Best Blazing Aura (FB02) Cards to Watch Out For

Sorry highlights some of the new cards in FB02 expansion that'll have an impact on the upcoming meta.

Heya everyone! The Blazing Aura (FB02) expansion for Dragon Ball Super Card Game Fusion World is fast approaching, bringing a variety of new cards to shake up and diversify the meta. Four new Leaders - FB02-070-cell, FB02-105-vegeta, FB02-001-son-goku, and FB02-036-zamasu-fused are joining the game!

FB02-001-son-goku and FB02-036-zamasu-fused are two new Leaders I'm hyped for and expect to be popular in the meta! Overall they're strong Leaders with many new cards to back up their game plan. I'm not too confident that FB02-070-cell and FB02-105-vegeta will manage to push through the upcoming meta, but hey, the community might prove me wrong!

Today I'll share cards from Set 2 that stood out and will likely be popular in the upcoming meta.


Red

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Kefla is a no-brainer for the new Goku Tournament of Power Leader. The 25,000 Power is neat when Leader is leveled, capable of dishing out damage or forcing Combos. Kefla's on-play card draw and ability to follow her up with a 3-cost or less play set you up for an aggressive mid-game while maintaining resource draw for future turns.

She'll fit in perfectly with the new Tournament of Power Goku Leader, her 20,000 Power means an Awakened FB02-001-son-goku can play her on the board along with the 3-cost she plays for 1 Energy only. Getting to play Kefla + FB02-015-android-17 can be a huge game swinger.

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If you thought Broly's 25,000 Power was a pain, wait until Red starts using the new FB02-015-android-17 card; it's a nuisance for most decks to deal with a 25,000 Power Leader. The Power boost leaves opponents with two choices: using more Combo cards to get their attacks through or KOing Android 17. If we opt to keep Android 17 active, it'll force opponents to find other ways to deal with your Power booster, and with Android 17's secondary effect shutting down battle card skills, it will limit their options. This is one of the best cards to join Red and will definitely see a lot of play, especially since the effect remains on both defensive and offensive turns; it's way better when compared to Shin.

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Another Power booster but only during your turn. FB02-018-son-gohan-adolescence increases your offensive power, self-awakening battle card, and board control with his -15000 Power. Honestly, for a 3-cost, it's doing more than FS01-09-son-gohan-adolescence and could replace it.

You're losing the Critical hit, but you're getting more pressure on an earlier turn, more Power reduction, and self-damage. It's a great addition to all Red decks, offering both aggression and board control.

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A strong addition to Leader FB01-002-beerus's board control plan. This is a 20,000 Power card, so even if it drops in the late game (which we might hold onto at times) it can still threaten to hit the opponent's Awakened Leader. We want to combo this card with FB01-002-beerus's effect or power-reduction cards like FB01-004-whis or FB02-018-son-gohan-adolescence to deal with higher-power cards.

Green

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One of the strongest Green cards joining the game in the upcoming expansion. Various Green decks can take advantage of FB02-089-son-gohan-future effect. You're able to drop FB02-089-son-gohan-future, protect all your 3-cost characters from any skills that could remove them, and get to decide on whether you want to develop more on the board or KO any 3-cost threat on the opponent's side.

FB02-089-son-gohan-future can play battle cards like FB01-092-trunks-future, FB02-086-son-goku, or FB02-091-trunks-future. Basically, you're developing more on the board to keep the pressure in the mid-game and can combo it with Ramp cards, which Green decks love.

I'm expecting this card to be a popular choice in the upcoming meta. It's going to rival FB01-087-son-goku for a spot in most decks. Playing FB02-089-son-gohan-future over FB01-087-son-goku means you'll lose that auto ramp effect, but you're gaining a 30,000 Power body along with a 3-cost ramp card to ensure you contest the board presence.

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A ramp card that only works when you're at 5 Energy. FB02-089-son-gohan-future makes this card way better, letting you develop it for free and get the extra energy. The combo play makes it worth including both cards in one deck.

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The downside of this card is that it's tied to Son Gohan Leader only, so we can't include it in other Green decks like Broly or Cell. It's basically a removal card to deal with 5-cost Characters while also ramping you up. You are technically giving opponent extra Energy, but getting to remove one of their threats will be worth it.

