Japan: DragonBall Fusion Championship Wave 1

Dragonball Fusion World is going to have the first Championship after the card game was launched this year. (As of this article is written, there is no information about this event for Asia (outside Japan) region).

If you are staying in Japan, you can find the venue and date of all the tournaments in official website.


What is the prize for this Wave 1:

The prize is giving out differently for different regions, I guess Bandai estimated the number of participants to make decision for it.

FB01-015 Son Goku 1 parallel card for: Top 16 in Tokyo / Top 8 in Osaka, Kyoto, Aichi / Top 4 in Miyagi, Fukuoka

FB02-133 Vegeta *1 parallel card for: Top 32 in Tokyo / Top 16 in Osaka, Kyoto, Aichi / Top 8 in Miyagi, Fukuoka

Participation Souvenir will be Promotion pack vol.2

Product Sell at the event

This is the most important part I think, the merchandise that is selling at the event.

Official card case 01 Son Goku:

・Card case
・Special energy marker (MUST BUY)
・Included parallel card FB02-035 A glimpse of the secret of selfishness (MUST COLLECT)
Price: ¥1,320 (tax included) -> Very cheap

On top of that, they also sell 2 official playmat.

Price: ¥3,850 (tax included)

Ricco Kurniawan: I won Ultimate Battle with Blue Vegeta

Ricco Kurniawan is from Indonesia, recently he won the Ultimate Battle (32 players) with his blue Vegeta deck.

Click into the image for decklist in tcgtopdecks-hq.com

Deck Profile

Key cards:

1. Mai
2. Goten ss child
3. Trunks cost 3 bouncer.
4. Final hope slash


-Mai and bouncers are the main plan on this deck to distract opponent's tempo.

-Draw and bounce opponent's unit.

-Awakening our leader as soon as possible, so you got big body on your leader, and possible to hit 35k atk easily.

-Get the combo Pillaf Pillaf , so your leader can easily hit 100k power for last blow.

-Keep life on 3 as long as possible, at late game you can pick 2 life with Mai, and you got more combos to finish the game.

Game Plan

Like everyone I prefer to go second. So if I go second:

T1: Cast Mai take 2 life or Trunks Youth for draw. Opp turn = take damage.

T2: Cast Goten/ Trunks: Youth take life. Leader Awakened = big body 20k leader early, so cannot easily beaten by critical leader. If you can't awakened this turn, cast Mai and final hope slash, draw 1 from Mai, power to Mai and hit 25k to opponent leader.

T3: Cast Trunks cost 3 is the best option for this turn. Slowing down opponent tempo, they must cast battle unit (again) or no actual treat on board.

T4: If you go second, then you got energy marker, use it and cast Vegeta 5-cost to punish cost-4 or below opponent's battle unit to bottom deck. If you go 1st, the you have only 4 energy, the best option cast Gohan beater 35k and Trunks for drawing or hold 1 energy for cast Gallick Gun to protect Gohan beater.

T5: Cast Vegeta 5c to bottom opponent's unit. Or Cast gotenks to refilll shield on hand and hold 1 energy for cast Gallick Gun

Late game: If opponent's life only 1 left, just threw all your combo. Play pillaf to pillaf to final hope slash (cost 1 earthling) Hit more than 100k power to opponent's leader.

If opponent's life is 2. Share 2 big atk. First blow 20k lower than last blow (just in case their life is super combo).

If I have to go first:

T1: Cast Trunks Youth for drawing.

T2: Life at 7 Cast Mai take 2 life + final hope slash -> power to Trunks Youth. Bounce opponent's unit, and draw. Trunks atk 25k

T3: Life 5 or 4 If Mai still stay on field, play Son Goten to take life (if life still 5, do it) then bounce again and draw.

Awekening leader and then play Trunks Youth or keep active energy for Gallick gun. Guard with 10k Trunks and Goten, next turn if you have Gotenks on your hand, cast it and refill your hand. Keep your life on 3.

T4: Cast Gotenks, or Trunks 3c to bounce opponent's unit. Push opponent's life to 3 or 2. Because next will be lethal, if Vegeta 5c is in your hand.

T5: Cast Vegeta 5c to bottoming opponent's unit, and reduce your opponent's hand with double strike (they must guard it).

