🧭 Overview
Color: ⚫
Competitiveness: 🔥🔥🔥🔥
Difficulty: 🧠🧠
Type: 🏹
Tempo: 🦅
🎯Strategy
Playing with this leader is a balancing act of ki juggling, the extent of which depends heavily on the length of the match. In shorter games, it’s hardly necessary, but in prolonged matches, it becomes a massive factor. This is because the entire archetype is built around the magical number of 3. If you have at least 3 ki, you can use all your cards freely. Beyond that, it's up to you whether to constantly spend ki for combos to gain a temporary card advantage (gravitating back toward 3) or to hoard it for a final all-in push, which can translate into a +100k combo boost. Ideally, every ki spent grants a 10k combo boost since you can fire off a card from the drop (where 10k is the ceiling). However, it’s important to note that the drop must meet the requirements: if you spend 10 ki, you need at least ten 10k combo cards in your drop to maximize the effect.
While there is nuance in the late game, getting there is a simple and linear process. Early on, you definitely want to acquire 2 ki to trigger Awakening. This grants you the third ki, which opens up the world for you. Your best option for this is Krillin, who can often fulfill this condition on his own.
After awakening, you gain access to your two strongest cards. One helps in gaining the advantage with massive critical hits, which are likely to remain undefended, while the other removes almost anything for just 1 energy, which was the first of its kind, and is still very powerful. If you get into deep trouble, Goku: GT is there to handle many small cards if necessary.
You generally want to finish the game with Gohan, who also functions only if you have at least 3 ki when played. He grants double strike to any Goku (even the leader), even the new 2c Goku for a total of 5 energy from hand, which is usually fatal due to the accumulated ki.
⚠️ Challenges
The deck lacks early removal, since it has a card, which removes a single big card, a card, which removes multiple small cards, and a stun, but all of these options are available from around the 3rd turn. For this reason it's quite problematic to play against very aggressive decks or opponents who launch many attacks in a single turn. The leader ability is also not helping a lot in that regard, because even if you have 10 ki saved up, you can only activate the ability once, and can defend only one attack for free.
The other issue is that, except for the big Goku, this is an old-school deck regarding costs. You will typically play 2-4 cost cards, which even older decks can easily clear with extras and effects. Consequently, your cards are more vulnerable than average in the competitive scene.
🧱 Core Cards
FS12-03 Krillin– the best ki collector in the deck
FS12-17 Legendary Warrior– primary, great removal
FS12-09 Gohan – a very flexible finisher piece with good statline
FS12-07 Goku – a statistical beast
💡 Tips
It’s worth using the energy marker in the very first turn if you don’t have Guru in hand.
Treat every ki as being worth +1 card, this is the best way to understand Piccolo's role as well.
Gohan isn't just for finishing, placing him on a critical Goku can cause immense destruction.
Treat the promo Goku as costing 5 energy, because in most cases, you want to use him to pull back the extra.
Bardock works perfectly with ki, you don't need to combo from hand or board for him.
The 2c Goku is a very flexible piece: ki generator, stunner, and double strike finisher paired with Gohan. It's great throughout the whole game
At 3 life, if you play Gohan and want to end the game, feel free to combo almost your entire hand, or at least enough to fill the drop size to match your ki. At the finisher stage, the leader’s ki is essentially your second hand.
📈 Meta
Cards
FB09-100 Goku: GT – Handles the wide board, for which we currently have no other option.
Matchups
VS Ss3ku
That's the hardest matchup, and heavily unfavored. To win this game luck is heavily needed. A Krillin removed early is a huge tempo loss in a game tempo is on the other side already. Winning this matchup means survival long enough, so it's a necessity to balance around 3 ki. The removal and the 7c Goku is not advised as the former will rarely find targets, while the latter will be kept stunned for the whole game. Krillin, Piccolo are much better, as they can provide value for a low cost. Goku: GT can swing games, and Gogeta could provide a win given we have the opportunity to play it.
VS Brogeta
Facing this leader is quite straightforward, and favored as well. Our high life can keep us alive given we combo out of small attacks, while our 7c Goku and our removal will be a huge threat throughout the game. The promo Goku is also essential, as it provides a great deal of value, while getting back the removal.
VS Stackgito
Favored matchup. We should defend early small attacks, and focus on awakening. After that we will have a cheap removal to remove the big cards on their side, while our 7c can't be removed by effects. Piccolo is also quite good, as the 3 cost another pain point for Vegito.
