God of Destruction Beerus Red Deck Guide

Ready to destroy the world? In this guide, Sorry explains how Red Beerus deck works in Dragon Ball Super Fusion World.

Hey everyone, Sorry here! Testing different decks in Dragon Ball Super Card Game Fusion World has been tons of fun and FB01-002-beerus is one of my favorite decks so far. The deck can set up an aggressive start with FB01-002-beerus before transitioning to board control with the Power reduction effect your Leader and cards have.

In this guide, I'll explain everything I've learned in the hopes it helps you pick up the deck, let's get started!

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Gameplan

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Beerus is an aggressive Leader pre-awakening, his +5000 Power + Critical on attack turns means you want to prioritize swinging on the opponent's Leader to damage them and deny the card draw. Unlike other Leaders, Beerus doesn't draw a card an attack, making it important to target their Leader to avoid falling behind in card advantage.

The fun starts when Beerus Awakens, giving you access to card draw on attack and an ability to give -10,000 Power to your opponent's Battle Cards. This synergizes well with multiple cards in your deck, allowing you to eliminate Battle Cards without having to even swing into them, or at least make it easier for your attacker to pick it off.

The Early Starters

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FB01-004-whis is the strongest early-game card to have on the board. His ability is what makes Whis annoying for opponents. They'll likely commit to a removal card to deal with him. The -5000 on a Battle Card can pick off early 1 drops, shutting down their Combo role or even setting you up to KO things easier. You don't want to attack with Whis, he plays a supporting role, staying in the back and weakening your opponent's Battle Cards.

Similarly, Fuwa's -15,000 Power can KO early Battle Cards, or combined with Whis' ability you'll get rid of 20,000 Power Battle Cards. Since Fuwa's ability is a play effect, he'll later serve as a Combo card due to his lower 5,000 Power and no offensive pressure.

Your other FS01-02-whis's ability only activates once, but he has a +10,000 Combo, making him a better support card to keep thing alive or protect your Leader.

The Critical Hitters

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Your early Leader's Critical attacks can force out Combo cards from the opponent or deny them card draw. These cards work hand in hand with Beerus' Critical attacks, becoming a nightmare for the opponent's mid/late game.

3c FS01-12-beerus plays a supporting role, giving a +5000 to a Battle Card, making it easier to get an attack through. As for FS01-09-son-gohan-adolescence, his attack ability synergizes with what the deck wants to do. You're threatening a Critical attack, while also giving an opponent's Battle Card -10,000. With FB01-002-beerus' -10,000 ability, you'll eliminate a threat on the spot.

The late-game 5c FB01-023-beerus is another Critical hitter, but it focuses more on controlling the board. Combing its effect with FB01-002-beerus Leader and FB01-004-whis, you'll get to drop Battle Cards' Power to 25,000 or less, enabling you to potentially KO multiple high Power Battle Cards with 5c Beerus.

This comes in clutch to shift the pressure of the mid/late game on your opponent. 5c FB01-023-beerus can win you the board control and still get to strike for a Critical attack that forces resources out of the opponent.

Life Takers

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Both 3c Son Goku and 2c Hit have solid Power and a Life taking effect. The ability to add 1 Life card to your hand comes in handy if you want to force an Awaken and start using Beerus' ability. 3c Son Goku acts as a removal card, allowing you to KO Battle Cards with 20,000 Power or less. This can be combo'ed with Leader Beerus or Whis' Power reduction ability.

As for Hit, he puts a lot of pressure on the opponent with the 20,000 Power, still able to strike an Awakened Leader. The -5000 Power on one of the opponent's Battle Cards can be useful.

Situation Cards

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Frost is more of a meta call in this deck, and so far it's been a great early shutdown for Yellow decks. Frost's ability stops any Battle Card with 20,000 Power or less from attacking, effectively slowing down your opponent's early game.

As for 3c Shin, the +10,000 Power on your Leader during your attack turn creates a more aggressive approach, forcing more resources from the opponent if they want to hold on to that Life card.

Extra

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Both Extra cards are removal tools to deal with the opponent's board. They synergize with your cost-reduction abilities to get the most out of them.

The Heavy Hitters

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Both 4c Son Goku and 5c Son Goku can threaten to close out games; they are the late-game winners you'll rely on.

4c Son Goku can drop the Power of a Battle Card by 15,000, allowing you to either eliminate it on the spot or set up an attack to KO it. However, 4c Son Goku's game pressure doesn't end there, if he KO's one of the opponent's Battle Cards he'll deal 1 damage to the opponent's Leader.

