I can't tell you how good or bad it is until one gets through not only practice, but tons of practice. In theory, the highs on this deck are fucking insane, Aeos and Goku Black preventing the enemy having HE while MM3-SEC Vegeta says no to their STA. Getting all the HE for Gogeta (GT) to give you the GRD to not melt. I could also see you turning into tissue paper as STA doesn't exist and you misread the opponent. While being able to recognize quickly what the opponent's playing is an important and valuable skill for any player of SDBH, this deck needs that more than any other, being able to recognize what the opponent has/doesn't have based on ability procs and clothing is vital to being able to pilot the deck properly. This is a deck I could see myself fancying for a few games, not something I'd ever want to grind ladder points with unless the meta's extremely narrow and thus you need only worry about 15-20 cards. That said I think the concept is really cool, I'll also say that there is some flexibility within even the main core I have, ABS Gogeta (GT), BM3 Salsa, and UGM8 Bardock are flex slots and not integral and depending on what you replace them with, the HA can be changed as well, the main thing are the switch change cards and Goku Black.
Alternative Cards
Card | Why |
---|---|
MM3-SEC4 Broly | There is a variant of the deck that either has him as a lone attacker with other support or just a lone attacker R2 with Hirudegarn to have the 10 HE for Zamasu when needed just to allow the Lightning of Absolution to absolve the mortals of life. Just wanted to explore a more interesting take on the deck. If you want you could try making of another summon for R2 and have them registered before Zamasu, something like MM3-SEC2 Gogeta (BR) or MM4-SEC5 Vegito. |
HUM4-22 Yamchad | With how the deck is you could use this as extra STA/HE generation. |
HGD6-56 Baby Trunks / BM1-070 Fu | These two have the ability to give your team GRD/DMG reduction pierce if you have more attackers than the enemy which can really put fear into your opponent, they get to choose between GRD pierce and HE destruction or be passive, opening themselves to fixed DMG but also having to eat GRD/DMG reduction pierce. The main difference between the two is that BM1-070 Fu gives you a bar of STA but must be a supporter which can make you more predictable than desired but still could be something to leverage on as that level of certainty on your end can make the enemy more predictable as they have something concrete to play around. |
UGM9-052 Goku | UGM9-052 Goku gives STA generation if you have 3 or less attackers, this Goku included sadly, and limits the enemy's PWR if you've less attackers than the enemy, furthermore his CAA offers fixed DMG, 2k per ally supporter which makes it unique as there's very few examples of action abilities getting fixed DMG. |
MM2-061 Goku | Considering the main goal is having a few attackers, this can give GRD/DMG reduction pierce alongside some PWR/GRD generation if used as one of three, though this might leave Zamasu or some other card as a supporter or replaced and limit the deck's aggression massively while also making it more predictable, kind of the same issue with the last Goku. That said you could also try utilizing rounds where it's a lone attack if you've the read the opponent can't handle 100k GRD. |
UGM7-060 Broly | With the HE destruction on display the enemy could be made to have 0 HE constantly so he can set the enemy STA to 1 at the end of the round being a stun option with this idea, also doesn't care if a supporter/attacker to activate this. |
MM3-SEC2 Gogeta (BR) | Fuck my ass on how you'd exactly try to incorporate Goku Black and this card together but if you can, it'll change the dynamic. At present I'm seeing the deck play really defensively for the most part but with Gogeta (BR) and Salsa, as long as you can keep winning the PLBP, you can play greedy as all hell. |
UM3-028 Vegeta (Xeno) / UM12-052 Trunks (Xeno) / UGM9-068 Vegeta | All of these do something if you have less PWR than the enemy in the PLBP, usually the result of them being aggressive as you are defensive. Vegeta (Xeno) and Vegeta are 50% DMG reduction full stop while Trunks (Xeno) is 25% DMG reduction and a bar of STA, all of these have to be attackers to proc this and I think with how the meta and the deck is, it won't be hard for this to activate. Can even be greedy and try MM3-SEC2 Gogeta (BR), having these activate before he sets their PWR to 1. |
