Notes

As a reminder if you want to see a card completely, visit https://www.carddass.com/dbh/sdbh_ugm/cardlist/ with a translate add-on or utility, can copy the card text and paste it to google translate or DeepL. Also as extra utility, here's the link to the avatar abilities if you're curious, remember to have a translator on standby if you're not fluent in Japanese, https://www.carddass.com/dbh/sdbh_ugm/play/avatar_ability.php And Dimps-sama, if you are reading this, pls WM2, I get to make 50 decks in 36 hours, you get a tax right-off if it bombs if that's how it works in Japan, and your devs can have a simple dev cycle that shouldn't be too painful, everyone wins. H1 -> MM6, let it happen. Also if you wish to buy SDBH cards, good luck with your native customs, https://jp.mercari.com/ is way to look up SDBH cards, 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 get really expensive ($40 on 9/1/2024 when this was published)

The Dawn of the Final Day

Upon this we enter the Sunset of a Golden Age, MM6 has released and with it Heroes shall end, do we end with a bang or a whimper? Overall I feel satisfied with the sat considering it seems to have had only tissue paper as its budget, no new super attacks but it tried to bring in old ones that haven't seen the light of day like UGM9-SEC Goku and MM2-SEC Goku (GT) post fusion, Vegito (Xeno) got an extra HD model, and most of the cards do help the more rogue strategies I think. For the deck building side with me and the links, there is a chance I could make more decks as there's a lot to dig into but do not expect them to be as semi-regular as they are now, it'd be out of the blue and once I have enough concepts/ideas that I want to explore. Perhaps Super Divers will pave the way for a great tomorrow, making an identity in itself left in the mighty shoes it has to fill and get me to give enough of a shit to make decks, but that is for the future. For now, as we head on to the twilight of Meteor Mission, let us have a toast to all that has been as We Are Heroes!

Reminder for Action Ability Seals

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

Goku in the Age of Heroes

Image description Image description Image description Image description Image description Image description Image description

Card Why
MM6-061 Goku Starts with 70% DMG reduction and when a lone attacker he boosts the DMG of your supporters by 50%, boosted if the enemy has 4+ attackers. He also attacks twice which might help with getting CI wins for the spaceship because the goal of the deck is to explode the enemy with action abilities when paired with this card as the Heroes Rush happens to seal the enemy's GRD/DMG reduction.
ABS-27 Vegeta Starts with some PWR and HE disruption which is important in making sure we don't completely die and also that the next card can hit harder. His CAA is a swing that does 2x DMG and a stun which can pair really nice with retargeting.
UGM6-059 Dark King Demigra When an attacker he gains extra PWR/DMG based on how low the enemy's HE is while also having a nuke of an Ultimate Energy, especially when stacking with Goku, his boosts, and the enemy's low HE from the stuns on the deck.
HGD9-044 Future Trunks / UM8-047 Fin Making sure the enemy has 0 HE, I chose Future Trunks since it's an extra CAA to slam on the opponent's health bar while it works against MM5-022 Vegeta who is decently common, could use UM8 Fin if you're not afraid of fixed PWR LV and want to make sure the opponent won't have any HE by R2.
MM1-066 Ozotto This is my pick for a R2 insurance card, helps us win the PLBP while also making sure PWR LV Limiter Apps can't work on us when we use it on them. That said if you don't fear the ties and think you'll slam the button first, you could replace this with UGM3-SEC2 Jiren to pair well with Future Trunks Round 1 and tech against fixed DMG, the fixed PWR LV can also help with R2 in making sure you have the PWR LV needed to be more than the limits of the opponent. There is also an argument to make use of a summon here considering Yamchad will supplement with enough HE to make the requirements fixed (such as using MM4-054 Goku Black) so long as you're able to generate HE and MM3 Janemba doesn't exist.
HUM4-22 Yamchad Huge source of HE generation to feed Demigra's Ultimate Energy and potential super attacks since the damage boost isn't just for action abilities but can extend to super attacks.
HA This can be SS4LB Note if you want to explore brute force but for the sake of making use of consistency, the deck's going with BS Demon God HA as retargeting, makes the team target the enemy that'd take the most damage.

So the deck might be a simple otk via action ability burst but that is admittedly the most I could imagine for this Goku. His action ability is pretty solid at being GRD/DMG reduction sealing which can go nice with retargeting, so long they can't revive and laugh at you the next round. As a lone attacker I don't trust him to work for multiple rounds considering MM3-071 Goku is much better defensively and still has his moments of exploding from a nearby MM4-SEC5 Vegito or MM3-SEC Vegeta, but I think with support he can work for a round which then allows your supporters to get the boost in power to threaten an otk the next round, hopefully for a secure kill. Note that if you feel safe with Ozotto as a stun card letting you win the PLBP for R2, you could leverage the R2 app as something that seals revives if one does exist or maybe fit a Kamehameha CAA since they're at the end of the round, meaning you burst, they explode but revive and then you kamehameha them before R3 begins.

Alternative Cards

Card Why
MM5-059 Laggs If wanting to free up the HA slot and replace one of the stun cards, you could use Laggs as retargeting to have the best of both worlds with SS4LB Note's damage.
UM2-031 Berserku A classic, vintage hard hitting CAA if you want to go for it, the 2x DMG is every round and with Yamchad he'll have the STA to do it every round meaning by R2, it'll be 4x + the 1.5x from Goku means you have 6x DMG dragon fist for free and requires no extra HE shenanigans like with Dark King Demigra. UGM6-SEC3 Goku is also in consideration but he doesn't really need the support and is more about if the enemy has a summon to start getting 3x DMG every round.

Link to the TOC

Goku of the Galactic Age

Image description Image description Image description Image description Image description Image description Image description

Card Why
MM6-062 Goku (GT) Before strategy's decided he's STA generation to the GT family members (Gohan, Trunks, Goten, Vegeta, Pan, and Goku (GT)s, this includes himself) while also multiplying their PWR LV/DMG by 2x, these get increased the later the rounds are and if Frieza (Revived) is for reference, this is probably 2x per round so on R2 it's 4x PWR LV/DMG with 2 bars, etc. So what I need are the best pals to pair with for this.
GDB-07 Vegeta (GT) A PWR LV Limiter unit with SS4 Goku (GT) and base Gohan (GT), that is it. But when paired with Goku (GT)'s unit and some HE it can be useful to help win the PLBP for the later rounds of the game.
MM2-040 Gohan (GT) So we are form-locked to base Gohan (GT) and the 3k fixed DMG + normalized CI from this might help with damage on the EL co-op group that includes himself and Vegeta (GT).
HGD9-044 Future Trunks / UM8-047 Fin With Goku (GT) and Vegeta (GT), I feel solid enough with R2 and R3, meaning the only issue is R1 itself. The choice is up to you and whether you fear MM5-022 Vegeta or not, I do so Future Trunks stays.
UGM2-065 Piccolo (SH) STA generation for the team in case Goku (GT) is for some reason not enough with the (GT) crew, that said this could be several Piccolo (SH)s, so long they're "Piccolo (SH)" and not "Orange Piccolo (SH)", ask Dimps why the form's a new character, not me. Also with the use of units, the free HE + CI disruption could help in winning CIs. For a block burst that steels a HE when a supporter, UGMP-22 is an alternative as Gohan (SH) doesn't care where the Piccolo (SH) is, just that he's on the team.
UGM2-064 Gohan (SH) Two things, stat generation and Hero Energy, if we're hit with Future Trunks R1, Gohan (SH) lets us get the HE to make sure we have 4 HE by R2 to start spamming units and with the combo of Future Trunks and our units, Frieza (Revived) should have an issue on shredding all of our GRD, hopefully, and thus we might be able to live against some offense. This card is heavily unlikely to be a supporter unless you feel like you need the GRD shredding and you're able to freely generate HE without needing him.
HA This is SS4LB Note because the flavor is too strong, also extra damage never hurt anyone but someone that isn't you so it can't be that bad. I'm just imagining the hype euphoria of a childhood dream come true for some furry fangirl activating a unit with the SS4 saiyans, as a SS4 HA herself.

This is similar to MM5-020 Goku in theory but with a different pile of cards to make use of, a lot of which being cards that normally don't get to see the light of day because the (GT) cards are fucking sadge and don't know what STA generation is or need to jump through 3 hoops to get it, furthermore Goku (GT) helps fix the low damage issue they tend to have with copious amounts of DMG multiplication, assuming this is going off of MM3-052 logic which is the only reference I have for how the effect "improves with round number", maybe the card's better than I thought once it releases, maybe it's worse. The GRD generation with the PWR LV Limiting should let us live comfortably since Frieza (Revived) won't be able to go so hard at reducing the GRD so all should be fine in theory. I do trust in Goku (GT)'s unit considering it should go hard when mixed with the speed of the deck and that if they try to rely on MM5-022 Vegeta, the sealing of the fixed PWR LV should be enough even if the PWR LV multiplication won't matter against them. The main hiccup is against MM3-071 Goku decks because you won't have HE against their pet Janemba and thus have issues with securing the units and winning the PLBP.

Alternative Cards

Card Why
HGD9-CP2 Gohan (GT) Starts as base meaning you can leverage Vegeta's unit before making use of the change rush to go SS4 and have the attacked enemy take 1.5x DMG.
UGM9-061 Future Gohan in Black & Goku These could replace the (SH) core I have insofar that the Goku handles with STA generation or some other aspect you worry about, there was a time I was tempted to go with Future Gohan in Black with Godku since the latter could help in making sure you don't die while the limited STA generation from Goku (GT) should be enough to win the PLBP when paired with the units on the back pocket. Even MM6-070 Goku was considered until I wanted to give him a deck of his own to shine.
More (GT) things If wanting to expand the (GT) side of things, you could explore a different Vegeta (GT) like PUMS14-SEC as defense and GRD restoration while Goku's there as emergency STA, this also opens up your Gohan (GT)s to those that aren't in base form, MM6-031 is Block Burst + Outstategize, UM8-071 is 1.5x PWR LV and more miracle perfects for the HR co-op group while also giving your attackers 5k PWR if you win the PLBP, and BM3-075 is High Voltage with 500 fixed PWR LV which could help make R1 not kill you. For Goten you could look into UGM9-042's unit as full team STA generation alongside sealing enemy super attacks for 2 HE, BM11-054 is a block burst with STA generation for ally attackers when a supporter, BM7-045 is a PWR LV Limiter unit with Goku (GT) and Gohan (GT) while BM7-045 is a revive unit with Pan and Trunks (GT).

Link to the TOC

Vegeta of the Jayakku Age

Image description Image description Image description Image description Image description Image description Image description

Card Why
MM6-063 Vegeta (GT) When an attacker he gives your attackers 5k PWR and reduces HE required for the super attack by 1, this is further boosted if Goku (GT) is a fellow attacker. Furthermore when the enemy attacks, their HE is reduced per ally supporter you have. The goal is to help with damage and easier access to super attacks with the HE disruption being whatever, something that only technically exists.
UGM10-039 Goku (GT) At the PLBP we get STA generation alongside 3k PWR while he gives 10k PWR to the BS co-op group when your team attacks, which can stack really nicely with Vegeta (GT) and the next card on the deck because the goal is murder.
UGM5-SEC Orange Piccolo (SH) This is a BS aggro deck and is pulling a 4 card core, the goal with Piccolo (SH) is more STA generation, 2x PWR/PWR LV to the co-op group, and 1.5k fixed PWR LV per enemy attacker to help with the deck's speed, the goal being he can help with the team going first real unless the enemy limits our PWR LV, whom we have a punish for later.
UGM6-055 Vegeta (Xeno) Full STA generation to make use of the PWR LV multiplication in case shit happened as well as GRD/DMG reduction pierce for the co-op group once he summons Goku (Xeno) and fuses, the 4 here should make for a co-op group that if not accounted for equates to death. And considering the poof of BM7-SEC Goku thanks to MM3-SEC Vegeta, I don't have to add in a tech card for his ass. Yippee!!!!
MM5-SEC3 Gogeta So this is to help with the not dying aspect if we can't win the PLBP since the theory is that we aren't winning the PLBP because the enemy limited our PWR LV meaning their PWR is being set to 1k for the round which should be enough us to explode. He also can hit hard in his own right with the 4x PWR on his climax and the 4x DMG when you have 10k+ PWR LV.
UGM9-045 Pan / BM6-062 Demon Goddess Robel The main value between the two are supporters that either help us win CIs or not die, Pan is being used to link up with the BS co-op group to make the CIs much easier there alongside the 3k fixed PWR LV, which could come up? Robel is the more defensive option to make it where the enemy has to eat through 70% DMG reduction alongside having 1k PWR when they limit out PWR LV to win the PLBP.
SS4LB Beat Here to work as a unit member for Vegeta (GT) to help win the PLBP for a round in case we need it while also being non-BS related damage with hard hitting CAAs, a contingency against PWR disruption, and with the potentially useful 1k fixed DMG from your supporter of choice.

So this is a goal with a harder focus on hitting hard instead of being outright fast but also with a harsher punish on trying to be slowed down. The PWR LV Limit effects are common, HGD9 Future Trunks is the R1 stun card considering UM8 Fin loses to MM5 Majin Vegeta, the PWR LV Limiter app is common for R2 especially in the case of not having MM1 Ozotto to null it so there's a good chance that you are getting one-two PWR LV Limiter effects for Gogeta to punish the enemy against, and while they could have DMG multiplication and fixed DMG, being set to 1k PWR instead of having the 5-6 digit PWR that Frieza (Revived) enables can make that much easier to manage. If the enemy doesn't do that then the idea is you're free to go fast and can make the enemy hopefully explode by going first, if they do have a revive you do cry since you don't have any defense to fall back on.

Alternative Cards

Card Why
UGM8-SEC3 Bardock An attacker alternative to help with winning the BS co-op group's attack CI since after transformation you get a 50% chance for MPs, just that he's best replacement for either Pan or Orange Piccolo (SH) and I liked having the 4 BS stay as they were but there's easily a world where it's, Vegeta (GT) + this + Vegeta (Xeno) and the Goku (GT) is more defensive focused (maybe UGM9-SEC4 even if it means not having the boosted effect Round 2).
BM10-SEC2 Masked Black So the goal of Gogeta was a defensive pivot and for a good chunk of time I considered retargeting being that until I rested on Gogeta since I didn't want to use Godku, this card relied on winning the PLBP, and ABS-23 Vegito (Candy) didn't join the co-op group.
MM3-052 Frieza (Revived) / UGM6-041 Gogeta (GT) The main thing to mention here is as a way to get some STA post MM1 Ozotto in case you fear that Orange Piccolo (SH) and Goku (GT) aren't enough, Frieza (Revived) is the cracked card while Gogeta (GT) gives you more speed alongside the STA generation while a supporter, most likely to replace Pan/Robel for the deck.
MM5-022 Vegeta + BM3-069 Salsa If using a more generic Goku (GT), there could be a world where these two are paired with Vegeta (GT) and Gogeta to make the most of things.

