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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 debuts as the first Black Android archetype in the game. Black and Android cards had existed separately before; Cross Force is the set that wired them together into a coherent engine. Cell absorbed Android 17 and 18 to reach his Perfect form, and Bandai built the card mechanics around exactly that: you use Android support cards to boost a low-cost Cell, then Evolve him into increasingly dangerous forms while the leader ability floods the board with cheap Android bodies. 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 who Awakens at 5 Life (25,000 power, plus 5,000 on attack after flipping). His leader skill lets you flood the board with 2-cost-or-less Android cards for 1 energy per turn. The win condition is using Android 17/18 to ramp a cost-1 Cell to cost 4, then Evolving it into the 6-cost SR (draws 2, can't be KO'd through your opponent's next turn) or the final Evolve form (Double Strike plus Drop-combo recursion). The deck is intermediate-to-advanced with a high skill ceiling, and exact FB10 card numbers are based on official previews and community reports from early launch testing.
Yes, though it takes more setup than the other two FB10 leaders. Cell's Black Android Evolve is the first time this archetype exists in Fusion World, so there's no established counter-meta around it yet. That's an advantage in the short term: opponents who haven't practiced against the board-flood-into-Evolve pattern will give you free turns. The deck's real weakness is consistency. You need the Android 17/18 support card plus a cost-1 Cell in hand to execute the ramp step cleanly. Hands without that combination play slower and telegraph the Evolve line more obviously.
The leader ability is the foundation. Once per turn, you can play up to 2 Battle cards with the Android trait and a combined cost of 2 or less for just 1 energy. Two 1-cost Androids for a single energy, or one 2-cost Android for one energy. Most of these plays you'd make anyway in normal energy development, so the leader essentially gives you a discount on the first Android of each turn.
The real engine is the Android 17/18 support card. It has an Auto skill: when you use it in a combo from the Battle Area, it adds 3 cost to up to 1 Cell card with a cost of 1. That cost bump is everything. A cost-1 Cell that jumps to cost 4 is now a legal Evolve target.
Cell Evolve costs 3 and requires a Cell with cost 4 or more in the Battle Area. Pay 3, place the evolved Cell on top. The evolved form gains two abilities. First, Double Strike: it deals 2 damage instead of 1 when it attacks. Second, Activate Battle: once per turn while this card is in battle, for each card in your Combo Area, you can 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 in early turns doesn't disappear permanently; it comes back.
The 6-cost SR Cell sits between the cost-1 base and the Evolve finisher. Its On Play skill draws 2 cards and makes it unable to be KO'd until the end of your opponent's next turn. Playing the SR fresh costs 6 energy, which is steep. The correct line is Evolving into it from the cost-4 state the Android 17/18 trigger created, paying the Evolve cost rather than the full cost.
GODEEPER: All five FB10 leaders explained, including where Cell sits on the current power ranking. Dragon Ball Fusion World FB10 Leaders: All 5 Explained →
The Android 17/18 combo trigger adds 3 cost to a Cell, converting a cost-1 into a legal Evolve target without spending extra energy.
Turn 1: charge 1 energy, play a 1-cost Android Battle card using 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.
Turn 2: charge to 2 energy. Use the leader ability to play up to 2 Androids for 1 energy, keeping 1 energy for an Extra card if needed. A cost-1 Cell plus another 1-cost Android for a single energy is the ideal split.
Turn 3 is the first Evolve window, assuming you have Android 17/18 in hand and a cost-1 Cell on board. Use Android 17/18 in a combo, trigger the Auto to add 3 cost to the Cell, then pay 3 to Evolve. The evolved Cell is now on the board with Double Strike. Your opponent has to answer that threat with limited resources.
Turn 4: charge to 4 energy, maintain the board. If the Evolve Cell survived, you can chain to the next Evolve step or spend energy on fresh Androids. If the opponent removed your Evolve target, reset by redeploying a cost-1 Cell and holding the Android 17/18 trigger for next turn.
Turn 5 and beyond: the 6-cost SR Cell enters play either as a fresh play (expensive) or through a second Evolve step. The KO immunity buys you a full turn where the opponent can't remove your primary threat. Pair that with Double Strike from the final Evolve form and you're closing out the game in 2 attacks instead of 4.
Awaken timing is worth planning around. Cell Awakens at 5 Life or fewer, the standard threshold. After flipping, the leader becomes 25,000 power and hits for plus 5,000 on attack. Unlike Vegito Blue, you don't get an extra Life point of buffer, so the opponent can force your Awaken on their schedule more easily. Plan to 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-card list (not counting the Cell leader) splits into four groups. Exact FB10 card identifiers are based on official previews and community reports from the Cross Force launch period. Verify availability at your local game store or via dragonball.gg before finalizing your purchase.
