New Manga Booster 01, both reprint (with new arts) and new cards. Release Date: Jun 27th, 2025.
Total: 110 types + 21 types
Rarity
Leader Card: 5 types
Common: 37 types
Uncommon: 32 types
Rare: 25 types
Super Rare: 10 types
Secret Rare: 1 type
Energy Marker: 21 types
New Leader (Black color) Bulma (Earthling/Adventure). Maybe there is only 1 new leader is introduced for this set because we have some reprint leaders as well.
Bulma is the first leader that can't attack. But in the Awaken Mode, her skill is quite interesting to play.
[Active Battle] [Your Turn] Switch this card to Rest Mode: If you only have cards with {Adventure} in their special traits in your Battle Area, switch your Battle Card that's in a battle to Active Mode. Then use up to 1 Battle Card from your Drop in a combo.
Here are the reprint leaders (with manga arts) for SB-01:
Some early revealed cards for the SB-01 Manga Booster set, new cards: SB01-051 Krillin, SB01-050 Master Roshi, SB01-024 Nappa and SB01-020 Kamehameha Full Power.
Reprint, non-leader cards: FB06-041 Scissors Paper Rock and FB04-076 Artificial Full Moon.
New starter deck for GREEN color: FS-10 EX GIBLET.
Release time: Jun 14th, 2025.
Leader: Giblet (Saiyan)
Green Leader Giblet (FS10-01)
Front:
When Attacking: Draw a card.
Awaken: When your like is at 4 or less, draw a card. Then flip this card over
Back:
When Attacking: Draw 1 card. Active Main (Once Per Turn) Place 1 of your energy into its owner's Drop: if you have 2 or less energy, add up to 2 Battle Cards from your Drop to their owner's energy. Then, if you would add a card to its owner's energy during this turn, place that card into its owner's Drop instead.
[FS10-15] Majin Buu: Kid (a common card, 4cost, 25k power)
[On Play] Discard 1 card from your hand and place 2 of your energy into their owner's Drop: add the top card of your deck to your life. Then, add up to 1 Battle Card from your Drop to its owner's energy.
New starter deck for black color: FS-09 EX SHALLOT.
Release time: June 14th, 2025.
Leader: Shallot (Saiyan)
Black Leader Shallot (FS09-01)
Front:
Activate Main: (4): Play up to 1 Battle Card with 10k combo power and {Saiyan} in its special traits from your hand. Awaken: When your life is at 4 or les, draw 1 card. Then flip this card over.
Back:
When Attacking: Draw 1 card. Active Main:(4) Play up to 1 Battle card with 10k combo power and {Saiyan} in its special traits from your hand.
From the Bandai CG Fest 2025 in Japan, the prize cards for Championship 2025-2026 Wave 1 is informed:
Top-16: FB04-130 Vegito secret rare
Top-32: FB04-012 Son Goku Mini DA
Top-64: FB04-094 Majin Buu: Kid
We also have info about Dragon Ball Card Game Fusion World roadmap for 2025.
So in April we will have FB06 which is currently revealing all the leaders and SR. You can find out the card list in "Cards" page.
Follow up is FS-09 in June 13. Around End of June we will have Manga Booster SB-01 (Special Booster). FB-07 will come in September 2025 and SB-02 Manga Booster coming in Autumn, plus FB-08 will be release in Winter 2025.
Hello everyone! My name is Marlon, and I recently placed 1st at the Auckland Regional over the weekend. Before I dive in, I’d like to thank TCGTopDecks for giving me the opportunity to write this article about my deck of choice, Jiren.
In this article, I'll explain why I chose Jiren, break down my matchups, and walk you through the key decisions that led me to victory.
Click into the image for decklist in TCG Top Decks
Why I chose Jiren
The reason I picked Jiren is actually pretty simple—I just thought he was a cool character in the show! When FB03 was released, it was an easy decision to choose him as my leader. Fortunately, Jiren turned out to be one of the most fun decks I’ve ever piloted in any TCG. Every game I played with him was more about having fun than worrying about winning or losing, and I believe that mindset played a big part in my success during the tournament.
