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Dragon Ball Super Card Game: Fusion World
This Dragon Ball Fusion World Cell deck guide covers FB10 Cross Force, where Cell leads a Black Android engine built around cheap Battle Cards and Evolve timing. The official card pool gives the deck a clear line: use the leader to deploy low-cost Androids, use support cards to raise a Cell's temporary cost, then Evolve into increasingly dangerous forms while keeping enough Combo fuel to defend the board. If you're new to Fusion World entirely, the Fusion World beginner guide covers the base rules before you jump into an archetype with this many moving parts.
TL;DR: Cell is a Black leader in FB10 (FB10-097) who Awakens at 5 Life, then reaches 25,000 power and gains +5,000 power when attacking. His once-per-turn leader skill plays up to 2 Android-only Battle Cards with combined cost 2 or less for 1 energy. The Evolve chain runs FB10-108 into FB10-109 or FB10-110, then into SCR Cell FB10-123. Android 17/Android 18 (FB10-102) can temporarily raise a cost-1 Cell to cost 4, opening the direct SCR line. The deck is intermediate-to-advanced because sequencing and resource protection matter.
Cell is mechanically viable, but this guide does not assign it a permanent current tier. Its plan is easy to describe and harder to sequence: the leader develops Android bodies, while FB10-102 and the cost-4 Cells create different routes into FB10-123. Current Standard rankings are moving, so use the dated TCG Contender snapshot in the References section for context and check new event data before treating Cell as a top-tier purchase.
The deck's practical weakness is consistency. You want a cost-1 Cell, a way to use an Android from the Battle Area in a combo, and enough defensive resources to protect the chain. Hands without those pieces can still develop a board through the leader, but they usually telegraph the slower line more clearly.
The leader ability is the foundation. Once per turn, you can pay 1 energy to play up to 2 Battle Cards with only the Android trait from your hand, as long as their combined cost is 2 or less. That means two 1-cost Androids or one 2-cost Android, not two separate 2-cost cards. Most of these plays would otherwise consume normal energy, so the leader creates a discount while preserving room for an Extra card or another development play.
Correction (2026-07-29): an earlier version of this guide described a two-step chain (a cost-1 base into a fabricated "6-cost SR Cell" with a draw-2-and-KO-immunity ability, or into a vaguely-described "final Evolve form"). Verified against the official card database, the real chain has three real, distinct printings, and the invented draw-2/KO-immunity ability doesn't exist on any of them.
Cell (FB10-108, SR, Black, cost 1, 15000 power) is the entry point. On Play, add up to 1 card from your Life to your hand. When Attacking, you can place an Earthling-only or Android-only Battle Card with cost 2 or less from your Battle Area into your Combo Area to switch this Cell to Active Mode. It cannot attack again that turn, so the effect is primarily a resource and defense tool.
Cell (FB10-109 or FB10-110, Black, cost 4) is the mid-chain Evolve step, with both printings evolving for 1 from a Cell with an original cost of 1. FB10-109's On Play effect requires that you used a Battle Area card in a combo that turn, then returns up to 1 Android-only card with cost 3 or less from your Drop to your hand. FB10-110 uses the same combo condition, then checks the top 5 cards for an Android-only card before placing the rest on the bottom of the deck. Either can restore resources, but neither effect is unconditional.
Cell (FB10-123, SCR, Black, cost 6, 40000 power) is the finisher, Evolving for 3 from a Cell with a cost of 4 or more. Its real abilities are Double Strike (deals 2 damage instead of 1 when attacking) and Activate Battle: once per turn while this card is in battle, for each card in your Combo Area, use up to 1 Battle card from your Drop in a combo. That Drop recycling matters more than it looks; Combo fuel you spend defending early doesn't disappear permanently, it comes back.
The real engine tying the chain together is Android 17/Android 18 (FB10-102, SR, Black, cost 2, 20000 power). Its Permanent ability lets it combo from the Battle Area even while resting when your Leader has only the Android trait. Its Auto ability, when used in a combo from the Battle Area on your turn, draws 1 card, then adds 3 to the cost of up to 1 Cell with cost 1 in your Battle Area for the turn. That temporary change turns the cost-1 Cell into a legal target for FB10-123's cost-4-or-more Evolve requirement, skipping the FB10-109/110 mid-step. Without that trigger, the natural path is slower but does not need it: the cost-1 Cell evolves into FB10-109 or FB10-110 for 1, and either printed cost-4 form can evolve into FB10-123 for 3 on a later turn.