T6: Final turn Charge your 0 power combo to energy. If Vegeta 5c still survive, all power push to Vegeta

6 energies:

1 pillaf to pillaf

1 pillaf to final hope slash

1 Mai take 2 life

3 Gallick/final hope slash

About Me

Name : Tan Ricco Kurniawan

Nationality = Indonesia

Team : Tapu Brothers Indonesia

I play tcg since 10 year olds. Battling TCG arround the world proffesionally. I play MTG , VG, OP , DB. Now I only play MTG, OP, and DB big event, just like Flagship, Ultimate Battle, BCF, and Championship Series.

Also have many LGS in Indonesia. Vanguard Clinic Store LGS Channel. VGC Headquarter Surabaya VGC 3Frogs Surabaya VGC Malang VGC Tarakan VGC Bali (on plan) VGC Samarinda (on plan)

My passion is share the spirit of TCG all over the world. You can be a pro player TCG, if you always practice and have a good teammate. So, i open many LGS in Indonesia to share that spirit, and support many players, so they can be a pro player and compete with pro player all around the world.

Also i open many teaching class or pro class in Surabaya to share my knowledge to many players. Helping others to solve their problem about tcg is my priority.

Player from another town / country can contact me and learn by online.

Contact me: FB = Ricco Kurniawan

X = Ricco Kurniawan

Whatsapp = 0821-3255-5672

Kashy from the UK: Blue Vegeta How to Guide

Hey Everyone, I'm Kashy from the UK, quick TLDR on my card game life is I've played all CCGS under the sun and for TCGs, I have played competitively Dragonball Masters, Flesh and Blood, One Piece and when tournaments pop up Fusion world will be added to that list.

Having some experience in Masters and playing One Piece, I was able to fall into the feel of Fusion World quite quickly and the gameplay did not disappoint, I play blue in the games I listed before so  I started on blue in this game as well and the deck did not disappoint, so let us get into it.

Why Blue Vegeta?

This leader is the most versatile in how you can build it, but it also just produces the biggest draw numbers, this is important because one of Blues' strengths is that it produces very high numbers for the energy investment required and it is how you gain advantages compared to the other colours, when you've awakened your leader requires 20k counter, this is usually a super combo or damage taken. This number also works as a pseudo-finisher because its baseline is so high that attacks from this are the same numbers as attacking with a unit that equals 5 energy to play.

The deck we have built is known as a midrange deck, if you're unfamiliar with this term, this is the definition:  A typical midrange deck has an early game plan of mana ramp and control, but begins to play threats once it reaches four to six mana. A midrange deck will often seek to play a reactive, attrition-based game against aggro decks and a more proactive, tempo-based game against control decks.

So in the context of Fusion World what are our aggro decks and what are our control decks and how should we be playing vs those?

Aggro – All red leaders, Ginyu/Cooler

Mid Range – All blue decks, Android 17

Control – Broly/Son Gohan: A, Frieza

The blue decks will fall into aggro or midrange based on the build, the same rules can apply to the other colours but will be focusing more on other colours as when you understand your deck more, you also grow your ability to understand other blue decks.

An important point before we move on is flexibility and versatility are crucial for playing blue, the colour allows you to play very fluid and apply new gameplans every game regarding the context of your hand and board states, being able to pivot between lines and plays are what will allow you to be successful, so when looking at the advice coming up remember not to follow it the same every game, just use it as a foundation for your knowledge and growth. 

Reminder that most of the 7 or less cards in hand can be played when you have 8 because the 8th card enters the board and then the card reads the hand as 7, useful for galik gun pilaf etc.

Game Plan

So what are our core cards for each of our gameplans? 

Aggro – 1c Son Goten, Trunks: Youth, Son Goten, Trunks: Future

We use these cards to rush down our opponents' life, 1c Son Goten lets us have a cheap threat that we can just smash our opponent, we can also use Pilaf to replay it if they remove it, 2C Goten does the same but you can use it to bounce opponents 2c that they played to help control the board meaning if they want to keep contesting they have to invest more energy into it, Trunks works as a 2c 25k swing meaning vs any 15k leader this is usually free damage, but also means that vs bodies our opponent plays it will mean death.