Card selection:
Jiren:
The most obnoxious card I've ever seen. Take Life, Replace life, Draw a card from Leader, oh and their attack also gets negated!!
Rumsshi:
This was the MVP when facing blue. Being able to On Play KO any of their 30000 or less felt so good. Goodbye Vegitos and Gohans.
Double Attack Goku + Marcarita:
Whenever you’re looking to close out a game this duo will never let you down. Double Attack AND offensive super combo for 1c is insane to me. Only once did I charge this card early because I had 2 other copies in my hand, otherwise I will hold this card until the end of the game to secure the win.
Matchups:
During the event, I only faced two different decks across the seven rounds: Androids and Blue Vegeta.
Round 1: Androids
Round 2: Blue Vegeta
Round 3: Blue Vegeta
Round 4: Blue Vegeta
Round 5: Androids
Round 6: Androids
Round 7: Androids
It was a bit surprising to have such a repetitive matchup pool, but sometimes that’s just how tournaments go!
Versus Androids:
My game plan was to awaken as quickly as possible using cards like Hit, Gohan, Caulifla, and even Jiren. Once I awakened, the strategy became straightforward: flood the board with as many Jirens as possible and push for the win.
Versus Vegeta (Blue):
Admittedly, this was my first time facing Blue while piloting Jiren. Going into the matchup, I had a solid understanding of what Blue does as a color and the key interactions to watch out for.
Before facing Vegeta, I was advised to always take the second turn, focus on playing my 5-cost units, and charge Jiren whenever I had the chance.
My three games against Blue played out in a similar fashion: I focused on protecting my life early, played cards that negated reduction effects to maintain control of the board, and then deployed my 5-cost units. In two out of the three games, I closed things out with Goku or Marcarita to secure the win.
Final Thoughts:
I still believe I had a bit of a lucky run, facing Androids in 4 out of the 7 rounds, but sometimes a little luck is all you need in TCGs.
I’d also like to give a special thanks to two players who gave me valuable advice during the event: Max (@MyBaeGengar on Twitter) and Jiawei, the only other Jiren player at the event who also made it into the top 16.
Thank you all for reading! If you have any questions, feel free to reach out to me on Twitter @crymeeeee.
Hi everyone ! I'm Benjamin and French living in Montréal, I'm a dragonball fusion player. Firstly, I would like to thank TCG Top Decks for giving me the honor to provide an article on my recent 1st place at Niagara Regionals with 96 players. I'll tell you how to pilot my deck. And how to make the best possible decisions.
Click into the image for decklist on tcgtopdecks-hq.com
Deck Profile
For me, Android is a versatile deck and it can be played slowly as well as speeding up the game. Its weak point is the red decks. The hardest part is getting through the mid-game. You have to make the right decisions and know how to defend your hit points…
You have a fair chance against all decks. It really depends on your opponent, your draw and your mistakes. It's an easy deck to pilot, try to save as many of your life points as you can, increase your energy as much as you can, try to get a board before you attack, and try to clear the enemy board as much as you can. You have to be patient with this deck. I think that's the key to winning.
Card selection
If you have these 3 cards in your starting hand, it's the best hand to start the game.
Android 20 will be used to defend you, and having an android in your drop will increase your energies.
Krilin will help you get destructive strength if you don't already have it. If you don't, you can advance by picking up an android 18. Krilin also allows you to attack and temporize in the face of critical blows: you'll attack, then your opponent will generally defend, and on his turn he'll want to redirect his attacks onto him, which allows you to defend your leader from an attack.
Destructive Strength on turn 3, you either save the remaining energy for gigantic meteor, or use it to draw, and have a 5k to defend.
This card is very important. It's the winning condition vs black deck. Try to have it in your starting hand. You need to counter the secret goku who cost 4. They have 2 choices: first, they'll try to put it down and you'll gain time to get to the late game, or they will play aggressively and won't have enough cards in hand to compete with you.
Against red decks, it's the same story, with Jiren battle card which costs 4, Don't let him draw, it will be hard for him to awaken because you don't want to play aggressive in early game.
Against blue decks, this card has also served me well against the secret Vegito. It slows down the opponent's game, while my energy always increases.