🎥 Gameplay
Digital
FB10
Free
e5ca9497-5685-4c52-8e97-a38c1989f9f7 - kiogeta; gold (youtube)
89524c12-7996-4fb8-82b5-5cc5e687a1ce - muiku; platinum (youtube)
57186712-1a83-47dd-8339-2a3d6e54422a - gohancolo; platinum
064422b7-df02-4b57-801c-1af0e34ce3b7 - brogeta; silver (youtube)
7e805515-bec2-4102-8525-399a9716569a - brogeta; platinum
dcc647f7-78c6-4e8e-9f3e-25df048f1770 - muiku; gold
9ed8325a-3890-4366-9167-588d4ec81fbf - blackcell; gold
337048f2-9524-443f-927a-e06bb42fbe94 - teenhan; gold (youtube)
f71950ec-0839-49dc-a3e3-234a1a49708a - stackgito; beginner (youtube)
916255ec-b455-415f-821a-6f7b103f776a - brogeta; platinum
FB09
Free
085533cf-4488-4a10-b469-25e4a51c8f83 - ss3ku; gold
574d8051-0625-4cea-a0e0-5518d6dd1382 - kinameku; gold
f0c3b9da-71bc-4bef-b64b-2addec1f29ff - muiku; platinum (youtube)
80710b03-8bee-471e-87d6-2e04b794b450 - brogeta; platinum (youtube)
bdf46a82-f16f-49e9-bdd7-11350718c6aa - kinameku; platinum (youtube)
Ranked
c7294478-ebbb-4ccb-89c0-577bcaaf2eae - ss3ku; god (youtube)
bc33127d-264e-4c0c-ab1e-bc2fdeac3bae - beerus; master
a4ca2199-aee1-4c4e-9886-ec44d0858630 - brogeta; god (youtube)
Youtube
https://youtu.be/J12hG2nvxZE
https://youtu.be/MtOSo2Wb2LI
📃List
FB10 - Black Nameku - Deck - Dragon Ball Super: Fusion World | DeckPlanet | DeckPlanet
💬 Personal Notes
Krillin is only a 10k in hand mostly in there for the leader ability, but Goku did wonders for this deck for me. Being able to stun anything and having a consistent 5c finisher in hand due to Gohan added some crucial flexibility for me, and evened some matchups, like Gogeta: GT, which makes it a more consistent competitive leader. It's still not the most exciting deck to play for me, but it got better for sure.
🔑 Legend
Icons
Type: 🗡️ Aggro | 🏹 Midrange | 🛡️ Control | 🔗 Combo
Tempo: 🐌 Slow | 🐇 Medium | 🦅 Fast
Difficulty
🧠: Beginner-friendly, perfect even for your first game.
🧠🧠: Easy; requires attention to a few small details, but follows a simple and clean strategy.
🧠🧠🧠: Requires learning, but becomes routine after sufficient practice.
🧠🧠🧠🧠: Requires a deep knowledge of both your own deck and the opponent's; demands situation-dependent decision-making.
🧠🧠🧠🧠🧠: Demands perfect play in both decision-making and execution through complex sequences.
Competitiveness
🔥: Unplayable; does not perform under any circumstances.
🔥🔥: Underperforms; highly dependent on favorable circumstances.
🔥🔥🔥: Performs well; perfect for casual play, but at a clear disadvantage against dominant decks.
🔥🔥🔥🔥: Suitable for competitive play; in theory, a skilled player can hold their own against anything.
🔥🔥🔥🔥🔥: Dominant; a typical "boogeyman" deck that everyone hates to face.
Glossary
Aggro: A strategy that ignores the opponent's game plan with the goal of ending the match as quickly as possible, in this case through relentless attacks.
Midrange: A strategy that seeks a middle ground, attempting to balance the tempo. It tries to slow down fast decks and outpace slow decks. Board control is a vital tool here.
Control: A strategy entirely focused on neutralizing the opponent's plays. It settles in for a long, slow game where the goal is to bleed the opponent out of resources.
Combo: A strategy that aims to win (or at least cause a radical shift in the game state) through the synergy of specific cards, often appearing to come out of nowhere. The goal is to gather the necessary components and fulfill the prerequisites as quickly as possible.




