Deck Profile: Red/Blue Champa Agro

by: William Preising

It’s been almost one full month since the Dragon Ball Super TCG has been officially released. We just had our first major tournament at Gen Con and it looks like we are ramping up for more! At this point in time everyone is starting to figure out the current Meta and how the game works. With only one core set and one starter deck out there isn’t too much that can go on right now, as far as deck building goes. I’m sure all of you by now have heard everyone raving about Blue Vegeta and Green Broly. “These are the top decks!” “These are the decks to beat!” They say. Well, today I am here to talk about what I believe to be the current best deck in the game.

Red / Blue Champa

Leader - Red Champa

Blue - 16

4x Energy Boosted Majin Buu

4x Whis's Coercion

4x Objection

4x Senzu Bean

Red - 34

4x Saiyan Cabba

4x Vados Assistance

4x Hit

4x Divine Aide Vados

4x Iron Wall Magetta

4x Unceasing Evolution Frost

4x Terror Assault Frost

4x Bewitching God Vados

2x Lightning - Fast Hit

This is a pure agro deck. You go at their leader hard and fast. No one is expecting such an aggressive deck right now. The top decks are all about control and whittling down your opponent’s resources while you gain advantage yourself. This deck straight up counters that. It’s so fast and powerful that the game just ends before they have a time to deplete your resources.

This game rewards the loser by giving you card advantage when you take damage. The initial thought to counter this, is to just not be aggressive. Get them to 5 lives and wait while you build up a large board. In the beginning of the game people tried agro, and it just didn’t work for them. Naturally, everyone just went to what did work easily, control. However this deck has a great match up against control decks. With the little amount of agro decks out there, not too many people know how to play against especially of the speed and power of this deck. When you are on the receiving end of agro you need to change your playstyle to match the tempo that is being put up against you, and most players just don’t know how to do that.

Card Choices

Leader – Red Champa

The front side lets you build up card advantage. Nearly every battle card in your deck has 15k+ power on attacking. You should be drawing an extra card nearly every turn. This early card draw is what lets you be so aggressive and careless with your cards.

The awakened side gives any battle card, or himself, double strike. This is PERFECT for such an aggressive deck! Double Strike is so powerful, especially when you combine it with Bewitching God Vados , who has Dual-Attack.

Blue - 16

4x Energy Boosted Majin Buu

4x Whis's Coercion

4x Objection

4x Senzu Bean

Let me preface this by saying I currently run the same 16 blue cards in every single deck I have. Every deck moving forward that I build will immediately start off with the same 16 blue cards. Blue is such a powerful and small engine that can be used in quite literally everything. The main point of using blue is for Objection. If any of you have ever played a game with Mana Ramp before, then you know exactly how powerful that extra energy is. It gives you so much overall game tempo when played on turn 2. In a situation where you play Objection on 2 and your opponent doesn’t, you’re just immediately in a commanding position to control the game.

Whis’s Coercion is the best attack negate in the game. The deck has a total of 8 attack negaters with this and Vados’s Assistance. They let you live to finish the game out. Senzu Bean can be an extremely powerful card on its own. It opens up quite a few tempo play combos, and when used in multiples, just lets you play so many cards in a single turn. Energy Boosted Majin Buu is just the next best Blue card to play. It’s a 1 drop that replaces itself and deck thins. Good for being a chump defender when they attack you early on.

Again, these 16 blue cards are in every deck. They just synergize so well with the other colors. It makes them BETTER.

4x Saiyan Cabba

This is one of the best cards in the deck. This is one of 2 cards that you keep when you mulligan. Opening up with him gives you a very large advantage early on. Attack the enemy leader, trigger his effect, which trigger’s Champa’s effect. Now your opponent has a 15,000 double striker coming at them on turn 1/2 and you not only drew 1 card, but got a life card to your hand. Almost every time you play Cabba, he dies the next turn. That’s fine. Play it like you expect him to die. He did his job, though. Good boy. Vados’s Assistance is really good at protecting Cabba. Stop the attack on him then put him into active mode so he can’t be attacked again. He is also your self-damager. If it looks like your opponent isn’t planning on getting you down low on life, then it may be wise to save a Cabba to get yourself down from 5 life to 4. Card is a 10/10. Would run again.

4x Vados's Assitance

Another attack negater. Solid card overall. People have asked me if 8 negates is to many negates. No, I don’t think so. You’d be surprised how many games you win by just having so many negates.