Link to the TOC

Chronoa in a Godly Age

Image description Image description Image description Image description Image description Image description Image description

Card Why
MM6-064 SKoT At the start of a round she generates 1 HE so long she has a bar of STA, more the lower HP you have. Furthermore on using a unit the enemy will deal half DMG for the round and have increased CI speed. Her God meteor is pretty good at setting enemy PWR to 1 like with UGM5 Aeos' god meteor (even if not a badass name like the "God Meteor of Condemnation"), and then there's a 1 HE unit to give the team extra miracle perfects. Overall she adds a nice defensive aspect towards unit turbo for the deck to not explode, the only issue is that MM3 Janemba exists and could cost you games if you fear it but for the sake of the deck, he just doesn't exist.
BMP-15 Trunks (Xeno) 5k team PWR every round and then when you use a unit, you get 1 HE and HE guard for the round so disruption can't stop you from hitting HE amounts.
BM11-ASEC Goku Meanwhile every time you use a unit here, your team gets 10k PWR alongside even more miracle perfects, which can stack nice with the SKoT's unit while making sure your team hits hard. The card also has a 1 HE unit to normalize your team's CIs since we're using Vegeta and Adult Gohan to act as an extra poverty unit in case you can only use 1 HE for everyone's unit effects.
MM5-SEC2 Vegeta 5 HE for a PWR LV Limiter unit that seals the revive chance is really good, especially with the free unit members of Goku and Frieza (Revived). The ability could help with some damage, either mitigating ally negative DMG multiplication by having the team deal 4x DMG if they would deal less than 1x DMG (so if you're .5x DMG you deal 2x DMG), and if you win his CI you make the enemy take increased DMG, which can matter in the case of a card that gets itself targeted for attacks like MM4-SEC4 Super Buu or decks making use of MM5 Laggs. The unit, while expensive, is really solid to have since this shuts off various things and guarantees you're going first R3 onward, and the deck does have something in the back for R2 if lacking HE so that you can maintain SKoT's defense while not using up one of your 'go first' units.
MM3-052 Frieza (Revived) A generically broken unit member to help make the deck sing, tons of PWR and STA alongside GRD shredding to help make sure the deck can hit hard while also having STA to throw around for PWR LV.
MM4-018 Adult Gohan First the unit is really nice, reducing enemy PWR LV by 90% for the round as a PWR LV Limiter unit that works against MM1 Ozotto is really nice, secondly you then get the choice of STA DMG resistance + 40% DMG reduction when a supporter, in case you're really afraid of dying, or increasing enemy CI speed even more while sealing enemy miracle perfects for the round, in case you wanted to hit hard. I just like the card and what he offers.
Kai HA So a big goal of the deck was to make use of a Kai HA, you can make it the HR if you want the ultimate unit attack to be the win-con or the EL Kai if you want 60% team DMG reduction for 4 HE, and there is the BS Kai HA if you're fine with paying 2 HE for 10k PWR LV for one round (this does generate HE at least). For the sake of the deck it's leaning more into the EL Kai HA, leveraging the DMG reduction here to help complement the 50% DMG reduction the SKoT offers on unit use so that we can lean more into making the enemy explode but you could make use of BS Kai HA to help give the deck a tad bit more speed to make more use of Frieza (Revived).

So bare witness to possibly the best shot of unit turbo coming back, if SKoT can't do it than it'd require actual the homebrew stuff from custom mode in WM2, war crimes to make the Geneva Suggestion recoil in abject horror as I make a SKoT card with MM5 SSBE Vegeta's god damn unit but with Goku and Vegeta as unit members because nothing short of that will work. SKoT reads really nice as a ton of damage mitigation with really easy members, Goku and Trunks (Xeno) makes using the units potentially worth it since 10k PWR + MP chance + HE guard is a nice triumvirate. Then there's the potency of Vegeta's unit and unit members because MM3-052 Frieza (Revived) is dumb. One thing to note though is that while the card is nuts, this isn't the world's fastest deck, it's wanting to play slow if able with R3/R4 being when you hopefully win games as the units dry up and Frieza (Revived) is transformed to hopefully act as a huge boost for his own effect even if compared to other decks you won't be as fast as them. Though there are a variable number of ways you could build the deck, some leaning more into (Xeno) perhaps, another leaning more to MM5-051 Vegeta's 1 HE unit with the SKoT just being HE generation alongside a defensive proc when a unit's being used.

Alternative Cards

Card Why
BM12-068 Goku He's the Goku you could have as a unit member to enable a variant of the deck wanting to make use of the GoD HA's units instead of the EL Kai's HA.
BM10-067 Black Clothed Warrior You could use this Bardock in Black alongside Frieza (Revived) as extra good stuff if wanting to leverage the HA's unit a lot more while having the 4th card be a Goku (Xeno) with a unit for the Goku/SKoT/Trunks (Xeno) like BM11-057 which has a PWR LV Limiter and a keysword lock. UGM10-CP1 Aeos also exists as a card that has Gohan's unit but with Goku and Bardock in Black as unit members.
MM5-020 Goku The SKoT and Trunks (Xeno) both fit under this card, which gives you more raw speed/damage in the deck while maybe leveraging different units as MM4 Gohan doesn't represent two units or fit under Goku's threshold.

Link to the TOC

Trunks (Xeno) Heralding Super Dragon Ball Heroes

Image description Image description Image description Image description Image description Image description Image description

Card Why
MM6-065 Trunks (Xeno) At the start of a round in which he has a bar of STA, Trunks halves all enemy PWR/GRD and then when an attacker, all enemies with less than 100 PWR will have their DMG/PWR LV permanently halved, which is pretty good. This in many ways is just defensive Chilled and while sad it doesn't work with GRD, it's probably for the best because you could make cores where the opponent will have constantly halved DMG/PWR LV every round.
UGM8-SEC Gogeta (Xeno) So for this variant of the deck, we are trusting that Gogeta (Xeno) who can easily lower the enemy's PWR for Trunks (Xeno) to reduce and that only hitting up to 3 enemies will be enough for defense/offense. And for timing, make sure this card is registered first so that this can proc and then Trunks (Xeno) can check and proc. The card also gains 30k PWR and gives an enemy that can't be stunned negative DMG reduction, both of which can be decent but the main value is being the coolest repeatable proc-piece for Trunks (Xeno).
MM5-020 Goku This is beyond flexible for a slot, I figured that with the deck, the 3x PWR (this round only) and 50% DMG reduction would be nice just to cover my ass on cards that the Xenos didn't cover. That said this could also be something to help proc Trunks (Xeno) like MM3-SEC3 Frieza, MM2-SEC Goku (GT), or UGM8 Chilled since the deck can appreciate negative DMG reduction too.
MM5-022 Vegeta One of the big reasons this deck did take off the lizards and put them as an alt take for the deck since this would turn off Chilled's extra PWR LV and MM3-SEC3 Frieza's extra DMG too. That said the 10.5k fixed PWR LV every round can help make the deck go fast even early on, hopefully with Trunks (Xeno) you don't have to even worry about PWR LV multiplication that much while Goku gives you 3x PWR + 50% DMG reduction even if it's not a stacking bonus.
HGD9-44 Future Trunks Makes sure we can win the PLBP R1, if you don't fear enemy Future Trunks/Majin Vegeta than this could be something like UGM9-SEC3 Super Buu alongside a HR Kai HA since Trunks (Xeno) helps make Super Buu have more PWR than the enemies, being a R1 stun card alongside for the later rounds, main hiccup is that his timing is bad against MM3-052 Frieza (Revived).
UGM9-SEC2 Gotenks/Vegito / BM5-047 Jiren / BM10-SEC2 Masked Black / MM3-052 Frieza (Revived) This slot is itself flexible, depending on what you feel like you need. Gotenks is full STA generation for the team when you win the PLBP while Vegito can end the game with CI disruption and fixed DMG. Jiren is more defense in case you replaced Goku with something, taking half DMG from enemy attacks while being targeted and also sealing fixed DMG, which can be nice when stacking with Trunks (Xeno) to make sure you don't blow up against enemy Majin Vegetas and the like. Masked Black offers healing instead of disabling fixed DMG if you find that more valuabe, the stun prevention from our Vegeta is really nice to have. And then there's MM3-052 Frieza (Revived) as more reliable STA generation, we do need to make sure that Trunks (Xeno) has STA at the start of the round while being an attacker, though this could also be cards like UM9-SEC Goku (GT)/BM12-SEC Goku/PUMS13-SEC Goku/MM1-070 Teen Gohan depending on how you wanted to play the game. Teen Gohan in particular being nice when paired with a GoD HA.
HA So with the deck as presented, I think BS Kai HA is the best HA you could since the extra PWR LV and one-time use STA generation can go far for the deck, the EL GoD HA comes with STA disruption if you have more attackers than the enemy which can pair real nicely with Trunks (Xeno), HR GoD HA isn't terrible if paired with a different source of PWR disruption than UGM8-SEC Gogeta (Xeno) but his PWR disruption only works for enemy attackers. But if running, I'd go with BS Kai for the extra PWR LV to help with going first in case of being against another Majin Vegeta deck but you could also try to leverage the STA DMG of the EL Kai HA for stuns which can lead to wins if you luck into a stunned opponent with team fixed DMG going on.

Alright Trunks (Xeno) is cooler than I thought, who knew that defensive Chilled could activate some almonds on the mind. For the deck it should be pretty good but it is also heavily leaning on winning the PLBP, so if you fail that despite Trunks (Xeno) and Future Trunks, then the cards can be replaced for more generically/safe options that don't rely on winning the PLBP ties that could come up. The current deck gives me the vibes that it definitely works, even if seeing MM5 Goku and Vegeta together is a trip, with Trunks (Xeno) and the enemy having to deal with low PWR alongside the DMG reduction from Goku should be good to help survive and the PWR shredding helping you live if they try to pierce with MM4-SEC5 Vegito even if it can be dangerous since you're relying on the PWR disruption to be enough and for their Frieza (Revived) to not go off and counteract your PWR disruption.

Link to the TOC

Trunks (Xeno) and the Frieza Force Against the Dark Demon Realm

Image description Image description Image description Image description Image description Image description Image description

Card Why
MM6-065 Trunks (Xeno) At the start of a round in which he has a bar of STA, Trunks halves all enemy PWR/GRD and then when an attacker, all enemies with less than 100 PWR will have their DMG/PWR LV permanently halved. The goal of this deck is to try and hit the enemy support area with this, not just the attackers like with UGM8-SEC Gogeta (Xeno).
UGM8-031 Chilled We are using a lizard and could use the negative DMG reduction, he also represents some extra speed to help with PWR LV and making sure you can be fast while slowing the enemy down.
MM3-SEC3 Frieza The first of two to help with making Trunks (Xeno) hopefully proc, when an attacker he reduces enemr PWR/GRD by 1k per enemy attacker (the shredding affects the supporters too even if the math is reliant on the attackers) while getting extra attacks, this can stack real nicely post transformation where you get extra super attack DMG and happily procs Chilled if nothing else. For the PWR math, after Trunks (Xeno) has halved their PWR, it'll take 6k or so PWR to reduce the most powerful cards, HA included, to less than 100 PWR but the big thing here is that the opponent controls this.
MM2-SEC Goku (GT) Something to note is that Frieza gives an opponent a choice, they can do the math to lose some PWR but not all the PWR to make Trunks (Xeno) not activate, with the 2.5k PWR/GRD (10k after becoming Gogeta for R3 onward) a round this should hopefully stop them from being free from Trunks (Xeno), something to also note is that if any card would be boosted by MM5-020 Goku, chances are they're being set to sub 100 PWR just from Trunks (Xeno) and this card (after app bonus, assuming 5k; 5k/2 is 2.5k and then you subtract 2.5k because of this card, and then add in Frieza for shenanigans). This card also has the extra effect of hitting really hard, 6x PWR/DMG starting from R2 is pretty good.
MM3-052 Frieza (Revived) Generic STA and PWR generation to help the deck work, this is also the card that makes me afraid of whether the deck can work since the PWR generation, if it gets going, will mock at our attempts to proc Trunks (Xeno) on the later rounds but hopefully with the next card, we should have enough to stop the nightmare scenario from happening.
UGM9-SEC3 Super Buu Hopefully with the combo of Trunks (Xeno) and Goku (GT), and our HR Kai HA, Super Buu should have more PWR than even an enemy's HA meaning he'll set their STA to 1 at the start of every round. While the timing isn't great in relation to MM3-052 Frieza (Revived), it still sets a cap the opponent will have that we can get over with our own HR Kai HA and Chilled + Frieza. There's also the Climax that offers 30k PWR/GRD which can be nice on doing damage when working alongside negative DMG reduction.
HR Kai HA Here to help proc Super Buu R1 since at MUI he gives the team 5k PWR, if you don't have a MUI Kai HA, SS4LB Note can help with being tons of damage as can a GoD HA if you like fixed DMG. BS Kai HA is also an option if you want more fixed PWR LV to help with speed.

And here's the variant of Trunks (Xeno) more relying on trying to get the proc on everyone by global PWR reduction instead of precise PWR reduction. Compared to the first version this should have higher highs since Frieza (Revived) won't be generating that much PWR LV for the enemy team when their PWR LV is constantly being halved and being made much more manageable thanks to Trunks (Xeno)'s percentage-based disruption. But at the same point I could see the deck flouder about against late-ish PWR generation like with MM4-SEC Vegito.

Alternative Cards

Card Why
UGM6-034 Hirudegarn While the PWR disruption on display is amazing, I do value the extra speed Frieza offers while being an attacker, and Frieza also reduces the PWR on enemy supporters, not just the attackers like this card does.
BM5-027 Goku Lowers enemy PWR by 3k while increasing CI speed and having a block burst, all three are nice things to have but I don't think its enough to proc Trunks (Xeno) when compared to Frieza, and is too slow for UGM9-SEC3 Super Buu.
ABS-27 Vegeta The 5k disruption is great but has the timing issue, too slow for Super Buu while only affecting enemy attackers, not the support area in the case of MM3-071 Goku.
PUMS14-06 Goku Black This is more for the first variant of the deck but sealing miracle perfects and revives can be very nice utility to have and I think that when the deck is working as intended, winning the PLBP won't be the tallest ask in the world. 7k PWR LV may not be much to work with but having to hit that while your STA and PWR LV are low? Might be a tough cookie to sell so in theory the PWR LV Limiter app will only limit our ceiling, not stop the decks from winning the PLBP.

Link to the TOC

Gogeta, the Fusion Warrior Against a Godslayer

Image description Image description Image description Image description Image description Image description Image description

Card Why
MM6-066 Gogeta (BM) At the start of the round he doubles his PWR, this is quadrupled if the enemy has an enemy with more PWR than him, and then when an attacker all ally attackers with less PWR than Gogeta (BM) get to copy his PWR for the round. So this will be 4x'd on R1 because of the HA existing, which means after app bonuses he starts with 40k+ PWR easily for your entire team which is nuts. And then gains 2x if the enemy has no PWR generation every round, meaning he can represent a ton of PWR for the team (even if not as much as our good friend Frieza (Revived)).
MM2-049 Super Baby And to make use of everyone having 40k+ PWR for the round, how about we let Baby steal it all to get mroe bang out of our fusion buck. Basically the order is that Gogeta (BM) gives everyone 40k PWR and then you have Baby steal everyone else's 40k PWR to go hard, this could also help extend Gogeta's PWR boosting as it requires less PWR generation but at the same point it's fine if his PWR ceiling is 40k since that's still solid number to make everyone's PWR and then delete people with his saiyan burst having a ton of PWR making the DMG multiplication go hard.
BM6-059 Trunks (Xeno) It's a godbird + Block burst to give some utility for the deck, helps with Baby hitting hard after he transforms while also being defensive utility while a supporter so it works well with the Goku I'm leaning on who already has a Keysword Lock, otherwise this would be BM1-066 SKoT for the keysword lock + 5k HP godbird.
UGM9-059 Future Warrior in Black STA Generation because I don't want to use MM3-052 Frieza (Revived) and there is a Goku I do want to try to make work here, also brings STA DMG resistance if working with Godku because that is a valid Goku for the deck.
UGM10-SEC Godku Considering how well the warriors in black, we needed a Goku and Godku is here to help as nigh impenetrable defensive to complement Super Baby and Gogeta's offense. He also can hit really hard when his PWR is quadrupled and using Gogeta's PWR as the baseline for it.
UGM9-061 Future Gohan in Black Extra stats for the team to make the most of things, not only more PWR for Baby to steal, permanent generation to increase Gogeta (UM)'s ceiling, but also spare GRD/HE to help Godku be the imprenetrable wall for the deck to go off with.
HA Open to what you want mostly, BS Kai HA for speed, SS4LB Note for damage, GoD if you don't want to worry about DMG reduction as much, could also be something not a HA if you're fine playing with low HP and getting filtered by MM3-071 Goku.

So Gogeta did have the issue of having two ideas clicking and not wanting to make them cannibalize both decks, MM4-062 Vegito was considered but I already had a Vegito planned for the next take of just trying to make Gogeta have as huge as PWR as possible. For this deck I feel like it joins the club of maybe trying to do too many things at once while also wanting to to be more than a generic soup for the latter half of the deck. The units from the UGM9 warriors in black could be useful, either sealing miracle perfects from the enemy with faster CI speed or sealing their DMG multplication if they're making too much use of MM5-020 Goku or other such DMG multiplication that it outpaces Goku's disruption. As for playing the deck, main goal is to get everyone on the same row and make sure you hit the enemy for some more PWR theft/disruption to help with the not dying but otherwise let Gogeta give everyone huge PWR while Baby steels the temporary power to grow fat.