The best card of this deck, use it when you can for up Energy, like turn 4/5. You can in late game when you have 9 Energy, don't put an Energy, keep cards in your hand and use this card to earn Energy from your drop, it's free. It's important to have maximum cards in your hand.
Tournament Matchups
Round 1 vs Bardock (alexander jankowski): I managed his board well and didn't draw too much, so I took the lead.
Round 2 vs blue Vegeta (Kyle Brunori): He doesn't play aggressively enough, and I put too much pressure on him at the end of the game.
Round 3 vs Android (Nick R): I take the advantage on the board but I think this is my tightest match, I make a final attack and he lacks 5k to defend, otherwise I'd lose on the next turn.
Round 4 vs Bardock (Eric Pye): He defends a Pan battle card that's no use to him, I empty his hand easily and take the lead, it's his miss play and he won't be back in the game.
Round 5 vs Zamasu (Danny Phongsavath): Recorded game I didn't know what to expect, I think he's got miss play by defending with super combos at the start of the game that won't help him at the end, and I'm not putting too many cards in play because of Zeno.
Round 6 vs blue Vegeta (Anthony Giu): He doesn't put enough pressure on me, I'm going to the endgame he can't defend.
Round 7 vs Son Gohan (Alexandr Golubev): Recorded game I start with the idea that I've got the matchup, and I was right: his green deck is too slow for me, so I counter it.
Final Thoughts
Thank you to the organization of this event, carta magica, judges, all people who participated in this event, all the players I met there and my opponents. Everyone was really cool. I love this community and hope the game continues to grow!
I would like to thank TCG Top Decks HQ for the honour to write this article, and thank you everyone who has read till this point!
Hey everyone, my name is John and I am a Dragon Ball Masters/Fusion World player from the OCE region! Over this past weekend I was able to Pilot a deck that me and a few of my teammates on PX3 (Max Kennedy, Indi Watts and Kevin Nayda) had theory crafted to a First place finish at the Regional. This is my first time doing a written article like this so I will do my best to go over everything in as much detail as possible!
Click into the image for decklist on tcgtopdecks-hq.com
Bardock VS Goku
So a big question that everyone had asked once they saw what deck we were playing is, why Bardock over Goku?
At a glance the Goku leader looks much stronger then the Bardock, and although that is true there is one massive difference between the 2 leaders, Bardock is able to do its abilities for free while Goku must always spend 1 energy to do so and with how fusion world plays out, you are most likely using your energy to do other things throughout the course of your turn that using your leader skill will hinder what you are able to do.
Whereas Bardock will be able to attack your opponent’s leader every turn for 25000 power, which allows him to naturally attack into bigger bodies or demand a 10000 combo card from your opponent on defence. And that’s not the only part, the active battle on him is also Deceptive, a lot of people think you are force to run more of the Bardocks Crew Arctype to synergise with this ability where it is not the case. The Ability to use this on a battle card swing to see the next card you will draw into is huge, if the card is something you do not want, you can place it at the bottom of your deck and draw into something else. This extra layer of filtering was what led us to our success over the weekend as we were playing a more successful deck.
What’s more, we do still run some Bardocks Crew cards in the deck, so if we are lucky and hit the 10k Combo Borgos we run, we get a FREE 10k boost in power on any of our cards attacks, which is the same power that the Goku Leader Provides.
Card Selection – The Big 4
The Son Goku:GT Secret Rare is currently the Best card in the game in my opinion. This card is able to create a free energy and a draw a card every single turn that it is on the board for, if your opponent is unable to clear this card the turn it is played and you are able to establish 2 of them at once, you have most likely won the game. Your game plan against Majority of Matchups is to play this card on Turn 3 using the Energy marker and let it snow ball the game.
To go alongside the best card in the game, we have the best double striker in the game, Bardock is out finisher as it does have the double strike skill, but the main focus of this card is the fact that it is our best removal, during our turn we are able to combo 2 cards and KO anything, not only is the fact it isn’t restricted to any cost of battle cards, it also isn’t a On Play skill so we are able to keep on reusing this skill each turn he lives which once again provides insane value. The combo effect might be a little taxing but we run plenty of 1 drops to facilitate it plus it can work naturally from our leader skill.