GODEEPER: All five FB10 leaders explained, including where Cell sits on the current power ranking. Dragon Ball Fusion World FB10 Leaders: All 5 Explained →
Real generic Fusion World branding graphic used as a placeholder; it does not show Cell, Android 17/18, or a deck layout, so manual asset review remains required.
1. Charge 1 energy on turn 1 and play a 1-cost Android. Use the leader ability discount. You want a cost-1 Cell specifically in play, but any Android that pressures their Life total and sets up future Evolve targets works.
2. Charge to 2 energy on turn 2 and play up to 2 Androids for 1 energy. Keep 1 energy in reserve for an Extra card if needed. A cost-1 Cell plus another 1-cost Android is the ideal split, because the leader's combined-cost restriction still has to be met.
3. Evolve your cost-1 Cell (FB10-108) into FB10-109 or FB10-110 on turn 3. That's the slow, no-tricks-needed line, and it starts refilling your hand with more Androids the moment it resolves.
4. Reach the SCR finisher on turn 4 through whichever path you have available. If Android 17/Android 18 is in hand alongside a cost-1 Cell in play, combo it in, add 3 cost to the cost-1 Cell for the turn, then pay 3 to Evolve directly into FB10-123. If your FB10-109/110 mid-tier Cell is already on board instead, Evolve it into FB10-123 for 3 without needing the trigger at all.
5. Attack with FB10-123 and recur your Drop from turn 5 onward. Its Double Strike deals 2 damage instead of 1 on every attack, and Activate Battle recurs Combo fuel from your Drop each turn it's in a battle. If the opponent removed your Evolve target along the way, redeploy a fresh cost-1 Cell or mid-tier Cell and take another run at the chain.
6. Plan your Awaken turn around a Double Strike threat. Cell Awakens at 5 Life or fewer, the standard threshold, and becomes 25,000 power with plus 5,000 on attack. Since you don't get the extra Life buffer Vegito Blue has, flip on a turn when you already have a Double Strike threat on board so the opponent faces two pressure points at once.
The 50-to-60-card list (not counting the Cell leader) splits into four groups. The card identifiers and effects below are checked against Bandai's official FB10 card database. Verify the current list and availability at your local game store or through a dated tournament database before finalizing a purchase.
Android base package (13-15 cards): cost-1 Androids form the backbone, plus 4 copies of Android 17/Android 18 (FB10-102). Additional 2-cost Androids round out the early turns and give the leader ability something to discount.
Cell Evolve chain (10-12 cards): Cell (FB10-108, cost 1) as the entry point (3-4 copies), FB10-109 and/or FB10-110 as the cost-4 mid-tier (3-4 copies combined), and Cell (FB10-123, SCR) as the finisher (3-4 copies, budget permitting; see below).
Combo fuel (12-14 cards): standard Fusion World math. Combo cards defend your leader and Battle cards in combat. Black Combo cards in FB10 often provide secondary value like energy acceleration or Drop placement, which feeds the Activate Battle recursion on FB10-123.
Extra cards (8-10 cards): Black's removal toolkit. These handle threats the Evolve chain can't outrace. Don't cut below 8 to fit more Androids. Your ability to answer opponent threats is what keeps your Evolve chain alive long enough to close.
Energy curve: peak between cost 2 and 4. FB10-123 is the exception; you're paying its 3-cost Evolve fee, not its full 6 cost, once a Cell is at cost 4 or more (either the mid-tier FB10-109/110 naturally, or a cost-1 Cell boosted there by Android 17/Android 18). Avoid fresh 5-cost cards competing with that Evolve window.
SHOP: Building this Cell Evolve list? Check current Dragon Ball Fusion World singles prices for the SR Cell and Evolve chain. Shop TCGplayer →
GODEEPER: Full pull priority for FB10, including which Cell and Android cards are worth the investment. Dragon Ball Fusion World FB10 Best Cards to Pull →
Real generic Fusion World branding graphic used as a placeholder; it does not show an evolved Cell board or Android bodies, so manual asset review remains required.
Versus Vegito Blue Evolve, treat the game as a race between two Evolve chains. The official FB10 product page gives Vegito a 4-Life Awaken threshold, so that deck can wait for one more hit than Cell before flipping. Build enough Android pressure that the opponent must decide between answering your board and protecting their own Evolve target. Do not assume this strategic tension equals a current win-rate advantage.