Alternative Cards

Card Why
MM5-061 Aeos I really wanted to fit this in the deck considering the easy super attack should hit hard with Gogeta's PWR alongside the utility of making sure to limit the enemy's PWR LV but I couldn't conceive a stun core to make you reliably go first when trying to fit other cards into the deck since for this to work in a defensive utility requires you to go first, which can be hard without breaking out HGD9 Future Trunks + MM1 Ozotto but still not having the room for the MM5 Goku I felt could fit the deck (and even having anti-synergy with him and Baby's possible PWR theft).
MM5-020 Goku With Super Baby you could happily make use of this card as Baby steals PWR permanently but it just doesn't fit with how we're doing PWR via Gogeta.
UGM1-059 SKoT Hellfire God Meteor + godbird in case that's the CAA you want to leverage for extra defense instead of a block burst.
MM5-050 Goku So slight hiccup for this and the MM5 decks, apparently he halves enemy STA/PWR LV, not PWR LV/DMG, must've derped on reading googlefu but this does change my view on the card greatly as I saw the card as a mixed of being a great stun in both speed and defense, instead it's exclusively for speed which makes me feel less optimistic for the card in general, that said it could have value in this deck since the damage boost is more general alongside a good keysword lock which can have great utilities for the deck, and with the deck's slower speed the stun effect can go hard but I don't trust its defense for the deck (5k, 10k grd at max alongside Future Gohan in Black would need testing if nothing else, feel like you're on a razor's edge and would need to make sure you win CIs, especially when mixed with GRD pierce that exists from ABS Gogeta, MM3-SEC Vegeta, MM3-052 Frieza (Revived), and other common GRD shredding tools).

Link to the TOC

A Fused Warrior of the Future Alongside History's Greatest

Image description Image description Image description Image description Image description Image description Image description

Card Why
MM6-066 Gogeta (UM) The goal here is to abuse the fact we get to copy a high PWR motherfucker for cheese, in this case tax fraud of Hero Energy.
MM2-068 Goku At the PLBP, so long as SS Vegeta is an ally attacker, you get 3x PWR permanently for the entire team, meaning they're working with, minimum, 150k+ PWR for all ally attackers considering the extra 3k PWR to all allies at the start of the game (and note that this isn't enough to reduce Gogeta (UM)'s PWR multiplication R1 to a 2x considering most HAs have 13k+ PWR when properly built up, this just means you could get close from time to time if your app bonuses are more than the opponent's app bonuses). This is also permanent which can be nice if the opponent does something like an Aeos keysword on your Gogeta (UM) since everyone else gets the 100k PWR after the PLBP even after Gogeta (UM)'s gift fades.
MM5-004 Vegeta When linked with an ally, like Tarble, he gains 4x PWR/DMG for the round which when stacking which can stack pretty mean. The big thing to note is registration timing, making sure that Gogeta (UM) activates first and then everything else for the team.
MM5-025 Tarble 4x PWR on a linked Vegeta while also having a free PWR LV Limiter, with our Vegeta's damage that means you're getting 4x DMG + 16x PWR while having 150k+ PWR. If you get away with this nothing short of Godku will explode I think? Probably even though you're working with a DBH super attack. And then the PWR LV Limiter acts as a way to go first since the deck is wanting to be fast.
BM7-SEC3 Goku The "I wanted to fucking die making this" speech is later, surprisingly enough there was a huge variety you can go with for this concept but I decided that, basic bitch be damned, I'm going ham. This card recovers its own STA and generates 1 HE per 15k PWR, there is no limit but only to the PWR he generates, and with order you can make sure as fucking hell that he's generating 10 HE by so much as sneezing (make sure MM2-068 Goku activates before this). The other big thing for the card is the Blitz that can make an enemy take 200% more damage which can help with and be fired at R1, in case you're against some retargeting like Godku or MM4 Super Buu. The card helps with fulfilling all the units you could ask for regardless of HEs.
MM6-005 Piccolo STA buster unit + Solid Tactics is hopefully enough to let you win the PLBP against slower decks or at least have enough PWR LV to tie within PWR LV Limits.
HA While BS Kai HA is the more aggressive unit that can help with general speed for the deck, especially after a STA buster unit, you can use a few HR avatars for the ultimate unit attack to try and force an ohko thanks to Goku's massive unit boosts. For the sake of this variant of the deck I would utilize the BS Kai HA since we don't have the inherent support but with the current members, you can make leverage of units from the Androids, Frieza, and GoD HAs. The HRs all offers a clean ohko via the ultimate unit but the GoD EL can offer a unit that helps you win the PLBP much more comfortably by disabling PWR LV multiplication and the GoD BS which offers a ton of damage with the GRD shredding and negative DMG reduction (-10k GRD and 1.6x DMG received is no joke), admittedly the other HAs don't offer the most useful of units or utility but can technically be options.

Alright so Gogeta (UM) + BM7-SEC3 Goku can pair supremely hard and there's a ton of ways to go with it. Filling the 5th and 6th slots while also making the most of SS Vegeta was rough, but this deck should be able to hit hard enough to pierce DMG reduction, there are a few variations you can go even with this as I'll explore later, Gogeta (UM) is glowing up real hard in the creative juices, just that this deck is riskier and heavily reliant on your apps. Most likely need a R1 PWR LV Limiter/defense app to have the breathing room to limit the opponent's speed and then start using the free HE from BM7-SEC3 Goku to go ham via units. In theory you do great when not in a world that has MM1-066 Ozotto in it, you also could have issues against MM3-071 Goku (MM3-044 Janemba would like to know your location) but this is more for a hopefully more varied metagame you might be dealing with.

Alternative Cards

Card Why
ABS-18 Vegito Can be another method to get huge power from Gogeta (UM) to let the team pop off but it was just a card that never clicked with me, 160k+ PWR is great but I do prefer having a card with more utility, especially with MM2-068 Goku right there as a repeatable source even if it stretched the deck's limit trying to fit the SS Vegeta and Tarble.
UGM8-SEC5 Monaka He adds in a lot for the deck and was considered for the 5th slot of the deck, Monaka gives you a revive if you've the HE which can require a lot of speed to get, the main reason he was denied was because of the absolutely tight construction for the deck, the first 4 cards were practically unable to be swapped leaving the last two cards doing heavy lifting alongside still wanting a HA for the deck.x
MM4-KCP2 Vegeta It's a SS Vegeta that gives your team a bar of STA when you consume 7 bars of STA a round, not good enough to work as sole STA generation but it is can complement other STA generation. This could also free you up from Tarble for a different card even if it means you're playing with less damage and stun units.
UGM4-CP4 Piccolo / UGM9-015 Adult Gohan If wanting to try to fit Vegito, these could work as they have a strong unit that could get under MM1 Ozotto, Piccolo is more PWR for your team while Gohan is Solid Tactics. They also necessitate a different 3rd card, Gohan wants Piccolo while Piccolo wants Gotenks.
UGM4-054 Yamcha Has the anti-Ozotto unit while also giving more STA for the team, could replace Piccolo if his unit is found wanting and you're fine with less STA to work with, the PWR resetting doesn't really help that much unless you lose the PLBP against MM3-SEC2 Gogeta (BR).
UGM10-CP1 Aeos This could be something else to consider building around, has the anti-Ozotto unit while also asking for Bardock in Black, who could be UGM9-059 for free STA generation, BM10-067 for more off of your units (5k(x) PWR/500(x) fixed PWR LV where x is unit number, 5k PWR/500 PWR LV on the first unit, 10k PWR/1k PWR LV for the second, etc.).

Link to the TOC

A Fused Assault Across Timelines

Image description Image description Image description Image description Image description Image description Image description

Card Why
MM6-066 Gogeta (UM) The goal here is to have the highest PWR possible through abusing multiplication and going hard for damage rather than tax-fraud.
MM4-SEC Vegito This motherfucker, THIS DOUBLE MOTHERFUCKER was a headache, but I think I finally go it. Before deciding attackers, he looks for 3 allies with the lowest STA and gives them 2x PWR/PWR LV and a bar of STA, boosted to 3x and 2 bars of STA if you have 0 HE, the main issue with this and Gogeta (UM) was that Gogeta (UM) was an EL, meaning that to make him hit for the boost for 12x PWR before the PLBP (everyone gets to play with 100k+ PWR depending on what you have for app bonuses R1) you need to make sure that half the team had more or equal STA, to an EL. Was able to find a comfortable solution and this deck has the added benefit of going really, really fucking fast if the opponent doesn't use PWR LV Limiters. You also have a climax that can allow you to have DMG multiplication, for the sake of registration order and to negate a potential headache, make sure that Gogeta (UM) and Future Trunks are the first two registered after the HA.
BM11-SEC2 Goku Our way to play with MM4-SEC Vegito, at the start of the round all HRs get a bar of STA and this Goku gets 3x PWR LV, this lets you play more loose with MM4-SEC Vegito since all the HRs will have more STA than the EL, meaning he'll be boosting the first 3 non HR cards while giving the deck some extra speed.
SGPVJ-01 Goku (Xeno) 1k fixed PWR LV and damage at the start of the game, a HR, and a good chunk of negative DMG reduction, first with Titanic Clash, a SH8 classic in World Mission for when you need to slay a god mission could be decent when most decks are fast enough to outspeed old god missions, and then there's his Heroes Rush wish makes someone take even more damage. May not be DMG reduction pierce but it's pretty solid for what we have on table. You could explore something with BM11-057 Goku (Xeno) and a Trunks (Xeno) but I prefer SS4LB so he's staying.
MM4-049 Future (Trunks) Two flex slots and I decided to make the deck partially a matchup fish, more on that later but this card is gaining 4x PWR LV/DMG every round while offering more STA for the team with a hint of stun prevention so that you may breath easier when the opponent attacks since our defense is very lacking, that said if the enemy doesn't have PWR LV Limiters we're bound to go first and destroy. 12x PWR LV on R1 when combined with MM4-SEC Vegito and can easily skyrocket as the non-HR cards are the ones he'll be targeting, so R2 you'll get a 144x PWR LV card when stacking these two. 144x PWR LV on R2 is fair, right?
UM2-037 Mai I value CI disruption more as that should help with not dying somewhat if you can win defensive CIs.
HA The options here could be SS4LB Note as a HR and can help with nuking enemies with more DMG multiplication, a Namekian HA could work as a defensive stance for a round when an attacker, and the BS Android HA can help by stealing enemy PWR while shredding their GRD if they try to keep up with your pace. An alternative for the slot could be some revive shenanigans alongside a R1 defensive pivot to try and brute force yourself to R3 since even with just Vegito and Goku, you should be really fast when compared to the shenanigans a MM5-020 Goku deck gets up to.

This deck is a Matchup Fish as I've said before, that means the deck's performance is mainly based on what cards the opponent is using. If they don't have PWR LV Limiters, you should comfortably win the PLBP and start nuking them from orbit barring Godku DMG reduction. If they do, such as with HGD9 Future Trunks + PWR LV Limiter App R2 + MM1-066 Ozotto, it can get rough surviving to that R3 where you can blast off unless you want to try and mitigate that with the last two flex slots and even the HA slot. Just that the one surprising thing for Gogeta (UM) is that, even if takes a great deal of database sluething, make a variety of decks for the card since what he does can have a wide reach of appreciation. Oh fuck, due to SDBH ending we'll never get the database to allow us to search via unit members, despair and depression.

Alternative Cards

Card Why
MM3-052 Frieza (revived) This broken card also boosts supporters and gives you STA generation, gives you a free access to MM5-SEC2 Vegeta's unit if you consider BM7-SEC3 and this card as unit members, which could be a take you go with Gogeta (UM) in of itself instead of running the Vegito core I am in this deck.
UM3-036 Robel This could be really good for a BM7-SEC3 take on the deck as she boosts supporters, meaning you get extra PWR for him even if the supporter wouldn't get boosted from Gogeta (UM), main hiccup is needing a Demon God Demigra to work with limiting room for the deck (HGD10-SEC Demon God Demigra is a card that offers fixed DMG and STA generation, BM5-062 could be useful to stack real nice with Gogeta (UM)'s PWR sharing even if it's only 3 HE destruction, and there are some keysword locks/defensive stances/godbirds you could take a look at too).
MM5-022 Goku If you win the PLBP, you get a temporary 3x PWR alongside 50% DMG reduction which can help with letting BM7-SEC3 Goku go off but the main issue is that I didn't want to go towards multiple Gokus on the team, especially when BM7-SEC3 was in the deck at first, but he also can go hard giving more people PWR LV/DMG as he gets boosted by Vegito and starts boosting everyone else.
UGM8-068 Shallot While I used BM11-SEC2 Goku for this, you can use this card to alleviate the MM4-SEC Vegito pickiness by having everyone have full STA, meaning he should target based on registration order. I decided to be funny with BM11-SEC2 Goku but you could make a variant with this deck to replace the Goku (Xeno) for something else while the rest of the deck has more freedom for cards you can pick.

Link to the TOC

A Different Dimension's Fused Savior

Image description Image description Image description Image description Image description Image description Image description

Card Why
MM6-067 Vegito (Xeno) What this card does is that if you have more total PWR than the enemy you seal their miracle perfects + revive chance, then if they have more attackers than you (a possible response by trying to have more attackers to have more total PWR) you seal their super attacks. Finally for the deck he has a keysword lock that steals 30k PWR and prevents the attacker from being on a co-op group permanently. This card makes it where you have a lot of quality of life for a game, not needing to see it be sacked by random miracle perfects despite being good at CIs or the 10% or so chance to get a revive. The keysword lock also can be used to seal an annoyance if you're good at CIs to help make it work. For the deck we're mostly just cheesing the first effect, the 2nd effect might come up since of other cards being put into play.
MM3-SEC4 Broly The way the deck cheeses out Vegito (Xeno)'s proc, when an attacker he steals half the PWR of all enemy attackers. This means that you will always proc it so long as this card procs and then Vegito (Xeno) because you'll always have half the enemy's PWR stolen + whatever PWR you have. Your floor is enemy PWR + 1 while the enemy's ceiling is half of their current PWR. There's also the merit that when being attacked he has huge damage mitigation, maximizing damage to either 1k or 5k, the former if he has more PWR than the enemy attackers which is mostly the case except for PLBP PWR generation like with MM3-052 Frieza (Revived).
MM4-027 Great Saiyaman Lets Broly hang around with 50% DMG reduction to help with our retargeting option, the 2x DMG boost on spending 3 bars of STA can be used when going for the kill since the retargeting option is versatile.
MM5-059 Super Hearts/Laggs Both sides of the cards are in deep consideration, Laggs is a supporter for retargeting to help with the deck's defensive profile, make sure Great Saiyaman is registered first for ability timing in the same vein of Broly before Vegito (Xeno). Super Hearts is when you really want damage, being able to gain GRD/DMG reduction pierce on having more attackers than the enemy pre-PLBP is so good against MM3-071 Goku and plays really nice with Vegito (Xeno) since they either get the GRD/DMG reduction pierce or no super attacks unless they tie with you, and Vegito (Xeno) doesn't even need to be an attacker to proc his effects for some reason.
PUMS14-SEC Goku (GT) Concentrated STA generation to make use of Great Saiyaman alongside resetting GRD back to initial values if your GRD is less than normal in the PLBP, further helping in the kaboom department. Vegeta (GT) isn't really for consideration for the deck since STA is important in the deck for Great Saiyaman's sake.
MM3-052 Frieza (Revived) Partly generic utility as nice PWR/STA generation and also to help Broly against other Frieza (Revived) decks even if we're slow, only hurts us on winning the PLBP but surely with Broly we won't explode and with his saiyan burst, you'll have 10 HE by R2 without needing to generate 30k PWR LV, pretty flexible slot and for a bit I considered BM8-064 Super Hearts with a different STA generator but nothing really clicked.
HA Your choice here, SS4LB Note or Beat for more damage depending on how you want to leverage Vegito (Xeno), BS Kai to help make the most of MM3-052 Frieza (Revived), a GoD or Android HA if you want more for the opponent to juggle with. All have solid merit to be picked based on personal preference, I'd go SS4LB Note or BS Kai because I like speed/damage/furry form but HR or EL Android HAs are very solid (maybe so far as to free up MM3-052 Frieza (Revived) if Broly is constently targeted meaning you don't STA generation in the 6th slot, UM3-037 Demon God Demigra could make Broly function like Gogeta (UM) in having a ton of PWR and copying it for all your attackers while also having a god meteor that could matter).

