🧭 Overview
Color: ⚫
Competitiveness: 🔥🔥🔥🔥
Difficulty: 🧠
Type: 🏹
Tempo: 🐇
🎯 Strategy
This deck is fundamentally built around two specific cards, everything else is there for consistency and protection. These two cards are Vegeta and Gogeta.
In the first few turns, our goal is to search for cards, clear the board, and gather 2 Ki to trigger your Awaken. Pan is a huge help here, as she significantly speeds up the process. After Pan, the 3c Vegeta can trigger Awaken on its own, if we also play Trunks, we can play the 4c Vegeta without overkill its ki. Awaken is also achievable by playing Trunks for the 4c Vegeta, meaning we should ideally Awaken and have our first Vegeta out by turn 3 or 4 at the latest.
At this point, we gain the advantage and our main job is to survive. Only play Goku if you have no other options or if the opponent has many small bodies on the board. Generally, the optimal play is to get a second Vegeta out, which allows us to generate up to 2 energy markers per turn and deliver two massive hits.
Once we reach 6 energy (including markers), we switch from Vegeta to Gogeta. He automatically gives a marker on attack, hits incredibly hard, and draws 2 cards. While we only have 5 energy, we can’t quite push for the finish, but we can significantly deplete the opponent's hand while growing our own. At 6 energy, we enter the kill window: play a Gogeta (potentially the second) and attack with everything. If the opponent is at ~2 life and victory is in sight, use his ability to take an extra turn to finish the game. Although we discard 6 energy, we’ll effectively have 3–4 energy left, which could even mean another Vegeta. Even if we don’t win that moment, if we have enough life and the opponent has burned through their hand, we can still win from that position.
⚠️ Challenges
Despite all the mechanical jargon and long text, this is an extremely simple and linear deck. The deck essentially plays itself rather than being piloted by the player. Consequently, the deck's weaknesses are fatal, even if played perfectly.
There are minor inconveniences, such as struggling against multiple attacks in a single turn. It is also weak against traditional big Green cards that can remove anything regardless of cost. However, the biggest danger is the draw itself. Since the entire deck relies on just two cards, a bad draw seals our fate much more often than a tough opponent does.
🧱 Core Cards
FB09-117 Vegeta: With the Leader, he attacks for 45k, which grows every turn. If the opponent can't remove him (which is likely), he generates an extra marker every turn.
FB09-123 Gogeta: GT: Simultaneously the win condition and the path to victory. Statistically, this card is overtuned, and gives a marker without restrictions.
💡 Tips
If you have Trunks in hand, the SCR can start a new turn even from an empty board (1 Ki SCR, 2 Ki Leader, 1 Ki Trunks).
Don't overthink it. Vegeta and Gogeta are the cards that win the game, so focus your gameplay on playing them optimally. Everything else is secondary.
⚙️ Fine-tuning
Additional cards
GT cards
FB09-118 Hercule: GT: Essentially cycles back any extra card.
FB09-115 Bulma: If 4 Trunks aren't enough.
General Black cards
FB06-097 Gogeta SR: Specifically against yellow not aggro decks.
FS12-18: If your Vegetas stay on the board, this creates a massive combo.
Ratio Adjustments:
📈 Meta
Ultimate Sparking: Helps with survival, especially against yellow decks that attack multiple times per card.
10x Kamehameha: Can remove evolve base cards in the early game.
🎥 Gameplay
Digital
FB09
Free
89f9698b-e8f0-45c5-9b0c-0fb0e1320c83 - ss3ku; platinum
e97ca3af-55dc-49d6-beef-428d8180b302 - kinameku; gold (youtube)
164f952a-d1fb-4269-8c10-12a72bd74afb - beasthan; platinum (youtube)
8b75549d-f616-43dd-b4a0-54a20a44555e - janemba; master (youtube)
fb1a8ccf-f1a9-45d7-a431-d2facc30d5f4 - ss3ku; god (youtube)
Event
bbcc2f5e-671e-4638-be86-473e136bcfd2 - beasthan; gold
b2f89497-dcc6-4e25-aaad-ee89d8e61244 - switchogeta; silver
78696d1b-9848-452e-99d5-7eeee3248c56 - brogeta; platinum (youtube)
Youtube
📃List
FB09 - GT Gogeta - Deck - Dragon Ball Super: Fusion World | DeckPlanet | DeckPlanet
💬 Personal Thoughts
This is my most hated deck in FB09. That’s quite an achievement, considering I was actually interested in it before release. I've found the Ki mechanic exciting, and it seemed like this deck would use it in the most interesting way.
In reality, the entire deck relies on two cards, both of which are designed to be non-interactive while burying the opponent. It’s boring and unfair. To top it off, it has two cards that effectively destroys specific archetypes, making old leaders completely unplayable in an already power-crept meta.
Simply put: in my opinion this deck is currently the blight of the game.
🔑 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.