HGD7-43 Frost / ABS-12 Cell | Guess who forgot the latter existed lol, anyway both have Concealed Threat where if the enemy has 20k+ PWR, they take 1.5x DMG permanently. It is funny you could run both to stack it like we're playing a fucking custom deck in world mission (multiplicatively this makes the enemy take 2.25x DMG every round, better than Chilled actually). |
HGD4-SEC Dabura (Xeno) / UGM5-062 Cell | Both punish the enemy for high PWR LV, Dabura (Xeno) makes the enemy lose 1 HE and gains 3k PWR per 5k PWR LV the enemy has, Cell is the same but is HE generation instead of destruction and halves enemy STA at the start of R1 which can limit limit their aggression. Note that UGM5 Cell needs to be an attacker while Dabura (Xeno) doesn't need to. |
MM4-046 Goku | This could be used in the deck for a very mean defensive pivot if you guess the enemy will be fast enough to destroy all of your HE, not only reducing their DMG but possibly sealing them for the next round. Something to note is that you shouldn't have SKoT out as her HE generation can fuck this up as he does the summon when your team attacks, this also means his seal won't help against the current round effects unless you go first. |
UGM2-061 Future Gohan in Black | At the end of the round in which the enemy had 8k+ PWR LV, you heal 2k HP and set the PWR of enemies with 10k+ PWR to 5k permanently. Now this is admittedly slow and doesn't help too much on some forms of PWR generation like MM3 Frieza (Revived) but if its one-shot effects like ABS Vegito and or a flat thing like UGM9-061 Future Gohan in Black, this can enforce a PWR cap on the enemy, limiting the DMG they could deal. |
UM5-SEC2 Broly (BR) | Could be used to explore MM3-066 Cheelai but the thing here is that he reduces enemy STA per 8k PWR LV they have which could mean something though 8k is a bit to ask for. |
UGM6-059 Dark King Demigra | While he needs to be an attacker he reduces enemy HE per supporter they have while increasing his DMG and PWR based on how little HE they have, with the benefit of being able to make great use of UGM6-060 Demon Goddess Robel as a R1 stun card and potential healing based on enemy attackers, the latter requires winning an offensive CI and both must be attackers to really work so they aren't ideal for the versatility the deck wants but who knows, maybe Zamasu could give these demons a chance of salvation if you were able to make the right deck. |
Repentance of Blasphemous Mortals
Card | Why |
---|---|
MM4-054 Goku Black | Here to same things as before but with an adage, I wanna try this but also with a focus on super abilities because Lightning of Absolution must go brr. R1 you can do the the mind games to a point but by R2 onward we are going for max speed for summons. |
MM3-SEC Vegeta/Goku | Here to make the opponent beg for death and to also be speed for our good friend Salsa as Goku is the intended card for the deck. Sorry that this card demands access to the black market or a cult to be acquired though. |
MM4-SEC5 Vegito / SH4-SEC2 Dark Masked King | Both gain HE based on enemy attackers but MM4-SEC5 importantly does more than that, he has a summon which will activate first if he's registered before Goku Black, he gives you extra PWR for the team and even GRD/DMG reduction pierce as to let his summon do the most damage. The funny thing is that if the enemy doesn't want to play your games and give you the HE from his ability by having only a few attackers, that means Goku Black and maybe even MM3 Vegeta if you're really heads up will get all the fixed DMG one could ask for, may need to collect the dragon balls after the round's over if you get this read right. |
MM3-018 Gogeta | If you don't fear the one known as MM3-044 Janemba, you can replace this card. The PWR and super attack DMG multiplication is neat, funny that it can proc when a supporter, but the main allure is that he handles with Janemba so we can play the game. Mai to further boost Future Trunks could be funny, MM3-052 Frieza (Revived) too since we are lacking in the reliable STA generation department. |
