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Core Synergies
From afar, FB04-051 looks like all the other aggressive leaders, looking to bring pressure onto their opponent, hoping they break before we run out of gas. However, the green leader got a lot of support in SB01, making the deck much more sustainable on the long run.
SB01-024 and SB01-025 have bolstered the draw potential, SB01-023 provides some ramp, and SB01-026 offers explosive turns. With this new additions, FB04-051 doesn't have to rush things that much. Instead, it can build towards its power cards, and bring the heat once in control of the board.
To achieve this perfect scenario, we want to ramp up to six energy for FB04-052. We can also summon it through SB01-025 if we hit the god curve with FB04-076 on turn two.
At that point, we want our opponent at 4 or 5 health, so the 40,000 power attack brings them to 3, or requires multiple cards to defend. Ideally, we should also dealt with their biggest threat with FB04-052's ability. This is the moment we switch to an aggressive strategy.
From that moment, you should summon two to three battle cards per turn, one you use energy for, one through FB04-051 awakened ability, plus one whenever SB01-026 is either of the first two.
Playing the first FB04-052 should have brought you back to five energy, four if you used your leader ability as well. From here, you don't have to place an energy every turn, unless you want to play FB04-052 again, or FB02-089. Otherwise, you can play with three energies as it is the cost of most of your battle cards, four if you want to drop a 1-cost alongside it.
One might think playing so low on energy would make it difficult to land the final blow, as we don't have access to high power cards. Yet, not placing energy allows keeping all our combo available to use. Plus, green decks have access to FB05-119 for 3 energy.
Then, you could go for the kill with just 4 energy available, even if you start the turn at 4 health:
- Summon a 1-cost, just for the sake of not losing that energy. It can also be a target for SB01-023 if we need it.
- Activate your leader ability to summon SB01-026, which allows you to play either SB01-023 or FB04-064 with its ability.
- Chose to lose health on all those cards abilities in order to go from 4 to 2 health.
- Summon FB05-119 for 3 energy.
Decklist
Must Own and Replacements
FB04-051 resurfaced with the new set, meaning we probably need to get our hands on the cards from the Manga set to play this deck. Plus, there is quite a big difference from a deck with and without FB05-119, which adds to the rare cards we need to collect. Last but not least, FP-046 is another incredible card which isn't so simple to find due to being a promo.
Unfortunately, the easiest cards to replace are also the easiest ones to collect, making FB04-051 a demanding leader in order to play at full strength. if you wanted to take that bet, I would probably look to include more 10,000 combo cards, as the deck tends to be a little lackluster on that front.
If you purchased the starter deck FS10-01, there are some interesting Saiyans in there you could use as replacements. FS10-14 and FS10-16 possess 10,000 combo, while FS10-04 is a strong removal. These don't synergize with your deck's core, but they should be able to contribute in some way.
Competitive Chances
Green isn't doing that well at the moment as a color. There are multiple playable leaders, which FB04-051 is part of, but none look strong enough to contest the top performers in this set.
Then, I would recommend this leader to anyone playing casually, or even looking to compete in store tournaments. Once we reach the higher level of competition with regional tournaments, Top 16 would be regarded as a solid result for FB04-051.