Huh, Vegito (Xeno) might be the MM4-018 Gohan for the set, I may only have one deck for him but don't take that as the card being one note, there's a nice variety of options you can go towards to making the card work but for this I'm focusing on the Broly interaction because I feel like there is more to the card than making him a lone attacker and using action ability seals like MM3 Porunga + UGM5 Aeos. The deck's main thing is registration and hoping you have more HP than the player with MM3-071 Goku, you start at ~18k HP before taking into account app bonuses + your HA, and the main reason for this is so that you can activate your early procs before the MM3-071 Goku. Against other decks, while you may not have the best mitigation against aggressively boosted action abilities from a Frieza (Revived) giving 50k PWR to the entire enemy team (the timing, Broly being pre PLBP is good for Vegito (Xeno) but then that means he doesn't check for PLBP PWR generation), but you should be fine for the CAAs, especially if you swap into Vegeta (GT) for a round to prevent super attacks + DMG multiplication.

Alternative Cards

Card Why
MM3-SEC Vegeta / MM4-054 Goku Black So you can expand on the funny punishment playstyle that Vegito (Xeno) and Super Hearts lead into with these two, I just decided not to and lean more towards MM3-SEC4 Broly. Perhaps if you want to try more on the mind-games as the way to proc Vegito (Xeno) instead of Broly doing it for free, you could leverage Vegeta/Goku alongside MM3-052 Frieza (Revived) and UGM8 Chilled + MM3-SEC3 Frieza for PWR disruption + speed.
BM8-064 Super Hearts A great role compression between Goku (GT) and Frieza (Revived), offers PWR/STA generation alongside resetting GRD but the main issue is that Great Saiyaman requires a lot of STA for the team so if paired with this, you're likely to be using MM3-052 Frieza (revived) or maybe some other STA generation card, especially of the Goku variety like BM8-054 and BM5-027, might also consider trying to fit UGM9-061 Future Gohan in Black as a form of retargeting in place of Great Saiyaman but he doesn't work as well as GS does for the early rounds.

Link to the TOC

A Big Bang Mission's Universal Warrior

Image description Image description Image description Image description Image description Image description Image description

Card Why
MM6-068 Goku Alright and now I introduce you to fucking mid unless the hidden numbers reveal war crimes. Start of the round he deals 2x DMG, and then when an attacker he increases his own CI speed and gains fixed DMG depending on how much STA he's consumed, on both ends, so 3 bars is the fastest CI but you also get the most fixed DMG when you win his attack CI, and he can't even participate in co-op attacks so UGM8-SEC3 Bardock can't save you here. So whether the card is decent or not all depends on numbers we won't know until the set's release, the issue being that even if the numbers are 5k per bar consumed, it's still probably in the land of mid considering you have to win an attack CI with increased CI speed normally but perhaps this deck of 6 other cards can make him not suck.
MM5-051 Vegeta First we have a 1 HE unit that doubles the team's PWR and will be the method to reject the dumb thing about Goku, the increased CI speed. The burst that promises huge damage with a strong super attack and base PWR? The tons of HE? Both are nice but he was the bedrock because of the unit. There were other cards considered to handle with Goku's antics and I found him the best for shenanigans.
UGM6-058 Super Hearts And he's here as both contingency and further streamlining, he has a 1 HE unit alongside a godbird unit, the former has it where you get 10k PWR LV (no HE from this) for a round while reducing enemy GRD by 1k (also this round only), this may not seem like much but we do like activating units and having a 2nd 1 HE unit in case is nice and the godbird is here to help with making sure that Goku will land his big chunk of fixed DMG by making perfects much easier to nab, stacking really well with Vegeta's unit. They both are good targets for the godbird depending on your need and this is a flexible slot, Goku is good damage hopefully because of his fixed DMG, if it's found sealed or left wanting, you can select Vegeta to get away with his burst and nuke something from orbit, especially if retargeting's in the equation.
MM6-064 SKoT The way we hopefully don't die and the deck functions, whenever we use a unit the enemy has increased CI speeds and deals 50% of their damage, also at the start of the round we get 1 HE which helps with making sure we can get units from R1 onward. Also funnily enough Goku has a unit we are touching and she gets to work as a unit member.
PBBS11-04 Goku (Xeno) Now we're hitting style, SS4LB is here to be solid tactics and enable Goku's unit, 3 HE to permanently enemy CI while disabling their Miracle Perfects, as well as a revive unit. With Vegeta's huge PWR Generation, we're nabbing the revive unit with the greatest of ease, so far as MM3 Janemba is not on the scene, meaning we can just brute force a chance for damage and if they have a method to seal revives, we can look at the many other units on offer to proc SKoT with.
UGM6-KCP2 Vegeta (Xeno) And style made complete, yes we get the ultimate saiyan barrage like it was the proper end of Big Bang Mission, not just Universal Blue Goku but also the SS4LB saiyans and SSBE Vegeta. And this is a flexible slot I've decided to focus on damage, first he gains 2x PWR/GRD and 2k fixed PWR LV every round as nice speed and stats, then when an attacker with less than a bar of STA he gets 2x DMG for the round which can stack with his PWR boosting pretty well. Not only that but it should extend to his TAA which just so happens to be an ultimate energy that stuns, a TAA that scales really well with DMG multiplication and tons of HE.
HA Kind of up to your choice, could even be an extra revive unit card with the above members if you want to focus on cheesing with that or even MM3-018 Gogeta if you're deathly afraid of MM3 Janemba (there is a revive unit Vegeta (Xeno) to try and have the deck brute force through rounds with revive spam). For HAs of particular, while BS Kai is solid as extra speed the one I'd probably go for is SS4LB Note just to have more damage on the deck because I do fear the deck's lethality, sure we have some fixed DMG, DMG multiplication, and big PWR but there's no such thing as 'too much' damage, hitting 99999 damage is bragging rights.

God fucking dammit, lo and behold it's a jank Goku that gets to do weird shit. It's a form of unit aggro btu this isn't the only way to try and go with the Monkey King, just the one I wanted to highlight since of the really cool team you get to photobomb the opponent with, SSBE Vegeta, Universe Tree SSB Goku, SS4LB Goku (Xeno) and Vegeta (Xeno), all complemented with Super Hearts and the SKoT alongside your HA like it's a big celebration of that entire mission. Also according to Noa, the number for the main Goku is 12k fixed DMG but I'm not sure until we get footage of the card. The units + SKoT should be solid enough to help with survival and offense, especially with things like Vegeta (Xeno)'s PWR multiplication + 2x DMG on his TAA, the godbird from Hearts being able to leverage the different forms of extra damage that Vegeta and Goku both offer, and that the HA can help in the lethality department if you decided to bring a SS4LB Note or the like.

Alternative Cards

Card Why
UGM9-SEC2 Vegito This normalizes your team's CI, increases enemy CI speed, and gives you fixed DMG on winning a CI while an attacker which can be very useful, just that it's nothing else but this. The Gotenks only helps the miracle perfects on the EL co-op group and requires you to win the PLBP to get STA generation which requires a completely different core to try and make that work, and probably still be headaches because of PWR LV speed ties.
BM2-068 Towa When a supporter she normalizes your team's CI while sealing enemy revives for the round, extremely useful to have if you want to try and go with a variant with demon mommy.
MM5-059 Super Hearts This super hearts can be nice to utilize as a unit member since he offers DMG reduction/grd pierce to help with damage, the main hiccup being having the rest of the deck force an enemy supporter for this to proc so there could be some decks where it does nothing besides sealing some CAA/TAAs on both teams maybe? The Laggs has no value in this variation but perhaps you could try something with MM4 Super Buu as a defensive pivot instead of more units.
BM8-064 Super Hearts Generic STA and PWR generation to help raise the floor of the deck, also normalizes the GRD for your team if it's less than normal in the PLBP to help with not dying to enemy Frieza (Revived), if you're finding the god bird/10k PWR LV unit not enough then you could use this.
PSES18-12 Super Hearts Feint if you want a R1 stun effect on your Super Hearts unit member.
BM11-057 Goku (Xeno) This Goku (Xeno) is really good, has a PWR LV Limiter with Trunks (Xeno) who could be the 6th card alongside a Keysword lock to try to seal annoying cards, especially good with the noramlized CIs and the opponent's steam having increased CIs.
BM12-HCP4 Goku (Xeno) The godbird but instead of it being on your Super Hearts, it's on your Goku (Xeno) slot.
MMP-09 Goku (Xeno) Feint R1 if you want a stun over here instead of Super Hearts.
BMPS-20 Vegeta (Xeno) You get a Keysword Lock, a 2nd Revive Unit, and Defensive Stance in case you wanted to help with not dying.
BM7-055 Vegeta (Xeno) The utilities of a godbird but now on your Vegeta (Xeno) card, also a freeze attack to maybe stop from something killing you R2 onward.
PCS16-10 Vegeta (Xeno) This one gives you a Block burst + 40% DMG reduction when a supporter, in case this is where you think the defense needs to go to.
MM3-018 Gogeta Tech for MM3-044 Janemba because as we are unit turbo, we like HE generation, and Janemba's an asshole, also helps with the deck's lethality letting a more defensive/utility HA take the helm for the deck since he triples his PWR/Super Attack dmg every round so if you win his CI, you won't be found lacking.

Link to the TOC

An Ultra God's Prominence

Image description Image description Image description Image description Image description Image description Image description

Card Why
MM6-069 Aeos Firstly, what the fuck was the art direction here? Was the set made by AI and only sharpened up by artists? Aeos card but she's on the side and the back, this looks more like a Goku card than an Aeos card worse than the SKoT card looking like a Trunks (Xeno) card. Secondly, effects: You have a reflect CAA that increases the enemy's CI speed and disables their DMG multiplication for an action ability, your unit is 3 HE to halve enemy super attack DMG permanently with Goku/SKoT as unit members, and then for the ability itself; start with super attack active regardless of HE and prevent STA DMG, then when your team's attacked you gain the DMG taken as fixed DMG for when you win a CI (super attack not needed actually). So basically you have the damage half of UGM8-SEC3 Bardock but without any of the intricacies of waiting for the right time to transform to get the most fixed DMG, or anything else that he does like the fixed DMG/PWR LV, the STA generation, or the huge miracle perfect boost. Final showing for the maiden that ruled in UGM.
MM4-SEC4 Buu So the main goal of the deck is that if we're tanking, it's by doing so with healthgating, the goal is to take a ton of damage whilst also not dying from it and having the healing be how we don't die, that way we can take 30k damage, heal it back up and take such damage again, making Aeos able to go for lethal damage on a CI win.
MM2-SEC3 Syn Shenron And while I could try some core to help with the action abilities that would be damage that sticks on Buu, something like MM3 Porunga without a HA alongside UGM5-063 Aeos, I'm going to try having it be with Omega Shenron and just hope that the GRD theft of Buu can be solid enough to get by, we do want to take some damage. Something to note is that for Omega Shenron's healing, you are banned from using Goku/Goku (GT), you can still get the revive with them but the idea is being able to leverage healing alongside Super Buu to live.
SH5-51 Demon Goddess Towa / MM1-060 Vegeta (Xeno) After R1 these can proc before Super Buu, giving everyone with less than 1k GRD 5k PWR/GRD for Buu to steal while also lowing the team's CI, the main difference between these two options are the utility. Towa offers a Burning God Meteor for HE disruption to try and punish an aggressive opponent while Vegeta (Xeno) has a freeze attack lock, which can help with stopping an attack and preventing the attacker's abilities from activating the next round even if it's only for a random attacker.
MM4-018 Adult Gohan Here not only for DMG reduction but also for STA DMG resistance, very crucial on making sure that Super Buu will heal from the DMG taken since his healing percentage is based off of how much STA he has and will get reduced by being attacked, even if you win the CI (just less since no super attacks).
UGM6-041 Gogeta (GT) / UM8-068 GS3 / MM3-052 Frieza (Revived) The goal of this slot is STA generation, the one you want could depend on what you want the deck to look in flavor (having Gogeta (GT) and Omega Shenron in a co-op group sounds funny) and or your HA in question. The goal was a card that is more than one STA without needing a Goku (so no UGM9-059 Bardock in Black), I decided to showcase Gogeta (GT) here since a second supporter and the PWR LV could mean more HE, and this could be nice in general. If you fear more normal STA disruption and not just MM1 Ozotto you could also look into UM8-068 GS3 as a tech as well as being fixed PWR LV (and note that with Super Buu he can be reliable to proc on your own, just a bad MM1 Ozotto matchup). Frieza (Revived) is the best card though, the PWR generation and GRD shredding can go hard and the STA generation is really nice as it can help you against MM1 Ozotto who could be a pain for Super Buu otherwise.
HA I'd probably say an EL Android HA or an EL Namekian HA on the idea of having more STA generation possible, former has better timing for Super Buu and PWR theft but its harder for the Namekian to not proc. If running MM3-052 Frieza (Revived) you could get away with a BS Kai HA and SS4LB Beat could be something to consider since we are running two supporters most times, that's 2k fixed DMG alongside being a ton of PWR when an ally hits low and having the harder hitting CAAs when compared to Note.

Aeos certainly didn't do her best for the photo finish but there is a surprising amount of synergy here. The deck should be able to win games on some level. Super Buu, when properly supported, is one asshole of a card and being paired with Omega Shenron who is either healing and/or a free revive, is pretty good, main thing to fear is if you can't win Aeos' CI for the fixed DMG (thankfully the super attack doesn't need to be present, PUMS14-SEC Vegeta (GT) isn't blocking you off from the damage) since beyond that you can have issues with actually dealing damage. Towa's Perfect Chance should be good for this so long you can keep it proccing (which considering how this goes in the first place, you should be able too) even if it won't be as easy as with her MM5 card having the godbird effect, it will at least keep Buu fed with PWR/GRD along the way. The two main states for the deck should be either Super Buu is making you hard to kill because of healing + GRD or you died for a revive at which point Aeos can very easily threaten a KO back if you win her CI, which should be slowed down considering Perfect Chance, and hopefully the enemy won't revive since the speed (depending on STA card/HA) is lacking.

Alternative Cards

Card Why
BM10-SEC2 Masked Black / BM8-054 Cell You could try to make the deck focus on either of these, for the former you're needing huge speed control, for the latter you'll need MM4-027 Great Saiyaman + MM5 Laggs and/or some other retargeting core. Something to note is that Masked Black actually increases your maxed HP so if you can maintain the healing and not-dying, you can take more maximum punishment.
UGM8-VJR Goku If you have Adult Gohan, Vegeta, and a HA you gain 6k maximum health every round, this can be really good if you're willing to build around it but as you can see with the Teen Gohan and Vegeta required, it also has a huge deck building cost behind going for this option.
BM8-064 Super Hearts Not only STA/PWR generation but also resets GRD for the team so far as you have a Vegeta, this is everything on making sure the Buu train keeps rolling but the main hiccup was deck space, how dependent was he on having Vegeta to reset the GRD of multiple ally attackers? Couldn't get a clear answer so I decided to be cheeky and use Perfect Chance, which is repeatable.
BMP-15 Trunks (Xeno) 5k PWR and STA DMG resistance every round could let you get by with a unit considering Perfect Chance only checks for GRD.
MM1-018 Teen Gohan Has STA DMG unit alongside Vegeta and Adult Trunks as members alongside Solid Tactics to potentially act as STA generation, though I wouldn't consider it the most reliable option in the world.
BM12-052 Goten (Xeno) Has the anti STA DMG unit as the before mentioned Teen Gohan but requires Trunks (Xeno) and Pan (Xeno) for it, also carries a Keysword lock but those as unit members can be harder to fit when the goal for the latter slots of the deck is to complement the former half of the deck, not just go off on its own direction.