Mid game – Son Gohan: Adolescence, Piccolo, Trunks : Future, Gotenks, 4c Vegeta

All these cards have a utility that comes up for their specific scenario and one of the skills will be learning which one is needed at the correct time, Gohan: A thrives when we have control of the game and we want to keep pushing the tempo and making our opponent fear for their life, Piccolo is great if on a previous turn, we used galick to defend/attack and we just want to redraw it ready for the late game, trunks is their to stunt our opponents' tempo, mainly used vs green to bounce 5c Son Goku and ruin their entire flow, Gotenks is our defensive play where we play a body to attack remove a card from our opponent's hand and then we get 2 back via the ability this means this card, in theory has went +3 (-1 OPP +2 us), Finally Vegeta is our aggressive play, we get to attack twice removing 2 cards from our opponents’ hand and bonus points if we bottom a 1c, it means he removed 3 cards.

Late Game – 5C Vegeta, 6c Goku Black

Vegeta is our most consistent finisher, we have so many big number attacks that we can easily put our opponent to 2 life and then his double attack just comes in to finish them off, his on play of bottom 4 or less means that opponents cant play blockers or leave 10k combo on the board as he removes these.

Goku Black is how we grind vs the control decks, this card comes in for huge numbers but also lets us mana cheat an additional 4 or less, remember goku black can add any 4 or less from the drop, sometimes grabbing a galick gun or pilaf when you already have a play for his attacking skill for next turn could be the difference between winning and losing. This card is also why we run a mix of Gotens/Vegeta, because it allows our Goku black to grab either of those and play them when the time requires, also just using it to play trunks: future means you can play a threat and bounce one of their threats, just remember to be flexible.

Value Engine/The glue for our deck – Pilaf

This card is the MVP of the deck, it plays a role in all the gameplans and using this correctly is what will make you into a true Vegeta player.  The basic pilaf combo is to play pilaf grab a pilaf in drop and then combo the pilaf on the field, play the pilaf in hand to get the one we just combod etc. Late game you can just go Pilaf -> Pilaf ->Pilaf ->Pilaf ->Son Goten for 50k combo for 4 energy.

For example in our aggro plan, we use it to spam out our 1c Son Gotens that have died, in the midgame we can use it to combo via board from itself or Trunks: Youth if we are trying to dig deeper into our deck, and late game this card by itself reads pay 1 for 20k combo because you go Pilaf ->Son goten/Pilaf.


What to do vs red?

Understanding red is knowing what their hand and deck look like, a lot of red decks have ways to minus power, the most common one being -5k, this means we shouldn't be letting the counter sit on the board as it will be removed for free and we will leak value, so when we play cards like trunks/pilaf/zamasu ideally using them for their effect and cashing in value ASAP will yield more than letting them sit and just get removed for free, but you can walk a fine line where you allow them to stay sometimes because you know the opponent can't remove them without stunting their plays or incentivising them into it so they ruin their tempo.

Red is a colour that runs a lot of 0K,5k combo cards, so they are quite brittle on the defence, so when you're poking, making numbers that need 10k/20k combo is a good way to fish for information regarding their hand and working out lethal spots.

We are mainly just looking to out-grind Red, we do not want to self-awaken as Red is in a rush to kill us as they're the aggro deck, we just need to make sure we remove their board, poke away at their hand, and gain value with our numbers being more efficient and our draw engines being strong.

Don't be scared of taking crits from Beerus, since they're a "slower" red deck you could play a more early-game rush strategy to force the awakening to make them no longer crit you but also when you get crit its okay as it makes staying around 7 hand size easier so just accept it if the game state is in your favour, also realise vs Beerus your board will probably never usually stick has it has the most removal options from all the red decks.

Final tip if the opponent has left energy open, try not to leave a 5K counter on the board as it will die to Kamehameha and if possible go for the final lethal on leader as it also reduces the value of Kamehameha to only combo for 15K. 

What to do vs Ginyu?

Tbh the gameplan for Red fits this exactly,  just control the board, understand their deck is brittle, they have very few combo cards that are 10K+, and just be careful of extra card bonds of the Ginyu force that can create very large numbers in 1 card. 

Extra tip if you can use Zamasu or Son goten early, you can stunt their racoome+ginyu tempo play as you remove the early game frieza army that allows the ginyu to reach the condition of 3+ untap 2.

