Android 17 Green Deck Guide

Android 17 Green Deck Guide

Learn how to play Android 17/Android 18 in Fusion World with our in-depth guide.

Hidden behind FS03-01-broly and FB01-071-son-gohan-childhood in the green color, FB01-070 is a discreet yet unique kind of leader. The leader isn't particularly bad, but unfortunately is never included in the conversation about competitive leaders. Indeed, there may be very little reason to run this one if you have access to the other two, at least from a competitive perspective.

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It is unfortunate, really, as the unique synergy around the Androids well-deserves some spotlight. Not only it is the best ramp engine in the game through FB01-102, it also packs quite a punch once awakened, turning into a pressure-oriented leader with 30,000 power during its turn.

Then, while it might not be have reached the same highs as Broly and Son Gohan yet, maybe we should stop assessing Android 17 strengths based on the other green leaders, and start considering it a standalone synergy, with different reasons to be played.

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Gameplan

We're trying to ramp as fast as possible to six energy first, then eight. Once there, we are looking to bully our opponent with a 30,000 power leader attack alongside FB01-078 and FS03-10. This is fairly simply to grasp as a strategy, and if we can get FB01-102 in play early on, not that difficult to do. The challenge lies in staying afloat for long enough, or we might never get the chance to land those big hits.

This is the biggest reason Android 17 is weaker than Broly or Son Gohan currently, as the survivability isn't there yet. We have plenty of tools to help in that regard, FB01-089, FB01-090, FB01-078, and FB01-096 will all contribute to stabilizing the situation. Nevertheless, we remain a 20,000 base power leader on defense, which often can equal being forced to consume a ton of cards to stay alive.

With that in mind, I believe Android 17 is best played in a slower environment, rather than when FB01-001-son-goku Universe 7 or FB01-104-ginyu is extremely popular.

The Early Starters

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Our main goal during the first portion of the match is to get FB01-102 in play to start the ramp machine. Typically, this equates to skipping turn three as we don't develop anything there, which gives our opponent a good chance at pressuring us. Turn two is key for this deck, and we always want to get FB01-079 in play if possible, to help with removing opposing battle cards.

There are no 1-cost Android battle card in the game with enough power to help, which is the biggest problem for the deck. FB01-075 is decent, but we don't really need the critical keyword. As such, we could consider running FB01-099 to help in that early portion of the match instead.

Then, we would change the spread of our cards to four of FB01-082 and three of FB01-099. The combo potential immediately gets worse, but we should limit our opponent's ability to flood the board too much with cheap cards.

The Heavy Hitters

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The current builds of Android 17 are not running FB01-140 currently, but we could definitely include one or two of those as well. The concern is the amount of combo power available in the deck if we run too many cards with no combo power. If you decide to include the card, look to replace a 5,000 power card, or maybe FB01-103.

Otherwise, we always want four of both featured cards in this section. Indeed, not only they help with limiting how many attacks our opponent can throw at us per turn, they mostly turn the pressure around, as defending against those is no easy task.

At all times during a match, I would keep one of these two in mind, as they represent our key objective. Managing to land either card in a relatively safe position means we are in a good spot going forward. On the other end, if you feel like they are too slow, or won't help in turning the situation around, the game has taken a wrong turn.

Situational Cards

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Both Son Gohan cards are great standalone additions to most green decks, but particularly shine in this one, as they help stabilize both area of the game we could struggle with: the board and our health.

Depending on the metagame, you might need several FB01-090 per match, or feel like the card is useless. I like to pack two as it is a good middle ground, plus, the card only provides 5,000 power in combo while FB01-089 has the full value.

However, clearly these two cards are the flexible pieces in the deck, able to be changed for other cards with a different purpose. For example, if you were going against a lot of green opponents, you might want to pack a specific answer to FB01-087. Then, you might want more than one copy of FB01-103 in your deck.

Extra Cards

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I don't need I need to explain why the deck is running FB01-102, so let's focus on these two cards instead:

  • FB01-103 is an answer to all the important 5-cost cards going around in the game right now. We only run one as the deck aims to quickly gain energy and get to FS03-10 quickly, but we clearly could consider another copy or two against certain opponents.
  • FS03-15 is just a great card overall, allowing to defend for cheap, as we should have enough energy to keep one open routinely. Plus, once we start pushing for the kill, an extra 25,000 to FB01-078 is a ton of pressure.

Green has plenty of strong extra cards, and we discussed the possibility to include FB01-099 already. The other ones are either unnecessary to the deck (FB01-100 and FS03-16) while we don't have a way to abuse FB01-101, although we could consider running it for help on defense if we can't keep energy open often enough.

Techs and Options

As discussed during the previous sections of this article, we have a few cards we can consider in the deck for certain situations:

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This is solid if you are facing a lot of red leaders, as their 1-costs typically tends to be annoying, either because they can hit an awakened leader (15,000 base plus an extra 5,000 with both Gokus) or have annoying abilities (FB01-004).

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Another strong removal tool to consider, especially if you go against opponents looking to swarm the board rather than stick a big threat. Be mindful of the deck's overall balance regarding combo power available.

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The best card in the game when it comes to taking out other battle cards early for board presence. If this was an Android, we would be playing four copies of it, no doubt. Even without that special trait, this is a card to consider if you up against a lot of 20,000 power cards and want extra help alongside FB01-079.