Link to the TOC

The Meteor to Kill the SDBHsaurs

Image description Image description Image description Image description Image description Image description Image description

Card Why
MM6-070 Goku First when an attacker he makes it where all allies with less STA than him can't be targeted for attacks, then in the PLBP he gains 1k PWR/GRD per STA your team used up in the round and can't be stunned. Finally he has a Saiyan Rush that summons SS4LB Goku (Xeno) and Vegeta (Xeno) to try and have a cool scene with them that gives him 3x PWR/GRD/DMG. The goal of the card is simple, everyone spends STA for tons of PWR/GRD while spends little to be the GRD tank to be hit. A little honest considering he isn't healing the damage like Super Buu, he isn't so much GRD/DMG reduction like UGM10-SEC Goku, but you can still work with something here.
UGM10-CP1 Aeos So we are going with units as compensation but Aeos is more than just a free PWR LV Reduction Unit to help lower the opponent's PWR LV on R2 and even let us win the PLBP R2 against Ozotto, she has the alternate Divine Powers that lets her disable enemy DMG reduction when a supporter if we're in need of that effect. Might not help with DMG multiplication like the normal Divine Powers but having the pierce can help with the deck in dealing more damage than it normally would.
UGM9-059 Black-Clad Warrior Great unit member as we really do want the STA generation, 60% is really great and lets us leverage MM4-027 Great Saiyaman without needing too much support, a card that himself appreciates the DMG reduction pierce as it lets the 2x DMG on allies that spend 3 bars of STA go off harder.
PBBS15-09 Vegeta Very funny PWR LV Limiter unit, the STA generation self contained is neat even if unreliable but Black-Clad Warrior and Gogeta (Xeno) is too funny to pass up.
UGM6-SEC Gogeta (Xeno) / SH5-SEC Gogeta (Xeno) And he's being HE generation here, old and new both have merits. SH5-SEC is better against HE destruction since it's so late but he only caps out at 3 HE when we need 4 to do units, that's where UGM6-SEC Gogeta (Xeno) comes in, at the PLBP he can offer you 1 HE for each other attacker you have, so far as you have less HE than the enemy which can be the case (we don't have speed control here), his limit can be above 3 so he can guarantee you units through brute force but both do crumple against MM3 Janemba decks but that is admittedly par for the course. So the deck's using UGM6 Gogeta (Xeno) mostly as HE generation but he also can be slightly faster with the fixed PWR LV and hits much harder than SH5-SEC, having 4x DMG + free super attack if you have more HE than the enemy alongside a stronger super attack natively, an awoken burst, and getting 2x PWR every round.
MM4-027 Great Saiyaman Here for the damage reduction and multiplication everyone spending all their STA, if they spend 3, will get 2x DMG dealt for the round while the Goku spending one bar of STA gets 50% DMG reduction to pair with his GRD which can make him hard to break through without pierce. That said this is also a flexible slot, could be MM3 Gogeta if you want to tech against MM3 Janemba if he's really common in your meta, you could try UGM9-061 Future Gohan in Black for more PWR/GRD and HE (and maybe letting the Gogeta (Xeno) focus more on being huge damage), while enabling Bardock in Black's unit to disable enemy DMG multiplication to make it harder to hurt Goku, though his thing being about allies on the same row as a Goku can make things really weird, and then there's MM2-SEC Gogeta who offers 2x PWR for the team and extra DMG reduction if the enemy is using negative DMG reduction.
HA The main options are the big ones I've mentioned before, SS4LB Note for damage, EL Android/Namekian HA for more STA, and then there's the BS KAI HA for fixed PWR LV if you want to have speed and force the opponent to use a PWR LV Limiter app for R2 instead of something else.

So this is mostly an exploration to a very funny pair of units you can fit on a deck while Goku is here to be defensive mostly, the 3x PWR/DMG could go hard for the CAA depending on if it applies to itself or not, giving you potentially impressive burst when the opponent can't hide behind DMG reduction, there's also several other ideas you could do with the card, BS aggro appreciates retargeting and maybe it's tankier than ABS-23 Vegito (Candy) without being as annoying as BM10-SEC2 Masked Black, and this is retargeting that can join your co-op group to stack more PWR on UGM5-SEC Orange Piccolo (SH) and UGM10-039 Goku (GT), and with MM3-052 Frieza (Revived) you're most certainly going to have a fuck ton of STA to play with R2 onward to fit MM4-027 GS on the team. But for this deck in particular, it's just solid defense so that Gogeta (Xeno) can either threaten damage or give you HE to proc units that you can use to slow down the opponent's momentum, main thing is that you probably want a PWR LV Limiter app for R1 just so the enemy can't take R1 as an opportunity to fly off the rails even if for the HE we do want them to have more than us, we only want slightly more.

Alternative Cards

Card Why
MM4-027 Great Saiyaman & MM3-052 Frieza (Revived) You could easily make a deck with these two and Goku as part of your core, problem? I already did this core for Broly and Vegito (Xeno) (and sure one could argue it's different that I'm using GS for the DMG reduction rather than to aid in retargeting for Laggs but still, also Frieza (Revived) has been used 3 times by this point and considered for a few other decks as well), was originally going to have UM2-032 Beerus since the STA DMG prevention unit could be nice with a card that wants to be attacked but Goku already has STA prevention so the unit's not necessary.
MM2-070 Adult Gohan So Goku's retargeting is tempered in that he checks for allies with less STA than him and makes sure they aren't targeted, meaning if your other attackers have more STA than he doesn't do retargeting meaning he can enable a MM2-070 Gohan deck. You can pair this with strong HE generation to make sure you have the HE for defense, maybe pair with BM6 Demon Goddess Towa or something else, but the two things to remember is that this is too late of HE destruction for most synergies to proc and that energy guard effects do not work with Adult Gohan, he needs HE to be destroyed (and assuming you're able to hit 10 HE, you get max of 100 DMG on first attack, 3k DMG to the 2nd attack, and then it's 5k/10k afterwards).
MM1-070 Teen Gohan Originally the deck was planned with this card in mind and there's good reasons you can go for this, but I decided to meme with Gogeta (Xeno) and the Vegeta that has him as a unit member. That said there is a good deck with this card and a GoD HA, if wanting units you could explore MM1-071 Gotenks so that MM4-SEC5 Vegito can more readily fit as a unit member since he would be good to pair with a GoD (if they try to prevent death via lone attacker, he's your punish, could also be MM5-059 Super Hearts while having Laggs as emergency retargeting if needed). For notable cards, MM1-021 Piccolo for free PWR LV reduction unit and a Sideline Support for one free super attack (such as for the card that gets 5k fixed DMG on a super attack), MM4-SEC5 Vegito makes UGM9-015 Adult Gohan an easier fit (Vegito + Piccolo for PWR LV reduction unit and solid tactics), could also have UGM4-CP4 Piccolo for some PWR/GRD generation for the team alongside the unit if you want to fit Gotenks and Vegito. For PWR LV limiter units, there's BM12-005 Piccolo who's free with Teen Gohan but has a bad link line ability, UGM8-004 Vegeta if going into an Adult Gohan line of things with Solid Tactics + a unit, and PBBS14-03 Gotenks who wants Goku and Adult Gohan for the unit and also techs against negative DMG multiplication in the PLBP if needed.
MM4-048 GS2 A free PWR LV Limiter unit with Goku and GS while giving STA to him so that these two can safely get 2x DMG every round, just no room for the card on this variant of the deck but still something you could consider for a different take for the deck.
BM7-TCP1 Gogeta (Xeno) / BM12-051 Gogeta (Xeno) Either of the two could be part of a stun combo setup when used paired with a Dark Shenron/EX Spirit Bomb Smash/HG5-CP2 Vegeta.
PBBS9-03 Gogeta (Xeno) You can have a Feint + Keysword Lock as a unit member with this one
PSES13-01 Gogeta (Xeno) SS Gogeta (Xeno) is here to be a block burst and a Defensive Stance if that's what you want.
UGMP-33 Gogeta (Xeno) Killer Instinct to prevent enemy HE from PWR LV while also having a shenron for some extra HP or STA.
PUMS11-22 Gogeta (Xeno) At the PLBP, all allies with less than normal DMG multiplication get to have normal DMG multiplication which can be useful as a tech if you fear the MM4 Vegito UR or BM7-050 Goku.
PBBS15-04 Gogeta (Xeno) Freeze Attack Lock with a stun R1 for when the enemy attacks, hopefully slowing them down on their speed for R2 while making it easier to stun them, this doesn't hit the supporters so this can be tech'd against by natural play by having a lone attacker or something but you could leverage that with the 6th card slot.

Link to the TOC

The Adventure Borne of a Wish

Image description Image description Image description Image description Image description Image description Image description

Card Why
MM6-SEC Kid Goku So what he does is that when an attacker, when he or an ally wins an attack CI, you deal 2k fixed DMG for each ally in the co-op group while winning a defense CI lets you heal 4k HP, you can proc this 5 times per round and ends with a shenron that increases miracle perfect rate on the team. The main goal of the card is to use him for healing since I think that is the best thing to leverage since the fixed DMG, while potentially good, especially since he doesn't have to be HR aggro for the fixed DMG to go hard, you can get such fixed DMG in other ways. MM5-022 Vegeta is on your left. My goal is to play it slow so that we have to deal with defensive CIs first to try and make the most of the 5 procs for the healing to greatly accent the defense core, while having the possibility of some fixed DMG if the enemy didn't attack enough to use up all 5 procs or you just suck at times.
UM12-SEC Gogeta (UM) / MM5-023 Vegeta Your retargeting choice, for the sake of the deck I went with MM5-023 Vegeta since he gave some spare STA generation for the team while having the ability to go into Goku for a last-game push, giving the team some stats alongside fixed DMG once the BFG's ready to fire, that said there's alternatives. UM12-SEC Gogeta (UM) is more immediate DMG reduction even if it doesn't work with any extra speed, you and then there's Super Buu where the healing can help with defending from attacks even in situations where he's lacking in GRD/DMG reduction but I felt like that was too redundant.
MM4-027 Great Saiyaman / MM4-018 Adult Gohan / MM2-SEC2 Gogeta Gogeta is two main things, 2x PWR to the team at the start of the game and 40% DMG reduction in the PLBP, 80% if someone where to have negative DMG reduction. This helps with Vegeta being more immediately defensively sound while giving your team some punch. There are other cards to consider in the role though depending on personal prefence, Great Saiyanman gives more DMG reduction but wants your team to be faster if you want to have the 2x DMG, which is why he wasn't picked for the deck. Finally there's MM4 Adult Gohan who brings a lot of utility, first there's a Vegeta already for his unit, then there's the STA DMG resistance alongside the DMG reduction when a supporter, and then when an attacker he can increase the enemy CI speed while sealing miracle perfects which can help with mitigating, but for the sake of creativity and some extra damage, I'm going with MM2-SEC2 Gogeta.
UGM1-061 Namekian Warrior in Black Since we're using Gogeta the deck needs utility natively missing, this is some extra STA and stats while being STA DMG resistance when a supporter, all of this helps with making sure things can go right, especially on making sure Vegeta isn't stunned since he should be hit on R2 as he'll be taking STA DMG while everyone else gets STA. Not the prettiest answer but I think it works well enough, and maybe the extra STA/GRD for Vegeta could work?
UGM8-035 Vegito Since we need to win CIs, this'll force the enemy to play fair by normalizing our CI and sealing their miracle perfects, they have to win good, honest CIs and also this card has an extremely powerful super attack and gains 4x super attack damage so if they aren't properly defended, they can just die by this card alone.
BM9-SEC3 Frieza And then our final, the Emperor of Fear who wished on the balls on an alien moon many years ago, this is a flexible slot but I figured, trusting in Vegeta, Kid Goku, and a couple of fusions, we could go for a nuke option to finally get a taste of some immortality. While Vegito could catch people off guard if lacking in defense, this is the wallbreaker that tries to demand Godku or death. First he multiplies his DMG based on his form (2x on 2nd form, 3x on 3rd form, etc., caps out at 5x on Final Form Full Power) , you need two rounds of 10k PWR LV to admittedly pull this off which the deck can do I believe but PWR LV Limiters may be an asshole but the goal is that we can play the long game, afterwards he gains 530k fixed PWR LV which can be extremely hard to compete in terms of speed even now, there are ways to outpace BM9 Frieza but it requires specific cores that are not common nowadays, so you should be fine on winning the PLBP so long you get a round with Final Form Full Power Frieza, especially when Frieza gains PWR in the PLBP equal to your PWR LV, meaning you get 530k PWR + 5x DMG which should force the enemy to kneel barring UGM5-017 Goku.
HA The HA is extremely flexible, you could use EL Android HA, BS Kai HA, SS4LB Note or Beat, a GoD HA, etc. The main thing here is what do you personally need, EL Kai HA/HR Android HA if I'm being particularly bad at CIs, SS4LB Note/Beat for raw damage, GoD HA for fixed DMG, BS GoD HA can handle with enemy GRD a bit, for me I'd probably use EL Kai HA or SS4LB Note, maybe SS4LB Beat or BS Kai if I'm feel fruity (Kai's fixed PWR LV could be useful to make sure we are generating some HE per turn and potentially force a PWR LV Limiter unit).

So this is a deck that does pretend DMG reduction pierce just doesn't exist, after all the enemy MM3-SEC2 Gogeta (BR) needs to win a CI and who plays BM7-SEC2 Masked Black, we can play against MM5-059 Super Hearts even if not pretty (we'll be having a supporter 99% of the time but probably can't have a supporter for the sake of not dying, leaving Vegeta to being stunned), but then there's MM3-SEC Vegeta and MM4-SEC5 Vegito who can make us explode, especially with our intentionally slow pace with Vegeta. but in theory we should be quite happy with with Vegeta's defense, especially when complemented with Gogeta and if the enemy has Chilled since Vegeta can stack extra DMG reduction on himself alongside proccing Gogeta himself. As for Damage, it should be there so long we can access Frieza or get the HE for Vegito, which while we aren't blazingly fast, the deck can get a bit of STA to be hit the Climax thresholds for the lizard for the long game, and being slow we can take a moment to laugh a bit on a couple of things (HGD9 Future Trunks means nothing, MM1 Ozotto can be annoying with the STA more than anything since he can turn off Vegeta's retargeting if you lack STA, the PWR LV Limiter unit is whatever), and while he's focused as healing, Kid Goku can be fixed DMG to help with chip so you could always prioiritize those if the enemy's damage is found wanting.

Alternative Cards

Card Why
BM6-062 Robel / MM5-059 Laggs You could explore a little core with these for the retargeted card, something like Robel + MM2-SEC Gogeta + UM12-SEC4 Gogeta where the lattermost's GRD should hopefully get him targeted before MM2-SEC and thus he is a souffle of GRD/DMG reduction and healing that hates on negative DMG reduction attempts like from MM5-SEC2 Vegeta and UGM8-031 Chilled, though this depends on how deep you want to go for retargeting.
UGM5-054 Goku + UGM7-063 Goku (BR) These two can be a core for the deck for free super attacks, STA generation, some PWR theft, main value is that if wanting to take the deck towards a faster pace, you can use them to help give the deck some STA and try to lower the enemy's PWR to more manageable levels even if stuck in Hell against MM3 Frieza (Revived).
HGD4-19 Demon King Piccolo This is here to help with MM2-SEC2 Gogeta, Demon King Piccolo has Double-Edged Superpower and 3k fixed DMG on his burst, Double-Edged Superpower makes it where at the end of the round he's an attacker, he takes double DMG permanently which procs Gogeta to give Vegeta 80% extra DMG reduction (making him take .1x DMG instead of .3x DMG) but starts with 3x DMG which can help with ending games. You also have all the flavor reasons to have this in place of Frieza because this is god damn Demon King Piccolo and he wishes on the eternal dragon, eternal youth.
UGM1-SEC Aeos So this can can fill in Vegito's shoes decently, so while she won't normalize your CI, with the Black Clad Warrior you can make her be a method to seal enemy miracle perfects and revive chance to help with making sure your hits will end the game, she also comes with 4 other things to do for the deck (Full STA to work better than MM4 Great Saiyaman, Keysword lock, halves the PWR/GRD of three high powered enemies in the PLBP, and then disables enemy fixed PWR LV at the start of the round you have more HE than the enemy), so she's really nice, just note that with the full STA generation she won't work with MM5-023 Vegeta necessitating using another retargeting card like MM4-SEC4 Super Buu or something.
MM1-SEC3 Goku This goku offers DMG reduction based on the opponent's HP, the less they have the better and while it isn't great without a GoD HA, being able to seal fixed DMG/DMG multiplication on enemies in his attack row can be useful on helping Vegeta not die.

Link to the TOC

The Sparking Z-Fighters!