(disclaimer this gets used in most yellow decks so it's just useful following this)

What to do vs Cooler?

these are Yellows aggro we follow a similar gameplan as listed above, just contest board grind out hands and then get us in a position where we kill them, but they have different weaknesses, this deck has better defence and its boss cards are scarier, while they don't remove cards like Red does, they do rest, so similar to Kamehameha using try to not leave combo on the board that could be death balled.

Be ready for their big plays, these are 4c Cooler/Frieza, remember these cards will be able to attack twice with the leaders' ability, this also means the Cooler can KO 2x 2 or less cost cards, which means your early game board will be easily handled so try not to get baited into defending the cards that will die for free. 

What to do vs Frieza?

Frieza is the first control deck we will be talking about, this is a deck that farms value and also has access to great draw engines and this leader gets to make cards naturally stronger, its ability to re-stand at the end of the turn means all its threats get to poke without being able to be challenged back forcing removal tools to be used on them so they naturally create a larger board state than other decks. This deck wants to stunt your game plan while building hand size, interacting with your board and slowly getting into a position where it kills you with its finishers.

What we do vs this deck is we want to be the aggressor, we want to control the tempo, we want to not allow the frieza player to feel safe, we want to be attacking them so that they dont feel comfortable playing slow and removing any of their value engines and bouncing their board so they have to keep investing energy to contest us, bottom decking the 1c ginyu is important as we can to be whittling away at their hand, then cards like pilaf and galik gun help us counter the trying to poke at our hands, and we can use cards like Trunks: Future to bounce 4c cooler and 5c frieza to slow them down and 5c vegeta bottomdecks anything in their deck except 5c Frieza which is getting handled by trunks and late game goku black threatens them while also using trunks to remove their threats if needed, so we go aggro to not give them a chance to build advantage and then use our late game more effectively them then and just out valuing them because our cards perform better then theirs, and during this they’re trying to defend 35k leader swings. 

What to do vs Son Gohan/Broly?

So the Basic plan follows the same as Frieza, we want to be aggressive, we want to control the tempo, and we want the opponent to fear for their life because they’re trying to set up on us and during that, they will be slow so we have to take advantage of this and push a big lead. 

However for the mid-game, there are 2 different strategies you can follow, both are successful it mainly depends on hand state and understanding the flow of the game, choosing the correct one matters when both players are playing optimal but when you’re learning the deck you could choose one until you're comfortable and then try the other to get maximum understanding. 

Strategy one – ALL IN

You’ve come to understand you can not win a slower match vs. green with your hand, they have drawn everything and you are unable to interrupt them so you must kill them, this means you should self-awakening to 4 ASAP and awaken and start attacking with 35k leader as much as you can, force them into a state where they might die and try to finish with 5C Vegeta Double strike. But since you have awoken to 4 understand you might be on death's door and if you don't win soon defeat is on the way.

Strategy two – Grinding

You feel like you have the tools to win a slower game, these are usually Goku black+trunks: future is in hand, you’ve also been able to perform a good aggro game where you got them to 4 life quickly or they didn't ramp on curve and will be hitting 8c Broly late. The emphasis is on having 3c Trunks: Future/Green missing ramp timing. The reason trunks are is important because you need to make sure to always bounce the 5c Son Goku back to the green player's hand, this negates the leader ability of both the leaders and slows down the value plan of green and allows you to start poking them for real dmg because if they use these abilities without the goku it stunts the turn of them playing 8c broly which makes winning 10x easier.

During this gameplan we also do not self awaken, we like having the life to buffer their big threats, it means we are in chance of dying in a single turn and we just keep attacking and grinding away at the green player's hand, usually always attacking the leader is key, but sometimes attacking board is correct, this is just down to you know when it is because it's a dynamic situation, an easy way is if the board is easier to kill then attacking the leader, e.g broly is awakened and they have 20ks on board, kill those first as if they defend its negates the bonus of their leader being 25k base. For example vs broly in the mid-game when I force awaken, I just attack with 15k leader +10k (can do this for free via chaining pilafs) but trading card for card with green is big because we draw way more than them.

What to do vs Android 17?

The deck runs similar to ours if they try to race and hit us with big numbers just counter them like you would an aggro deck, if they try to then pivot to a slower gameplan if they ramp via field spell you can just pressure them in the mid-game ready to finish them off with a Vegeta and if that slows the game down enough, you can start farming value with Goku black. Just use the previous game plans to be flexible.

What to do vs Goku Black?

