Best pan build currently?

Kind of depends on your local meta. I've had luck with mono-red. I have tweaked mine quite a bit from the original red starter, adding Pan, removing the Cyber Dragon blockers, re-adding them. I settled on a slightly slower build that focuses on playing on your opponent's turn and getting draws from that. If you attack Mechapes or Mecha GT the second you're able, they'll just combo out and have all their cards on board the next time they're up. If you never give them a chance to combo early it helps you a lot. I've been leaving mana open, then defensively comboing with Toppo, and Double Shot SS2 Vegeta. As Pan's ability triggers on either player's turn, you can get way more draw power out of her by doing this.

I have tried taking out the Pint Sized Gokus, but they are pretty good value when you need to dig for a finisher, especially if you can get your hands on a SS4 Goku.

Basically what I run is this:

4x Saiyan Cabba (Self-Awaken, insane power)

4x Pint Sized Warrior Son Goku (Digs for combo pieces, charge if you don't need it)

4x Quick Rush Trunks (Grand tour target, draws a card from Pan)

4x Double Shot SS2 Vegeta (play early on opponents turn for value 10k combo, comes into play and draw a card)

2x Victorious Fist SS3 Son Goku (untaps after attacking with a 5k buff, allows you to evolve another Goku if needed and keep swinging, good for getting that extra bit for SS4 60k threshhold)

4x Determined Super Saiyan Son Goku (the key to combos)

4x Grand Tour Spaceship (Targets a third of your deck. Pretty good value if you can pull a Goku or Trunks to draw a card. Helps dig)

4x Toppo (Replaces Extra Card negates, and helps burn through blockers, as well as drawing a card on your opponents turn. Can single handedly swing the game.)

4x Bodyguard Ledgic (good value if you go second, and give you some help if you get wiped by a Masked Saiyan, which happens alot due to the low-energy-cost of this deck)

2x Fearless Pan (need 2 more but expensive)

4x Handy Giru

1x Broken Limits SS3 Son Goku (Good finisher, self-buffs off other creature attacks, can also be used to buff up and transfer to SS4 for massive damage. I had over 100k on him once because of this card)

1x SS4 Goku (absolutely bonkers and very possible to pull out early with Pan due to her untap two flip effect. Synergizes with Pan's card draw and lets you swing out and still hit despite negates. Be wary of Cold Bloodlust and try to bait it out)

2x Chain Attack Trunks (I don't see this on a lot of lists, but you can get a massive turn off this guy if you can drop a Determined Goku below 4 life, and with the Pint Sized, you can always have one on hand.)

2x Time Patrol Trunks (insane value: look at top two, pick if you want the second one, then draw off Pan trigger - I need 4 but can't afford them)

2x Increasing Evil Masked Saiyan (Removal, extra gas if you burn a bunch of combo and can't finish them. Self-awaken if they refuse to attack you)

4x Rushing Warrior Pan (play early, swing for 10k, then next turn combo her away for an extra card, or combo her turn 1 onto your leader for extra damage. Buffs anything 5k. Just a really versatile card)

2x Jiren, Fist of Justice (Not super good synergy, but he can end the game if you can't get your evolves off or blocker spam)

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