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Core Synergies
SB01-027 completely changed the fortune of FB03-053, as the leader went from nothing to a tournament pick with that addition. Obviously, other power cards added through previous sets also helped, such as FB06-120, the card we ramp towards to close the match.
Once aware of both these cards, and figured FB03-064 and FB03-070 are your targets to summon with the 6-cost extra, you have figured most of the strategy. The challenge is to find a way to get there safely, as a wise opponent will be quick to become as aggressive as possible.
There are two paths we can follow to reach six energy: Defend or Ramp.
In the first route, we will load our deck with 1-cost cards. They will typically draw a card and then serve as a combo to defend a hit, even before being awakened. Typically, this is stronger when we go first, as it will take a bit longer to reach six energies, while our opponent also gets to attack first.
Ramping is great when going second, as one extra energy on turn three means we have six available on turn four if we kept the energy marker. Then, we can answer our opponent's turn four, typically the first big power turn in a game, with SB01-027.
It is important to note that we won't be able to play FB06-120 the following turn this way, as we will have eight energy available, except if FB03-064 got KO'd during our opponent's turn.
It is possible if we have to ramp on turn two and three with the energy marker.
Unfortunately, we don't get to pick whether to play first or second, so the deck needs to be balanced in order to play both scenarios.
Decklist
Must Own and Replacements
FB03-053 does not run that many rare cards, but doesn't really bargain on the amount you can run in your deck. Then, except for FB01-096 which you can replace with more of FS03-16 and FB03-075, careful about your 10,000 combo balance then, you need to own FB06-120, FB03-064 and FB03-070.
From there, considering we are talking about cards almost free in real life, and easily obtainable through wildcards on the digital game, the list will mostly change based on preferences.
Some players like to play with more than 51 cards, which can add a few slots to the deck. Those can be used to add more copies of your ramp cards, or 10,000 combo cards. In the featured build, I had to cut FB02-071 to go down to 51.
FB02-095 could also be considered, although she typically won't stick in this metagame. She was associated with FB02-098 in the past to generate more combo power late in a match, but you would have to cut something else to include that many cards in the deck.
I have also seen some players with FB03-139 included, or a copy of FB05-119.
Competitive Chances
FB03-053 was a surprise pick for the first weekend of tournament in the Manga set, and couldn't do any better than top 32. Then, unless the list keeps being refined in the future, it is likely opponents will learn how to play against it, and the deck won't rise past being a good gimmick.
The green leader easily takes the crown for most exotic synergy in the set, but likely won't become a competitive threat anytime soon.