Just use Zamasu, Son Goten to constantly interact with their Zamasus so they cant use the leader's ability to play a 6c Goku black for 4 energy, make them pay 1+4, doing this will slow them enough that your leader will just provide better value than theirs,

What to do vs Trunks: Future?

Just be the aggressor, they don't have any real removal, they just bounce everything back to hand, you can use Zamasu and Son Goten to remove mai/pilaf and you will heavily stunt their value engines and since they bounce your threats back just happy to replay them and force them to keep giving up cards, especially if we keep removing their value engines they will just lose hand and our deck performs better with less cards.

What to do in the mirror?

Not much advice to give here, you just have to be versatile, since you play the deck you will understand its limits and ranges this is where some card rng and skill gaps will be needed.


That should cover most of the basics, if you have any more questions just add me on Discord, my tag is Kashy I'm always happy to talk about TCGs, deckbuilding, theory etc, also open to providing coaching if that's a service you desire.

Anyway, I hope you learned something here today and have a nice day.

[Tournament Report] Bigbang Cup – 38 players

A tournament is hosted with 38 players in 8 of March 2024 in Japan by https://twitter.com/DRAGON_BALL_TCG.

The Deck distribution is as below:

– Gohan Childhood Green: 10

– Beerus Red: 9 

– Red Goku: 6

– Goku Black: 3

– Cooler: 3

– Ginryu: 1

– Frieza: 1, Broly:2, Android 17: 2 and Goku ST: 1

Final Top-4 leader: 2x Beerus and Broly and Cooler

2nd Place
3rd Place
4th Place

DragonBall Fusion World: How to Play

Deck Construction and Card Type: 

There are 3 type of cards in this game: Leader Cards, Battle Cards and Extra Cards

Battle Card
Extra Card

A deck includes 1 leader card, around 50 to 60 Battle cards and Extra Card.

There are currently 4 different colors that are Red, Blue, Green and Purple. Black will be introduced in Booster set 3 and later we may have yellow color as well. 

When building a deck, the cards with the same color as the leader are allowed. (So far we don't know if they will create duo or triple color leader, maybe in the future). The leader card is the central card of the deck, it is used for the battle through out the game. A leader card has 2 faces, front and back. At the beginning the front face is used, we flip over when the condition for "Awakening" is met.


Battle Cards are mainly used for attacking and skill activating. The Dragonball Fusion World introduces the mechanic called combo that you can increase the leader power by using the battle cards from battle area (in activate mode) or from hands. When the cards from battle area are used for combo, it must be moved into combo area which is below from battle area.

The power shows at the left side of battle cards are added into the leader power when the combo is triggered. After the battle is finished, place the cards from combo area to your Drop Area (Trash)

Extra Cards are single use cards that can activate powerful skill. This card can be used to support your leader card or battle cards.


You can re-draw your hand once if you don't like your first draw. 

To re-draw your hand you can put 6cards from your first draw back to your deck, shuffle your deck again and draw 6 cards.

Preparing for the match

After draw 6 cards for your hand or mulligan if needed, you place top-8 cards from your deck to your life area face down.

To Win the match:

– Your opponent's life is reduced to zero cards.

– Your opponent's deck is reduced to Zero Cards

Turn Procedure

  1. Charge Phase: 

(1) Switch all cards on your field to active mode

(2) Draw 1 card from your deck (if you start 1st in the first turn, you can't draw)

(3) You may place a card from your hand in your Energy area. (you can choose not to perform this step)

2. Main Phase

The following step can be performed in any order:

  • Use or play a battle card from your hand
  • Use an extra card from your hand and activate its effect/skill
  • Activate an [Active:Main]/[Awaken] skill
  • Attack an opponent's card (starting with the 2nd player first turn) (seems that "goes 2nd" player get more advantage)

3. End Phase.

When playing a battle card, you must rest the respected number of card in Energy Area to pay for the cost.

To declare attack, same with other card games, you can only attack opponent's leader or rested battle cards.

You can deal 1 damage when attacking if  your leader's power is greater than or equal to the opponent leader's power. If the opponent takes damage, they will add 1 top card in their life area to hand (same with One Piece TCG).

For the combo, both players can do the combo during attacking and defending to increase their leader power. 

Combo is something like decision making when you want to use cards from hand to protect your leader. The more you use, the hand size is also reduced.