Android base package (14-16 cards): cost-1 Androids form the backbone. You want 3-4 copies of any 1-cost Android that serves as a Cell Evolve base, plus 4 copies of the Android 17/18 trigger card. Additional 2-cost Androids round out the early turns and give the leader ability something to discount.
Cell Evolve chain (10-12 cards): cost-1 Cell entry point (3-4 copies), the 6-cost SR Cell (2-3 copies), and the final Evolve form with Double Strike (3-4 copies). Running 2-of the SR is fine at budget; 3 copies is the competitive floor once you have access to them.
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 the final Evolve form.
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. The 6-cost SR is the exception, and you're not paying its full cost from hand anyway. Avoid fresh 5-cost cards competing with your turn-5 Evolve energy.
GODEEPER: Full pull priority for FB10, including which Cell and Android cards are worth the investment. Dragon Ball Fusion World FB10 Gohan Deck Guide →
Android bodies from the leader ability fill the Battle Area, giving you Combo fuel while pressuring the opponent to answer multiple threats.
Versus Vegito Blue Evolve: it's a race between two Evolve chains. Vegito Awakens at 4 Life instead of 5, giving the Blue deck one more hit of buffer. Cell's edge here is board density: the leader ability floods the field with Androids, and Vegito Blue's Extra cards can only answer so many of them per turn. Pressure their Life total early so they're forced to spend Extra cards answering your Android bodies rather than removing your Evolve targets.
Versus Gohan Green: Gohan Green is the most popular aggro leader in FB10. Green applies pressure faster than Cell can set up, and an early Double Strike threat from the Cell Evolve hits right when Gohan is trying to close. The key line is surviving to turn 3 with enough Extra cards to slow the Green assault, then deploying the Evolve Cell while Gohan's energy is tied up maintaining their own board. Check the Dragon Ball Fusion World FB10 Gohan deck guide to understand what their turn-3 and turn-4 looks like so you can plan your defensive requirements.
Versus older leaders: pre-FB10 leaders like the original Android 17 Green or older Red Cell variants don't have dedicated answers for Double Strike in the early-to-mid game. Cell FB10 is generally favored in these matchups because the Android board density is higher than anything pre-FB10 Black could produce. The Evolve mechanic guide covers how Double Strike interacts with older defensive cards if you want the full rules breakdown.
Versus Red aggro: this is the hardest matchup. Red applies pressure in turns 1-2 before your Android base is established. Side toward more Extra cards and accept that you'll Awaken at 5 Life on their timeline rather than yours. After Awakening, the leader's 25,000 plus 5,000 on attack usually stabilizes combat math. Use the Activate Battle Drop recursion on the final Evolve form to rebuild your Combo zone after spending it down during the Red assault.
The Cell SR pull rate is a real concern. Two copies of the SR Cell cost more than the rest of the 50-card list combined at launch pricing. That's just the reality of chasing an SCR-adjacent card at set release. The budget line is running 2 cost-1 Cells into the final Evolve form without the SR as the middle step. You give up the KO immunity and the On Play draw 2, but the Android board density from the leader ability still puts pressure on your opponent, and the final Evolve's Double Strike plus Drop recursion is accessible on the same turn structure. Pick up the SR as singles over the first few weeks as the market settles.
The core insight of this Dragon Ball Fusion World Cell deck guide: the leader ability isn't just a value tool, it's your Combo fuel factory. Every 1-cost Android the leader plays for discount is also a Combo card during the Evolve turn, which feeds the Activate Battle recursion directly. That's the insight that changes how you sequence turns 2 through 4. The absorption chain works because the Androids you're playing cheaply aren't just board presence; they're the resource engine that makes the final Evolve form threatening.
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 one of the most interesting leaders in FB10 Cross Force and shows real competitive potential. The Black Android Evolve archetype is new to Fusion World, giving it a fresh feel without an established counter-meta yet. Early community testing places it as a mid-tier leader with a high skill ceiling.
What color is the Cell leader in Dragon Ball Fusion World? Cell is a Black leader in Dragon Ball Fusion World FB10 Cross Force. Black is notably the first color in Fusion World to receive dedicated Android-trait support, making FB10 the entry point for the entire archetype.
How does Cell's Evolve mechanic work in Fusion World? Cell Evolve costs 3 and plays on top of a Cell card with cost 4 or more already in your Battle Area. The evolved Cell gains Double Strike and an Activate Battle skill that lets you use one Battle card from your Drop per card in your Combo Area each turn. Android 17 and 18 (the support card) accelerates the chain by adding 3 cost to a cost-1 Cell from the combo zone.
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 cards, not counting the Leader card. The Leader starts on the field and does not count toward the 50-card main deck.
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? The best source for live tournament deck lists is dragonball.gg, which tracks current standings and popular deck builds. The official Fusion World site at dbs-cardgame.com also posts set-specific strategy content after each new release.
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