This Bardock is our main aggressive card, the ability to attack twice with 1 body is what yellow wishes it could do, and again this skill isn’t limited to the turn you play it, so the longer this Bardock remains on the field the better he becomes. Against green and yellow it is a powerful strategy to play this on your turn 2 using the energy marker and just keep on attacking them as they do not have good removal for it until later parts of the game.
By now you should be noticing a theme amongst the best cards in Black as all of them have effects that keep on generating value each turn they live on the board. Pan is also useful as she can not only be a card that lets us awaken quicker, she is our primary source of removal for any 4 cost Battle cards until we get to Bardock 5 Drop, this card is essential in the Black mirror as it is the best answer to our opponents Secret Rare. It is also very important vs Jiren as it allows us to Out their 4 Drop Jiren efficiently as it returns the card to our opponents hand. Not only is it this form of removal, it also just draws a card each turn it survives on the board. These are the 4 Best Cards in Black.
Card Selection – The Essentials
Every Deck should be running 4 Super Combos, cards are the corner stone of defence!
1 Drop draw cards are very powerful in fusion world, being able to dig deeper into our deck as well as being able to combo on defence is always impactful, they also can be used on offensive combo to synergise with both of our Bardock Battle cards. Fasha is also a Bardocks Crew Battle card which also synergises nicely with our leader skill.
These are our 2 ways to create an energy going first. Kakarot is essential for going first as if we are able to see it in our first 2 turns, we will able to play our Secret rare on turn 3 going first which not many decks can keep up with, black included! The 3 Drop Goku is just an ok card, it is needed though as if we do go first and do not see Kakarot it does enable us to create a marker, taking the Life is also nice but again just ok. Once you do have the energy marker he can be seen as a 2 Drop 25k attacker which is technically over stated but he is not as impactful as the other SR’s in the deck.
Card Selection – Tech Options
Black has some power Tech options, Giru is Black’s Kami. Being able to take out opposing 1 drops is nice and it also is a 10k combo card, if your tech card is as worse 10k combo, it is insanely Strong! 10 x Kamehameha is also an insane card. If you used the marker to activate its cost you are able to KO 2 3 drops! That is such an insane card as we are trading 1 energy for potentially 6 energy worth of cards.
The Para Para Brothers is an interesting card. This card is able to buy you some time preventing big threats you aren’t able to deal with from attacking, keep in mind it is only a Band-Aid fix, the card will still be there for you to deal with on later turns.
Hercule is another really cool card, it is Black’s balanced version of Pilaf, being able to grab any of the 1 drops in the deck for 1 energy is huge. It allows us to get away with running lower ratios of our tech options while also having access to more copies of them. An underrated thing about this card is its ability to grab back our 10 x Kamehameha for even more removal.
Borgos is currently the best 10k combo Bardocks crew card, it being a 1 drop allows us to grab it back on Hercule and it can serve as a cheap attacker since 15k only require 1 10k combo card to pressure our opponents leader. Feel free to include more Bardocks Crew cards if you like but they are not required for the deck as black has so many powerful cards!
Final Thoughts
Thanks for making it this far! Like I said I do not normally do written articles like this but thanks for TCG Top Decks for this opportunity.
If you are curious to learn more about Fusion world from me feel free to just message me on either Facebook or Twitter (@TruePyroShad) and stay Subscribed to the Team I am currently on (Px3) for future content, until next time guys!
Hello everyone, I’m Majin (https://www.youtube.com/@M4J1N), an Italian content creator and competitive player in Dragon Ball Fusion World! I recently won the latest Store Battle in my area, which had 18 participants, finishing with a 5-0 record using a leader that I believe is highly underrated in the current meta: Zamasu.
My pairings were: Round 1 against Son Goku FB03, Round 2 against 17/18 FB01, Round 3 against Jiren FB03, Round 4 against Beerus FB01, and finally, Round 5 again against Son Goku FB03.
In this article, I want to explain why I chose Zamasu as my leader and why I consider him a potentially excellent choice in FB03!
Click into the image for decklist on tcgtopdecks-hq.com
Why Zamasu?