Image description Image description Image description Image description Image description Image description Image description

Card Why
MM6-SEC2 Goku So welcome to the card that tries to make this worth considering, and a damn good attempt. First before the prep-phase, all Z-CAA cards get 1.5x PWR/GRD/PWR LV/DMG, just having all these stats can go hard on making sure you have damage especially when these cards have an issue with damage 90% of the time because DBH super attacks and good abilities are not common. Then when an ally with the Z-CAA gets attacked, the damage is capped to 3k per attack, doesn't work on action abilities but this is still really good since the retargeting is very minimal and the reward's great damage mitigation letting us try to ring out the most damage we can get. Then his Z-effect, the entire team gets 5k HP/PWR/GRD per ally with a CAA (so all allies gain 25k PWR/GRD and you gain 25k max HP if you have 5 allies), which helps turn you into an extremely tanky boy when stacking with the defense. Finally a 1 HE unit S with Piccolo and Vegeta to generate HE equal to the number of allies with the effect, meaning if you can get 1 HE at R1 like from the MM6 SKoT UR, you can start the game with a lot of HE even if stuck with the same-old issues of MM3 Janemba the asshole. So yeah, one of those 'if this can't save the deck than nothing can' kind of cards, the HP from the card, that you get at the start of R2, more than covers the lack of a HA for the deck's HP.
BM6-019 Adult Gohan But of we can't be done, we need a bit more everything, 3x own PWR LV/PWR on R2 which when stacking the previous Goku means he'll have 6.75x PWR LV on R2 which is fine enough, a free revive for R2 if we have 5 allies with the Z CAA (we will), 50% DMG reduction for the Z CAA (to stack with the 25k PWR/GRD/HP), and even a revive unit if you want to try and make it a 7 card deck solely focused on it as the unit members are Goten and Piccolo.
MM3-014 Goku Now we need damage, the Z effect gives the deck crucial GRD/DMG reduction pierce, furthmore if wounded he gains some PWR/DMG multiplication, HE, and Miracle Perfect chance based on how wounded you are when you start attacking R2 onward, which while the damage will get mitigated a bit thanks to MM6 Goku, but given the given a few CIs and the lack of much other defense, especially to action abilities, this could still proc pretty hard in the mid/late game and still goes hard for giving the team pierce, not being walled by Godku today. Finally he has Krillin and Vegeta as unit members if you want to go for a full Z-CAA build. Something else you can do is rely on Gohan's revive for R2 and hold the Z-CAA for R3 to get the most damage from the card.
UGM8-005 Piccolo / MM6-005 Piccolo The former is selected since he offers some extra PWR/GRD for the team, 1k per enemy attacker while his unit could help against MM4 Super Buu if he's a constant thorn on your side. The latter is here if you want STA generation since that is not something that the SEC offers so you'll need it elsewhere, MM6 Piccolo has Solid Tactics and offers 1.5x PWR LV with his Z affects... UGM8 only gives the team 1.5k GRD with his Z affect.
UGM9-004 Vegeta Since I'm greeding with UGM8-005 Piccolo I'm using this Vegeta, he has boosting morale (if you've used 7 bars of STA, generate a bar for the team) and his Z effect is also STA generation to help with speed, that said the deck still has a heinous matchup against MM1 Ozotto and other STA disruption. Admittedly it can't be greeding too hard when there wasn't even an alterative that was "decent".
UGM8-016 Goten Feint as a R1 stun in case we wanted to go first, 1.5x PWR LV on the Z effect for even more speed on the team, and the PWR LV Reduction unit to help us win under a PWR LV Limiter app or whatever if HE's willing.
MM3-020 Krillin Krillin is a jobber with no good cards for this, it is all a test of how much you want to take the jump off a bridge. His Z effect is 1.5x extra DMG to the team, good, his ability is that the enemy has increased CI speed when his co-op group's attacking and if you win the CI, their PWR/GRD is set to 1 for the round and they're stunned, we lack retargeting to make the card really work but the next best thing was 1k fixed PWR LV for a round??? Surely if we hit hard enough, we just need a win and so this works better than maybe something that would give you more miracle perfects or something?

So the deck is simple because MM6-SEC2 Goku does so much. You live R1 unless the enemy has UGM5-SEC2 Aeos (MM3-SEC Goku won't be active), R2 you get a revive (so Goku doesn't matter, nor does the action abilities), and then R3 (or R2 if greedy) you go Z-Mode to nuke, and from footage I can see is that your damage will get there even with only one CAA, the constant DMG/PWR multiplication with pierce goes hard, especially when something like Gohan lets you cheese a common app/stun round so that you can fly free and hopefully be faster than the enemy while MM3 Goku gets the chance to generate your HE + ramp up to hitting really hard, and then with the HP, if you somehow didn't nuke the enemy that round, you get to live pretty as the HP + Goku's DMG limit should be good enough to live a round or two barring nuclear action abilities left unused before the revive. The one thing to fear is if the enemy has DMG multiplication sealing like from BM3-069 Salsa and the like, your damage gets massively knee-capped at that point and might have issues with dealing damage if your CI game's not good.

Alternative Cards

Card Why
ABS-11 Teen Gohan / HGD4-25 Adult Gohan Both of these have their Z affect give the team 21k fixed PWR LV, in case you value teching against BM3-069 Salsa on the PWR LV angle at least though you'll lose to MM5-022 Vegeta. Main reason they weren't included is that I needed everyone for the revive units to pair alongside Gohan though so long you have the first 3 cards, the rest of the deck can probably be mostly anything so long it has the CAA.
JPB-08 Piccolo A more raw damage boosting Z-effect, 1.5x DMG for the team and is the only Piccolo with this.
BM6-MCP3 Piccolo Friends in FIghting to normalize your team's CI while he offers a little fixed DMG, 1k with the CP effect and then 1k on everyone's super attack with his Z-affect.
PUMS14-24 Goten This goten has a Z-CAA (1.5k GRD, doesn't matter) and Boosting Morale in case you're fine without relying on units and just need raw STA to be fast.

Link to the TOC

The Z-Fighters...on break

Image description Image description Image description Image description Image description Image description Image description

Card Why
MM6-SEC2 Goku So the concept with this deck is that you may not need to go as hard as I did before with having a full Z deck, or even the 5 for BM6 Gohan, and that you could try with a small core, acting as a unit attack for free even if not exactly that type of damage. Here because of the HP/PWR/DMG/PWR LV, just gives everything could need, 15k may not be 35k but the other 4 cards are of much better cardstock.
HGD4-25 Adult Gohan So while he may not offer much to the team, he's really cool being SS3 Adult Gohan and the 9k fixed PWR LV can come in clutch, Ozotto decks need to expend PWR LV Limiter apps instead of something else, you get a bit more flexible speed since you can get fast while preserving STA, and he also generates some STA to himself at the end of the round.
UGM8-016 Goten And this can help with making the enemy more manageable while increasing the speed of the core here, an extra 1.5x PWR LV on the Z CAA, halve their PWR LV for R1, and then you have the unit to help you win the PLBP.
MM5-059 Super Hearts / Lags So this is a deck that wants to leverage both sides depending on the situation, after the GRD boost (or with Goku having 2.2k GRD to begin with), Lags can make sure that someone with the Z-CAA is targeted for the extreme defence we get from it while on the offense Super Hearts makes sure we can hit with GRD/DMG reduction pierce, the main thing is to try and force enemy supporters so that we can get the DMG reduction pierce when we need it.
UGM7-SEC3 Goku Black / MM3-SEC Vegeta So the goal of this slot is to punish the opponent for having attackers and the best I could conceive, with all the Gokus, would be Goku Black as you leave them with an unfun choice except in the instance of a tie. Either all of their HE gets stolen and he deals 5x DMG for the round or he steals half the PWR of the enemy team in the PLBP since he checks even when a supporter. That said there are two other ideas to consider the slot, MM3-SEC Vegeta. Basically either they give you the pierce + fixed DMG or have their STA be deleted (or feed you more fixed PWR LV on the Goku side).
MM4-SEC Vegito / MM3-052 Frieza (Revived) Going with Vegito since while he has a high GRD stat, the 1.5x GRD from Goku will be in clutch to enable him to be targeted of Goku Black and Vegito R1, R2 as well since Black's transformation is too late but back on Vegito. The PWR LV multiplication also will stack since he'll be targeting the BS Z-cards and one of the HRs first (unless you're using a BS GoD HA), meaning you get 4.5x PWR LV R1 and 6.75x PWR LV instead of 2.25x, which is very nice. It may not be much STA or PWR LV but surely with Laggs, Goten's unit, the PWR LV stacking, and Adult Gohan's fixed PWR LV something could come up on speed. That said there are two alternatives here, the lizard of legend, MM3-052 Frieza (Revived) needs little entrance. STA/PWR generation's great, GRD shredding's a great contingency when it comes to Super Hearts not working, and we're fast enough to make it work.
HA This is a flexible slot yet again, theoretically since MM6-SEC2 Goku is SS, you could explore having a base Bardock to use SS4LB Note's unit as an extra PWR LV Limiter unit, but she's still nice as a floor for PWR and damage. BS Kai is more speed, the Androids/GoDs could have the opponent play at a slower pace to either respect disruption or fixed DMG. I'd probably tinker with something for CIs if I feel like I'm sucking that day but there's also merit to go with something like a BS Male Saiyan HA since R1 the HA needs to be a supporter just in case they'll have more GRD than MM6-SEC2 Goku.

And pog, it seems to be something you could consider. There's a nice variety of ways you can configure the Z-core but I think it should be 3 cards, just sounds right to hit 15k HP on R2 for huge defense, also if you have any retargeting you get a very simple way to get discount BM7-SEC Goku like what I'm doing here except Bm7-SEC didn't offer 15k HP to help with shielding against action abilities. Sure if they hit DMG cap that won't matter but that's unlikely to happen so you could get the time for the HE to use a unit or just win the PLBP with the native speed and hit really hard. The weakest link is regretably Super Hearts, in theory he should be fine but it can be unreliable as GRD/DMG reduction pierce if you're trying to end the opponent off, though being able to leverage Goku Black is nice since he's one of the cleanest punishes I could think of, though thankfully it's also a flexible slot if you happen to find a card that does more work for you on making sure that Super Hearts is more reliable (UGM5-062 Cell and HGD4-SEC Dabura (Xeno) could be something to consider if wanting a PWR LV-based punish). The card has been proving itself as solid in a committed deck but I wanted to see if you could just use it as a core to complement something else, and I feel like the deck has teeth despite the skill-testing part of predicting the opponent (and knowing their deck inside out practically to make decent guesses), the damage should be very respectible if the opponent doesn't have DMG reduction, if they use MM4 Super Buu we could have an issue since the healing could blunt our DMG really well and our CAAs aren't many (we have a climax, a transformation, and a switch change, it's just the Z-CAA and your HA), but you could try slotting in a MM3-SEC Vegeta and use them to turn Super Buu off in one way or the other.

Alternative Cards

Card Why
MM3-014 Goku You could replace Goten with this to have more concrete DMG reduction on the team, he hits hard himself and helps with the HR co-op group so this frees up Goku Black as Super Hearts is more used for Laggs and you don't need something as specific as Goku Black to try to force Hearts to work.
PBBS14-03 Gotenks PWR LV Limiter unit with Goku and Adult Gohan, Z-CAA that gives the Z people 1.5x extra DMG, and in the PLBP all allies with less than normal DMG multiplication get reset to normal, in case you're against BM7-050 Goku or MM4 SSBKK Vegito UR, or something else. The unit and ability are a silver bullet while the DMG could help on applying pressure.
MM4-062 Vegito / UGM5-063 Aeos Mainly for their god meteors, the idea is that these will reduce enemy offense so much as to force a supporter for Super Hearts to go ham. Aeos is some action ability sealing, CAAs R1 which can be nice in stalling MM3-SEC, TAAs R2 to stop keysword locks, and then her god meteor sets the enemy's PWR to 1 if they stay an attacker which can be rough though against MM3-052 Frieza (Revived) it might be ignored? That's where Vegito comes in, he is a hellfire god meteor that stops fixed DMG while in the PLBP he lowers enemy PWR by 3k per HE you have and also restores everyone's DMG reduction if anyone had negative DMG reduction, he can work as two rounds of defense and be enough to help with not dying while having low enough GRD to not take away Goku's synergy with MM5 Laggs.

Link to the TOC

A Last SEC for the Grand Tour of Warcrimes

Image description Image description Image description Image description Image description Image description Image description

Card Why
MM6-SEC3 Gogeta (GT) First we have a free PWR LV Limiter unit if you have Pan and Majuub on the team, then there's the ability. If you win the PLBP you get a free revive and super attacks for the entire team, Repeatable. If you lose the PLBP then your team with less than 6k GRD gets 6k GRD for the round and the card does 4x DMG. Alright this card is nuts, the revive and GRD effects aren't permanent but being every round means you become immortal if you can consistently win the PLBP. Which is the problem, winning the PLBP in this day and age is frustrating. Go HGD9 Future Trunks with MM5 Majin Vegeta and you're into PWR LV ties out the ass (also disables the DMG multiplication for the card, but neither here nor there), UM8 Fin loses to Vegeta and BM6 Broly loses to MM3 Frieza (Revived) and/or MM4-SEC Vegito. If looking into R2, then that's where most PWR LV Limiter apps and MM1 Ozottos reign, its really only until R3 that, if looking into the meta-angle, that you get some measure of freedom...Unless?
HG5-51 Majuub So Power of One as this is known is pretty solid even now, R2 only you gain fixed PWR LV based on this card's PWR/GRD, which at base is 8k but with app bonuses, easily hits the 10k mark and beyond, and really appreciates extra support from other cards. The main hiccup is that UGM10 Gamma no.2 and PWR LV Limiter apps exist to devour this card alive, that said forcing that is something you could profit off of with other cards.
UGM6-ICP4 Pan This is the most offensive Pan there is, she gives the team 5k extra PWR at the start of the game and comes with no action abilities. This can open up on the STA generation slot since Majuub will have more PWR to work with for R2 fixed PWR LV. There are other options here but no units without adding in a Trunks (GT) as there's no unit Pan has with Gogeta (GT) and Majuub. Gogeta (GT)'s PWR LV limiter has value in case you're stuck against PWR LV multiplication as that does tend to do better against Poutine than fixed PWR LV, so you could use this on R2 or 3 if they lack Ozotto or something to halt them and win the PLBP that round.
BM6-068 Broly Start of R1 he sets the enemy's STA to 1, which can be enough to stun a deck lacking MM5 Vegeta since even with MM3 Frieza (revived), they'll have very little PWR LV (Frieza is not a full bar R1 so it'll be like they got hit with Fin unless they're using MM4-SEC Vegito), also his transformation can let him hit decently hard, having free 10k PWR and super attacks even if he's an EL type.
MM1-065 Laggs / UM8-045 Demon Goddess Poutine And the answer to fixed PWR LV that'll make it so that Broly works on MM5 Vegeta decks, and for MM3 Frieza Revived this can hurt them even onto R2 even with the unfortunate timing of the STA disruption (start of round so it doesn't hit the opponent R1 but on R2, if Frieza is their only form of STA generation, they won't have enough STA for two bars of STA for anyone, still giving you a chance to go first or something), it is the one R1 stun cobmo that could let you play under HGD9 Future Trunks, did get the idea from Noa doing it with Aeos but more on that later.
MM4-SEC5 Vegito / UGM9-SEC2 Gotenks With all the STA disruption we have, winning the PLBP shouldn't be that hard so the main question is which fusion do you want. Vegito offers DMG reduction/GRD pierce for a round and the free HE can be enough for the unit itself for R2/3 while Gotenks offers intense STA generation and even some free HE just in case the enemy has HE destruction. Gotenks also lets you leverage a different HA since you're not so strapped for STA all the time and Vegito can be a wincon on the damage side. For the deck decided to go with Vegito as a way to try and force the game and the extra HE can be nice if PWR LV isn't cutting it but either or could work.
HA Pretty much a BS Kai just so that you have fixed PWR LV to work with R1 and R3 onward, annd when you use them as a supporter to increase enemy CI speed, you also get some STA generation even if it's once only, this allows you to at least meet the PWR LV Limits imposed on you and have a chance to win the PLBP if the stunning here's really effective. You could also try the EL Namekian HA, just note that with the stunning of the deck that I wouldn't consider the EL Android HA reliable whatsoever. If wanting to threaten an otk with Vegito more consistently, SS4LB Note is on the table as a strong attacker to hit really hard and help the team hit really hard. Also something to consider, if really into the idea of winning the PLBP being reliable since you have a revive every time you do, you could consider the HA not necessary and have something like MM1 Ozotto, or a counter measure against the anti revive cards that'll be rising up to meat Gogeta (GT)'s challenge (UGM8 Gogeta (Xeno)/MM3 Broly for MM6 Vegito (Xeno), UGM9 Dark King Demigra or UGM5 SKoT for UGM1 Aeos, a cup for the tears if they pull up Marcarita, etc.).

