Loading…
Loading…
Shonen TCG · General

Reviewing
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 (FB10-097) 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 Evolve chain runs a cost-1 Cell (FB10-108) into a cost-4 mid-tier Cell (FB10-109 or FB10-110), then into the SCR finisher Cell (FB10-123): Double Strike plus Drop-combo recursion. Android 17/Android 18 (FB10-102) can skip the mid-step by ramping a cost-1 Cell straight to cost 4. The deck is intermediate-to-advanced with a high skill ceiling.
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.
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 a low-cost Earthling or Android Battle card (other than Cell) into your Combo Area to switch this card to Active Mode, though it then can't attack that turn, a defensive option more than an aggressive one.
Cell (FB10-109 or FB10-110, Black, cost 4) is the mid-chain Evolve step, two different real printings that both Evolve for 1 from a Cell with an original cost of 1. FB10-109's On Play adds an Android card of cost 3 or less from your Drop to your hand; FB10-110's On Play looks at the top 5 cards of your deck and adds up to 1 Android card to your hand. Either functions as a card-advantage engine once it lands, refilling your hand as you spend Androids.
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, if your Leader is an Android-only card. 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 a cost of 1 in your Battle Area for the turn. That's a genuine shortcut: it lets a cost-1 Cell meet FB10-123's "cost 4 or more" Evolve requirement directly, skipping the FB10-109/110 mid-step entirely. Without that trigger, the natural path is slower but doesn't need it: cost-1 Cell Evolves into FB10-109 or FB10-110 for just 1, and since those are printed at cost 4, they can Evolve straight into FB10-123 for 3 on a later turn without any extra help.
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: with a cost-1 Cell (FB10-108) on board, Evolve it for 1 into FB10-109 or FB10-110. That's the slow, no-tricks-needed line, and it starts refilling your hand with more Androids the moment it resolves.
Turn 4: charge to 4 energy. If Android 17/Android 18 is in hand and you still have a cost-1 Cell in play, you can skip straight to the SCR finisher: combo it in, add 3 cost to the cost-1 Cell for the turn, then pay 3 to Evolve directly into FB10-123. Otherwise, if your FB10-109/110 mid-tier Cell is already on board (it's printed at cost 4), Evolve it into FB10-123 for 3 without needing the trigger at all.
Turn 5 and beyond: once FB10-123 is on board, it's dealing Double Strike damage and recurring Drop cards through Activate Battle every 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 it; you have two independent paths to the same finisher.
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 (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 →
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 Evolve target (FB10-123) is an SCR, the chase rarity for the set, and its pull rate is a real concern. Multiple copies can cost more than the rest of the 50-card list combined at launch pricing. The budget move here is real: FB10-109 and FB10-110, the cost-4 mid-tier Cell prints, sit at a lower rarity than the SCR finisher and cost noticeably less as singles, and either one already functions as a card-advantage engine on its own even without Evolving further. Run 3-4 copies of the mid-tier pair, drop FB10-123 to 1-2 copies, and lean on the Android board density from the leader ability to apply pressure while you pick up the remaining SCR copies 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? The chain runs cost-1 Cell into a cost-4 mid-tier Cell (FB10-109 or FB10-110) for 1, then into the SCR finisher (FB10-123) for 3 once a Cell hits cost 4 or more. FB10-123 gains Double Strike and recurs Drop cards through Activate Battle. Android 17/Android 18 can skip the mid-step by boosting a cost-1 Cell straight to cost 4.
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.
Was this guide helpful?
About the author

TCG Deck Analyst
Former card game tournament organiser turned analyst. Covers One Piece TCG meta, deck efficiency, and card valuation. Builds spreadsheets for decks most people just play.
Disclaimer
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.