Zamasu has been one of my favorite leaders in FB02 until the arrival of the banlist. He was one of the few capable of standing against TopKu, but unfortunately, with the rise of Android in FB2.5, I had to bench him—until now.
Zamasu’s deck type is pure control: once the leader is awakened, he becomes a 25k, and like all 25k leaders, he loses the ability to draw cards. However, thanks to some cards introduced in FB03, like Son Goten or Videl, this issue is almost entirely resolved. In fact, these cards allow you to reach the late game with an incredible advantage compared to most other decks.
Typically, I tend to drop to 3 life points as late as possible, around 6-7 energy, before starting to play cost 6 cards like Zen-Oh to completely reset the opponent's board, followed by Goku Black to apply pressure and recover important cards from the drop.
Now, let's look at the pros and cons:
Pros
Being a base 25k once awakened allows you to block your opponent’s 30k attacks (which are quite common in this meta) with just one card. It makes it difficult for opposing leaders to attack you directly, as they would need to invest resources. Consequently, it’s also harder to defend against when you attack.
The leader’s skill in the late game gives you the option to absorb the opponent’s last attack, or their biggest attack, and then recover that life in the next turn simply by investing one energy and a card from your hand. Energy in the late game will never be a problem, and cards can be easily recovered from the drop. Your opponent will need to continually invest resources to try to deal damage while also dealing with an increasingly dangerous board that generates cards and combo value constantly. Meanwhile, you can safely chip away at the opposing leader’s life, one point at a time. To secure the win, your opponent would need to eliminate 3 life points in a single turn; otherwise, you’ll keep recovering them.
Blue is generally limited by the 7-card hand limit, so it has many ways to recover cards from the drop. By prolonging the match as long as possible and relying on small recovery plays and board control rather than always playing the biggest card in your hand, as many other decks do, you’ll maintain card advantage and put your opponent in a difficult position as they will have fewer and fewer cards each turn.
Cons
I believe the worst matchup for Zamasu is Android. It’s not impossible to win, but it is quite challenging. Fortunately, Android is almost a free win for Jiren, so there are fewer of them than before. Other green leaders, however, are quite manageable.
Key Cards:
Here’s a list of the most important cards in the deck:
Zen-Oh is devastating for practically any opponent! If you don’t have Goku Black on the field, you can play Zen-Oh without hesitation to reset both players’ boards. After that, you can either use Zen-Oh to attack the opposing leader or keep him as a 10k combo value for defense in the next turn.
Goku Black is your boss monster par excellence. Upon entering the field, you can recover any card, including extra cards, from the drop as long as it costs 4 or less. Then, on attack, he allows you to play a Battle Card costing 4 or less from your hand. The two main targets are always Fused Zamasu 4c and Gotenks 4c, both of which can generate extra cards.
Vegeta FB03 is a great addition for the green matchup and against the meta in general, as no one likes taking Critical damage. His presence guarantees discarded cards for your opponent and diverts attacks in the next turn. PS: Never take life with him; it’s not worth it!
Sinister Sickle andAbsolute Lightning are crucial for board control. Once you reach 9 energy, it’s not uncommon to recover them with Goku Black and use them in the same turn. Additionally, Sinister Sickle in combination with Mai FB02 helps deal with potential 5-cost Double Strikes.
Videl FB03 andSon Goten FB03 are other additions that will help you cycle cards from the drop and draw more. Additionally, Goten synergizes excellently with Gotenks. Once on the board, besides giving you an extra card, he can also be used to attack the opposing leader pre-awaken.
Matchups
As mentioned earlier, during the tournament, I faced 2 DeadKu, Android, Jiren, and Beerus:
DeadKu is generally a favorable matchup. Unlike other blue leaders, it wants to awaken quickly, which works to our advantage. Moreover, the more classic builds struggle to deal with Goku Black, often requiring an entire turn and 2 Hercule and Gohan 4c to remove him. Their board is always filled with small but essential pieces for the deck’s economy, making Zen-Oh even more devastating than usual as it forces them to start from scratch. It’s not guaranteed that they’ll have the cards in hand to do so, as the fields they draw after the first one often end up in their energy.