At the start of the game the player who goes 2nd places 1 Energy Marker in the Energy Area. Removing 1 Energy Marker from the game is equivalent to switching 1 card from your energy to Rest Mode. So this marker is consider as a marker that can cover 1 cost.

Leaks: DBFW Booster Set FB-03 (16 Aug 2024)

Dragon Ball Card Game Fusion World FB-03. 

Release Date: 16 August 2024

Set Description (Source is here):

  • New black color and lots of new characters!

The new black deck adds new mechanisms that further expand the strategy of the deck!

Numerous new characters previously not included in the series have joined the game!

  • Highly used generic cards with luxurious specifications!

Of the 143 cards in total, 22 are parallel cards with different illustrations!

In addition, three of them are special reprinted cards with new thematic illustrations of highly used generic cards from the cards up to Booster 2!

  • Promotion code for the digital version! A promotion code for the digital version of the product is also included in the package!

FB-03 Rarity Distribution

• Leaders × 5

• Common × 52

• Uncommon × 39

• Rare × 30

• Super Rare × 12

• Secret Rare × 2

• Alt-Art Reprint × 3

Total: 143 cards

Leaks: DBFW Booster Set FB-02 Blazing Aura (May 2024)

Blazing Aura Alternative arts:

Red Extra Card

[Activate Battle] Choose your leader or up to 1 of your battle cards and get +25000 power during this battle. Then, if you have a battle card with power of 30000 or more, add up to 1 battle card with a cost of 4 or less from your drop to your hand.

Cell leader for green

Trunks: Future

Saiyan, Earthling

[On Play] If you have 5 or more energy, put the top card of your deck in your energy rested

[Auto][1/turn] When your battle card with cost 5 or more leaves battle area due to opp, this card gets +10k power until end of your next turn.



(Activate During Battle) rest this card: add up to 1 life to your hand. Then, trigger 1 of the following.

– rest 1 of your opp cost 4 or lower battle card
– ⁠if you have a rested cost 3 or higher battle card, draw 1 card.


[Perm] This card cannot be removed by skills

[When Attacking] Discard 1 card from your hand: Draw 1 card


saiyan, universe 6, potara, tournament of power

[Permanent] when your leader is awakened, this card gets +5000 power

[On play] draw 1 card. Then, play up to 1 3-cost battle card from your hand with “tournament of power” in trait.


[When attacking] Draw 1 card

[Active Main][Once Per Turn] If you have 5 Energy, place 1 card with 3cost or more from Drop Area to Enery Area

FB02-126 Piccolo


Yellow Battle


When KO.ed: Choose up to 1 of your Battle Card, make it active.

[FB02-118] Son Goku

Yellow Battle

(Permanent)(your turn) if your opponent has 3 or more rested battle cards, this card gets +5000 power

Yellow Leader

[FB02-105] Vegeta Front
When attacking: Draw a card
Awaken: if your life is 4 or lower, draw a card then flip it over

Vegeta leader (back)
When attacking: Draw a card
At the end of your turn: up to 2 of your rested energy card be active

Rozie is a new "tournament of power" card with +10000 power.

Tien and Android 18 are introduced in FB-02 with new effect [Tournament of Power]

Son Goku Red color Leader with new effect.


Son Goku FB02-001
Saiyan | Universe 7 | Tournament of Power
[When Attacking] Draw 1 card.
[Awaken] When you have 3 or less life, draw 1 card, then flip this card over.


[When Attacking] Draw 1 card.
[Activate Main][1/turn] (1) trash 1 card from hand: play up to 1 battle card with [tournament of power] in trait and 20000 power or lower from your hand.

FB-02 Pack Design

Bandai has informed about the release date for Dragon Ball Card Game Fusion World FB-02. 

For Japan and Asia (Japanese text card), release date: May 2024

For other regions using English text card, release date is May 17 2024.

Expecting Japan and English release on the same day.

Set Description (Source is here):

  •  New characters will join the game one after another! Popular characters are included as SECRET RARE cards!

Along with carrying over the Era from the first set, a new Era will be added in the series! With the introduction of many new characters, the battles in the Dragon Ball Super Card Game will become even more heated! Characters that are popular among fans will be included as Secret Rare cards!

  • Alternative-Art cards added for 4 Leaders, 12 Super Rares, and 2 Secret Rares! 

