🧭 Overview
Color: 🟢
Competitiveness: 🔥🔥🔥
Difficulty: 🧠🧠🧠
Type: 🗡️
Tempo: 🐇
🎯 Strategy
The leader is capable of playing a 3-cost Saiyan-only card for free every turn. Consequently, the entire deck is built around 3-cost Saiyan cards, allowing us to deploy up to three of them per turn.
In terms of gameplay, the first two turns are about preparation. This is when we play our 1-cost cards, perform some board management if necessary, and set up the Field. From the third turn onwards, we want to be awakened and bury the opponent as quickly as possible. Since we are burning energy (deramping), it is useful to start with a ramp card, but potentially this is also when we want to play the Field via Vegeta or Nappa, who can do it for free. To dominate the game, our Double Striker helps us, though we shouldn't view it merely as a finisher. The best play is almost always to get this card on the board, so don't shy away from using it multiple times in a row. It is more resource-efficient, and we ultimately want to end the game with it.
⚠️ Challenges
Our board control options are limited, we must almost entirely rely on our aggro pressure. The ape is capable of removing a 5-cost card while maintaining tempo, but the Extra's energy consumption doesn't always fit seamlessly into our gameplay flow.
Although we build the board very quickly, we are vulnerable if our cards are constantly removed, as we can run out of resources. We would need more consistency and flexibility.
🧱 Core Cards
SB01-025 Vegeta – The best card in the deck, it enables the most important combo and also draws a card, so it’s never a bad choice.
FB04-052 Great Ape Vegeta – The other half of the combo, but playable on its own as well; a finisher and board control in one person.
FB04-076 Artificial Full Moon – The entire deck is built around this; it essentially negates the negative effects of our leader ability, and several cards depend on it.
💡 Tips
We are capable of awakening at 6 life, which should always be exploited if possible. For this, we need a Raditz and another card capable of pulling life. If we do this, we will have 3 new attackers by the third turn.
The 3-cost Goku is capable of resting the Field, which is essentially free, so always do this.
The 3-cost Vegeta that turns into the ape must always be played via ability, otherwise the entire sequence is lost.
Aim to stay between 4 and 5 energy, that's the optimal range
Do not underestimate the 1-cost cards, they remain very useful throughout. The ideal turn is: play a 1-cost card, then discard the spent energy for the leader ability, and only then spend the rest.
⚙️ Fine-Tuning
Additional Cards
3-cost Saiyan cards
FB04 Nappa: Provides early ramp and can attack with 30k.
FB04 Goku: A 50k attack against almost any current card.
Consistency-boosting cards
FB01 Gohan: An alternative searcher.
FB09 Broly: Can utilize that 1 energy we would later discard anyway.
Ratio Adjustments
Kefla rarely comes out, so her count can be reduced.
Promo Nappa is better than the Field-searching Vegeta, but has less combo power, so adjust according to preference.
Full Moon can be reduced with enough courage.
FB09 Vegeta is not necessary if you aren't too worried about Evolve cards.
🎥 Gameplay
Digital
FB09
Free
6acc758c-229d-4d6e-aed2-0b80d40a8e84 - brogeta; silver (full deck, but not a great player)
1205b61c-c14f-4807-9d5d-cd842af8d65e - muiku; platinum (youtube)
fc019df5-0f91-4fa3-9c7e-be0851c53b47 - beasthan; platinum (maybe)
c6eac537-0056-4667-b191-13784ab80194 - muiku; platinum (youtube)
333e3f92-9543-41a6-96a4-02e14eb658b4 - kinameku; gold (youtube)
SB01
Free
2924dfad-5745-434a-ad30-53e9efd9351e - beerus; platinum
ae80f0a2-ef1d-4ab9-95a4-34c955ab7433 - jiren; god
ee17b5f2-c9b2-4983-b711-8122212b77ce - redcell; god
YouTube
📃 List
💬 Personal Notes
I've always liked Green Vegeta, the deramp archetype is one of my favorites. I thought quite a bit about which Green deck to overview after the new support this season, debating mostly between this and Giblet. Both decks have a card that can remove anything, and both are built on similar foundations. Since I'm very bored of Giblet and the character means nothing to me, I chose Vegeta for two reasons. First, even before the meta stabilized, I suspected everything would be about 6-cost cards, and I remembered he has a card capable of removing any Saiyan regardless of cost. And as it turned out, every big card is a Saiyan. The other reason is that while I wasn't blown away by the new 2c Vegeta, he fits perfectly into the current meta.
I feel there is still a gap in the deck. The energy counts don't always come out exactly as I'd like, and it would be great if the deck received more support in the future. I'm especially waiting for 2-cost Extras that Nappa could fire off to give us some flexibility. At the same time, it's a perfect deck for local games. It requires precision, provides positive reinforcement when plans succeed, and is almost free since there are no expensive cards in it. If you see Black Gogeta, unfortunately, you should concede immediately, there's no point in playing as the 4c Goku shreds our entire deck on its own.
🔑 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.