Android is, as already mentioned, a tough matchup if it gets a good start. It will play big pieces that are hard to deal with using Sinister Sickle. You’ll need to hope to see as many Vegeta 2c as possible to make them waste resources and redirect attacks to Vegeta instead of the leader. Fused Zamasu is also very useful in this matchup due to green’s difficulty in removing him. The other crucial cards, of course, are the 4 Zen-Oh and 2 Absolute Lightning!
Jirenis another favorable matchup, in my opinion, because he wants to close the game as quickly as possible. However, due to Zamasu’s playstyle, it won’t be easy, as we usually defend against all early attacks directed at the leader. The 4-cost Jirens are easily removable, and against blue, they often end up being charged into energy. Once awakened, the only way for Jiren to draw cards is through 1-drops, while we will consistently have 6 to 8 cards in hand.
Beeruscan be problematic due to Critical damage, so it will be essential to cycle 10ks for defense or leave one energy for Galick Gun. Again, Vegeta 2c is crucial for the early game since pre-awaken Beerus cannot draw, making Critical pressure very uncomfortable. Additionally, Beerus will be forced to attack with his Battle Cards, allowing us to use Zamasu and non-Critical Battle Cards to attack his pieces and keep him from awakening for as long as possible.
Final Thoughts
Overall, from this tournament and various tests, I find that Zamasu is an excellent Meta Call for the FB03 meta, where almost all decks rely primarily on 4/5-cost Battle Cards that are easily removable with our Extra cards. Additionally, green is much less common due to the extreme difficulty it has against Jiren.
I didn’t encounter any black leaders during the tournament, but based on tests, I can tell you that the matchup is, at worst, a 50/50, as black also focuses heavily on 4-cost cards like Goku: GT SCR. Perhaps to better prepare against Goku: GT and Bardock, you could increase the number of Sinister Sickle by 1 or 2 to guarantee seeing them when needed.
Thank you all for reading! I hope I’ve been clear and thorough in explaining every decision and choice I made.
Thanks also to TCG Top Decks for giving me this opportunity to perhaps make you reconsider a leader that I’ve always seen ranked at the lower end of most of the new Tier Lists.
Finally, thanks to Hunter Games and all its top-level players—practicing with you is like training in the Tiger’s Den!
Hello! I Tam (Twitter: @Taminat0r_) from Singapore, and I have topped both the Ultimate Battles my country had in the FB03 Meta. Firstly, I would like to thank TCG Top Decks for giving me the honor to provide an article on my recent 1st place achievement in 1Collectibles Ultimate Battle. In the following, I will be giving an introduction to Jiren as a leader, and identifying its pros and cons of the deck. I’ll also be highlighting some edge cards, and what to mulligan for.
Click into the image for decklist on tcgtopdecks-hq.com
Deck Profile
Jiren is a midrange deck, that has good hand size, and sits at a strong 25k base. The general playstyle of the deck is to play to your energy curve, while establishing board presence of strong units such as the new 4 cost SR Jiren and your other big units.
I like to awaken fast, usually by turn 4, so I can immediately park down my 4 cost Jiren for my opponent to deal with. The main aim of the deck is to be able to out value your opponents with the 4 cost Jiren’s interaction with the leader, in allowing you you to draw 1 from your Jiren leader, character, while negating an attack due to the effect interaction. With a built up hand size, and playing into the 7 energy turn, it allows you to effectively call down your 5 cost Double Strike Goku, while slamming down 2 1 cost Marcarita and going all in with extreme power!
I would consider Jiren as a Tier S character to pick into the new competitive environment due to the decks well roundedness. As much as it is a strong character, there are a few Pros and Cons of Jiren which I will be listing.
Pros: 1. 25k Base Sitting on the base, allows you to require a reduction in combo power, resulting in less resources to defend, and it also grants you a slightly more offensive power in pressuring. Opponents' Leader would require additional combo resources from their hand or board to touch you.
