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.

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