Just like Whitebeard deck, Marco will be using plenty of the Starter deck cards for upgrade, specifically, more of the main cards. The starter cards makes this build a lot better as we have more choices to choose from, especially more access to Whitebeard Pirates cards. The build has changed quite a bit compare to the previous version, but the style is mainly kept the same.
ST15 Marco |
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How it Works?
The style is same as last time where we focus on reducing your opponent's Characters power to KO those Characters using our removal. We also have cards like Sanji's Pilaf who let us focus on draw power to increase the hand size. The only difference this time is that I have added more Rush to the build, so we could attack straight away making this build a bit more aggressive rather than focusing on the removals. Of course, this is more of a midrange build since the cost curve are pretty high, but if we can get these Characters to the field, it will makes the deck a lot easier to use.
Rush
Same as the Whitebeard build, I've decided to go the aggressive route by utilising Rush in the build. They are all Whitebeard Pirates cards, so they will be easy to search out from deck with our searcher. OP02 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.
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
I am not running a lot of power reducers simply because Marco Leader will be doing all that work, so these 2 will be enough if you want to reduce more power on 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. If we combined this with Marco's effect, we can reduce a total of 4k power for that turn, and 4k power is a lot of power lost to reach certain numbers to remove.
OP08 Rayleigh also 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. Now the key thing is that Rayleigh cost 8 to play, meaning we've only got 2 DONs left 1 for Marco and the other for Otama if you want to KO your opponent's Characters with this effect. 3k power or less shouldn't be too difficult to reach.
Removals
Not including the Events, we do have a few removals in this build to get rid of your opponent's cards. 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. This shouldn't be too difficult to do with the power reducers involve. The second effect works on KO effect, 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.
OP06 Pudding is in the build to help prevent your opponents from gaining massive hand size as it is very easy to do these days. The effect works on play, your opponent returns all cards in their hand to their deck and shuffles their deck. Then, your opponent draws 5 cards. If you can use Pudding at the right time, it will hurt their next play as their hand has been reshuffle, like a second mulligan.
Lastly ST15 Newgate works amazingly in this build. He comes with 2 effects, the first effect works on play, attach 1 rested DON to your Leader or 1 of your Characters. This effect will help to trigger Marco's Leader effect. The second effect is an activate main, you may rest this Character to KO 1 of your opponent's 5k power or less Characters. This is very useful as we could take out the big guns with this effect, and all we need is a power reducer to do so.
Whitebeard Pirates Supports
Not much Whitebeard Pirates supports as I've mainly covered most of them above, but these 2 cards will need Whitebeard Pirates cards to work and not Whitebeard Pirates Leader. 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. Unfortunately you do need 2 or less Life to work like Jozu's effect. At least he's not once per turn so you can keep reviving him as much as you want, but being a Blocker rested doesn't feel like it's worth the cost unless its the final attack of your opponent's Characters.
OP03 Izo works on play, look at the top 5 cards of your deck, reveal 1 card including Whitebeard Pirates other than Izo and add it to your hand. Then, place the rest at the bottom of your deck in any order. This is just a standard searcher for Whitebeard Pirates.
Blue Characters
There are not many Blue cards even though our Leader is Red/Blue as I mainly focused more on the red side of things for the build. Although, these blue cards can be a good support for the deck. OP01 Doffy will be really handy as it sets up for Sanji and Ace's effect without relying on Marco's effect. On top of that, Doffy is a Blocker to stop any of your opponent's attacks. The on play effect is look at the top 5 cards of your deck and place them on top or bottom of your deck in any order.
You do want to trigger Marco's Leader effect first before playing OP06 Sanji, so we could play our high cost Characters 100% of the time. The effect works on play, reveal the top card of your deck, play one 9 cost or less Character other than Sanji. Then, place the rest at the bottom of your deck in any order. We shouldn't have any problems as none of our Characters cost more than 9, so we can literally play any Characters we want, and the best part of the effect is that it is not colour restricted, so we can play our high cost Characters.
Events
As for the Events, they haven't changed from the previous version because I personally think they are working, and even if they are not, they could be used as a fodder for OP03 Marco's effect or OP03 Fire Fist. OP03 Fire Fist's effect is you may trash 1 Event from your hand to KO up to 1 of your opponent's 5k power or less Characters and up to one 4k or less Characters. This is definitely a nice clearing the board card as we have plenty of power reducers to make the full use of this effect. The trigger effect is KO up to 1 of your opponent's 5k or less Characters. This can be very useful as 5k power is very standard, so there will be some choices to choose from.
Sanji's Pilaf is basically Pot of Greed of One Piece, but instead of being free, we have to play 3 DONs to play this Event. Drawing will help dramatically, especially if we want to set up Sanji or Ace's effect. For people who don't know what Pot of Greed does, it is basically drawing 2 cards from deck. The trigger effect is just activate this card's main effect, so you really want to see this in your Life area than in your hand.
Bad Manners is basically red 0 cost Event Counter which all colours will have this counter effect. The counter effect is you may trash 1 card from your hand, 1 of your Leader or Characters gains 3k power this battle. Only the trigger effect will be different and it will mainly be related to the colour style. The trigger effect is 1 of your opponent's Leader or Characters loses 3k power this turn, now 3k power is a lot especially if the reduce last for 1 turn.
Gravity Blade is a back up of OP03 Fire Fist, but there is no harm in running both in the deck. Gravity Blade is another removal, but instead of power, we focus on the Character's cost instead. The effect is return up to two 6 cost or less Characters to the bottom of the owner's deck in any order. We can't target any high cost Characters, so we would have to rely on Fire Fist to KO those Characters by reducing their power. However, we can also stop our opponents from going wide and ready to attack you. The trigger effect is return one 5 cost or less Character to the bottom of the owner's deck. This is also helpful as it can reduce the number of attacks your opponents will be doing.
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