2. Interaction with 4 Cost Jiren As mentioned, the interaction with 4 cost Jiren is extremely powerful, especially against decks that are not Blue. The card is sticky, and provides a strong 30k body which allows you to push hard into your opponents. 4c Jiren allows you to trigger your leader’s ability, allowing you to draw during your opponents turn. Most important interaction is that as you only choose to trigger 4 cost Jiren’s effect after entering battle phase, due to the awakened leader’s ability, it allows you to negate the attack, as you have already taken damage from 4 cost Jiren. This sick interaction provides an immense value especially if your opponents cannot clear it!
Cons: 1. Inability to Draw once awakened The inability to draw once awakened similar to Broly when attacking is a disadvantage for the deck. However, with a 25k base, of course the deck has to receive some shortfalls if not it’ll be way too broken.
2. Over Reliance on 4 Cost Jiren To add on to point 1, you essentially are not drawing once you are awakened, so the deck requires a strong emphasis on having 4 Cost Jiren stick. Against decks that can comfortably remove your Jiren such as Blue, you would definitely have a hard time.
Key Cards: These key cards mentioned are in no particular level of importance, but rather crucial to your game plan
1. Jiren Jiren is a 4 cost 30k body which is extremely strong due to its sticky nature. It heavily benefits Jiren leader due its ability to enable you to trigger your leader’s ability, in letting you draw 2 cards during your opponent turns. It also trigger Jiren’s ability in Negating an attack, especially useful against Big Attackers such as Broly!
2. Double Break Goku FS01-08 The 5 Cost double break goku is essentially your winning condition, as well as your trump card! It provides a powerful -20k, but most importantly its Double break! This card is also an edge in the Mirror matchup, as if your opponent only has 1 30k and above body on their field, you can -20k to that unit, and shutting off their Jiren’s ability
3. Marcarita FB03-022 Marcarita is a really strong push cards that helps buff up your 5 Cost Goku during your push turn! It increased you ultimate power output, and it has won me a lot of games both in pushing my opponent to 2 life, as well as finishing them off!
4. 2 Cost Caulifla FB02-007 This card enables you to rush awaken, which is crucial for Jiren in most matchups. The critical ability is especially important in putting in the early game pressure for decks such as Android which is another one of the strongest deck in the meta.
Tournament Matchups
During the Ultimate Battle, I played against Trunks, Dead Ku, and 2 Androids.
Round 1 Dead Goku: I went Second, and I hard mulligan for Sphere of Destruction and Toppo. With these 2 cards, I was effectively able to remove their 3 cost Vegito which is crucial for their gameplay, thus resulting in them to be unable to deal with my big drops, and eventually winning the game by an inch.
Round 2 Trunks: I went first, and I started with Sphere of Destruction, and similarly, I was able to remove their Vegito, and they were unable to develop another vegito, thus unable to remove my big drops. My opponent had a hand size of 10 cards during their awakening turn due to the effect of shooting 1 damage resulting in them to have to play really awkwardly on their turn 4. I eventually stalled out to turn 7 and was able to all in him with Double Strike Goku and 2 Marcarita. With 7 handsize, it was tough for him to block my all in.
Round 3 Android: Went Second this round, and was able to coin out 2 Jiren. As the meta was new, my opponent was unsure of the new interactions, thus he ignored my first Jiren. By safety parking 2 Jiren down, the game was pretty much set due to the insane value generated from both Jiren.
Round 4 [Finals] Android: Went first, and started with the best hand against Android. I played down 2 Caulifla on both turn 2 and 3. I am not sure why he guarded early, and when he awakened, he had only 5 hand card from what I recalled. He missed his 3 mana Ramp which was really painful for him.
Final Thoughts
I hope this short article can provide you guys with a base insight on what Jiren does, and its general game plan. This decklist was used on the second day of release, so there are a few changes made prior to now.
Do follow my Twitter/X @Taminat0r_ for more deck lists and updates. If you have any questions or feedback on my article you can feel free to message me on Twitter/X, as this is my first short article, so please pardon me if there are any mistakes. I will also be considering to do a more in depth note on both Jiren and Beerus, where I will explain how to navigate the different matchups so do keep a look out!
I will like to have big shout out to my competitive playgroup, who have been testing with me at the best local game store @CaeserCards! Most of their names should be familiar as they are well-decorated players in both One Piece TCG as well as Dragon Ball Fusion World, so please hit them up, as some of them do coaching for both games!
