Looking forward to the new SB01 Magna Booster in the Dragon Ball Super Fusion World card game? Not sure how to build around the three new Leaders? Don’t worry — we’ve got you covered with early deck builds to get you started!
The SB01 expansion introduces a powerful lineup of new cards, along with three exciting Leaders: Red Cell, Black Bulma, and Yellow Majin Buu: Kid. In this guide, I’ll share an early decklist for each Leader and break down how each one plays.
Black Bulma















Black Bulma is a unique Leader, incapable of attacking, but you can rest her to draw a card and discard a card from your hand. So, early into the game, you’ll be filtering your hand for better cards and putting specific cards into your trash. Unlike most Leaders, Bulma awakens when she’s at 5 Life cards or less, and an awakened Bulma still can’t attack, but she enables an <Adventure> trait Battle Card to attack twice while also boosting their attack damage through Combo Power from your drop.
How this works is that you’ll need to have only <Adventure> Battle Cards in your Battle Area, which means we have to build the deck around Bulma’s effect. Then, when an Adventure Battle Card attacks, you can set it as Active and choose a Combo card from your drop to use in your attack. You’re going for two attacks with one of your Battle Cards, and one of those attacks will have higher Power, forcing the opposing player to commit more of their Combo cards to protect their Life cards.
1-cost Chi-Chi, 1-cost Paur, and 1-cost Dolong synergize with your Bulma’s effect, triggering their own effect when they’re used as Combo plays from your drop. They all give a +10,000 Power boost, and you get to activate their Auto effect for further value.
Your attackers can also activate special effects when you use Combo cards; some are restricted to Combo cards from your drop, which isn’t a biggie since Leader Bulma is there to enable them. 3-cost Krillin gains the Critical keyword, so you’re going for a high-power attack to try and trash an opponent’s Life card.
3-cost Roshi and 4-cost Yamcha heavily rely on your Leader to get the most out of them since the Combo card needs to be from your drop. Roshi draws you a card, adding more resources to your hand. As for Yamcha, he lets you cheat an Adventure Battle Card other than Yamcha, so you get to go wider on the board to go for multiple attacks.
Bulma/Son Goku : Childhood is the win condition, gaining the Double Attack keyword when you use a Combo card from your drop.
Red Cell


















An Awakened Leader Red Cell relies on a Battle Card with an Android special trait to be removed from your Battle Area by a skill during this turn. You get to activate his effect when he goes for the attack, drawing a card and then gaining a +20,000 Power boost to go for a heavy swing.
The list is full of Android cards that work hand in hand with Leader Cell. The 2-cost Android 16 and the 3-cost Android 16 are low-cost Battle Cards that can remove themselves from the Battle Area to activate their effects. 2-cost Android 16 can send himself to the Drop to cheat out a 2-cost Android 17 or 18 in rest mode, so you don’t lose on board presence, trigger your Leader’s effect, and activate the Android 17 or 18’s effect.
4-cost Android 17 is one of your strongest plays, allowing you to cheat out a 3-cost or less Android Battle Card, and can gain a +15,000 Power boost when he goes for the attack if an opponent’s Battle Card is KO’d in battle during this turn.
4-cost Cell + Android 18 is your strongest combo play! On Play, 4-cost Cell can reduce the Power of an opponent’s Battle Card by -10,000. You can then attack with him before activating his Main effect to place him and an Android 18 from the Battle Area in your drop to draw a card and cheat out 1 Cell with 30,000 Power.
In this case, we’re cheating out the 5-cost SB01-011 Cell, which lets us add a 4-cost or less Android card from our drop to our hand, and if KO’d, you can play a 2-cost or less Android 18 from your drop. He’s pure value that makes sure we don’t run out of resources or attackers in the later stages of the game.
The 5-cost 35,000 Power Cell is a stronger attacker and will do wonders to control the board. The -20,000 Power to two of the opponent’s Battle Cards and his KO effect can shift the game in your favor.
Self-Destruct and The Royal Defence Force’s Last Stand are control Extra cards to help keep our opponent’s side of the board in check. Self-Destruct can also be used to trigger our Leader’s effect and gain the +20,000 Power boost.
Yellow Majin Buu Kid
















Kid Buu is all about stalling out the game and focusing your attacks on the opponent’s Leader rather than trying to KO Battle Cards. When Awakened, if you have a 4-cost or more Battle Card with <Majin>in its special trait, you can choose one of your opponent’s rested Battle Cards and prevent it from becoming Active on the upcoming turn.
This means, instead of trying to remove that Battle Card through attacks or removal cards, you can shut it down from being a threat for the turn, focusing your resources on other Battle Cards or the opponent’s Life cards.
To make sure our opponent has a rested Battle card in play, we can use 1-cost Majin Buu : Pure Evil to rest a Character and keep it from becoming Active on the opponent’s upcoming turn. 2-cost Majin Buu : Good can also do the same when he goes for the attack, but is limited to 5-cost or less rested Battle Cards.
At the end of your turn, 2-cost Babidi lets you choose 1 Battle Card with <Majin> or <Wicked Soul> in its special traits in your Battle Area to switch it to Active Mode and give it the Blocker keyword. This further enables your defensive strategy, giving a high-power Battle Card the Active keyword means you can block an attack and save Combo resources. Since Babidi has the Barrier keyword, he’s tough to remove and will stick on the field for the majority of the game.
5-cost Majin Buu : Evil can keep one of the opponent’s rested Energy from becoming Active, slowing their upcoming turn and even preventing them from making certain plays. This can be a game swinger, especially if your opponent is planning to play a high-cost Battle Card with a strong effect to put them ahead on the board.
As for the Majin Buu : Kid, he’ll act as the win condition, capable of cheating out a 4-cost or less <Majin> or <Evil Wizard> in its special traits from your hand. He then goes for a 35,000 Power Double Attack, perfect for trying to close out the game when your opponent is down to 2 Life cards.
Closing Words
Honestly, all three Leaders in the SB01 expansion feel genuinely fun to play. Each one brings unique abilities that add something fresh to the game, backed by plenty of support cards that enhance their performance. It’s still early to tell how they’ll shake up the Dragon Ball meta, but I’m excited to experiment and see how other players choose to build around them.