Dragon Ball Super Card Game Fusion World BOOSTER PACK -ULTRA LIMIT- [FB04] Key Art

Ultra Limit [FB04] Review and Guide

Best cards from the Dragon Ball Super Card Game Fusion World Booster Pack set Ultra Limit FB04!

When discussing the best cards in Dragon Ball Fusion World, rarity is often a pretty big tell of a card's future. Sure, not all Secrets managed to be metagame defining, but one of the two we had for each expansion ended being clutch for their color at the very least. Same for the super rares, the metagame's best decks typically base their key synergies around those cards, and finding them on time during a match is a big difference maker.

Naturally then, Ultra Limit should follow this pattern of featuring the rarest cards at the core of the strongest synergies. We're going to talk about those, obviously, nitpicking to find the ones with the potential to give birth to a new archetype. However, most of the fun during this period comes from finding the cards Bandai didn't point at us with a shiny alt arts or the highest rarity.

To find these hidden gems, I picked my top five cards for each color, no matter their rarity. Doing so, we'll cover the rarest cards, as they are expected to make the list. Yet, I also had to dig for the cards I believe could have a similar impact.

I left the leaders out of the conversation, but let the record show I believe FB04-051 is a future contender, while FB04-001 is one to follow closely. Indeed, for Bandai to make it awaken at 3 life and cancel the draw means they think the ability when awakened must be pretty busted. Also, FS06-01 is a nice prospect but lacks some signature cards to compete with FB01-002 at the moment.

Let's dive in.

Product Details

Dragon Ball Super Card Game Fusion World BOOSTER PACK -ULTRA LIMIT- [FB04] Product Image
Product Image
Cards133
Pre-Release DateNovember 8, 2024
Release DateNovember 15, 2024
MRSP$4.49 USD
Rarity• Leader x5
• Common x45
• Uncommon x36
• Rare x30
• Super Rare x12
• Secret Rare x2
• Special Reprint x3
• There are 25 Alt-Art cards in this product.
Contents• 6 cards + 1 Digital ver. code per pack
• 1 Box contains 24 Booster Packs

Red Cards

Red relied on FB03-001 for most of the third set, and could keep doing so in Ultra Limit, as we have several cards screaming for a control strategy. Other leaders should be playable, but I expect the Pride Trooper to remain the spearhead of the red crew.

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The card forces you to take the damage, which could be a problem once awakened. Yet, due to its 10,000 combo power, this drawback is easily bypassed. As such, play this card to help you awaken, and then slam your opponent with 30,000 power attacks.
Imagine a turn four at six health, and two of those drop onto the board.

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FB03-001 had a few difficult match-ups in Raging Roar, basically those able to deal with FB03-009, as it limited the deck's draw ability a ton. Here's some help to fix one of the deck's only concerns.

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I don't think this card is particularly strong, but with 10,000 combo power, there is little downside to playing it in your deck. Alongside FB01-002 or FS06-01, this clears a large threat in addition to pushing an attack onto any leader in the game. Could end up as the FB02-029 of the set, and we're playing four of those in red decks at the moment.

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If your opponent went wide on the board, the "When Attacking" skill will take care of them. On the other end, if they have a big threat on the board, you could tank its next attack if you fail to remove it from the board. On top of that, you will require multiple cards for your opponent to defend the incoming 40,000 hit.

It's not for everyone nor four copies of due to the cost and no combo attached, but this should find its way into the best red decks one way or another.

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I said in the introduction FS06-01 needed help to become a viable option inside the color, and this is a great step towards achieving that goal. It might be a little early for that leader to shine, but if the new Daima series remains the focus in the next set, this card will make its presence felt then.

Blue Cards

It is great for blue to be so good at the moment, because the new cards feel a little lackluster compared to other colors. Indeed, considering I've not a big believer in the new leader and the new mechanic based on the cards in your drop, the future of blue looks to be FS02-01 once again.

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I just said I expect FS02-01 to be the blue leader of choice once again, but the Satan City synergy did gain a few interesting cards too. Amongst them, I have the most faith for this one, bringing more pressure potential in a deck with enough control already. FB04-030 should become the other 4-cost we target with FB03-050 alongside FB03-039.

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What, a non-Ultra Limit card in those rankings ? Yup, you're reading this right, and it only makes sense as we are getting two new <Gotenks> with a cost of 4.
Every other color is getting stronger or faster with this set, so a little energy cheat could help FS02-01 keep up the pace.

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In my opinion, the red card has more appeal than this one, although sending a card back in hand and landing two 40,000 hits is not a bad deal. I believe this will see play, just as a strong card in a strong deck. In particular, I like that placing cards from our deck into our drop gives us a chance to find FB01-056. We only need one in hand to start the loop, it's fine if the others are in our drop.

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What bad do you want to say about this card ? This is probably playable in any color as a generic, excellent 2-cost card. Early on, you draw a card and have enough power to trade opposing battle cards or the opponent's health. Later on, you have a draw and force your opponent to use a card on defense.

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If FS02-01 remains the top blue leader, then we'll have some 35,000 attacks to defend eventually. This is a better FS02-15 in that regard.
Sure, we lose the possibility to use it offensively, but we have plenty of cards we can use then, such as FB01-056 or FB02-056, both representing 20,000 combo in most cases.

Green Cards

Green is getting exactly what I wished, an aggressive, pressure oriented strategy to finally bring some diversity in what has been a ramp fiesta up until this point. This makes our top 5 for Green a little boring, as we'll have to discuss all the rarest cards, the ones in charge of building the foundation for FB04-051's strategy.

