Table of Contents
Red is often the color of choice to get started in Dragon Ball Super Card Game Fusion World. The mechanics are fairly simple to grasp for a beginner, and the gameplay is pressure-oriented a lot of the time. However, there are plenty of control elements to deal with your opponent's cards. In this article, we will go over everything you need to know about this product.
Product Details
Release Date
November 8, 2024
MSRP
11.99 USD
Contents
- 1 Ready-to-play 51-card deck
- 1 Energy Marker
- 1 Playsheet/Rule Manual
- 1 Bonus Pack
- 1 Booster Pack -ULTRA LIMIT- [FB04]
- 1 Promotion code for the digital version
Decklist
How to Play
This FS06-01 deck is all about bringing the pressure while keeping your opponent at bay. We want to end every turn with our opponent's side of the board being empty, or not impactful, while we have at least a threat for them to worry about. Ideally, that threat we have on there didn't have to attack into an opposing battle card but the opposing leader, which cost them a few cards to defend.
This is the direction our leader's ability is pointing towards, at least, reminiscent of what FB01-002 is doing currently. Here, the 10,000 power is spread differently, reducing our ability to remove an opposing card easily, but helping our cards bring more heat in return. This extra 5,000 on offense can be instrumental if used correctly, turning all our 25,000 attacker, usually requiring a 10,000 combo to be defended, to now ask for two cards, or enabling our 15,000 to hit an awakened leader. This concerns 5 different cards in our deck (FS06-03, FS06-04, FB01-024, FS01-10 and FS01-14) so don't overlook the impact it can have on a match, in addition to making our double striker, FS06-06, hit for 40,000 instead of the often defended with a super combo 35,000.
In order to create this dominant situation, we'll have to rely on our cards with the ability to impact the opponent's board without actually needing to attack into it. FS06-03 leads this category, enabling all our high power cards to afflict negative power. FS06-10 also helps, while FS06-12 looks like great support. The second part of our game plan is to awaken so we unlock that ability to tilt battles in our favor. This is where FS06-05 comes in to serve as a bridge to both synergies. The card is a bit of the do it all in the deck, and should represent our go-to early option in most matches.
If we manage to get in such position, most of the cards in our deck will be able to contribute. If we fall behind and are forced to play catch-up, cards like FS06-02 or FS06-08 will lose most of their appeal. Same for FS06-06 which will rarely find a 20,000 power card sitting on the board on turn five, considering most 4 or 5-costs hold 25,000 to 35,000 power. Then, unless we manage to get FS06-03 to stick around, it will be difficult to leverage the On Attacking ability. It might cost us to get there, but this is a needed sacrifice for this deck to function properly.
Upgrades
Every guide needs to have this line, so here we go : Super and Secret rare cards are rarely bad. You can always consider one of those in your deck as an upgrade potential. If I had to pick one, it probably would be FB02-018 as it checks all the boxes for this deck, in addition to forcing the opponent to answer it, right before we wish to play FS06-03. FB01-015 is another great one to consider.
Let's dive into the more affordable cards now:
Both Whis cards can be great on their own, but you might even consider playing the Angel synergy, one aimed at reducing the power of your opponent's cards, just like what your deck is trying to do.
This is one of the best cards in the game at the moment when it comes to removing an opposing card while having a big hit available as well. Plus, it will pair perfectly well with your leader's ability to remove the 35,000 double strikers on the spot.
Our deck can't really afford to play from behind for too long, so a card able to impact the entire board could provide with a decent comeback mechanic. You could consider FB02-004 in this role, but mostly if you valued the 10,000 combo power a lot.
Rating
While the deck is, like most starter decks, incomplete, the leader has an appealing ability and is joined by a few interesting cards. As always, those looking to be competitive will get at least one copy of this starter deck, just for the sake of getting the few good cards included. FS06-05 or FS06-12 speak the most to me, although I'm not sure any of the cards in this FS06-01 ends up in a competitive deck.
As a plug and play, however, this deck is decent at the very least. It possesses a straight-forward game plan, the ability to include a lot of red cards to be improved, and the leader ability is solid.
Closing Words
If I was to pick a starter from the two we have for Ultra Limit, I would pick this one if it was to play a few games with my friends. The card quality isn't great, but the deck itself makes some sense and the leader is pretty decent. On the other hand, there might be a few more competitive cards in the blue starter deck, but it feels harder to play without a few adjustments.
I hope this review helped, and may you have a lot of fun playing Dragon Ball Fusion World.
Good Game Everyone,