BM3-069 Salsa | This puts a functional cap to the enemy's PWR LV of 21k while disabling their DMG multiplication, this combo means it can be hard for them to go first when we have all the fixed PWR LV and hard to deal damage when they can't do 10x DMG on their super attack. |
MM4-049 Future Trunks | This is flexible and could be replaced for speed control, MM1-066 Ozotto so you don't lose to R2 PWR LV Limit effects, HGD9-44 Future Trunks for R1 speed, maybe MM3-052 Frieza (Revived) for extra PWR for the team and STA that can be used for the same round, UGM8-SEC3 could appreciate having a few supporters R1 to go off and our or more fickle defensive profile. That said I think Future Trunks has some legs since the stun prevention is nice as his DMG and PWR LV. If you are afraid of having three summons in the deck, as far as I know it's just whomever is registered first, I don't know if the separate summon types have a preferred order or not but the intent is that we go Vegito -> Zamasu since Vegito's summon should be paired with GRD/DMG reduction pierce while Zamasu's wants us to utilize negative DMG reduction and then you can have this last if the enemy's not dead somehow, but ABS-25 Vegito is also a solid option here especially if you replace Salsa with BM6-062 Robel since he'll be Robel's target for the game with his GRD multiplication and 70% DMG reduction. |
BS Kai HA | Not only fixed PWR LV to let us have speed even if we can't get MM3-SEC Goku but also has utility when a supporter to help feed a little bit of mindgames early on, giving the team STA and increasing the enemy team's CI speed. This and MM4-SEC5 Vegito are the main two that will be supporters R1 but you can have Salsa be one alongside Goku Black if you want the HE disruption early on before turning summon spam to maximum. |
So the deck is a bit more finicky since we are wanting to win the PLBP but I think there's enough here to do it in more casual circles, PWR LV Limit effects do eat us alive, HGD9 Future Trunks not too much as we want to play slow R1 anyway but the PWR LV Limit app for R2 not so much, Ozotto can also do a number on us as well but I think there's enough fixed PWR LV on the team. MM3 Porunga is funny in the sense of being in pain for both players, while R1 its an easy choice, R2 onward is a choice between opening the summon floodgates or opening up MM3-SEC Goku, not pleasant choices to be making. That said UGM5-063 Aeos is uniquely annoying as she stops us from having Vegeta transform R1 and a second summon R3 but the TAA seal on R2 doesn't do anything against this deck.
Alternative Cards
Card | Why |
---|---|
MM3-SEC4 Broly | Could work if you wanted to be more defensive with Robel and MM4 Great Saiyaman but I said 'fuck it', I don't want to see MM3-052 Frieza (Revived) + BM3-059 Vegeta or UM8 Fin or MM1 Ozotto in every deck because I want to go first. |
UGM9-020 Gotenks | If you can add in a Piccolo he's 20k PWR LV for the rest of the game R2 onward which also feeds a ton of HE and has a summon to delay Zamasu's summon, main thing being his GRD seal is fucking insane, checking for the fastest CI speed on the enemy team alongside placing a hellfire effect on them, also his summon nullifies the enemy's DMG reduction which could give merit if used with a HA Demon God HA. Fastest CI speed for this, Gotenks what are you not sharing with the class? |
MM3-SEC2 Gogeta (BR) | You can replace Future Trunks with this if you are the greediest motherfucker in the planet, having this with Salsa pretty much means we are not taking damage aside from Chilled exactly but even then 1 PWR, no fixed DMG, and no DMG multiplication means they are not working with much. Just that winning the PLBP can be very finicky with the HGD9-44 Future Trunks, MM1-066 Ozottos, PWR LV Limit apps, and more. |
UGM10-SEC Godku | He gains 1 HE each time he's attacked, if you paired him with PUMS9-02 Super Fu, you could have a slow deck focusing on going second but then run into the issues with the synergy with Zamasu being suspect as that's minimum 3 attackers which can put a strain on the last 4 cards. |
Funny Frieza Things
Card | Why |
---|---|
UGM8-068 Shallot | Instead of using MM3 Frieza we're going to go maximum for the synergies as early as possible, using this card instead. He also acts as a tech against UM8 Fin and can hit hard in his own right while making the enemy's CI hell. |
