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Core Synergies
The yellow leader game plans like a great villain, focused on pressuring the opponent through dropping one power card after another. Arguably, this is the synergy with the best standalone cards in the game, able to play proactively and force its opponent to find a way to contain all the threats coming their way.
There are three cards to particularly keep in mind:
- SB01-031, the early setup, able to dictate the trades. On its own, the card redirects one attack per turn, allowing SB01-029 to pick its battles.
- SB01-038, the new problem card everyone needs to game plan for. Not only does the card draw two, it also forces the opponent to play around its ability to rest all their cards.
- FB04-094, the best finisher in the game. You can expect four attacks to come your way if FB04-095 or SB01-036 are summoned. Yet, SB01-038 can take care of blockers if planned some defenses to redirect the hits.
Around these three are plenty of synergies to maximize their power or grow SB01-029's card advantage even further:
- SB01-038 allows summoning SB01-039 for free unless removed without being KO'd.
- FB03-093 provides a blocker with barrier when combined with SB01-031.
- FB04-093 creates humongous card advantage, while it synergizes with SB01-039 "When KO'd" ability.
Overall, SB01-029 is best played with a killed instinct, looking to force the opponent on the back foot as soon as possible. From there, the average power of your cards will be hell to deal with, while your leader ability lets you freeze an opposing threat in case you couldn't deal with it, or simply would rather focus on their leader.
If we had to point out a weakness, it would be the amount of 10,000 combo cards, which tends to be on the lower end. Yet, SB01-029 has access to so many great cards, it can afford to run a few situational tools, just because they represent 10,000 combo power.
Decklist
Must Own and Replacements
With no secret rare cards, SB01-029 is an affordable leader to run. Obviously, we want to find four copies of the big three : SB01-031, SB01-038, and FB04-094.
It is possible to play with just three of SB01-031. You really only need one on turn two to be fair. Same for FB04-094, running four helps for reliability, but typically, the second one is already too much to deal with for the opponent.
FB03-093 is the super rare you can live without if you missed that set. SB01-038 plus FB04-093 are enough to anchor our turn three. Same for FB04-095, the card is a great finisher, and we run one to combine with FB04-085, but the arrival of SB01-036 gave the deck another card to use alongside FB04-094 when we want to push for the kill.
Overall, FB04-093 and SB01-039 are the two cards this deck really wants to run four off. The other are needed to optimize the build, but it will be great even if you miss a card here and there.
To replace any missing cards, you can either run other cards already in the deck, such as FB04-095, one more of SB01-036 and SB01-034, or include more 10,000 combo cards. FB02-119 is a great option, while we are not maxed out on FS04-11 for example.
In case you would cut below 20 targets for FB04-086, you might want to swap it with a "draw 1" card.
Competitive Chances
SB01-029 is the best leader in the game at the moment. Not only its ability serves as an emergency button for a threat we couldn't remove, we can also use it to ignore a 30,000 power card we don't want to attack into to instead focus on the opponent's leader. Combined with some of the best standalone cards in the game, the yellow villain is the juggernaut of the Manga Set, forcing everyone to adapt against its arsenal of Buu cards.
Arguably, the same build would work very well for FB04-077, although we probably would have to adapt the build a little to match the ability.