So there are definitely meaner ways to build Gogeta (GT), I decided to try and bring Majuub a use case in the modern day even if he's not the only card with the effect (HGD7 Gotenks (Xeno), MM2 Tien, and PUMS11-05 Broly) and also bring about a unique R1 stun combo you could try to help handle the enemy team for the early round in the broadest net possible, there could be instances you still lose the PLBP early on but I think this is generally the best since you do, since that requires MM3 Frieza (Revived) + Vegito and maybe even Future Trunks still which might mean the rest of the deck is not that much to worry about, hopefully. As for lethality, Vegito makes it where trying to hide behind normal defense is not an option and while Gogeta is damage when you lose the PLBP, you can leverage an otk with Vegito + SS4LB Note and/or something else within the 6th slot, the deck does aim to play the long game a bit since the combo should be good if they're focusing on stuns instead of other aspects for their decks, getting multiple turns to leverage damage, especially since the revives come with super attacks for some reason.

Alternative Cards

Card Why
MM5-SEC3 Gogeta If fine with spamming a monkey for monkey business, this card proposes the red pill and the blue pill to your opponent. The red pill has you winning the PLBP while you get a free revive/super attacks + this card deals 4x DMG, or you lose the PLBP letting your team end the PLBP with 6k GRD and if it was with a PWR LV Limiter effect like HGD9 Future Trunks or the app or MM5-SEC2 Vegeta's unit, etc. The enemy gets stuck with 1k PWR too. You could easily do a variant of the deck based around this card + PWR LV Limiters like HGD9-44 Future Trunks, MM1-066 Ozotto, etc. but I do want to give more love to other cards. Could easily be a 6th card in the deck if fine with having a BS Kai HA as you'll need the speed to get some HE and little bit of STA generation (need a way to generate 4 HE for the start of R3 after all).
MM2-SEC3 Syn Shenron This card is more inline with the above Gogeta as a core from the depths of Hell where R1 is revive + healing while if you let the opponent win, and they limited your PWR LV, their damage is jack shit, and the healing potentially being enough when working with 6k GRD and the opponent has 1k PWR, just be careful for R3 onward where the options for stun effects do exist at a more limited extent.
UGM1-SEC Aeos There is a deck you could try with her as the PWR LV seal for Broly but the hiccup is that she is very expensive for deck space, you need at minimum Aeos + a card that generates HE at the start of the game + Broly, that's 3 cards right there and you probably want a 4th card to enable Aeos' Miracle Perfect/Revive seal, this can be the Aeos core of old or you could try something else but note that this can be 3-4 cards on its own, hence why I used something like UM8 Poutine or MM1 Laggs as this is beyond mission-critical to get R1. It was this concept from Noa SDBH that got me to explore this idea for a R1 stun core to go under Future Trunks.
UM12-SEC2 Mechikabura Could have been amazing as a R1 stun card but I needed the extra STA DMG from Broly, he only does a bar while Broly sets their ass to 1.
MM6-022 Pan Utility as Feint, meaning you can win R1 quite convincingly even if not as good as Broly + Poutine, can free up a slot for a second card to focus on STA disruption (maybe if you trust Pan + Poutine enough, you could do UGM7-060 Broly so that if they fail to have HE at the end of a round, they are reduced to 1 STA).
PUMS8-09 Pan STA generation for the team is something the deck lacks but then it really pushes the 6th card to be the biggest PWR generator you can grab which could be MM4-SEC Vegito or MM3-052 Frieza (Revived) since then Majuub may not be as much as you want in the face of disruption.
MM6-069 Aeos If on revive chains, then this could take place of Vegito as damage since we'll be exploding from huge attacks a couple of times, turning into a death button akin to UGM9-SEC2 Vegito but without requiring you to win CIs beforehand.
BM7-064 Golden Cooler (Xeno) Depending on how much STA he lowers from the start of the game, from what I could garner it's almost a bar, you could pair him with Poutine as part of a STA DMG core that's more tech'd against MM3 Frieza even if not as good a core to win the PLBP as with Broly since he also gives you some GRD shredding, which you can then change the 6th slot for either Golden Frieza (Xeno) (and then open up Pan if you want) or some other card. For R1 you are getting a bar and a half which is really good but not enough to stop ELs/HAs from having STA to generate PWR LV and then probably go first, Broly + Poutine is aiming to be UM8 Fin but MM5 Majin Vegeta won't save them.

Link to the TOC

A Super SEC to Break Past Limits!

Image description Image description Image description Image description Image description Image description Image description

Card Why
MM6-SEC4 Goku WHERE'S THE FUCKING INFINITE ZAMASU CARD YOU BASTARDS, YOU GAVE US ANOTHER FUCKING MUI GOKU SEC AHHHHH!!!!!! Alright, block burst that makes the enemy take 50% extra DMG per enemy attacker when your super attack fires, and it is semi-unique being the UGM9-SEC super attack which is cool. Then there's the ability, your team gains 2.5k PWR/PWR LV for the round per enemy attacker and then if you win the PLBP, you target the enemy that'd take most DMG and your team gets STA DMG resistance. Most notably, and funny, this ability activates no matter what, even when a supporter, and that the PWR LV doesn't give you more HE, sadly. That said it can put up a possible thing I'll call the "Fuck You" core.
UM8-045 Demon Goddess Poutine First the core for the thing, step 1: Fuck the enemy's fixed PWR LV. MM5-022 Vegeta? BM12-LSEC Gogeta (BM)? Don't care, no fixed PWR LV for you, fuck you. The STA disruption doesn't even matter for the most part as I'll get to later.
BM6-068 Broly Step 2: Fuck their STA without lube. Better see some good STA generation because otherwise things could get rough there, nice HGD9 Future Trunks over there with your sub 2k PWR LV, hope you like the paperweight over there being a bad Oceanus Shenron.
BM3-069 Salsa Step 3: Fuck their PWR LV, no UGM8 Chilled, MM4-SEC Vegito, and MM5-020 Goku do not count. You are playing fair and honest SDBH, me? I'm being fair and honest, in how I'm applying the law of the land being that only I get to have fun. Try to win the PLBP when each attacker you have is 2.5k PWR LV for me.
MM3-SEC2 Gogeta (BR) Surprisngly don't get to pull the card out that often because I find winning the PLBP normally annoying, having to win against ties and PWR LV Limiter apps, with the last three making sure that it's hopefully a non-issue except for units (HE generation considering the zero STA they're working with), or the PWR LV Limiter App (R2 only and at that point you do have to deal with a single tie depending on order of things since Salsa is some STA disruption but loses to MM3 Frieza (Revived) / MM4-SEC Vegito). With the core, all the stun cards don't fucking matter anymore so now we get to warcrime central, and considering Salsa disables DMG multiplication, how about we turn PWR/fixed DMG into a joke. The combo makes it where the only way the opponent will deal more than a comedy joke of damage is if they use negative DMG reduction, and my dear sir, Chilled has been MIA a bit so I think we're in the clear to not even need BM4 Adult Gohan. Gogeta (BR) also has some synergy with Goku since of the retargeting, whomever you seal the GRD/DMG reduction of by winning his attack CI will be the target for the rest of the game unless kept a supporter which can be useful to have. Also the highest base PWR for the deck so MM3-071 Goku doesn't know what damage looks like.
UGM9-SEC2 Gotenks / MM3-052 Frieza (Revived) This is where your deck gets customizable, yes we have all the defense in the world but we would like some STA generation to make sure Poutine is online, STA to seal the PLBP (you do technically need 4k for the fix PWR LV to handle the rest), and damage to not lose by time rules (end of final round, whomever has more HP wins, we are without a HA so we will need damage). UGM9-SEC2 Gotenks gives you the most STA while Vegito could have the fixed DMG to end games (30k is a lot) but requires you to git good with CIs to do that. MM3-052 Frieza is more relaxed, just giving you some STA while also having more PWR generation and GRD shredding
MM2-038 Goku (GT) / MM6-067 Vegito (Xeno) So this slot is very flexible, for me I figured the main way we could somehow lose is if the enemy revived for a retaliatory strike or something, Goku (GT) first generates HP equal to half his PWR/GRD (in increments of 1k stat to 500 HP) when a supporter and the timing is such that Goku will feed 1.5k HP per enemy attacker (maxes out at 8.5k HP on his own, adding in Goku (GT)'s own stats mean that 10k HP is not hard to hit for R2's limit), and then sets his PWR to 1 (which means very little considering he can get PWR the next round after from Goku, this card also goes hard if running MM3-052 Frieza (Revived) due to the extra PWR letting him be much more HP on R3 or R4, which can help with making sure you get to R5 to kill). MM6-067 Vegito (Xeno) can seal enemy miracle perfects and revives if you have more PWR than the enemy but that is very much something you'd need time testing to see how reliable it will be to proc, it should be fine but Gogeta (BR) isn't permanent disruption so any generation in the PLBP (even if limited) could topple this though Goku's generation inversely also helps makes him work, something very much you could consider if you don't want the revive seal to only be active on the final round and want faster games.

You know, I thought Gogeta (GT) was warcrimes but here I go with a deck featuring two middle fingers to the world apparently right afterwards, mostly an expansion on the concept for securing the PLBP the previous deck had but with different targets in mind when it came to the rest of the deck. So the main stopgap is the PWR LV Limiter app which can force a tie, depending on enemy PWR LV and if they have MM1 Ozotto (a card you could fit in the 7th slot since revives may not matter that much theoretically, like if they revive and attack, they're still at really low HP meaning they lose R5, just means now that you're stuck with PWR LV tying against Ozotto while the app wins R2 guaranteed against others relying on the app). But ignoring the vore demon you're on the gravy train to peace of mind as Salsa and Gogeta (BR) make damage a near impossibility, the only weakness being the low starting HP and that Gogeta (BR) can mess up Goku's negative DMG reduction thing going on with the burst from the block burst, but with Goku (GT) we should be fine when it comes with HP if it has to go there, also Gotenks helps with miracle perfects on the EL co-op group, further helping Goku proc his burst to make someone frail and if you want, you could lose the HR co-op group if the pierce isn't needed to keep the negative DMG reduction.

Alternative Cards

Card Why
UGM1-SEC3 Teen Gohan So this was the original plan for the deck, he multiplies his PWR LV and Super Attack DMG, not his PWR so all the PWR Goku got couldn't have been used for PWR tax fraud, too much an honest soul here.
MM5-SEC3 Gogeta For a less stun-focused variant you could do this to punish PWR LV Limiter effects.
MM6-SEC3 Gogeta (GT) Infinite revives is good but it's also something you can tech, Gogeta (BR) + Salsa is much harder to break through while a simple Macarita can turn the deck into swiss cheese defensively.
MM5-020 Vegeta / MM5-020 Goku Yes, it's probably better to replace Goku with Vegeta since you get free fixed DMG/super attacks to end games, stun prevention to potentially not need STA generation (heresy in my book but hey, greed and a technicality), just that I needed a deck for the card and nothing else really came up for me. MM5-020 Goku gives you 50% DMG reduction just in case you needed more defense but also triples your PWR, for the round, so it's not fraud but it's still really nice with MM6-SEC4 Goku, also boosts Salsa and Poutine to help bring their DMG/PWR LV up to snuff just for extra speed that can translate for HE.
UGM3-068 Vegito (Xeno) If afraid of both UGM1-SEC Aeos cores competing against you and MM4-SEC4 Super Buus, this can handle them and be a considered card in the 7th slot, also has 4k PWR LV so you will win the PLBP regardless of STA, also 4x DMG could be nice to have on a BS with a ton of PWR.
BM12-LSEC Gogeta (BM) Requries a HA for his ability otherwise probably would've been the 7th card, could try a HA version since this card does come with 4k PWR LV to help make STA generation not too important but still being risky there, he also offers fixed DMG if you can win a CI while under less than 1x DMG multiplication. Having the HA will also enable Gogeta (BR)'s summon which can be really good for opening up a Godku or Super Buu to damage.
MM4-SEC5 Vegito In case Gogeta (BR) fails to work, this could be in the 7th slot to help with GRD/DMG reduciton pierce even if only a round, the summon and PWR boosting could also help with giving the deck extra lethality.
UM10-045 SKoT / BM2-068 Towa / PUMS14-06 Goku Black The first two handle with CIs while also preventing the enemy from reviving, both also are forced into the supporter area to do that which could be an issue. SKoT disables enemy miracle perfects and increases their CI speed, only sealing revives if you win the PLBP, Towa will always reset your team's CI speed while sealing the enemy's revives when a supporter. Goku Black is a more offensive take, sealing enemy miracle perfects when an attacker and then their revive chance if you win the PLBP.
UM11-SEC2 Gogeta (UM) / UGM4-SEC Vegito Both want to win the PLBP to hit really hard, main thing is style for the most part as both should be able to end the game, Vegito works better with UGM9-SEC2 Gotenks because of being an EL but his halving of PWR LV/DMG doesn't matter thanks to Salsa. The HE destruction could prevent a unit if you fear MM5-SEC2 Vegeta's unit so you could hold him back until a round you suspect they may generate HE to go for it.
BM10-SEC2 Masked Black If you feel like a god with CIs, this man can give you not only more fixed PWR LV but also increased maximum HP if you can win his defense CIs, it is most definitely an option you could have in place of UGM9-SEC2 Gotenks if you feel like the ballest baller to ever ball (also helps with issues of Poutine having STA since she may not need to be an attacker, consuming STA and can stay as a supporter til the final round, and synergizes really well with Goku's negative DMG reduction since his CAA reduces DMG reduction alongside the STA DMG resistance that will make it hard for him to be stunned).
BM9-SEC2 Goku Your 'fuck CAA/TAA' button, if you win the PLBP by 3k+ everyone else's CAA/TAA, on both teams, gets sealed in the PLBP, this means the opponent can't even try to fenagle chip with them even if you can't stop transformations.

Link to the TOC

Oh Eternal Dragon, Hear My Call as I Wish for the Last SEC of Super Dragon Ball Heroes

Image description Image description Image description Image description Image description Image description Image description

Card Why
MM6-LSEC Shenron When in the attack area you make a wish, you can do this three times and they're boosted when you have 50% or less HP. The first wish is to make the enemy take 1.5x DMG for the round (probably 3x when boosted), the second wish halves DMG dealt for the enemy (probably hellfire/90% when boosted), and the final wish reduces the enemy's HP by 3k (6k when boosted?). The individual effects are solid but comes with the hangup of also being bland when it comes to my synergy-based decks, there can be value/merit to playing or building 'good stuff' decks where the synergy is not as directly but you have just such strong card quality that the opponent must respect you/more consistent power across matchups. And as for the otherwishes... My second wish would probably either be mind control or something similar to will WM2 if going directly would be too much a massive headache for Shenron (ah yes, Shenron coding a game while making sure it works on our potatos out of thin air). 3rd wish... demonness to cuddle and play WM with? I am a depraved soul.
MM1-SEC3 Goku Yes, the thief makes his return for a deck at the very end, the main purpose is for the team DMG reduction, starting at 20% for R1 and increasing as the enemy's more damaged, the Blood of Saiyans helps with giving him and Gohan some extra speed and dmg. 1.5x PWR LV and 1k Fixed DMG isn't nothing when its for free. Then he disables the DMG multiplication and fixed DMG of enemies on the same attack row, which can be useful to enable Shenron to just lay down the fixed DMG while not exploding to cards that abuse DMG multiplication like MM5-020 Goku or MM3 Janemba or fixed DMG like those under MM5-022 Vegeta's banner.. Just note that if you hit enemies with the DMG multiplication effect from Goku, Shenron's defensive aspect is a lot worse. The God meteor can disable GRD/DMG reduction from the supporters which could come up sometimes but otherwise is just extra damage.
MM1-070 Teen Gohan With Shenron's fixed DMG you can make this card work really well as STA generation, even if it can take a little bit by having to make sure the opponent's wounded, the deck is a snowball and a big thing is the first push off the hill, as others are trying to stop us from pushing the snowball down and eating a big snow-boulder, and the STA is very nice in giving the deck room to play in.
MM1-021 Piccolo Free PWR LV Reduction unit so long as you have 4 HE, also has good utility with MM1 Gohan by having Sideline Support, giving him a free super attack when the HE's lacking so you could have a chance to deal 5k fixed DMG if you can launch the super attack.
UGM8-SEC5 Monaka Since we are playing a little loose with the DMG reduction, and want to go low HP, this card can go hard as a reward by having a self-contained nuke button even if we're eating PWR LV Limiter effects for second breakfast. Furthermore we get a revive unit here if we get the HE generated, giving us a nice last ditch effort to try and kill the opponent.
MM3-SEC Vegeta Welcome to the CFO of Warcrimes Inc., while we may not be tempting infinite revives, we instead get fixed DMG per enemy supporter when they try to play around the GoD HA they take extra fixed DMG, always resulting in 10k HP being lost R1 minimum, then if they try to play into being faster, Strongest of the Strong to set their STA. He also comes with DMG reduction pierce to also help make your MM3-071 matchup so they can take 9k fixed DMG before taking 10k the next round. The Goku half of the card is not as critical, both can help against any BM7-SEC/UGM10-SEC Gokus you may face but switching to Goku can make Monaka's unit a bit more akward as you're having to wait a round to switch to Vegeta and have a chance to activate the revive, that said still could have merit when you just need to go first as the fixed PWR LV could help with speed.
HA GoD HA because they pair so well with Vegeta and with the Blood of Saiyan cards, the fixed DMG is what can help them thrive really well, probably want the BS GoD HA the most for the extra GRD shredding but you could also try the EL bunny for STA disruption/stuns?

