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Sunday, December 8, 2024

OP08 Green/Blue (Zoro & Sanji) Deck Profile

Currently, the first and only dual Leader we've got in the game. For this build, it is very straightforward, as I've decided to focus on going aggressive with this build. I know we've got green and blue for the ultimate control deck, but for Sanji & Zoro, this might be a bit difficult to do, especially when we also need to remember about the Leader effect. There is a card in OP08 set who would work perfectly with Zoro & Sanji's effect as that card is not once per turn.



OP08 Zoro & Sanji






How it Works?

This is a build where I decided to focus on low cost Characters, so we could be as aggressive with Zoro & Sanji's effect, allowing us to swing as much as possible in one turn. Obviously, there's a downside, is that most of these cards have low power, so they can easily be KO'd during your opponent's turn. But, this shouldn't matter too much as we will just have to keep replenishing the field.

We do have cards that focus on preventing your opponent's Characters from attacking. Unfortunately, I couldn't make use of bouncing Characters back to your opponent's hand or deck, as my sole focus was making use of Zoro & Sanji's effect. So I don't have the room to fit all the cards I need, I guess the only bounce card will be Gravity Blade as Gravity Blade is especially useful against your opponents who likes to go wide.


Prevention


The cards that stops your opponents from doing what they want. This is so we can slow them down as we don't have much removals in this build to remove your opponent's Characters. OP01 Kid have 2 different effects. The first effect works during your opponent's turn and you need to give him a DON to work. If this Character is rested, your opponent cannot attack any card other than Kid. Because Kid is also a 8k beat stick, your opponents will need high power beat stick in order to KO Kid. Plus it will also force your opponents to use up some DONs on their field. The second effect works once per turn, you may rest this Character to play one 3 cost or less Character from your hand. This second effect is amazing as it works with any colours as long as that Character cost 3 or less which we are running plenty in this build.

OP06 Arlong mainly stops your opponent's Leader from attacking. We can stop most of your opponent's Characters, but not the Leader which is why I am running Arlong. The effect works on play, you may trash 1 card from your hand, 1 of your opponent's rested Leader cannot attack until the end of your opponent's next turn. We can also return Arlong to hand and reuse the on play effect thanks to Zoro & Sanji's effect which is pretty nice to have on top of being a 6k beat stick. The trigger effect is rest 1 of your opponent's 4 cost or less Characters. This really depends if you need the effect to stop your opponent's attacks.

OP07 Bonney not only stops your opponent's Characters, but can also stop your opponent's DON from untapping. Although we mainly want to target your opponent's Characters as targeting DONs can be a drawback sometimes. Bonney's effect works on play, 1 of your opponent's rested Characters or DONs cannot become active during your opponent's next Refresh Phase. This effect can target any Characters we want as long as that Character is rested.

OP08 Carrot on the other hand can't target any Characters, but she is our main card of the build. The effect works on play or when attacking, up to 1 of your opponent's 7 cost or less rested Characters will not become active during your opponent's next Refresh Phase. The key part about this effect is that it is not once per turn and since Carrot is below 7k power means we can untap her and attack again, triggering the effect using Zoro & Sanji's effect. So in one turn, we could potentially stop 2 of your opponent's Characters from attacking.

Resting


There's not a lot of resting involve, so we will have to rely on your opponent attacks if you want to trigger Bonney or Carrot's effect. OP01 Izo only works on play, rest 1 of your opponent's 4 cost or less Characters. Although, I am thinking to replace Izo with Sugar as Sugar only cost 2 to play over 3. But the advantage of Izo is that he has a 2k counter we could use for defending, and this will be helpful if we are bouncing Izo back to hand for Zoro & Sanji's effect.

Hody is mainly to add the additional attack to this build as this deck is quite aggressive. We have the Rush ability and an on play effect. The effect is rest up to total of 2 of your opponent's Characters or DONs. Then, add 1 card from the top of your Life to your hand. Unfortunately, Hody is an 8k beat stick, so he won't work with Zoro & Sanji otherwise, he could be another card that would work amazing in this build.

Power


Now the power cards so we could use Zoro & Sanji to untap these cards and attack again. Both cards are from a starter deck and also needs you to attach a DON to them for their effect to work. ST02 Urouge's effect is if you have 3 or more Characters, this card gains 2k power. So if we combine this with the extra DON, Urouge will be a 6k beat stick which is not bad for a 2 drop card with the ability to untap again and swing.

ST12 Sanji is another beat stick we can use, however instead of having a certain amount of Characters on the field, it will be certain amount of cards in hand. The effect works when attacking, if you have 5 or less cards in hand, this Character gains 2k power until the start of your next turn. The power bonus does last until the next turn which is great to have unlike Urouge, but we do need to aim for 5 or less cards, so we might have to use counters early for this build if we can't play all the Characters, but I guess this is why Urouge is in the build as a back up in case we can't get Sanji working.

Draw


I know Sanji requires 5 or less cards in hand to work, but having some draw power will means we would have choices to choose from, especially choosing which cards we can play. OP01 Killer is also a Blocker with an on block effect. However, the on block effect only works if you give Killer a DON. The effect is, if you have 3 or more Characters, draw 1 card. The blocking and draw will be nice as we can stop your opponent's attacks, but also gain a card in hand to use.

Kaya is more of a hand filter rather than draw power card, but the hand filter is definitely useful as we have some non counters in this build we can use to discard. The only downside is that we can't return Kaya to our hand because she is a 1 drop Character. Kaya works on play, draw 2 cards and trash 2 cards from hand. 

OP05 Kaido lets you gain a nice hand size especially if you are low on cards. The effect works on play, draw 4 cards if your opponent has 3 or less Life. This shouldn't be too difficult to do as by the time we've got 10 DONs, your opponents may be on 3 or less Life depending on what type of decks they are playing.

Returning


The only return style will be these 2 cards as I've only got enough room to use these cards. OP06 Pudding works on play, your opponent returns all cards from their hand to their deck and shuffles their deck. Then, your opponent draws 5 cards. This is very useful to have and we can return Pudding to hand for Zoro & Sanji's effect and then play her next turn if your opponents decided to gain massive hand size again. Although she does cost 4 to play.

Gravity Blade is very useful, but we can't target your opponent's high cost Characters if your opponents decided to play them. The main effect is place two 6 cost or less Characters to the bottom of the owner's deck. Well I guess we want to prevent as much attacks as possible with this build. The trigger effect is place one 5 cost or less Character to the bottom of the owner's deck. This is also useful if you don't want to pay the 7 cost for the main effect.

Checking Top Cards


Not really relevant to this kind of build, but I guess checking the top cards will be useful as we want to draw the cards we need to get this deck pops off. Both cards are Blockers, so once we've finished using the effect, we can safely use the Blocker ability to stop your opponent's attacks. OP01 Doffy works on play, look at the top 5 cards of your deck and place them on top or bottom of your deck in any order.

On the other hand ST12 Duval look fewer cards than Doffy, but I guess because this card is a 2 drop. The effect works on play, look at the top 3 cards of your deck and place them on top or bottom of your deck in any order. I guess it is still better than nothing, when it comes to checking the cards and seeing what you will draw.

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