Dragon Ball Z Panini primer
Recommended personalities: As I said, the style is tremendously well-balanced. You can play just about anyone here and do well. For the sake of naming names, Krillin was designed to work with Black. Notice how levels 1-3 all favor a discard strategy. Trunks is also all about deck manipulation, which goes a long way toward controlling the opponent. Piccolo at level 2 passively destroys the opponent's deck while rejuvenating your own, exceedingly useful when this style is used defensively.
Recommended personalities: The Ginyu Force has been the highlight of this style so far. I can't say I blame anyone for doing it. There are plenty of tools for making that work effectively, although Blue notably lacks any means of giving your allies power stages. The hero equivalent can work well with Krillin, too. You'll easily reach level 2, which then can quickly drain your power stages so your allies can do things. Frieza takes advantage of the mastery's built-in defense for level 1/3 and Blue's desire to discard certain cards with level 2/4.
Recommended personalities: This is Goku's place, all the way. Everything Goku does involves drills. The faster you can get your full array of drills in play, the sooner you can proceed to beating face. Failing that, characters with energy attacks will definitely be welcome.
Recommended personalities: Vegeta and Frieza are strong candidates for this style, although basically anyone can use it well. Vegeta is clearly very aggressive, demanding a large amount of attacks that raise your anger. Frieza plays the more defensive end, preferring a lot of blocks to advance his anger, and if those blocks aren't necessary, using them as discards for mirror attacks.
Recommended personalities: Basically any Saiyan can use this style well. Vegeta definitely thrives on it, though he's actually the second weakest Saiyan so far. Vegeta & Trunks should work pretty similarly for deck design, but Gohan & Goku will need a bit more imagination. Goku needs drills to truly take advantage of his abilities. Gohan, being the small child of the group, won't benefit as much from "superior power" effects, and will probably need to work more on the energy route. That would therefore also mean a bit more defense from physical attacks.
How you play each of the styles is probably the first issue you'll face, but what if you're more determined to go the other way around? What if you want to best utilize the main character's abilities? How would you design a deck to go with that?
So there you are, some basic ideas for how this game "should" play out. I absolutely love that all of the styles really have their own things fleshed out and there is a minimum of true garbage. Veterans will already be mostly aware of these ideas, but for those just getting into the game, I hope it helps you figure out an initial base. Next time, I hope to go over the game's mechanics, so you can be sure you're playing the game properly.