Table of Contents
Starter Decks in Dragon Ball Super Card Game Fusion World often have two uses, depending on the kind of player you are. They can be an entry point into the game, providing you with an already built deck to use with your friends or at your local tournaments. Otherwise, they can be a purchase to acquire certain cards, which you can only get in said deck.
For that second category of players, I believe there are at least two cards worth the purchase: FS07-08 and FS07-12. The first one is better 1-cost Earthling draw one kind of card if you can fulfil the seven cards in hand condition. The second one is a better FS02-15 if you used the card to defend yourself. In the current metagame with FS02-01 mirrors left and right, a card able to absorb your opponent's 35,000 power hit can be very valuable.
With that said, I believe the incoming blue starter deck is probably worth to get for someone looking to play blue during Ultra Limit. For the others, just looking for a nice starter deck to play the game. In this article, we will go over everything you need to know about this product - let's get the review started!
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
The new FS07-01 leader looks to be on the defensive, grind oriented side of things, throwing back its opponent cards at the bottom of their deck so it can focus its attacks on the opposing leader. To match the awakened ability, we have plenty of cards to help us reduce the cost of our opponent's cards, before we use our leader ability on them.
That ability will play a huge role, but feels quite limited when you think about it. Indeed, we likely won't awaken before turn three or four on average. At this point, if the opponent is playing on curve, we'll have to reduce their card's cost by at least two in order to target them with our leader ability.
As such, I foresee the ability to be a decent support, removing utility cheap cards that could be played alongside the bigger battle cards rather than using it as our main control mechanic.
If we can't use our ability to get rid of opposing high cost cards, and our leader doesn't hit as hard as the other Vegeta in blue, how do we win games ? We use FS07-07 of course!
This card is our single heavy hitter in the deck, backed up by FS07-02, our sole 30,000 hitter. This means we will have to grow our card advantage early on so we can use combos on offense to pressure our opponent once they are awakened. On that front, we are pretty okay thanks to most of our cards possessing 10,000 combo power. We also have a good amount of draw through our extra cards FS07-11, FS07-12 and FS07-05 on top of our eight 1-cost draw one cards.
The key then, is to seize initiative heading into turn four or five, and force our opponent to react to us. In that position, it will be more difficult for them to play their high cost card, the ones we might struggle to deal with. Plus, it also makes it easier for us to pick whether we want to push attacks onto their leader or spend resources to lower the cost of their card and send it to the bottom of their deck.
To create such situation, the deck has two cards to help us awaken in FS07-03 and FS07-09 which probably constitute the bulk of our early game. We don't have to take a card from our life every time, but knowing we can awaken to unlock our leader ability makes us much more flexible during those turns. I believe we ideally would want to awaken or turn three, or let our opponent do it for us as we head into our turn four.
Doing so, we make FS07-02 have a lot of value on turn four, and force the opponent to deal with it. Indeed, if we still have the energy marker at this point, we can immediately deal with an opposing 2-cost. Even if we don't send anything back, it forces the opponent to deal with a 30,000 power card. If they don't, it'll be fairly simple for us to use additional effects (FS07-10, FB02-062) to get a 3 or 4-costs to cost one and send it back to their deck. Even worse for them, it makes our key card FS07-07 able to send a 4-cost back, giving us a gigantic lead.
The key to this deck is to get in a position where we can both reduce the cost of opposing cards and land a few attacks in the same turn. With FS07-02 able to do both, the card looks like the pivoting point we are looking for.
Upgrades
As usual, most Super or Secret Rares cards would be an upgrade to any deck. If you have a bit of money to spend on this, I would recommend FB03-039, FB02-061 and FB04-045, cards with a direct synergy in this deck, either lowering opposing card's cost, or sending them back to their deck.
If you are on a budget, or simply don't want to spend too much on the game, I would recommend buying the other starter deck to get a bulk of cards for cheap. FS02-01's build had more high power cards which could help this one bring more pressure, something I feel this new starter deck might be missing.
Outside the other starter deck, here are cards from lower rarities I would consider:
The best blue card in the game, and a nerf worthy candidate for many. Four of Pilaf is never a bad idea in any blue deck.
You wouldn't send the card back to their deck, but if we can reduce a 3-cost to one for our leader, it means we can reduce a 4-cost to two for this one.
I could also recommend FB01-042 but we said the deck lacked some good attackers, so I would prefer to run this one instead. This is our leader's ability for free, and a 20,000 attacker, not so bad.
If you can get your hands on FP-024, I would absolutely include it in the deck. Otherwise, this Vegeta is a great attacker, able to help you awaken while costing your opponent cards in the process.
Rating
As said in the introduction, starter decks are a must-buy if you intend to play their color competitively. Indeed, just one card from that deck becomes a staple, and you will be required to get the starter deck.
If we are talking about picking up an already built deck to play with your friends, this might be a pass, at least if you have other choices. First, I believe FS02-01 is better to grab in the blue color. Then, the mechanics pushed in this deck clearly want you to add cards from booster packs to reliably manage to reduce the cost and send opposing cards back to their deck.
Overall, I would prefer the other starter deck (FS06-01) if not enhancing it afterward, and would just pick the other one in Blue, or both, if I were to invest into other cards as well.
Closing Words
In my opinion, the mechanic pushed by the blue color are too demanding to function with an incomplete deck, making the blue starters pretty difficult to get going. We are missing the sustain from the more powerful draw abilities, or the pressure brought by the super rares cards. As such, a blue starter should be regarded as a stepping stone, not a finished product.
I hope this review helped, and may you have a lot of fun playing Dragon Ball Fusion World.
Good Game Everyone,