🧭 Overview
Color: ⚫
Competitiveness: 🔥🔥🔥🔥
Difficulty: 🧠🧠🧠
Type: 🏹
Tempo: 🐌
🎯 Strategy
In a very unique way, our entire deck is built around 6-cost cards with 10k combo power, which we can play from our hand for 4 energy thanks to the Leader ability. These cards possess various effects that allow us to react to our opponent's strategy. Our gameplay consists of placing a chosen high-cost card on the board each turn and activating its effect. Almost all of these cards also draw, which helps negate the fact that the Leader can only draw cards after awakening.
However, awakening is not required to use the Leader ability. Before reaching 4 energy, we want to generate markers whenever possible and manage the board with 10x Kamehameha. Several of our cards require a 6-cost card to be on top of the deck, so a large portion of our deck will consist of these. Trunks is our primary helper, capable of setting the top 3 cards of our deck every single turn.
We aren't in an excessive rush to win, if our large cards stick on the board, we can accumulate a massive advantage turn by turn, which we then translate into victory.
⚠️ Challenges
The deck operates with very strict constraints, meaning we have almost no cards we can use in the first few turns. This can lead to complete inactivity, which is a death sentence against certain decks. Additionally, we only have one card whose main profile is removing enemy cards, if we are unlucky and fail to draw it, we could be in serious trouble.
🧱 Core Cards
FS09-07 Son Goku – Generates markers, consistently activates in the first turn, and if properly prepared, can draw up to two cards per turn later on.
FS09-10 Gohan – Removes anything, crucial against almost every opponent.
FB09-111 Trunks – The most important card in the deck in the sense that without him, we cannot consistently activate our abilities.
💡 Tips
You can use Trunks both at the end of your turn and the start of your turn as needed. At the end of the turn, you can essentially pre-determine your entire next turn: the top card is what you automatically draw, the middle card is used for an effect (this should be the 6-cost), and the bottom card is either for a second ability activation or drawn by the Leader.
Gotenks is worth using only if your top two cards are 6-cost.
Do not force the awakening, even if you can, it’s not always worth doing immediately, as it might interfere with your pre-set deck order.
If running a Saiyan Super Combo, there is a risk that Gotenks might play it by mistake.
🎥 Gameplay
Digital
FB09
Free
c6789d8b-a8cd-4912-aec6-8396de005a95 - muiku; gold
2421ac26-bed3-4dc5-93bf-34ae756ff898 - brgota; gold
d17032f2-7c8e-44c1-a3c5-0c9c9ccd7e51 - gtku; gold
ae8bf3c9-12b4-4e62-9e6d-4dbf635313ad - switchgota; silver
Ranked
72aae0e1-4d7a-463c-9c11-86cfe1f4a60f - brolybr; platinum (note: I forgot Gotenks needs 10k)
c771699c-c836-47f4-9069-c89a6970cea0 - greencell; platinum
ec9034aa-94d2-447b-9b8d-4c3df3a9bc65 - kiogeta; gold
SB01
Free
26e3f8f9-6dbf-4399-addb-b3132e34660b - kidbuu; platinum
77fd3024-71cd-442f-af9a-d5d2e47a4999 - babidi; master
YouTube
📃 List
💬 Personal Notes
Shallot used to be one of my most hated leaders and perhaps my least played deck ever. Due to the inconsistency, it wasn't enjoyable to play either with him or against him. However, the Trunks card changed everything in my eyes. Shallot fits well into the meta, the correct sequencing is very satisfying, and on paper, he can solve everything. Digitally, he is very cheap to build, and physically, if you already had the base deck, the upgrade itself is essentially free.
I am very happy that Shallot received support, especially support of this quality. Instead of getting some completely broken card, they patched his problems and moved him away from complete reliance on the Goku SR.
🔑 Legend
Icons
Type: 🗡️ Aggro | 🏹 Midrange | 🛡️ Control | 🔗 Combo
Tempo: 🐌 Slow | 🐇 Medium | 🦅 Fast
Difficulty
🧠: Beginner-friendly, perfect even for your first game.
🧠🧠: Easy; requires attention to a few small details, but follows a simple and clean strategy.
🧠🧠🧠: Requires learning, but becomes routine after sufficient practice.
🧠🧠🧠🧠: Requires a deep knowledge of both your own deck and the opponent's; demands situation-dependent decision-making.
🧠🧠🧠🧠🧠: Demands perfect play in both decision-making and execution through complex sequences.
Competitiveness
🔥: Unplayable; does not perform under any circumstances.
🔥🔥: Underperforms; highly dependent on favorable circumstances.
🔥🔥🔥: Performs well; perfect for casual play, but at a clear disadvantage against dominant decks.
🔥🔥🔥🔥: Suitable for competitive play; in theory, a skilled player can hold their own against anything.
🔥🔥🔥🔥🔥: Dominant; a typical "boogeyman" deck that everyone hates to face.
Glossary
Aggro: A strategy that ignores the opponent's game plan with the goal of ending the match as quickly as possible, in this case through relentless attacks.
Midrange: A strategy that seeks a middle ground, attempting to balance the tempo. It tries to slow down fast decks and outpace slow decks. Board control is a vital tool here.
Control: A strategy entirely focused on neutralizing the opponent's plays. It settles in for a long, slow game where the goal is to bleed the opponent out of resources.
Combo: A strategy that aims to win (or at least cause a radical shift in the game state) through the synergy of specific cards, often appearing to come out of nowhere. The goal is to gather the necessary components and fulfill the prerequisites as quickly as possible.