Versus Gohan Green, expect earlier pressure than your full chain wants. The useful plan is to reach turn 3 with enough Extra cards to slow the assault, then deploy an Evolve Cell while the opponent is spending energy on their own board. The Dragon Ball Fusion World FB10 Gohan deck guide is useful for mapping the opposing turn-3 and turn-4 pressure, but this section is play-pattern guidance rather than a current matchup record.
Versus older leaders, avoid assuming that a pre-FB10 list lacks answers. Instead, identify whether its removal can reach your cost-1 Cell before the first Evolve. The Evolve mechanic guide covers the rules interaction, while the correct practical question is whether you can protect the base card long enough to convert it into a cost-4 body.
Versus Red aggro, early pressure can arrive before the Android base is established. Adjust the main deck toward more Extra cards if testing shows your local field is aggressive, and accept that you may Awaken at 5 Life on the opponent's timeline. The awakened leader's 25,000 base power and +5,000 attack bonus improve combat math, but they do not replace the defensive resources spent surviving the opening turns.
The Cell Evolve target FB10-123 is an SCR, while FB10-109 and FB10-110 are lower-rarity cost-4 options. Market prices move, so check a current listing before deciding how many copies to buy. A practical budget test is 3 to 4 copies of the mid-chain forms and 1 to 2 copies of the SCR, then adding more after you know whether the direct finisher line is central to your local games. The leader's Android deployment still gives the lower-cost package a plan while the expensive copies are missing.
The core idea of this Dragon Ball Fusion World Cell deck guide is simple: the leader ability turns cheap Androids into Combo fuel. Every 1-cost Android you deploy through that discount can support the Evolve turn and feed FB10-123's Activate Battle recursion. That changes how you sequence turns 2 through 4. The cards you play early are not just bodies on the board; they become the resource engine behind the final Evolve form.
For the full Fusion World context on how Black fits into the overall color meta, the Dragon Ball Fusion World complete guide 2026 has the big picture.
Is Cell a good leader in Dragon Ball Fusion World FB10? Cell is a coherent Black Android Evolve leader, but its current tier position is not permanent. Bandai's official FB10 page confirms the leader engine, while the September 9 TCG Contender snapshot is only dated context. Use current event results before treating any tier label or purchase recommendation as settled.
What color is the Cell leader in Dragon Ball Fusion World? Cell is a Black leader in Dragon Ball Fusion World FB10 Cross Force. Its leader text plays Battle Cards with only the Android trait, so the deck should prioritize Black Android cards that support the Evolve line and its combo conditions.
How does Cell's Evolve mechanic work in Fusion World? The chain runs cost-1 Cell into FB10-109 or FB10-110 for Evolve 1, then into FB10-123 for Evolve 3 once a Cell has cost 4 or more. FB10-123 has Double Strike and an Activate Battle skill that reuses Drop cards for combos. Android 17/Android 18 can temporarily add 3 cost to a cost-1 Cell and open the direct finisher line.
What is Cell's Awaken condition in FB10? Cell Awakens when your Life total drops to 5 or fewer. After Awakening, the leader card becomes 25,000 power and gains plus 5,000 power on attack. This Awaken threshold matches most standard leaders, so the deck does not have the extra buffer that Vegito Blue enjoys.
How many cards are in a Dragon Ball Fusion World deck? A Dragon Ball Fusion World deck contains 50 to 60 Battle Cards and Extra Cards, not counting the single Leader card. The Leader starts in its own area, and official rules require the main deck to stay within that range.
Is the Cell FB10 deck good for beginners? It is an intermediate-to-advanced deck. The Android Evolve chain has more setup steps than most archetypes in Fusion World. Players new to the game should learn the base rules with a starter deck first, then graduate to Cell once they understand energy management and Evolve timing.
Where can I find current Cell FB10 deck lists? Use a dated tournament database or tier tracker for current Cell lists, then verify each card against Bandai's official database. DragonBall.gg's tier list and TCG Contender's Standard meta page are useful snapshots, but rankings can change between events and releases.
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Competitive One Piece TCG player and deck builder with 3 years of tournament experience. Covers meta analysis, tier lists, and leader builds.
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This article is published for informational and entertainment purposes. It does not constitute professional financial, legal, or technical advice. Game performance, online services, patch schedules, and store listings change. Verify critical details (pricing, system requirements, regional availability) with publishers and storefronts before you buy. Affiliate links, where present, help support our editorial work and are labelled in our affiliate disclosure.