Not only will 4 Leader cards, and 12 Super Rare cards get ALT-ART version, but the 2 Secret Rare cards will too! The powerful card also features a gorgeous illustration and a new appeal, making it the one card that everyone wants!

  • Alternative-Art cards with a new touch are also included!

New special illustration cards that are a must-have for collectors!

This time we included an ALT-ART card featuring a special touch unlike what appeared in the first series!

  • Includes a promotion code that allows you to get a reward in the digital version!

A promotion code for the digital version of the product is also included in the package!

FB-02 Rarity Distribution

140 types in total

  • Leaders x8
  • Commons x52
  • Uncommons x36
  • Rares x30
  • Super Rares x12
  • Secret Rares x2

There are 23 Alternative-art cards in this product.


PX3 KayC: First Victory in DBFW with Green Gohan: Childhood

Greetings fellow gamers! I'm KayC from Team PX3 in Australia, and I've journeyed through the competitive realms of Magic the Gathering and the One Piece card game. Now, I'm here to share my insights on Dragon Ball Fusion World (DBFW), the latest TCG sensation that's captured my attention.

At first, I hesitated to dive into DBFW, fearing that it would be quite a complex game to pick up in comparison to the current Masters Version. However, after immersing myself in YouTube videos and streams, I discovered that DBFW's gameplay shares striking similarities with One Piece, with some differences like varied starting life totals and a unique combat phase.

Deck Choice: Green Gohan Childhood

As a player who thrives on reactive gameplay, I've always favored the Control archetype, occasionally dabbling in Ramp strategies across different card games. Imagine my delight when I realised that the Green archetype in DBFW perfectly blends both playstyles into one seamless experience.

After evaluating the various Green leaders, I found my match in Green Gohan. This dynamic leader not only embodies the essence of Control and Ramp but also offers a strategic advantage with its ability to draw cards when attacking on both sides. The deck's inherent capability to draw cards when attacking from both sides guarantees me a consistent hand size throughout the game, a crucial aspect in matches where victory hinges on outvaluing opponents and making precise microdecisions.

Deck List (Credit to @Kazuma_ygo1018)

Tournament Report

Disclaimer: With limited familiarity regarding the game mechanics and card interactions, particularly with regards to other colours, this event served primarily as a learning experience for me. The following reflections encompass my pre and post-tournament insights for each round, accompanied by personal advice (though feel free to offer differing perspectives!).

Round 1: Beerus

I kept a standard hand with Destructive Strength (3c Ramp extra) with some 5cost or more big drops. I wasn’t too concerned of Beerus flip side ability as most of my higher cost characters have power of 40,000 or more which meant that they had to invest in a few resources to clear one character which I am fine with. I played a 7-cost Son Gohan board wipe followed by 8-cost Broly and my opponent had difficulty keeping up while I pressured their life totals and hand size. 


Key Card: Destructive Strength

Round 2: Broly

I lost the die roll (and every die roll that night) and my opponent opted to go 2nd. My opening hand had 2 8-cost Brolys and 1 Destructive Strength and I snapped keep faster than the speed of light. We both did “Green deck” things in the early game and I managed to play down my 8-cost Broly first which he responded with his own and I responded again with my 2nd copy and by then put them in a spot where they were on 1 life and even if they had 2nd Broly I would be in position to go for an all-combo on my leader next turn for the win.


Key Card: Destructive Strength & 8-Cost Broly

Round 3: Frieza

Opponent played out some 20,000 power blockers & characters for early chip to my life total. 

Android 17/18 was the MVP card for me in this matchup as it allowed me to clear most of his board and why on earth does this card have double strike? I don’t know but it gave me the opportunity to claw back to the game and I followed up with the 7c Son Gohan board wipe to clear his boss monsters off the field and went for game the next turn.


Key Card: Android 17/18

Round 4: Cooler

Standard opener with ramp and some big drops, though had some difficulties with their boss monsters here as my Cooler opponent was able to double attack with their 40,000 power Frieza character using Cooler’s flip side ability which presented a lot of pressure on me during the mid-game.

Big Bang Attack (which was mainly for the Green mirror matchup) helped me tremendously to ease off some of the pressure especially combined with 5-cost Son Goku meant that I could get my energy back as part of Big Bang Attack’s cost.

Opponent combo-ed out for game and thankfully had an extra 5,000 combo power to get myself out of lethal. Definitely the most nail-biting game of the night!