Play Group Members Shun (@Level100_Evee) Glen Alfred (@AlfredOnePie) Tee (@SFKTeeHanYong) Jeremy (@JellybeansOP) Kai (@ahkaionepi) Ben (@PBJOnePi) Daven (@JPYP_) Gavriel (@CaesarCards)
Once again, I would like to thank TCG Top Decks HQ for this honour to write this article, and thank you everyone who have read till this point!
Hello! My name is Elliot, and I am a Professional One Piece TCG Player from Australia. I have recently started competing in Dragon Ball, and I am from team Eternal Magic. In previous formats I have played Broly, Beerus, and Frieza as my main decks, however for this tournament I believe Black to be the best color in Dragon Ball. Thanks to my testing partners who also did very well (John who won, Max who came third, and Kevin who came 11th) who showed me how insane the deck is!
With my limited testing before the Perth regional, I decided I would play GT Goku. I expected that I would encounter some Red matchups, which the leader counters due to the ability to protect your characters from power based KO effects and attacks.
For example, we can defend our Pan versus Jiren so they cannot stick a 4c to the field, and protect our 4c Goku versus Beerus so he cannot be KO’d by Rumshi.
Bardock is the better leader across the board, however it may be slightly weaker into Beerus, which will make me re-evaluate the pros and cons for the next tournament.
Click into the image for decklist on tcgtopdecks-hq.com
Deck Profile
For my deck, I ran a very simple and straightforward list aimed at beating the mirror and blue. Some decks run Pan GT, however I feel the whiff rate on this build is too high, and some slots that are included are simply weaker than the standard cards you would cut (Giru, Para Para, Cantrips, Hercule).
Most of these cards are extremely playable 10k combo cards, and being able to lock on-attack cards is game breaking versus every deck. These cards are also amazing as we generally play them early and use them to fuel our 3c and 5c Bardock’s on combo effects. The main flex spot of the deck I have put in is the Resisting Destiny. I can see it being cut for extra Cantrips, however this card did come up in some tricky games to give a free large swing when I have spare Energy.
The Game Plan
Your game plan for Black is very simple: You want to play your 4 drop as soon as possible. This card is insanely overtuned, and if you can stick it for a single turn, the game snowballs out of control. For this reason, it is important to pair 4c Goku with 10x Kamehameha to clear cards that pose a threat to him (Pan and Vegito for example). If you can do this, you can back to back 4c Goku, which gives you a free 2 energy and 2 cards every turn, which is completely insane.
Into the mirror, the key cards are Pan, Kakarot, 4c Goku, 10x Kamehameha, and 5c Bardock. Pan allows us to bounce the opponent’s 4c Goku, so if you can set it up on turn 3, you can bounce your Opponent’s Goku while developing your own. The deck struggles to deal with a 2 and a 4 on the same turn, so this spot will generally win you the mirror match. Make sure to KO your opponent’s 3c Bardocks and Pans with 10x Kamehameha before they get out of control. Kakarot allows us to win after losing the dice roll, allowing us to play 4c Goku on t3 going first. The hand disadvantage is worth it, as the person who can stick this card first generally wins the game. Lastly, the only answer we have to 5c bardock is our own, so if you can 5c gap your opponent, you will also be in a commanding position.
Versus blue, the same cards are extremely important. 10c Kamehameha allows you to clear the Opponent’s Vegito, which means they cannot use the 4c Gohan to bottom deck 2 of your 4c Gokus. On top of this, Giru is amazing as it allows you to KO Hercule and Sharpner into Haloku, which reduces their combo potential significantly. Versus red, as stated at the start of the guide, make sure to boost up your key targets with your leader ability plus energy marker. Pushing your Pan and 4c Goku out of range of your opponent’s abilities will stop them from being easy to trade into and stop your opponent from KOing your board, which means you will always be one step ahead. When in doubt and versus anything else, just turbo out 4c Goku, gain extra effects from the energy marker, and you will snowball out of control!
Final Thoughts
Thank you for reading, and thanks once again to my sponsor Eternal Magic and to my testing partners from PX3! Hope you have a good time playing FB03 🙂