ST15 Whitebeard |
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Characters x41 Events x9 |
How it Works?
You want to be as aggressive as possible whilst controlling our Life. I know we lose Life once per turn, as this is the key part about this deck. Taking too much Life cards means we could struggle against big drop Characters, but using too much counters early turn means we will struggle during mid to late games. You want to find the perfect balance, preferably, you want to go down to 2 Life so we can trigger all the cards in this build. How you will go down to 2 Life will all depends on how you can control this. We do have key cards like Whitebeard and Atmos who prevents our Life from being taken with Whitebeard Leader's effect.
Rush
Of course, I'll be starting with the red style, the Rush ability. Rush is very useful in this build, especially when they are all Whitebeard Pirates, so searching these cards won't be too difficult. Jozu have some requirements to gain Rush. You will need to give him a DON to work. If you have 2 or less Life and your Leader is Whitebeard Pirates type, this Character gains Rush. We need to get down to 2 Life to work, but during the late game, that extra Rush will come in handy.
OP02 Ace only works on play, reduce 2 of your opponent's Characters power by 3k this turn. Then, if your Leader is Whitebeard Pirates type, this Character gains Rush. So not only we get to reduce 2 of your opponent's Characters power, but we also gains Rush, meaning we could attack that rested Character, and if they are 10k beat stick, it means Ace will be hitting enough for 7k.
ST15 Ace's Rush requirement is simple, if your Leader is Whitebeard Pirates type, this Character gains Rush. Then, we have an effect that works once per turn. When this Character would be removed from the field by your opponent's effect, you may reduce this Character by 2k power instead. Luckily, this can be any effect as long as those effect removes ST15 Ace, so we can protect him on the field for a turn. Of course, he will be 4k power, and 4k power is very easy to hit.
Power Reducers
Another red style will be making use of the power reducers so we can make it easier to hit your opponent's Characters. OP01 Otama has a very simple effect, the effect works on play, reduce 1 of your opponent's Characters power by 2k this turn. However, the 2k counter is definitely useful especially combining with a 6k Leader.
Rayleigh is just a one off in this build so we could slow down your opponents with this effect, and the current Whitebeard Pirates cards aren't working. The effect works on play, select up to 2 of your opponent's Characters, reduce 1 of those Character power by 3k and the other by 2k until the end of your opponent's next turn. Then, KO 1 of your opponent's 3k power or less Characters.
ST15 Thatch is another Character with 2k counter, making it easy to defend against your opponent's attacks. The effect is similar to Otama, but only specific work in a Whitebeard Pirates build. The effect works on play, if your Leader is Whitebeard Pirates type, reduce 1 of your opponent's Characters power by 2k this turn. Then, add the top card of your Life to your hand. The only downside is that we lose a Life if we use this effect, but we do have cards who can stop this effect from happening.
Preventing Leader Effect
Not only these cards can stop your Leader from taking your Life cards, but they can also stop ST15 Thatch's effect too. OP02 Whitebeard have 2 effects. The first effect works on play, 1 of your Leader gains 2k power until the start of your next turn. Then, you cannot add Life into your hand using your own effects this turn. Not only we get to power up the Leader, making the base power 8k, but we can prevent us from losing Life cards and won't need to worry about the Leader at the end of turn. The second effect works when attacking, but you will need to attach 2 DONs to Whitebeard for the effect to work, KO 1 of your opponent's 3k power or less Characters. This second effect will works best with your power reducers.
ST15 Atmos is a cheaper cost of OP02 Whitebeard and the effect works more permanent. The effect works when attacking, if your Leader is Whitebeard, you cannot add Life into your hand using your own effects this turn. Of course, your opponents could target Atmos as an attack target, so it will be up to you if you want to use counters to protect Atmos or not.
Whitebeard Pirates Supports
Personally, I don't know how to split these cards, so I'll just group them all in one section. OP02 Marco is a Blocker with an on KO effect. You may trash 1 Whitebeard Pirates card from your hand, if you have 2 or less Life, play this card from your trash rested. So just like Jozu, Marco would work best if you have 2 or less Life cards, rather than just being a standard Blocker.
OP03 Izo is just a standard searcher for Whitebeard Pirates deck, the effect works on play, look at the top 5 cards of you deck, reveal 1 Whitebeard Pirates card other than Izo and add it to your hand. Then, place the rest at the bottom of your deck in any order.
OP03 Marco have 2 effects. The first effect works on play, but on your turn only. KO 1 of your opponent's 3k power or less Characters. I guess the only reason why the on play effect is on your turn because of the on KO effect. The on KO effect is, you may trash 1 Event from your hand to play this card from your trash to field rested. This is not once per turn, so as long as you've got Events in your hand, you could keep reviving Marco from the trash.
Lastly, another Blocker is ST15 Kingdew. There's an effect that works during your opponent's turn. When this Character is KO'd by an effect, 1 of your Leader gains 2k power for the turn. So even without 9 drop Whitebeard, as long as Kingdew can be KO'd during your opponent's turn, we could still have an 8k base power for our Leader.
Events
2 of the Events are more like Counters whilst the other is mainly support for Whitebeard Pirates. Radical Beam counter effect is 1 of your Leader or Character gains 2k power this battle. Then, if you have 2 or less Life, that card gains another 2k power. Basically, if we want to use Radical Beam fully, we need to get down to 2 Life so we can have that 4k power bonus. The trigger effect is 1 of your Leader or Characters gains 1k power this turn. This power bonus last for 1 turn, so you could make Whitebeard Leader a 7k base power, meaning your opponents will need some DONs if they have 6k power or less Characters on the field.
Whitebeard Pirates is similar to Izo searcher, but instead of searching for Whitebeard Pirates cards, we can only search for Character instead. The effect is look at the top 5 cards of your deck, reveal 1 Whitebeard Pirates Character and add it to your hand. Then, place the rest to the bottom of your deck in any order. Searching will be important especially getting cards like Atmos during your early turns to stop some of your card's effects from taking Life cards. The trigger effect is just activate main.
Bad Manners cost 0 to play, the counter effect is you may trash 1 card from your hand, 1 of your Leader or Characters gains 3k power this battle. The effect is very standard as all the colours will have this effect, it is only the trigger effect that is different. The trigger effect is reduce 1 of your opponent's Leader or Characters by 3k this turn. As this effect last for a turn, it could hurt Characters who can untap stuff to attack again.
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