Key Cards: 5-Cost Son Goku + Big Bang Attack 

FINALS: Android 17/18

Another Green leader, Another Die Roll lost, Another Decent Opener.

We did the usual green early-mid game but I quickly learnt how good the field stage ramp card is as it meant that my opponent did not need to use cards from hand to charge energy each turn and could just use his android cards in drop area for this ramp effect. Their hand size was between 12-15 the entire game which had me worried as I only had half the hand size compared to theirs at any given time.

The final turn was dictated by opponent trying to go for lethal combo with his big stack of hands but I was ultimately saved by a 2 copies of Instant Kamehameha in my hand (I had 3 cards left at this point for their last attack and the other was a dead card) and when their final attack did not go through, my opponent extended the fist bump. 


Key Cards: Destructive Strength & 8-cost Broly

Recap & Thoughts

I am definitely enjoying the DBFW gameplay thus far and was notified by some friends and locals that I was lucky to have dodged my biggest nightmare matchup in the form of Ginyu.

I am looking to test this matchup more myself or possibly trying out Ginyu during the next locals!

Green Gohan is definitely a good choice if you have a Celebrations Constructed Event or to your local tournaments against the wide field but good decision making and play patterns would definitely help elevate the deck to its next level.

The fundamental gameplay mechanics and mulligan strategy for Green Gohan are straightforward, albeit with potential for a more in-depth discussion on card selection and mulligan tactics. Feel free to reach out through DMs if you're interested in further content exploration—I'm open to expanding on these topics in future articles!

Special thanks to my PX3 teammates as well as sponsors Beyond Odessey and Eternal Magic for providing me with DBFW singles on Day 1! 

PX3 kayC

[Discuss] About Rise of The Floodborn Enchanted Cards

It has been more than a month since Disney Lorcana TCG card game set 2 The Rise of The Floodborn was distributed, now we know all the enchanted cards of this set and the market price within this time (check in TCGPlayer).

Let check out what enchanted cards we have for this set:

Snow White - Well Wisher
Cinderella - Ballroom Sensation
Beast - Relentledd
Pete - Bad Guy
Shere Khan - Menacing Predator
Lady Tremaine-Imperious Queen
Sisu-Divine Water Dragon
Alice-Growing Girl
Hercules - Divine Hero
Madam Mim-Purple Dragon

Compared to the Set 1 The First Chapter, the prize for the most expensive card in this set: Cinderella is only around $170, more lower than the most expensive card in set 1 Elsa (around $350 (Date Dec 26th 2023)). Cinderella's price was around $500 during the month of The First Chapter released.

The price for Lorcana's Enchanted cards are slowly becoming more affordable also thanks to the reprint from the Ravensburger. The famous/beloved character enchanted card's prices are fluctuating below or more than $100. The villain or other characters like Pete or Madam Mim price is around $60 plus.

Date: 23th Dec 2023

[Lorcana News] The First Chapter reprint and Next Year Tournament events.

From the official X(Twitter) account of Disney Lorcana, Ravensburger informed that the reprint for the Set 1 the First Chapter and Starter Deck will be moved up. So the store or card shop in America will receive the stock in end of October, for North America they will be shipping in mid November.

Second, about the events that starting from Q2 next year, they will have both official fan events and an official competitive circuit. 

"Fan events will be a way for Disney fans to come together to share their love of Disney Lorcana even if they may not necessarily play the game.

Competitive events will be the premiere place for Disney Lorcana TCG players to prove themselves. You can also expect exclusives for each of these types of events, and we will share more details in January 2024.

While we have tournament guidelines and other policies live on the official Disney Lorcana site, we will provide regular updates as we align globally and take in feedback from our players to make competitive play the best experience we can.

Lastly, we’ve recently announced a change to convention promos. Going forward, convention promos will no longer have the logo of the convention on them, but there will be three new cards available for each set with a promo icon in the rarity spot."

32/P1-EN-2 Pinocchio Talkative Puppet

31/P1-EN-2 Rapunzel – Giftest Artest

33/P1-EN-2 Four Dozen Eggs – Action-Song

These cards have slight differences to the foil pattern compared to the cards found in the booster packs. When we are attending conventions in any region, we will announce how you can obtain promo cards, you might even be able to get all three at one event.