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INTRODUCTION

A casual theme-deck devoted to playing, fighting, and - hopefully - winning like Goku or one of his other super-strong friends. Looking at it from a strictly M:tG point of view, the deck is a spellslinger build with a heavy focus on mana, card draw, and combat. You'll probably like playing this deck if you:

  • Like drawing cards
  • Like swinging with creatures
  • Like the concept of spellslinging in general
  • Like Dragon Ball
  • Play in a more casual environment or want something to play in such an environment

Don't mind playing a deck that isn't 100% optimalIf you don't fall into one of those categories, you probably won't like this deck that much. If you're still here, then let's take a look at the actual list itself and then break it down from there.

GOKU

Shu Yun is our Commander and proxy for Goku and works quite well in the role. Even the color identity he grants us is an excellent representation of Goku: Red is for his Saiyan heritage and Warrior spirit, White for his role as a protector of others, and Blue for his constant quest for the growth and improvement of his skills. Prowess as a mechanic is reflective of how fights typically go in the series, building up strength for a decisive attack (or, as those most familiar with the anime might think, spending twenty-minutes screaming before throwing a punch), and the ability to grant Double strike is then reflective of one of the character's most iconic abilities: the Super Saiyan transformation.

DRAGON BALLS

Rather than focus on the actual physical form of the balls, I instead decided to focus on the number 7. So, seven draw sevens! This deck is built on playing spells so functionally this works for us very well as our hand will be constantly looking for fuel, while thematically a wish from the Dragon was typically used to return someone to life or undo great destruction, a similar goal to refilling our hand.

HOW DOES THIS DECK PLAY

For the most part, this is a Voltron deck. Goku is going to be your main mode of winning typically by getting him out early and swinging. If not, using one of your other creatures, or burning the table down with Comet Storm is always an option. Really though, this deck is mostly devoted to combat and emerging as the strongest through it.A good opening hand is typically going to have three lands, at least one piece of early ramp, and at least one draw or cantrip that can be cast by turn two, with the other spots being flexible. Because we want to start swinging early, I wouldn't be afraid to be a little more aggressive with your mulligans (depending on the type being used for play) to try and get something that puts Goku out turn two and has him swinging pumped on turn three.Since this deck is built for more casual play its answers for specific situations (ie, wraths, counterspells, removal, etc) are limited, but this is also a deck you don't mind losing with as its a lot of fun to play. Hope you enjoy!

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Date added 8 years
Last updated 8 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

12 - 0 Mythic Rares

53 - 0 Rares

14 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 2.63
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