Whats up Ballerz!?

Haven’t made a post in a while due to demands at work and prep for regionals, needless to say I tested a bunch of lists and ended up deciding the SD Super Baby 2 was the way to go. I got 40th at 4-2-1, but my only draw was when we went to time during my last combo step for game. I’ll start with posting my list. It is far from standard, in fact, it is basically a “rogue” list. I knew Surge Piccolo, Broly, Hatchhyack, and Beerus would be popular decks so I tailored my list to be able to smash them early. Unfortunately, I did not expect RUY Surge Goku to make the splash it did, and was not able to test against any Surge leaders at all. Here’s my list. I’ll explain the list and then maybe talk about my matchups in a further aticle. https://www.dbs-decks.com/#!/deck/262863

How to Play It

The goal of the list is to rush down your opponent to 4-5 life on the first turn you can attack. I would try to mulligan for an overrealm, a Cooler, a Dr. Myuu, a multicolour, and a 3 drop Baby. The play is typically as follows:

-Charge multicolour

-Attack with your leader, take life to restand him, play Dr. Myuu/Baby combo.

-If applicable, drop green Beerus with Baby skill and attack with him.

-Attack again with leader, combo off board. Overrealm with 3 in drop.

-Attack with Overrealm.

-Play Super Baby 1, The Conqueror, attack or evolve into Vengeful Rampage.

Against something more aggressive, you can consider attacking twice with leader, overrealm, free play, and pass to keep your energy up. It is a LOT of pressure, and you get to stay at a high life total and decent hand size.

This deck wants to win on Turn 3. So the rest of the deck is really tech and answers. For longer games, we have Red Beerus 3 drop, Toppo and Champa maindecked.

Tech Choices







These were the real “Techs” of the deck, and also cards I would side out if required.

-Battle to the Death allowed me to self-awaken at a much faster rate, and was also spot-removal for troublesome cards such as Deadly Defenders, Blockers, or Hatchhyack.

-Flaming Death Ball allowed me to boost my own cards and leader for 1 energy, with cards such as Pan, Great Ape Whisperer, this means I could get +10K for at least two swings. It also allowed me to make my SS4 Goku a 40K on swing, thus stopping my opponent from using Arrival Beerus to pop him. Alternatively, the -10K could remove something troublesome like a Dark Power Black Masked Saiyan. Huge utility card.

-Super Baby 2, the Malicious Tyrant allowed me to give my board a 5K boost, turns himself into a 25K target for SS4, and shuts off Hatchhyack and Surge leaders on play.

The MVPs







These cards were 2-3 ofs that ended up winning me multiple games.

-Beerus allowed me to KO my opponent’s battle card defensively or offensively, and also allowed me to lock my opponent’s leader down to stop draw power (or mill power). Most importantly, he’s a 2 energy SS4 Heartfelt Plea target in a deck where I constantly have red and yellow battle cards out for combo power.

-Super Baby was a card nobody saw coming, and its insane. It was most often a turn 2 ex-evolve or a hard cast on turn 5. Almost nobody saw him coming, 25K dual attack that has offering is very, very strong value. Further, it is also an SS4 target.

-Swift Retaliation Cooler was my counter to Toppo or Nimbus. The one game I charged him instead of my super combo (my only mono-yellows at the time) I sincerely regretted it. Literally can shut down your opponent’s entire defence, especially in the case of Dimension Magic or Toppo.

What Would I Change?

I would take Tien, Returning Fire out of my sideboard. He was only relevant once during the whole day, and when I played him, he got counter-played before hitting the board.

I would consider moving Flaming Death Ball to sideboard, but honestly, I don’t think I would. It put in a lot of work as a tech choice.

Final Thoughts

This deck did very well. It was something that uniquely emphasized my playstyle, had answers to a bunch of different decks, and allowed me to smokescreen some opponents with a deck they did not understand. It is very powerful in this slower, charge-a-multi meta. I experimented with the typical baby 4-5-6 chain, and with the Booster Leader, but ultimately decided this was the best way to consistently get the plays I needed.

My end goal was playing Great Ape Whisperer Pan and closing the game, whether by SS4 Goku, re-standing herself, or by creating a huge board. The overrealm cards were also invaluable to help find combo pieces. I highly recommend this deck if you want to try out something that is very aggressive, fast, and can compete in the meta at a budget price (other than the 3 toppos and 3 beerus, everything in the deck is cheap).

Until Next Time…

Hope you enjoyed my brief thoughts on the deck I took to Regionals. I performed decently, with 4-2-1 (should have been 5-2-0, but time was called during my combo-step for game… but that’s an article for another day) Let me know if you liked this one and I can do a related article on the matchups I played and how they went! Until then, Keep Ballin’!