4x Hit

Just another 15k alien. Don’t worry about saving one for a Lightning Hit unless you are late in the game. Early on, play him, drop him as an energy, combo with him, do whatever. Just save one if you think you might need to play Lightning Hit. Which doesn’t happen very often.

4x Iron Wall Magetta

“This card cannot be KO-ed in battle.” This card is so annoying to deal with. Play it on turn 3 and get an almost guaranteed draw (From Champa!) and attack every turn. 15k Alien. Excellent card. Most decks don’t have a way to KO him outside of battle. If they do, great. He did it job already.

4x Terror Assault Frost

I only play these because they are 15k aliens with double strike. Very rarely do you actually spend the energy cost to play them from your hand. They almost always immediately become energy when you draw them. Summon them off Vados and win.

4x Bewitching God Vados

The Bread and Butter of the deck. The entire reason this deck works. Top contender for the best card in the GAME.

On turn 5 you play this beast. Attack twice, trigger her effect twice, and summon 2 15k double strikers from your deck. Combine that with the awakened Champa’s effect to give her double strike. That means on turn 5 you are attacking with 4 double strikes, plus your leader, and whatever else you happen to have out.

This card is just INSANE. She flat out wins the game on turn 5. In the unlikely event you didn’t just win, you forced your opponent to expend an enormous amount of resources to just not die and now your field is full of stuff. She is the main reason you want to play objection. If you go first, when you are on turn 5 to play her, your opponent is still on 3 energy. How can they possibly defend all that on 3 energy, which are most likely tapped? I am not exaggerating when I say atleast 70% of the games end as soon as you drop this card on 5 energy.

2x Lightning Fast Hit

It’s an excellent alternate finisher and you have to play it. Just the fact that this card exist, forces your opponent to change their playstyle. They effectively are playing with just 6 lives instead of 8.

Didn't Make the cut:

Cabba's Awakening

That’s the deck. It’s great. It’s awesome. Definitely should give it a try to beat those Vegeta decks that are giving you trouble. Now I want to go over why I chose to NOT play certain cards.

Whenever I talk about this deck to people I get grilled for not using this card. I think the confusion just comes from people not understanding exactly why the card is not suitable for an agro deck. It’s only useful on Defense. That’s right. On offense, this card is no better than any other +5,000 free cost combo card. Assume awakened leader into awakened leader, 15k into 15k. Activate Cabba’s Awakening during your combo step. 21k into 15k. Now your opponent is forced to put themselves at at least 25k to successfully defend the battle. Great! If you just used a +5,000 free cost battle card, it would be 20k into 15k. Now, because the ATTACKER WINS ALL TIES your opponent is STILL forced to get themselves to at least 25k to successfully defend the attack. Get what I am saying? This card is useful on defense. In the scenario above the opponent could combo with a Cabba’s Awakening to defend against the 20k attack. But since this is a very aggressive deck, we have no need for that.

Furthering Destruction Champa

This card is played in almost every deck. So why am I not playing it? Well, that would be because you don’t need to. 90% of everything you really attack with already has double strike. Plus Champa can give double strike to everything else. It’s just not needed overall. Usually when you are going for game you don’t have any spare energy left anyway.

Ultimate Judgement Jaco

Again, this card is only useful on defense. Since we are being really aggressive we don’t need the extra defensive card.

Raging Cabba

If this card had 15,000 attack instead of 20,000, then I would play him so that Vados can proc. I don’t like relying on having the 1 drop Cabba to make this card good. You want as few 2 card combos as possible. On its own the card just doesn’t do enough. 4 energy for 20,000 double strike. Eh. Could be better. I don’t think he fits in this specific heavy aggro deck.

That’s the deck and my card choices. If you have any specific questions, feel free to ask and I will get to you on answers.

Mulligan Strategy

Keep Saiyan Cabba and Objection. Put everything else back!!

If you already have those 2 cards, then fish for a Bewitching God Vados and any 1 blue card.

Play Style Strategy

The strategy of the deck is to just be as aggressive as possible. Attack their leader nearly every turn. Do some board management when you feel you need to. Do NOT defend against attacks before 4 life. Even if it is critical. You want to make sure that you awaken yourself before you play Bewitching God Vados. You can absolutely end games when you get to 5 energy. The opponent will not have the resources to stop so much damage coming at them in one turn. Be careful to know when you need to leave energy up, when to defend, etc. Just play the deck for a dozen games or so and you will get used to it.

There you have it. Now go out there kick some ass! It’s time for Vegeta and Broly to move over!

What would you like to see next? My take on Blue Vegeta, another underdog in yellow ginyu, or a new B/G Control deck isn't Broly or Gohan?