With the release of Set 10, we can expect a huge shakeup to the current meta game. With the release of Unison cards, and support for mono colour leaders, there is a likelihood of old leaders resurfacing and dominating the field. In this article series, I will be reviewing 5 decks that have a strong potential to do well in Set 10, and my thought process for what these decks can bring to the table. The first deck of the series is an existing archetype, which I have updated with the latest cards from set 10 to help push it towards the competitive scene. With that in mind, let’s move into the first deck!

Vegeta Baby // Saiyan Power Vegeta Baby

Main deck
1 SS4 Gogeta, Peerless Fusion (BT10-154)
3 Four-Star Ball (BT6-117)
2 Bardock, Awakened Instincts (EX06-30)
4 Syn Shenron, Unison of Calamity (BT10-004)
4 Yamcha, Merciless Barrage (BT10-008)
3 Wolf Fang Fist (BT10-030)
4 Digging Deep Vegeta (BT4-010)
3 Epochal Grudge Great Ape Baby (BT4-016)
4 Saiyan Strength Baby (BT4-017)
4 Baby, Vengeance Unleashed (BT4-018)
4 Support Attack Son Goten (BT6-006)
4 Familial Bonds (BT7-021)
4 Toppo, Righteous Aid (DB1-014)
4 Super Baby 1, Parasitic Menace (P-112)
2 Hidden Power, East Supreme Kai (TB2-012)

Vegeta Baby is an interesting leader for this set. I expect there to be quite a lot of aggressive decks and the leader’s ability is a good counter to many forms of aggression. It removes important early plays like self-awakeners and Son Goku, The Adventure Begins, which enables you to maintain card advantage over your opponent through self-awakening and board control.

With the route most decks are moving towards, the Baby Chain feels well positioned. It no longer needs to be a case of setting up the chain as soon as possible (depending on the matchup however this may still prove correct), but given how the game and board is developing you now have the versatility of being able to drop the chain early or mid-game. With the help of familial bonds to bring back Digging Deep Vegeta, you can combine this with Baby, Vengeance Unleashed as early as turn 2.

This deck gets a lot of new tools moving into Set 10 to allow it to keep up with the rest of the meta. Syn Shenron, Unison of Calamity is one of the best unison cards released. It is a 3-cost minimum 20k unison that if not dealt with will run away with the game by maintaining board control, being a reasonable sized threat, and hand disruption all in one card.

Combine your leader’s active main with Syn and you can quite quickly take care of an opponent’s board. With Syn’s +1 ability you can remove up to 20k-25k power battle cards depending on whether you are awakened or not. This not only relieves pressure off your leader but makes actually removing this unison a lot harder than initially expected.

Syn also allows you to protect your combo if you decide to set it up later into the game. By utilising it’s -2 ability you can rip a vital counter play card which may interrupt the baby chain when you decide to deploy it. Worst-case scenario is that it removes a super combo to enable you to push for a win more effectively.

The passive ability is not something to be overlooked either, enabling you to remove pressure in the early turns and avoid feeding your opponent cards while you have not set up the chain.

One of the problems with the unison cards is having to tap out on the turn you play them, meaning your opponent is free to do what they like in the following turn while your shields are down. You can mitigate this somewhat by the inclusion of Yamcha, Merciless Barrage, and Wolf Fang Fist.

While your unison card has 2 or more markers on it, Yamcha becomes a free counter play. While this limits you to one counter play a turn, this is able to give two battle cards -15k. Even if this does not KO the battle cards, they should be low enough power where they are unable to pressure Syn, or even your leader while you have no untapped energy

Wolf Fang Fist fills a similar role to Yamcha. This card can be played for free if you control a Unison card (note there is no marker requirement for the unison). This also ignores barrier, which gives an added layer protection that Yamcha couldn’t. One of the drawbacks of Yamcha is that one you play it, you cannot activate counter plays for the turn, Wolf Fan Fist is played as a counter attack, and can be combined with Yamcha to be able to take out battle cards with greater power. This card can also be played multiple times in a turn if you have more than one copy.

With this support you can feel somewhat comfortable tapping out on turn 3 to play Syn, knowing you have access to a bunch of free interaction against your opponent.

SS4 Gogeta, Peerless Fusion is the SCR of choice for this deck as it heavily rewards you for staying mono colour. The setup requirement is that all your charged energy has to be the same colour (in this case we are only charging red), and you can’t play any battlecards once it’s in play. However, it can’t be removed from the battle area by skills, untaps energy when played, giving you access to defensive plays once it hits the battlefield, and strips cards from your opponent’s hand. This is a solid follow up once we have dropped the baby chain and doesn’t tap you out when you do decide to play it. It’s worth noting you will have minimal counters available after this has resolved, but you will have plenty of combo power in your hand to defend yourself with.

That concludes the part 1 of this 5-part series. Let me know your thoughts on the deck. With how the meta is developing, I feel Baby Vegeta and the Baby chain has a place in this format, and with the new set 10 cards it adds a whole new avenue of plays style for this deck. Stay tuned for the next article where we will be reviewing U/Y Gotenks.

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