And so it is, not the last deck of the list, but the last SEC, and it ends with Shenron rocking amazing art. As a deck, I think this is pretty solid even if defense wise it might be suspect if you go against the most hardcore of decks, but into the rogue territory this could be meaty and respectible. A lot of the deck's DMG is not something the enemy can stop, MM3-SEC + GoD HA, the Blood of Saiyans + Shenron chip, and with that Goku and Gohan can be good sources of DMG reduction and STA generation for the team. Also speed is a bit rough, yes with revives + Piccolo's unit, it's fine if we're a bit slow to leverage our units but HE generation could be something to look into as a fix. And Shenron is flexible, if you feel like you need more defense, than chances are you will hit hard against the opponent and could be fine with his effect so long Goku didn't normalize some enemy's DMG multiplicaiton/seal fixed DMG (but if he did, then they shouldn't hit too hard unless they're turbo-charged with 50k PWR and GRD/DMG reduction pierce).

Alternative Cards

Card Why
MM1-072 Vegito + MM1-071 Gotenks + UGM4-CP4 Piccolo Another, more disruption focused, Blood of Saiyans core, Gotenks lowers enemy STA at the start of the round which can stack nicely with other STA stun cards even if it's not good into MM3-052 Frieza, the Vegito makes the enemy take 1.1x DMG at the start of the round, and Piccolo is PWR/GRD generation with the PWR LV Reduction unit. There was an idea floating around for a bit of trying a Chilled centered deck, using him + MM3-SEC3 Frieza to really stack alongside this but that leaves the 6 card with STA generation duty (MM3 Frieza (Revived) as the simplest answer) or being something like Cooler/King Cold to let Chilled be enough speed with a crew (though there's not a King Cold card with Frieza and Chilled for a unit).
MM1-073 Gogeta If wanting to focus on raw speed, you could replace the SEC Goku for this card since the extra PWR LV + STA generation with Teen Gohan can go far, being similar to using UGM6-041 Gogeta (GT) + Pan but with more raw damage, just that I found the DMG reduction might come up more since we don't start with a revive, it's not like UGM10-SEC3 Kid Goku or MM2-SEC3 Syn Shenron's around. This also lets you replace the Piccolo for that revive card since his unit wouldn't be active (unless you wanted MM5-018 Goku elsewhere on the team to be a Goku unit member and also a revive, UGM1-SEC4 Goku also exists if you can proxy it/have an arm to sell).
UGM3-045 Vegeta The DMG reduction pierce being on a Vegeta could be very nice for the rest of the team, and the fixed PWR LV/DMG could come up while the DMG multiplication sealing could also be useful for allowing more aggressive use of Shenron's fixed DMG. Just a very nice and versatile card, just that I felt like I needed more raw damage.
MM5-023 Vegeta So the very funny thing is that you could try leveraging a switch Goku/Vegeta card to get both units in one card, admittedly this is vice versa which can get annoying as it means units are delayed a bit if wanting to activate them as early as possible unless you want Goku R1 which I doubt. Vegeta is retargeting with the possibility of more STA and DMG mitigation while Goku is 500 PWR/GRD per STA consumed alongside 1k fixed DMG on a CI win for each CI you've won so far. A big advantage that this has is that you also get to free up a card since you don't need both Goku and Vegeta though, so you get one more flex slot to tinker with the core if fine with having to predict the future to make sure you get the units you want when you want them. For a 'Goku/Vegeta' one that shouldn't have as much a unit issue, there is UGM1-SEC2 Goku who could be solid defense and STA generation but Vegeta is much more finicky, sealing super attacks for when the enemy has too much HE and also making them take a ton of STA dmg from CIs. The PWR from Goku being really good in making sure that Monaka can go in for the kill.
ABS-03 Vegeta / MM5-051 Vegeta HE generation via most flexible unit member slot, MM5 can get you enough to hit revive, ABS deals more damage though.

Link to the TOC

Cell Helps Shallot Lead a Life Clean of Cope!

Image description Image description Image description Image description Image description Image description Image description

Card Why
MM6-017 Cell Start with the reason the deck exists, we got By-Products of an Experiment on a EL, and its on this perfect being. What it does is that if he has less than a bar of STA, the enemy won't do co-op attacks, which is extremely important since that is how our Shallot actually works. The one thing to fear with the deck is that games will be much longer since you'll have many, many more CIs to get through a simple 4 CI round can become 6 or even 8.
MM4-068 Shallot Our source of defense, when the enemy attacks the EL co-op group he's in, they have their PWR set to 1 for the round and have their DMG multiplication disabled, furthermore he gains some STA and 1.5x PWR/PWR LV after the attack. So first thing to note, and why Cell makes him actually work without needing Great Saiyaman + Lags/Robel retargeting is that he only affects the first enemy in a co-op group, not everyone in the co-op group so his defense, normally, isn't worth much until there's no co-op groups so he's suddenly pulling in MM3-SEC2 Gogeta (BR) levels of no defense but you don't need to drill the enter button to win a PLBP tie. And his PWR/PWR LV boosting, on its own it's bad but when co-op attacks don't exist for the enemy, suddenly it's a lot more respectable. 1.5x^3 is ~3x, which is kind of bad, 1.5x^4, peak for a normal game lets you get 5x PWR LV R2 which is pretty solid. But with no co-op attacks, 4 might be the low end while 5-7 is much higher, and 1.5^7 and that's ~17x PWR LV, for R2, very juicy, even 5 procs is really good as that's ~7.6x PWR LV which is very competitive to get that at the end of each/most rounds, if you got that for the next round you'd get ~56.7x PWR LV which means you are competing with MM4 Future Trunks + Mai on R3 which is no small feat even if all your speed is on one card.
MM3-044 Janemba / HGD3-SEC2 Bardock (Xeno) I wanted to use Dark King Demigra that's nearby so I wanted HE disruption, this card is not only that but also lets you play with 50% miracle perfect chance in the attack CI while having 3x PWR/DMG which can hit really hard alongside our friends, the only issue is that the perfect CI can make it where Cell will have 4 bars of STA and thus after STA consumption he'll have a bar and thus not seal enemy co-op attacks but surely the attack CI will result in the win? Also helps you in the fabled MM3-071 Goku matchup as using the card means they won't be getting HE until R3 either. If you want to have this utility while not having miracle perfect issue, Bardock (Xeno) is there with Rebellion Blade to prevent HE via PWR LV for R2, meaning that as long you have a strong R1 stun (probably stronger than Robel), you can get the two rounds of 0 HE to let Dark King Demigra hit really hard still, just note that it'll also be harder on the CIs since you won't have miracle perfects to lean back on.
UGM10-027 Vegeta And something to help with damage and a more flex-ish spot, when his co-op group is attacked, he gains 20k PWR, if you win the defense CI he gains 100k PWR and then makes the enemy co-op group take 1.5x DMG permanently, yes ELs copied UM10 Chi-Chi but instead of being cute and funny, we get a Galick Gun to turn them into space dust. The negative DMG reduction can also help just make the damage go absurd since these are Elites, they aren't great for raw damage with their ki blasts compared to the HR/BS which won't be afraid to just punch them in the jaw.
UGM6-059 Dark King Demigra Does the enemy not like hitting Shallot's face? Too bad, now they lose HE for having supporters and get to live in fear of death energy! He gains PWR/DMG when attacking based on how little HE the enemy has, and this extends to his TAA, an ultimate energy that GRD/DMG reduction pierce if the enemy has 0 HE.
UGM6-060 Demon Goddess Robel Another in the flex slot for the deck, the idea is that this can help with winning CIs (getting stunned is bad) while also making sure the enemy won't try to ftk you in some way by doing some STA disruption, halving them at R1 could be useful barring the presence of MM3-052 Frieza (Revived), she also offers some healing when you win her attack CI, 2k HP per enemy attacker so if you're good at the game not only can the enemy deal minor damage unless they're drowning in fixed DMG, you also get to heal all of it up by winning one CI.
HA / Flex Slot So this has to either be an EL card or something permanently fixed to the support area, for HAs you can go with the EL GoD HA for more fixed DMG/HE destruction, you can go with the EL Android HA for STA generation if you want to replace Janemba for something else so that Cell won't get 4 bars of STA and make the deck stop working. EL Kai HA could help with STA DMG resistance.

So welcome to but one variation of EL Aggro I had fermenting since MM4 Shallot existed, but then realized there wasn't By Products that cleanly worked with him (closest you could do is maybe MM5-023 Vegeta depending on how he works with co-op groups?), but now there is you can do this. The synergy between him and Demigra is dumb and Janemba not only being a strong stun card but also a piece of DMG/miracle perfects that help let Dark King Demigra shine is amazing. Robel is a ton of healing if you can win the EL CIs while Shallot makes sure you don't die that easily. The main hiccups for the deck is that you need to go through many CIs and you can get stunned, the many CI part is not only rough in just skill but also in time, like this is the type of deck I'd never recommend for ladder grinding just because while it should be able to win reliably, it will be slow about the process and require a lot from the player.

Alternative Cards

Card Why
MM4-018 Adult Gohan When a supporter you gain extra DMG reduction while also having STA DMG resistance which is very valuable to have while as an attacker you increase the enemy's CI speed and disable miracle perfects, making it where defensively/offensively the card's a house and you could try to fit a Goku (like BM7-050, BM11-017, UGM5-054 or something) in the deck alongside UGM10-027 Vegeta for the unit, just note that UGM8-SEC4 Goku isn't good because we already have PWR/DMG multiplication handled, Goku would result in nothing when alongside MM4 Shallot working as intended.
UGM9-SEC2 Vegito Another in the 'let's make CIs not hell' department, can tell from a recent friend battle from Ryannu how great this card can be, normalizes your CIs while making the opponent have really fast CIs and the fixed DMG ends games, only hiccup is that he doesn't seal enemy miracle perfects so you could still need to be good from time to time.
BM7-SEC2 Masked Black / MM5-059 Super Hearts Both are there to handle with enemy GRD/DMG reduction in case you didn't want to handle with negative DMG reduction from UGM10-027 Vegeta's ability, former is to three of your strongest attackers while Super Hearts is to the entire team before the PLBP (better MM3-071 Goku matchup) but needs you to have more attackers than the enemy (which could be nice to be mean to the opponent, either they give Shallot all the PWR/PWR LV in the world or get HE destroyed by Demigra + GRD/DMG reduction pierce)
MM3-SEC Vegeta This is only here because not only will he be a part of the defense co-op group but he also is a clean answer to the Goku core if BM7-SEC Goku is lurking in your meta. UGM4-064 Gohan (SH) is only good for the next co-op group so he's good for something like BS Aggro, but not EL Aggro.
HJ6-63 Trunks (Xeno) Xeno Messenger is a hell of an ability, especially when the deck doesn't have ways to handle monstrous amounts of GRD directly, that said you'll need to win the PLBP so good luck.
HGD10-SEC Demon God Demigra A utility alternative to UGM6 if wanting to make a bigger focus on Demon Goddess Robel, gives you STA generation and the Dark God Meteor still represents some solid fixed DMG to threaten the enemy into the support area if you want to leverage that.

Link to the TOC

Gamma No.1, the Best Man to the Wedding

Image description Image description Image description Image description Image description Image description Image description

Card Why
MM6-012 Chi Chi Her big thing is that if in a co-op group with Goku (she's HR), you get 50% miracle perfect chance which can be really good for the attack HR co-op group, you also full STA generation on her which can be useful when stacking with other cards.
UGM2-066 Gamma No.1 So if we're wanting a wedding, we need a best man to make sure the groom's ready, in this case he's offering 10k PWR and GRD/DMG reduction to the bride and groom, which I've heard is very nice on the 'hitting hard' aspect. Technically he's fixed DMG if there's a ki blast but I doubt that the kicking Chi Chi is going to be throwing ki blasts.
MM5-018 Goku A free revive here, your free revive here! He also lets the team work more with miracle perfects as well for even more succulent cheese, you just need to live a round where you took 5k+ DMG and he wasn't sealed.
MM5-020 Goku And who said a reverse harem wedding is wrong? Okay I would but my yandere ass is as biased a party as you can get. But yes, a second Goku has hit the deck, not only giving Chi Chi and revive Goku 2x PWR LV/DMG every round, but if you win the PLBP that's 3x PWR + half DMG taken for the round which can go a long way.
UGM10-025 Krillin Not only stats for everyone but also a strike HR that helps with STA generation for the gokus, will also make it where R2 onward MM5-020 Goku should be boosting everyone on the team. Maybe our best man for the Gokus, making sure they look nice?
ABS-23 Vegito (Candy) And of course, what'd be a wedding in Hell be without the food, the retargeting helps with the not dying or getting stunned, blocking an enemy attacker every time the enemy has 5+ attackers is good, and then there's the 20% DMG reduction each round which could be enough/goes well with the DMG reduction Goku wants to offer.
HA I'd probably go BS Kai HA just to have some fixed PWR LV on deck just in case things go wrong in the STA department or the enemy has BM3-069 Salsa. You could also go with SS4LB Note as well for more raw damage, the Android HAs for general utility, etc. It's very much up to you depending on what you want from the slot. Maybe with the revive you could leverage this to be a non HA card as well though if you put BM7-SEC Goku here I am allowed to disown you.

So the deck might be a little cope but at the same point, a revive from Goku is sort of like a PWR LV Limiter unit since the point is that we're guaranteeing our attack will land instead of being blunted by this weird thing called dying, and with Goku being on for most of the team, we should be insanely fast for the round after and have the enemy explode. Chi-Chi helps by giving us a GRD/DMG reduction pierce, super boosted, HR co-op group that has really high miracle perfect chances. Where the deck before was chill on playing for the long games, this is one where games get decided on R3, R1 you take a beating, R2 you revive, and then on R3 you try to win PLBP and punch hard.

Alternative Cards

Card Why
BM1-SEC Goku Gets 1.5x PWR/DMG every round and relatively easy access to his super attack as the 10 HE cost is reduced by 1 per enemy attacker for the round, also summons other Goku if you want to go a harem route.
BM11-SEC2 Goku Could work if you want a speed Goku option, the deck isn't planning on being HR aggro so you could try a non HR Goku (Xeno) though it can make STA awkward for the team, note he's a ki-blast so he doesn't work for Gamma 1.
UGM10-SEC Godku He is indeed a strike HR that participates in co-op groups, and yes you could do a Goku core from Hell with this, BM7-SEC Goku, Krillin as the last 3 cards.
MM3-014 Goku You get a ton of damage and more miracle perfects to stack with Chi Chi which could be scary, does want you to play it with risky with your HP necessitating revives potentially.
UGM8-VJR Goku Offers 6k HP each round if you have the HA, Adult Gohan, and Vegeta on the team which could let you live a good chunk of attacks but note that the rest of the team will need to focus on the DMG mitigation/STA generation side of things.
UVPJ-39 Goku With the existince of MM3 Frieza (Revived), SS4LB Note, etc. this card might proc reliably well? At the PLBP he has your team do 10% more DMG per enemy attacker with 15k+ PWR, he also is STA generation by this same PWR check as well, the 2k fixed PWR LV to start could be useful as extra speed.
MM6-066 Gogeta (UM) + BM7-SEC3 Goku Doesn't work with Gamma no.1 since this Goku is a ki-blast but could be something to explore for the deck if you want since a high PWR Goku can hit hard, especially if complemented with the best frens one could get.
Edit Report
Pub: 08 Aug 2024 22:23 UTC
Edit: 01 Sep 2024 19:05 UTC
Views: 168