🧭 Overview
Color: 🔵
Competitiveness: 🔥🔥🔥🔥
Difficulty: 🧠🧠🧠
Type: 🔗
Tempo: 🐇
🎯 Strategy
This deck rests on two very solid pillars. First, the Leader attacks with 40k power, which should never be underestimated. Second, it is capable of a massive combo that has become consistent enough to be executed multiple times per game.
Both pillars have a prerequisite: you must get 10 cards into the Drop. Awakening will take care of another 10, as you need a total of 20 cards in the Drop for the deck to function fully. This is when the Leader becomes stronger and your combo activates. Accordingly, in the early game, you primarily want to play cards that mill your deck to fulfill this condition while managing the opponent's board. This covers your first 3 turns.
From 4 energy, the path to the combo opens. The sequence is: 3c Vegito -> 4c FB05 Vegito. This sequence allows you to manage the board and gain protection for the next turn if your opponent plays small cards. Otherwise, basic board control remains the goal.
At 5 energy, you’ve reached the endgame sequence: 3c Vegito -> FB09 4c Vegito -> Goku & Vegeta. You must pay one energy for each Vegito, and each Vegito can attack before you do so. (The 3c Vegito can be skipped if necessary). Activating this chain rewards you with a 55k Double Strike attack and a cost-independent bottomdeck removal. You usually want to end the game with this combination, but you have access to other Goku/Vegeta cards if the need arises.
⚠️ Challenges
The deck's biggest challenge and constant nuisance is the uncontrollability of the mill mechanic. All your super combos and saviors might end up in the drop, and your opponent will know exactly when this happens. Our other problem is the weak early game. There are no cards within the archetype that effectively react to the opponent, so we must solve this with cards from outside the archetype. However, this means it becomes harder to collect 10 cards in the drop before awakening, slowing down our play and forcing us to run otherwise dead cards.
🧱 Core Cards
FB05 Vegeta – Boosts a Goku's power by 25k and, upon play, returns any 3-cost card from the drop, which is usually See You!. The first component of the combo.
FB05 Goku SR – Makes the See You! extra free. The second component of the combo.
See You! – Grants double strike to a Goku and bottom-decks any card. The third part of the combo.
FB09 Vegito - for 5 energy total, activates the whole combo, after attacking.
💡 Tips
Constantly monitor your drop size, it is the fundamental pillar of the deck's operation.
When played, extras go immediately to the drop and count toward the size requirement.
Don’t waste your Leader’s attack on high-cost cards. Attack the opponent directly to put them under immense pressure.
At 1 life, the new Goku is more valuable as he represents a +20k advantage (-5k power to the card itself, +15k for retrieving the savior, +10k for the Leader).
Don’t necessarily charge excess copies of See You! into energy. Vegeta can also retrieve the 3c Vegito to start the whole chain.
📈 Meta
FB02-052 Goten: Temporarily removes a 2-cost card. Good against red and yellow evolve bases, and particularly strong against black Pan.
FB03-040 Trunks: Similarly removes 2-cost cards but bottomdecks them while providing an attack.
FB02-068 Absolute Lightning: If you fail to stop the opponent from playing big cards early, you can correct the course with this on turn three or four.
⚙️ Fine-Tuning
Additional Cards
Adapting to Meta:
FB01-050: Similar to small Goten but handles up to 5-cost, which can be relevant.
Mill Cards:
FB05-039 Vegeta- less effective than his Goku counterpart. It is dangerous to be forced to mill on every attack
FB05-031 Goku - good, when you don't mind losing a life
Ratio Adjustments
You don't necessarily need 4 copies of the new Goku. The 10k combo power is the main treat.
FB05-040 Vegito can be bumped to 4 copies if the environment makes him useful.
🎥 Gameplay
Digital
FB09
Free
c12283ea-6eda-4f5a-8ce7-3e5d7b0e7357 - brolybr; platinum
5b4c43aa-f21c-4c17-8a04-29b6afd5193f - shenron; platinum
5e3284f7-1789-4b77-9005-92608887d40d - vegito; platinum (youtube)
Ranked
132ee505-999b-49e0-8b7f-af183c95a5e8 - topku; platinum
e9375cea-b318-419e-923c-2a75298120ab - brogeta; platinum
0ded9e5d-3d78-4173-8245-25be54c02d65 - brogeta; platinum
98801c25-3798-4857-be93-c1e49f12e43f - brogeta; platinum
98c6df8f-92bc-4e08-b2b5-68cfb3b70571 - switchegota; platinum
455482da-73f5-4ec5-a5f5-302e28c27e0e - bardock; platinum
485cdae5-2bdb-48f6-909b-b2b382fc08f1 - brogeta; god (youtube)
2ae20e0b-e584-4850-b7b6-cb518e1383b8 - switchogeta; god (youtube)
2042e4d8-99d0-438c-b8df-d35bf7f247df - brogeta; master (youtube)
9f443b94-5798-442b-b49d-d4d96c095cdf - kiogeta; god (youtube)
Youtube
📃 List
💬 Personal Notes
Vegito has always been among my favorite leaders, with one exception. After the FB07 support, I actually started to dislike him because it felt like the deck moved in a completely high-roll direction, where I only won if I cheated out the SCR on turn four instead of using the original combo.
The new support offers exactly what I was hoping for. It’s faster and more consistent, yet the deck's core identity remains intact. I particularly like how the two new Vegito support cards (FB07 & FB09) fit together perfectly. With careful play, I can guaranteed the execution of the strategy.
Vegito will be reprinted in the anime booster. If the previous pattern holds, he will receive two SRs and a dozen other support cards, making FB05 Vegito perhaps the most supported leader in the game. I hope he gets support that provides alternatives for the first few turns and weaves the two existing SCR Vegitos into the deck. This would allow for very free deckbuilding and keep him in my top 3 leaders for a long time.
🔑 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.





