FB04-077_p1

Yellow Leader & Deck Guide: Majin Buu & Janemba (FB05)

Learn how to play the new Fusion World Yellow decks for FB05.

After giving the five New Adventure (FB05) Leaders a try, it seems that FB04-077 is the pick to win games early in the new season of Dragon Ball Super Card Game Fusion World. Indeed, alongside Satan City, the other strong performer from the previous set, the Yellow Leader is both very popular, and very effective at the moment.

In this guide, we'll discuss current successful best deck builds for the Yellow decks, alongside how has FB05-072 fared so far. Spoiler: It has some very strong patterns, but being slow to develop in this metagame isn't ideal, especially with FB04-077 discarding you whenever you have six or more cards in hand.

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Gameplan

Majin Buu : Evil

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FB04-077 looks to exploit its mix of disruption and explosive offensive patterns to constantly keep the opponent low on cards, both in hand and on the board. Early on, FB04-093 is the engineer of building our card advantage. Simply its existence will entice the opponent to stay low on cards in hand, giving us plenty of opportunity to grab the lead tempo wise.

During that phase, we want to focus on keeping the board clean, so we stay clear from any explosive play our opponent could attempt. Plus, limiting the amount of battle cards available to our opponent forces them to spend even more resources to remove FB04-093 before we get more card draw from its ability. If we fall behind, FB03-102 acts as a safety button to reset the situation.

During that first phase, we don't necessarily need to Awaken, but we typically want to be have the opportunity to do if we chose to. Then, staying at 5 health if we have FS04-12 is fine, otherwise, we accept incoming hits, especially if we are ahead on board. The goal here is to Awaken on our own terms, and not lose the edge FB04-093 built because we suddenly have to defend incoming hits.

Once in the later turns, FB04-094 takes the wheel to turn on the real pressure. If the first part went as intended, we should be ahead card wise, meaning the opponent can't just come at our Leader and hope to race us to the finish line. This disadvantage, combined with our Leader attacking twice per turn, and FB04-094 or FB04-095 adding some more heavy hits makes it very difficult to sustain from this opposing side. Here, the best you can do is be flexible in how you plan the remaining turns.

For example, if you opponent stayed high on health to keep their hand to five cards and avoid to discard, you can FB04-094 alongside the card it will summon to get them from 5 or 6 health down to 2 or 3 in a turn. Simple use your Double Strike on their 5 health Leader, requiring them to spend at least 25,000 Combo to not take the hit, and see what they do. If they spend the cards, their hand should almost empty, meaning you can focus on emptying their side of the board and come back for their Leader next turn. If they accept the hit and go down to 3 life, you still have at least one Leader attack plus your other battle cards to force cards out of their hand once again.

Fusion World is a game based on controling the card flow more than anything. One health but a full hand will always survive against someone with no cards in hand. At the moment, FB04-077 is amazing at controlling that card flow, naturally making it a top contender in the New Adventure metagame.

Janemba

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In a sense, FB05-072 is trying to do something similar to what we just discussed with FB04-077, except we use the extra two energies per turn to create tempo rather than the extra Leader attack. Plus, this Leader cannot use FB04-085 nor FB04-095, meaning we are a little worse to force discards and offensive patterns, making FB05-072 slower to develop, even control oriented.

Although a bit slower, the plan is basically the same, with FB05-080 helping to control the board early, while FB05-084 brings some explosivity later on. This is the main difference with FB04-077, we are a little worse to punish an opponent after we built our card advantage. However, FB04-077 might struggle more more if forced to control the board because we fell behind.

I would say it is mostly a matter of playstyle, but FB04-085 and FB04-095 feel like a big deal at the moment placing FB04-077 on top.

Other Cards to Consider

Majin Buu : Evil

FB04-077 isn't super flexible when it comes to its build, as its synergy will naturally drive the deck into a certain direction. Still, here are a few cards we can consider for swaps or slight balance changes.

Note that the featured build plays a lot of cards with Majin in their special trait in order to maximize FB04-086. If you decide to remove several of them, as FB04-096, FB04-092 or FP-035 can be considered flexible, you might want to swap FB04-086 out as well, replacing it with a "Draw 1" generic card for consistency purposes.

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Yellow struggles to find enough 10,000 Combo cards a lot of the time, although the new FP-035 helped a lot in that regard. These two can help with that, although they often won't do much but be situational contributors outside their Combo contribution. The easiest swap often is FB04-092 for FB02-119 if you value the ability more than the special trait.

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Barrier is a powerful keyword in a slow metagame. Yellow is the only color with that type of cards available, but games tend to be quite fast at the moment, limiting their overall impact. Still, one is has the Majin special trait while the other is a 30,000 hit with a strong removal ability, so a couple of either wouldn't be shocking to consider.

Janemba

FB05-072 is much more flexible as a Leader, so there are plenty of cards we can consider in that deck. I am a big fan of having plenty of "Draw 1" cards in my deck as I often find playing two of these being the best use of my extra two Energy. Likewise, I've started to like FB03-083 to get some extra cards in a Leader forced to play defense early on.
If I was to include other cards, this is probably where I would look to make room.