UGM4-059 Namekian in Black | When linked to an ally, he reduces his PWR to 1 for the round and gives the ally fixed DMG and reduces the HE for their super attack, for 3+ bars of STA its 4k DMG and 3 HE, this means its really easy to get to most super attacks and some are available even without HE. |
MM3-SEC3 Frieza | When an attacker he reduces enemy PWR/GRD by 1k per enemy attacker and then gains additional attacks per supporter, when linked to the Namekian in Black the extra attacks all gain the 4k fixed DMG making him a hard hitting monster. Furthermore with just one HE he'll get his super attack and thus be able to fire his rapid death beams R2 with the greatest of ease, the only issue being if against MM3 Janemba and not HGD9 Future Trunks though I think the latter is more common so we're good. |
UGM8-031 Chilled | We have MM3-SEC3 Frieza, why not bring his grandpa Chilled? The extra speed and negative DMG reduction can help close games out really fast, especially if the enemy doesn't respect Frieza, do not have shame in leaving him as a lone attack if you are against MM3-071 Goku, watch them run head-first into 12k fixed DMG while they thought they were protected. |
UM1-060 Gohan (GT) / UGM1-SEC Aeos | Our less than 100 PWR payoffs, Gohan (GT)'s the one on the deck because he brings extra DMG reduction but it is slow, procing at the end of round but also hits all enemies, not just the ones Chilled hit. Aeos on the other hand offers a lot more utility, sealing enemy revives and miracle perfects, offering more PWR/GRD disruption on the enemies with way too much of that in the PLBP, and a keysword lock in case you wanted to try locking up Ozotto in gay baby jail, the main issue is that she doesn't offer direct damage but if you have her and she's your waifu, go ahead, there's no shame, I just wanted to be a hipster with SS4 Gohan (GT). |
BM3-071 Janemba / MM2-SEC Goku (GT) / ABS-27 Vegeta / BM7-059 Hearts | Since life hates us and BM12-056 Black-Clad Warrior is too fast, and ABS-03 Vegito is too slow, we are stuck with these 4 to give Chilled extra support. I don't think Frieza, on his own, is 100% reliable enough for this so he needs support, of course if in practice this is not the case than this is a complete flex slot to have fun with. BM3-071 Janemba gives you some PWR generation and GRD shredding based on enemy supporters, while amazing does leave the deck leaning heavy into enemy supporters which can hurt reliability. MM2-SEC Goku (GT), as I've used before with Frieza, is 2.5k PWR/GRD at the start of every round alongside 1.5x PWR/DMG for the round, this all gets quadrupled if he's Gogeta (GT), which he is R2 meaning he can hit really hard when stacking the negative DMG reduction. ABS-27 Vegeta reduces enemy HE by and their PWR/GRD by 5k if they have 3+ attackers, this is really good as it incentivizes having few attackers unless they want to activate Chilled, feeding the Namekian Warrior in Black and is what I prefer. The final option though is BM7-059 Hearts, he reduces HE requirements for super attacks which means with Namekian in Black that Frieza can use his super attack regardless of HE and if you have 6+ HE than he also lets you target the enemy with the lowest GRD and thus probably the most hit by Chilled, meaning he brings utility regardless of your HE situation. |
EL Android HA | STA generation, could be BS Kai HA if you wanted more raw speed without caring for repeatable STA generation, an EL or BS Namekian HA could be something to look into as well especially if you have a Piccolo in a summon app for his fusion. The PWR theft and the like are nice but it's just to have more STA to spend for the future and be harder to stun. |
This was inspired by Ryannu's ranked battle where he used the Frieza and Namekian in Black idea alongside MM3-052 Frieza (Revived), I decided to explore this idea with different cards instead of a big BS co-op group, for R2 onward MM3 Frieza is better than Shallot but the latter is better R1 and can help you win a couple of games when against UM8 Fin, otherwise its abusing that there's little/no GRD generation and letting Chilled make the enemy tissue paper while trying to not proc Chilled causes Frieza to get extra attacks of huge fixed DMG, UGM5-SEC was solid at 2.5x per enemy supporter, how about 4k per enemy supporter?