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This card is a powerhouse for any Saiyan leader, not just the new one. Obviously, it is at its best with FB04-051, the leader designed to play with little energy available. We're getting a Double Strike heavy hitting machine to close out the game, which brings us down just enough to trigger our leader ability and summon a 3-cost Saiyan.
However, the card is also pretty good with FS03-01 or FB01-071, whether we have FB01-087 on the board or not. FB01-078 have impacted previous metagame, and they didn't have 5,000 combo attached to them.

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I'm on the verge about this card, but we need 3-cost Saiyans, and we also got a lot of support for cards moving cards from our energy into our drop. Combined with its ability to attack for 50,000 power into an important 4-cost card, something I expect a lot of decks to have, this is a play for sure. The question is how many do we include.

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If we wondered how many of the previous card we should use in our deck, the answer for this one is much clearer, four in any FB04-051 deck.
It helps us awaken while giving us energy early on, hits like a truck and has the special trait we care for in the deck. Sure, there is no combo attached to this one, but everything else is nutty.

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Discard one to have a great shot at finding one of your deck's most important cards and get it in play, attached with a 3-cost Saiyan with 10,000 combo power and enough attack to hit an opposing awakened leader. This is a big yes.

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FB03-001 managed to be a player during the Blazing Aura metagame thanks to bullying green opponent, unable to deal with its signature 4-cost card easily. This time is over now, as green has access to a tech card that will deal with all those so critical battle cards and draw them one on top of it.

Yellow Cards

Yellow comes in Ultra Limit with a lot to solve in order to be a competitive color once again. The new leader looks good, and it received plenty of support to make it work. Honestly, I could have made this top five all about the cards helping FB04-077 make an immediate impact. Yet, other synergies also received a bit of help, so there is a chance Yellow finds more than just a new cool synergy in this expansion.

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Even during the first set, the only time FB01-105 was considered a playable leader, the villain lost to its brother to be the star of the color. One card might not be enough to turn its fortune around, but this is a great one nonetheless.
Indeed, the synergy with FB03-094 is not to be ignored, and should be a huge reinforcement for the Meta-Cooler synergy

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This card isn't shiny, as you could just play the 3-cost Majin card directly from your hand, and include something else in your deck instead. However, this would mean you pass on a great target to KO with one of your skills, alongside possibly discarding a card from your opponent's hand. Honestly, who doesn't have 6 cards in hand around turn three ?

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The Evil Wizard and Majin tribes are the focus of the color at the moment, but let's not forget we have FS04-01 available as a leader as well. I'm not calling a return of the iconic villain, but just reminding everyone that a metagame with no 25,000 power leaders could open the door for a return of yellow agressive strategies.

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We didn't talk much about the cards for FB04-077 but this one had to be on this list one way or another. Indeed, this card opens for so much pressure when played, it should play a big role in making yellow playable in the upcoming metagame.
Think about it, this is a 35,000 double strike, summoning a 25,000 or 30,000 power card along, so two big hits already. If the card you summon has a KO ability attached to hit, you can also get a second attack with your leader for the turn, meaning four hits in total. Pretty good finisher for a pressure oriented deck if you ask me.

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We just talked about bringing pressure with the new FB04-077 leader. Well a cheap 30,000 attacker enabling your leader to attack a second time is as good as it gets in that context. Plus, you can always combo it for 10,000 if you wouldn't need it on the board.

Black Cards

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We have seen how good FB03-039 has been for Blue, so I have no doubt this one is going to be fantastic, even with no combo attached.
In addition to being a 30,000 hitter, which also brings a friends along for the ride and gets rid of the opponent recently played 3-cost on the spot, this card also forces the opponent to answer it. An answer they might have wished to keep for FB03-140. These two are a scary tandem for the future.

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So this is a 2-cost 25,000 power card, holding 10,000 combo power, and potentially able to draw us a card ? What ?!
Not only this should almost always be a 2-cost in a color able to create energy markers on demand, this could also force the opponent to use their early in the match to stop us from drawing. This card impacts the game whether we draw it or not !

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When this gets summoned by FB04-104 and you have your energy marker, good luck to whoever is on the other side of the table to remove either. Same when you play this on turn two and you have an energy marker. You basically tell your opponent to remove this card on the spot or it'll going to be hell to deal with FB03-140 on the following turn.

This is a new tool Black decks didn't have access to, and it could make a huge difference.

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This can be special summoned by FB04-108, attack, then be comboed thanks to your leader ability to draw you a card thanks to your other Battle Card ability, and pick up two Brainwashed or Machine Mutant cards. That is a lot for just the third turn of a match, but expect a lot of explosive firepower from the new black leader if it can find those draw patterns.

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Typically, searchers are fairly bad cards outside their ability. Either they have enough attack but no combo, or some combo but no attack. It is pretty rare to see one with the whole package, only paying 5,000 attack in order to gain its ability. Especially in a synergy which looks to spend our cards quite quickly through all the battle cards abilities summoning other cards, a good draw should go a long way into stabilizing the entire thing.

Closing Words

I have a lot of faith Ultra Limit will be able to bring agressive strategies back into the metagame. They might still struggle to get past FB03-001 or be shut down by an early FB03-137 at times, but their ability to bring the heat and support it with draw abilities has improved drastically with the new set. Then, although I'm a bit afraid by the cards Black is getting, I'm excited about the new decks in Yellow and Green.

I hope this review of my expected best cards for each color helped, and may you have a lot of fun playing Dragon Ball Fusion World.

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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