This effect is extremely strong; you'll want to combine the Power reduction ability with 4c Son Goku's attack. For example, you can use either 4c Son Goku or Leader FB01-002-beerus' ability to reduce the Power of a certain rested Battle Card enough to make it challenging for your opponent to protect it once 4c Son Goku goes for the attack on it.

As for 5c Son Goku, the Double Strike sets up the lethal play and will force Combo cards out of the opponent. If the opponent's Leader is down to two health, you can go all out with your Combo plays if you think it'll be enough to get that Double Strike through.

Super Combo

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7c Shin is in the list just for the Super Combo play. It's not worth playing him on the board, and you likely won't even have the Energy to play him.

Techs and Options

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FS01-14-vegeta: Puts early pressure with the Critical attack, forcing resources out of the opponent.

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FS01-15-kamehameha: Probably one copy in the list wouldn't be too bad, usually you want to hold onto it as a finishing play with 5c Son Goku.

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FP-006-son-goku: Works similarly as 3c FB01-015-son-goku, helping you keep board in check.

General Tips

  • Make sure to eliminate low-power Battle Cards with FB01-004-whis' -5,000 Power to shut down their Combo play.
  • Prioritize attacking the Leader with your Critical cards.
  • Protect key cards like 3c FS01-12-beerus, 4c FS01-09-son-gohan-adolescence, and 4c FB01-139-son-goku. These Battle Cards offer aggression and value during your attack turn.

Mulligan

Early cards like FS01-03-master-roshi, FB01-004-whis, or FB01-026-fuwa are great to have in the opening hand. FB01-004-whis and FB01-026-fuwa assist you in keeping the opponent's board development under control as you focus on attacking their Leader with Beerus.

You want to avoid having Extra and multiple Super Combo cards in your early hand. So I'd Mulligan away the hand if I don't find any of the three early Battle Cards.

Important Matchups

Green Broly

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  • This is a ramp deck that wants to take things to the late game and start dropping the 8c FS03-10-broly-br.
  • Try to Kill 5c FB01-087-son-goku immediately before they get too much value out of him. If they haven't attacked with FB01-087-son-goku, you can deal with it by using Whis or Beerus' ability and 3c Son Goku as a follow-up. An easier method is through God Kamehameha or Time-Skip.
  • Watch out for FB01-078-android-17android-18 Double Strike lethal. Avoid dropping below 3 health so you don't give them the opportunity for a full-on attack.
  • An Awakened Broly will Ramp. This means on your attack turn, you want to avoid attacking Leader Broly when he's at 4 health so they won't ramp and gain the extra energy on their upcoming turn. This could shut them from dropping a 7c FB01-140-son-gohan-childhood or an 8c Broly: BR.

Green Gohan

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  • This matchup is similar to Green Broly.
  • You can deny 3c FB01-092-trunks-future ramp with Whis + Fuwa Power reduction ability. Killing Battle Cards with cost reduction does not count as KO.

Universe 7 Goku

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  • Universe 7 Goku deck can go wide on the board, so you'll need to keep it in check before their Leader Awakens.
  • Use Fuwa and 2c Goku to ensure they don't overtake the board.
  • An Awkwaned Son Goku will give a +5000 Power boost to all Universe 7 Battle Cards, making it harder for you to survive their attacks.
  • Late-game threats are 4c Son Goku and 5c Son Goku.

Yellow Ginyu

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  • You're up against a deck that can go wide on the board with 20,000 Power attackers and start striking you down.
  • Fuwa can deal with FB01-119-jeice to slow down their aggression. If Comboed with Whis' ability, you can deal with a 20,000 Battle Card. 3c Son Goku also acts as an early removal to keep the opponent in check.
  • Frost is the MVP of this matchup. Having him on the board will shut down all their 20,000 Battle Cards from attacking.
  • 5c Beerus will demolish their board. As long as you keep their board in check, you'll minimize the value they get from Leader Ginyu's ability to set "Ginyu Force" Battle Cards to active.
  • The late-game threat is Golden Frieze. Try to stay above 2 health to make it challenging for them to set up the final Double Strike attack.

Closing Words

Although Red Beerus isn't a top-tier deck, it's still finding success against popular decks like Frieza and Ginyu. I've also been able to deal with Broly decks if I deny them the Awaken one turn and go for board pressure with 4c Son Goku and 5c Son Goku.

Beerus' Power reduction capabilities bring a fun playstyle that mixes both board control and aggression.

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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