Alternative Cards
Card | Why |
---|---|
BM12-056 Black-Clad Warrior | If you've an ally with less than 100 PWR he reduces enemy STA by a bar and change, and their GRD by 2k. Slam dunk, easiest inclusion, dark shenron for a TAA that gives you some damage or can stun them after they've had their STA reduced and spent it for the PLBP. So why is he here? He is too fast for Namekian in Black, he is only temporarily set to 1 PWR and does it in the time one would as a link-line, meaning when he's confirmed as a supporter and not before that moment like this card or MM3-052 Frieza (Revived). Soul crushing, if he does indeed work with the Namekian in Black for some blasted reason than Gohan (GT)/Aeos is being replaced with this card at the speed of thought. |
PTSD Warning: Ancient Meta
Card | Why |
---|---|
BM11-SEC2 Goku | At the start of the round he's 3x PWR LV and a bar of STA to all HR allies, this is pretty solid speed even if it requires Goku (Xeno) to do it and his STA generation is focused on HRs. His biggest thing is speed but he's pretty solid at that, the STA generation unlike with MM4 Future Trunks can be used for your speed on the current round. |
SGPVJ-01 Goku (Xeno) | This can be used to get some negative DMG reduction if the enemy has 7+ HE with Titanic Clash, also has 1k fixed PWR LV and a Heroes Rush that offers more negative DMG reduction. Overall can help the team hit hard or wall-break a little even if he's not as good as Chilled. |
MM4-062 Vegito | We're using him as BMPS-16 Zamasu 2.0 since that's what I mostly see him as, a more complex take on a defensive pivot promising two rounds of survival. The first time he's an attacker he reduces enemy PWR by 3k per HE you have (we ignore what happens when you have no HE thanks to R1 stun but also want his god meteor for R2 (hint: crying happens)), then he resets the team's DMG reduction if it's been negative. This is once only, which as hinted, is extremely volatile especially when you want the god meteor behind it even if you're stuck against a R1 stun like UM8 Fin, ABS-22 Piccolo, or MM3 Janemba, this team doesn't worry about HGD9 Future Trunks as much though. The God Meteor itself is a Hellfire God Meteor that also disables fixed DMG meaning the opponent is doing negligable damage so long as this fires, unlike BM7-050 Goku this can be disrupted with seals like MM3 Porunga or UGM5 Aeos. Finally there's the unit, for 2 HE he halves enemy PWR LV and blocks fixed PWR LV which can be useful if you fear MM3 Frieza (Revived) on R4 or something alongside just generally slowing the enemy down efficiently while leaving no room to outspeed you with a BS Kai HA or the like. |
ABS-02 Vegeta | He's a HR so with Goku you can get 3 bars meaning 3 HE alongside 4x PWR and 2x Super Attack DMG R1, meaning we don't have to fear HGD9 Future Trunks so hard when it comes to Vegito on R1 and can hit hard himself with his TAA and general damage scaling. |
MM4-018 Adult Gohan | Considering we have Goku and Vegeta, we can use the 4 HE unit to win the PLBP quite convincingly as the enemy has their PWR LV lowered by 90%, furthermore he has strong utility in offense and defense. His DMG reduction when a supporter can be really appreciated to not die alongside the PWR disruption from Vegito, as good as it can be it doesn't scale at all against MM3 Frieza (revived) if the enemy's using fixed PWR LV while the CI disruption and sealing of miracle perfects when an attacker can help the team do damage. |