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A perfectly fine card in the deck, as we can use her ability instead of playing a "Draw 1" card at any point. My main trouble with the card is that we often have to play her on turn two, and then watch her sit on the board for a while as we are typically in no rush to awaken.

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A great card if you see a lot of 3-cost cards at the moment. Unfortunately, the best target currently is FB04-093, but the opponent will rarely rest it early on, preventing this card from being able to remove it.

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There are a lot of solid extra cards in yellow, especially those with a draw ability attached.FB03-102 is needed to remove certain 3 or 4 cost cards that cannot stay on the board too long, but there are slots alongside it for another extra most of the time.

Mulligan and Energy

The best pattern for a Yellow deck often is to mix draw and FS04-11 to remove opposing cheap cards in the first two turns, so FB04-093 comes in a perfect situation. This will dictate our mulligan most of the time, with the main difference being whether we have the Energy marker or not.

If we do, we can often use it on turn two to summon FB04-093, either with FB04-085 as a target or just sack the 1-cost you played the previous turn. This tells you all the cards you want to look for early on. Once you have those early turns figured out, you can build from there.

Energy wise, it is crucial to know if you will be in a position to be aggressive or defensive. If you plan to be the one bringing pressure, you can place 10,000 situational cards in your Energy, as you shouldn't need too many during your opponent's turn. However, if you anticipate to be under pressure and in a defensive stance, you might have to sacrifice cards you have a higher chance to play but with 5,000 or no Combo attached to them.

Tips and Tricks

  • Yellow struggles when it comes to finding a lot 10,000 Combo cards. As such, it is crucial to build the lead early on, so our opponent cannot pick their attacks, and force us into a defensive stance. That will often cost us too many cards to sustain over multiple turns.
  • We often would rather remove an opposing card rather than develop one of our own, as it limits our opponent's choices and the amount of attacks they can get in a turn.
  • Both Leaders unlock their most powerful turns with 5 Energy, meaning we aren't in a rush until then most of the time. Plus, with FB04-093 in our deck, we can recycle our cheap abilities into an other draw and a discard for our opponent, meaning we will impact the card advantage no matter how fast the pace is.
  • FB04-094 is often regarded as a finisher, but both FB04-095 or FB05-084 are fine to close the deal if we have to. Then, do no refrain to play your double strike alongside its summon for tempo. The opponent will be forced to deal with it, or suddenly be in a hurry to close the match.
  • Early on, the focus should be on card advantage while we want maximum tempo once in the later turns. The switch from one to another should be natural when our 5-cost cards become available, but we could go off earlier if the opponent took all our attacks and we have self awakeners available.
  • The current metagame features plenty of explosive patterns in the later turns. Then, considering our struggles to defend due to a lower count of 10,000 Combo cards, it is often better to take our shot as the attacker, rather than give our opponent a chance to swing for the win. Obviously, this is a very situational choice.

Matchups

  • Keep FB04-105 in mind against a Black opponent, as falling behind on tempo early will cost us a lot of cards to catch up later on. You might think you'll remove it with FB03-102 but we might need it for FB03-140. It delays FB04-093 a turn, but that's fine compared to our opponent drawing a card and getting a 25,000 Power card out on turn two.
  • Blue and Black Leaders can deal with active 3-cost cards fairly efficiently. Then, while you might want to keep FB04-093 out of trouble against other colors, don't refrain from takin a good attack against Blue or Black opponents. We'll at least get a card out of their hand before FB03-137, FB03-037, FB01-068 or FB04-104 deals with our card.
  • Yellow mirror matches quickly turn to the worse if we lose board control and either FB04-093 sticks for a turn or FB04-094 can be played proactively. Unless we know we can go for the kill while being in a relatively safe position, keeping initiative to play our proactive options is often the best way to stay in control.
  • Be warry of opponents with the ability to land heavy, or multiple blows with a low amount of cards in their hand. FB05-025 hits for a base 40,000 while FB04-103 can produce explosive patterns with a few cards available. It might look like they are playing around FB04-093, but they can very well come for the kill without a large hand. In those scenarios, we want to be more careful with our health.
  • Certain cards have a "When KO'd" condition ( FB05-051, FB05-015) which entices us to remove them with FB05-120. Yet, consider how many cards it will cost you to keep those on the board until you can pay two Energy to get rid of them. Often, it is better to just remove them and keep the lead on the board.

Closing Words

FB04-077 is the best Leader in the color at the moment, and maybe in the game as well. Its ability to control the card flow is second to none, and the amount of attacks it can land once at five Energy is incredible. However, the Leader also has a worse scaling in the late game, and won't react well to losing the board early, while FB05-072 has a shot to getting it back thanks to having extra Energy to work with. Then, I recommend starting with FB04-077 if you have never played Yellow before, or are simply looking to grind. If you were interested in deckbuilding more, or playing a more flexible deck, give FB05-072 a shot.

I hope this guide was helpful, and may you have as much fun as I do on Dragon Ball Super Card Game Fusion World. If you had a question, or would be looking for coaching, you can hit me on Discord (@den_ccg).

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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