Blue

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FB02-044-zamasu-fused is a value card, drawing you a card every time you attack with him. This means opponents will be forced to remove him off the board immediately to shut down the draw value. However, the card's true power lies in its second effect. If the opponent manages to KO it, you'll trigger its effect, allowing you to replay it from your drop in rest mode.

This means opponents will need to deal with it again, either expending resources to do that or at least ensuring they don't get to freely attack your Leader as they're more occupied removing the value generation FB02-044-zamasu-fused. Now this second effect only activates when Zamasu Fused is KO'd, so decks that can return it to your hand or the bottom of the deck (like Blue decks) or lower their Power to 0 (like Red decks) can deal with it without being forced to KO it. At the end of the day, you're still forcing resources out of the opponent to deal with, and you've already drawn a card once you've attacked with it, so you're ahead in resource value just by playing it and presenting it as a threat.

This is one powerful resource value for blue decks that are looking to take things to the late game. It might not be the best option against a fast-paced meta, so it depends on how the meta develops.

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A 3-drop Vegito that can lower the cost of all opponent's battle cards by 1. At the same time, FB02-061-vegito can put one of the opponent's 1-cost Battle cards at the bottom of their deck. Basically, we're playing a 25,000 Power Battle card, capable of removing a 2-cost Battle card on play.

The neat thing about Vegito is that his effect also helps throughout the rest of the game. We're now able to remove 6-cost threats like FB01-078-android-17android-18 with FS02-16-final-flash. Cards like FP-007-vegeta, FS02-13-vegeta, FB01-068-sinister-sickle can also benefit from the effect.

Overall, it's a synergistic card that you're able to get the most out of the more removal cards you include in the deck, a perfect addition to Leader Trunks as well. The ideal scenario is to play this card on turn 3 and have it stick on the board, making it easier to play your control tools. However, your opponent will most likely not just sit around and leave Vegito to do as he pleases.

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I initially overlooked FB02-056-bulma, but after the community pointed out her potential, she deserves to be on this list!

She works hand in hand with Vegeta cards, adding to your aggression with the +10,000 Power she provides. One combo I'd love to see is FB02-056-bulma and FB01-059-vegeta, enabling you to set up two 30,000 Power attacks. Additionally, FB02-056-bulma is a +10,000 Combo, so she can set up a +20,000 if we're going for a finishing turn.

Another card that synergizes with FB02-056-bulma is FB02-058-vegeta, letting you play her for free and make use of that Power boost on both FB02-058-vegeta and Leader.

Yellow

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FB02-130-bulma will be a great addition to the FS04-01-frieza deck, offering multiple values that synergize with the deck's plan. She's a self-awakener, provides card draw, and can rest opponent's characters. Leader Frieza can switch Bulma to active mode at the end of the turn, allowing you to reactivate her battle effect a second time.

FB02-130-bulma will be an addition to various Yellow archetypes, including the new Leader FB02-105-vegeta-976.

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A strong card that can be used offensively and defensively, Blue Power Awakening offers a +25,000 Power boost, making it an insane game-finisher play that you'll be able to take advantage of regardless of the matchup. The main effect will depend on the meta; if Green is prevalent, then this card's main effect will find lots of use to remove threats like FS03-10-broly-br or FB01-078-android-17android-18.

You're able to combo it with FS04-11-frieza and for 3 Energy, you'll remove a win condition your opponent is heavily relying on.

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A new high-cost win condition dropped for Yellow decks, Golden Frieza can make life more difficult for blue and green decks looking to drop their high-cost win conditions. As long as he's on the board, any 5+ cost character will be played in rested mode, giving you time to set up the finishing blow. Although Golden Frieza looks pretty strong, especially with his 40,000 Power, players could play around it. It'll end up being meta-dependent; if the meta is fast-paced, then Golden Frieza might not find much success.


Closing Words

The new set brings various new cards to the game, which will definitely shake up the meta. Yellow felt like it received the short end of the stick compared to the other colors, but I'm still excited to see how players will build the new decks and even update the old ones!

Sorry
Sorry

Alaa "TricksterSorry" Yassine is a competitive CCG player. His passion for card games ignited during his childhood, with favorites such as Yu-Gi-Oh and Pokémon. After playing Hearthstone casually for a couple of years, he decided to take it a step further with Legends of Runeterra, competing in major tournaments and achieving multiple accomplishments. Now, he delights in exploring various card games and mastering them.

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