UGM10-056 SKoT | Extra STA generation but with the versatility of Aeos, SKoT gives increased miracle perfects and extra HE per enemy supporter and can be used to further boost Vegito as long as she's registered first. This can help Vegito and the crew not be stunned while also having extra STA for speed for the later rounds, if that or Vegito's unit isn't needed than you can use Aeos to increase enemy CI speeds, make them deal 30% less DMG and have no miracle perfects even if Gohan's a supporter. The versatility's a huge point as to why this was chosen over other SKoTs. |
Flex Slot | So this can be what you fear/need/want, for HAs the big ones are probably just SS4LB Note and BS GoD for more damage, you could use EL Android HA for more STA alongside disruption, BS Kai's speed against UM8 Fin or the like could be welcome too but I fear more for the deck's raw DMG than anything. Other big cards that aren't HAs are MM3-052 Frieza (Revived), was original part of the deck but when I wanted to use Vegito's unit he got pushed off to over here, probably the best one for the deck as he gives even more STA generation while Goku only gives 1 bar and works against Majin Ozotto much better while offering tons of PWR for the team. If wanting to secure unit use against MM3 Janemba than this could be the MM3 Gogeta slot, among other options. |
Somewhat plain but can still be neat, there is a bit of synergy between the pieces and Vegito is able to act as a convincing piece of defense I think, able to cover R1 and R2 while BM7-050 Goku is just R2, HE willing. The units can help with the deck win the PLBP even if against faster cores and the speed control can help with other defensive aspects with the deck in making sure you can play to the later rounds even if not comfortably. The thing I fear is raw damage, Goku (Xeno) helps a good bit but can be played around with, Vegeta's nice as can Gohan's CAA but we lack native PWR generation so PWR disruption can really leave the deck lacking with punch and the SKoT also accentuates that, hence why the last slot for me is mostly a damage card to help really push the deck out there.
Alternative Cards
Card | Why |
---|---|
UM9-048 SKoT | When a supporter she disables both teams DMG multiplication/reduction for the round giving you a way to get damage through, her god meteor sucks. |
BM1-066 SKoT | Godbird and keysword lock is pretty good combo in case you wanted to shut up Ozotto or something by winning a CI while the godbird represents 5k HP. |
BM11-062 SKoT | Solid tactics with a 2 HE unit to seal enemy summons, extra STA generation if you can maintain the units, Gohan and Vegito have unit priority though. |
MM3-061 SKoT | Godbird with the SKoT Blessing unit with valid unit members, 7k fixed PWR LV is pretty good as is free miracle perfects alongside a godbird, we do have a damage nuke in Vegeta. |
BM11-057 Goku (Xeno) | What is normally used with BM11-SEC2 but we don't have room for a Trunks (Xeno), that said there's a variation of the deck that'd exist and could if you are fine with ignoring Vegito's unit, PWR LV Limiter unit and keysword lock is a pretty nice combo. |
UGM6-KCP1 Goku (Xeno) | Fastest one with 2k fixed PWR LV every round and if you can catch the enemy on the back foot with STA you could stun with the spirit bomb CAA. |
MMP-09 Goku (Xeno) | Feint is decent enough of a R1 stun as long as the enemy isn't carrying one of the bigger stuns in the game like HGD9 Future Trunks. |
UGM9-061 Future Gohan in Black | We are using a Goku and he is a HR, so free PWR/GRD and HE generation for the team. |
MM1-073 Gogeta / BM10-071 Bardock | So the main concept pitch of BM11-SEC2 in my head was using him and MM3 Freiza (Revived) with a more aggressive Goku (Xeno) and one of these speed demons to have a very strong speed core to build around, Goku feeding him and Gogeta while Frieza (Revived) covers the rest of the team and tops off the speed demons but that got side-tracked when I saw Vegito could be useful. |