🧭 Overview
Color: 🔴
Competitiveness: 🔥🔥🔥
Difficulty: 🧠🧠
Type: 🗡️
Tempo: 🐇
🎯 Strategy
We follow a simple, easy-to-follow strategy, primarily focusing on energy maximization. Our goal is to Awaken as quickly as possible, aided by a multitude of cards, with the aim of consistently using the Leader ability by turn 3. The strategy is built around playing the 2c Daima Goku, onto which we evolve a larger Daima Goku. If we find spare energy, we can invest it into a 3c card that brings out a small Goku, but later we will also have options to increase flexibility. For removing small enemy battle cards, we need the Promo Goku. This can essentially come down as early as turn 3 and sabotage the opponent's strategy.
We only engage in board control indirectly. Our hand depletes quickly, so our goal is to finish off the opponent. The objective is to play the large, double-attacking Goku, which can grind down the opponent in 2 turns, especially if we play a second one alongside it. If it's on the board and we have energy left, we can remove almost anything with the Extra.
⚠️ Challenges
Card draw is a massive problem, as all our meaningful effects consume our hand. Shin and Gohan play cards from hand, Evolve is essentially two cards in one, and the Leader ability requires a discard. This means an ideal turn (where our play is 3c + 2c + Evolve) consumes 4 cards from our hand. This is fine until the moment of awakening, as we can draw from our life, but after that, we must finish the game within a limited time, or we will run out of resources.
🧱 Core Cards
FB07-011 Son Goku (Mini): DA – Our main Evolve base after Awakening; we also want to pull this back from the Drop with Goten.
FB07-010 Son Goku : DA – The strongest card in the deck, our primary win condition, and the most characteristic card of the build.
FP-050 Son Goku : DA – Perfect for early board control and affordable in any situation.
💡 Tips
Although the card Gohan brings out cannot attack, if we Evolve onto it, the new card can attack, as this effect is not inherited.
After awakening, consider the promo Goku as free and the large Goku as costing only 1 energy.
Power boosts are inherited, so by using the appropriate Goku, we get a 50k double attack by default, which can easily be boosted to 60k.
📈 Meta
Showdown in the Demon King Palace: Removes essentially anything for 1 cost, which is particularly important in this meta due to the large Evolve units.
⚙️ Fine-Tuning
Additional Cards
Daima Cards
Dr. Arinsu: A substitute for Gohan.
Glorio: An alternative to Arinsu.
Piccolo: Similar to what Shin and Gohan do, but more expensive and draws at least 1 card.
Panzy: A good searcher.
Saiyan/Earthling Cards
Caulifla: critical, a good Turn 2 play.
🎥 Gameplay
Client
FB09
Free
0166491c-edb7-402f-bc6f-f1048f0ad31f - brogeta; gold (youtube)
Ranked
dc8ad0a0-d5f7-4b26-92c2-65046ab8e965 - muiku; platinum (youtube)
11e9639d-9afa-4513-8e6a-afa4b7678979 - kinameku; gold (youtube)
ae45691b-df1f-469d-85a7-29681c26f841 - kiogeta; gold
FB07
Ranked
ac02b0a5-7005-4dfc-a89a-a4f952c3e84d - bardock; platinum
e0118806-0c88-49bf-a8c9-219dafa7a845 - shenron; platinum
6e9d3a52-c7c6-4814-af57-e2db4f2bca18 - ginyu; platinum
YouTube
📃 List
💬 Personal Notes
I like Glorio as a character, and he was the flagship of the Evolve mechanic initially. Yet, he arrived somewhat flat, as shown by the low gameplay numbers of mine. The main reason for this was that he essentially offered nothing new compared to other Daima leaders. He was an alternative aggro deck, but nothing more.
He would have been perfect material for a review during FB08, but I eventually skipped it because too many red leaders received support, and he got lost in the crowd. However, he remained relevant. Based on my testing, the support received in FB09 is insufficient. I tried moving away from the Saiyan-Earthling line, but unfortunately, the pure Daima line performs worse. The new Glorio either pulls life and does nothing else, or gives +15k to an evolve-only card while attacking. The new Arinsu is an alternative to Gohan, but nothing more. I didn't even consider the new Vegeta, as the Vegeta evolve line is much weaker.
The reason a guide was made for this deck is simply that Glorio has the extra capable of handling the large 6c cards. Beside that, it's mainly FB08 cards running the show, maintaining a heavily aggro focus.
I'm glad there is a Daima deck that is competitive, and I specifically recommend it to those who like the red color, as it is almost free: no SCR or expensive SR/promo cards are required. The deck might have deserved a higher competency rating than what I gave, but even when everything came together, I felt at a disadvantage against meta decks. It lacks the added value that would make it worth running over other current meta decks if you are aiming to maximize winrates. I hope it receives more support that makes playing Daima cards truly worth it, but what the deck desperately needs is meaningful card draw and a way to move away from the mandatory aggro playstyle.
🔑 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.