General Tips

  • Keep your eyes on reaching the late turns at all time. FB01-078 and FS03-10 will draw several cards from your opponent, so it's fine to get behind in card advantage in order to get these two out safely.
  • If you start pressuring your opponent, and they let the hit go through without a fight, it probably means they have a plan to beat your leader before you finish theirs. Then, you need to pressure them to force cards out of their hand, or make sure you have the ability to defend a couple of big hits.
  • The energy you get from FB01-102 is usable immediately. Then, unless you don't have an Android in your drop, you can trigger this every turn without any drawback. Also, use Android cards as a combo if you don't have any in your drop and want to trigger the Lab.
  • Your leader will attack for 30,000 power every turn rather quickly, meaning you are fairly strong in an attrition battle, as stopping that free attack requires two cards on average. Then, consider keeping your combo cards for defensive purposes when in doubt.
  • Don't attack the enemy leader without a reason to do so, this would just be giving them cards to pressure you even more.
  • Most of your key cards have 5,000 or no combo power attached to them. As such, you can often use the 10,000 power for tempo during the match if you have a good opportunity for it.

Mulligan

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These three cards are the most important ones to look for in your mulligan, as they represent your way to start ramping, and challenging battle cards early on.

If you are the second player, you could give some importance to FB01-096 as well.

Important Matchups

Green

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  • Any green mirror match is a war won by who develops the most value over time. Your biggest enemy in this battle is FB01-087, which you want to remove as soon as possible.
  • All three green leaders have the ability to hit hard once awakened, and those big hits can be super impactful down the line as they will force some cards out to defend against them. Then, you are completely fine awakening if it means more agency to remove cards, or bring more pressure.
  • If possible, you want to play FS03-10 second, so you can target the one your opponent just played with the On Play ability.
  • When going for a big hit, look at whether they have energy active or not. FS03-15 is a lot of power on defense, and 25,000 can be a weird threshold to play around.
  • Super Combo can absolutely be used to protect your battle cards, as they are the key to winning the game eventually.

Red

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  • Probably one of the worst match-ups here, as the amount of punishment you will have to sustain is difficult to handle with this deck. This is definitely an attrition war, where you never want to help them awaken.
  • Playing a copy or two of FB01-140 or FB01-099 will definitely help in this matchup.
  • You can consider FS03-10 a dead card in this match-up, so just use it as energy if it pops in your hand anytime before you have at least six energies. Your goal here is to rely on FB01-078 to stabilize.
  • FB01-096 can be particularly good if you are willing to discard in order to take an opposing 2-cost card.
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  • Beerus focuses on card advantage, which is a good thing for us. Don't take too much damage early on so you can stabilize later on with your big cards, which they can't deal with easily.
  • We are not looking to pressure them any time soon, so awakening your leader won't help. If you have to pick, block the critical hits to your leader.
  • Until you start playing your 30,000 power or more cards, Beerus can remove most of the other ones without attacking into those. Then, if you have a shot at taking out of their battle cards, or simply force a combo from their hand, you should take it.

Yellow

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  • Ginyu is the leader you want to avoid, as the amount of 20,000 power attacks you will have to resist to is simply too high to make it most of the time.
  • Your goal in this match is to hold the fort until FB01-078 can take out multiple card of theirs.
  • Playing a copy or two of FB01-140 or FB01-099 will definitely help in this matchup.
  • FB01-096 can be particularly good if you are willing to discard in order to take an opposing 2-cost card.
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  • Frieza is very tempo based, which isn't so bad for us. However, they have a couple of explosive patterns we want to be warry of. As such, don't give them too much breathing room or they could surprise you with a Ginyu like turn.
  • When you play a battle card, consider it can be rested and attacked into the following turn. Then, unless you want your opponent to spend resources to do so, you might as well attack if there is a good target. Their leader, unless already awakened, isn't one, as Frieza awakened ability makes the deck much stronger.
  • FS04-03 can be particularly annoying, especially when it targets one our big cards. Keep the card in mind so you can remove it as soon as possible.
  • FB01-089 can take out important cards for Frieza (or Cooler), such as FB01-113 or FB01-129 and limit their ability to land big hits.

Closing Words

So far, the tempo lost in the mid game to set up our ramping engine seems to be the biggest limitation for Android 17 to find success. Indeed, the leader presents itself like a really strong one late in the match. Yet, the limited defensive ability, and lack of defensive competence like Broly or Gohan possess make Android 17 too easy of a target for a Ginyu or Goku Blue deck.

If we managed to solve this issue, I have no doubt the third green leader has the ability to become as annoying to face as the other two. Plus, we should get some Android cards every expansion to strengthen the synergy.

I hope you enjoyed the read, and may have picked up on a couple of good tips for your next playing session with Android 17. Feel free to join me on Twitter if you are interested in my free to play experience on the game, or simply would like to get in touch, and remember to have some fun.

Good Game Everyone!

Den
Den

Den has been in love with strategy games for as long as he can remember, starting with the Heroes of Might and Magic series as a kid. Card games came around the middle school - Yu-Gi-Oh! and then Magic: The Gathering.

Hearthstone and Legends of Runeterra has been his real breakthrough and he has been a coach, writer, and caster on the French scene for many years now. He now coaches aspiring pro players and writes various articles on these games.

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