Since RP Law Leader is banned, I guess we only got Luffy and Kid left, Luffy is still playable whereas for Kid, we don't have much support for this guy. Personally, I don't think it will be much of a deck as you would be better off playing Green Kid instead, but I'll give this build a try, since attempting to try all build is what this blog is about.
OP08 Kid |
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Characters x44 Events x6 |
How it Works?
The main focus of this build is focusing on the Leader. The Leader gains a decent power when we attack, and if we can combined this with other powering up cards, we don't really need to focus on big hitters for our Characters line up. Of course, I have added ramp, since most of the cards are high cost, so we need as much ramp as possible so we could play those cards sooner. I have also focused on using the Rush Characters, the only downside with these Rush Characters is that they don't have any counters, but we want to attack your opponents as much as possible, so Kid Leader can finish the job easier.
With the way I've built this deck, it is more of a midrange build where we need 4 DONs to make this deck pop off. Of course, if you got 3 DONs, you can play Zoro to attack your opponent's Characters easily. But if you can play Bon Clay or Zala to get the ramp going, playing the high cost Characters will be easier. The first one we do want to play is ST10 Kid to power up our Leader as well as strengthening the defences, so your opponents will need more power to hit Kid Leader.
Rush
Starting off with these Rush Characters, I've kept the Rush Characters, Supernova base so we can easily search these cards out using our searcher. Aside from OP01 Zoro who only have a Rush ability, the other Characters have an additional effect we can use. Kid & Killer effect works when attacking, if your opponent has 2 or less Life, this Character gains 2k power during this turn. This is amazing when your opponents are at low health, so we could get some major beat stick on the field for 4 DONs.
ST01 Luffy also works when attacking, however, you need to attach 2 DONs to Luffy for the effect to works. Your opponent cannot activate Blockers this battle. This is just in case we need to break through Blockers, and ST01 Luffy will be best at doing that on top of the Rush ability.
Ramp
There's a lot of returning DONs involve in this build on top of some ramp cards so we could play our high cost Characters as soon as possible to get this deck working. EB01 Bon Clay have 2 effects, the first effect works on play add 1 DON as active. This is just a simple ramp effect. The second effect works when attacking, select 1 of your opponent's Characters. This Character's base power becomes the same power as the selected Character during this turn. So the more power your opponent has on the field, the better Bon Clay becomes.
OP05 Zala works on play, by trashing 1 card in your hand, you can add 1 DON as rested. I know, Bon Clay's ramp effect would be more useful as we get an active DON over rested DON, but if you don't see Bon Clay, then Zala can be a decent back up instead. The trigger effect is by returning 1 DON, you can play this card. I am not too sure about this trigger effect as we won't be gaining any DONs except having a 4k Character on the field. I guess it is better than nothing.
OP05 Kid and OP08 Pudding has really similar effects, except Kid is also a Blocker we could use to stop your opponent's attacks. Both effect triggers when a DON on your field is returned to DON deck. OP05 Kid will let you add a DON as active whilst Pudding lets you add a DON as rest. So if you returned 1 DON, you could get 2 DONs on the field at once, but that is only if you have these 2 on the field at the same time.
Power
What we have in this build is focusing on the power of the deck, since we don't really have supports for Kid Leader. These power cards will give additional boost to the build. OP01 Sanji would be helpful in taking the Life cards away as Kid Leader will need 3 or less Life to get a 5k base Leader. The effect is an activate main effect, you may add 1 card from your Life to your hand, this Character gains 2k power this turn, then give this Character up to 2 rested DONs. So in total, we could make Sanji a 7k beat stick in total, but even if you need to use Sanji, the 2k counter will be very helpful.
OP02 Whitebeard is mainly in the build to power up Kid Leader even more, whether you want to use Kid Leader for attacking, or for defending. Whitebeard has 2 effects, the first effect works on play, up to 1 of your Leader gains 2k power until start of your next turn. Then, you cannot add Life cards to your hand using your own effect. The last part of the effect doesn't matter unless you want to use Sanji's effect. This would make Kid Leader a 7k base, but 9k beat stick when Kid attacks. The second effect works when attacking, KO up to 1 of your opponent's Characters with 3k or less power. We do run Otama in this build, so we could at least KO 5k base Characters.
ST10 Kid has 1 effect and the effect works on play or when attacking, by returning 1 DON, up to 1 of your Leader gains 1k power until start of your next turn. So if we can get ST10 Kid on the field first, then on our next turn play Whitebeard, we could in total get Kid Leader base power to 8k and then 10k base for attacking which is not bad at all.
I feel like Punk Rotten can be replaced with Radical Beam or any other Event Counter if you want more defensive cards, but I went with more of an attacking boost to make our Leader or Character hit more power. The effect is, by returning 1 DON, 1 of your Kid Pirates type Leader or Characters gain 5k power this turn. We don't have to give this to our Kid Leader, we could also give this to either Kid & Killer or ST10 Kid, so they could hit even more power.
Power Reducers
As well as power cards, we've also got power reducers. Power reduces will make it easier to take out high power Characters since we barely have any removals in this build. 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 you are not planning to play Otama, the 2k counter will always be handy for defending.
Rayleigh can act as a removal in this build, but he does cost 8 to play, however, with ramp in this build, this shouldn't be too much of a problem. 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. As Rayleigh only cost 8 to play, we could play Otama first, then play Rayleigh to KO a higher power Character if you need to.
Others
Personally, ST10 Law can easily be replaced with an Event Counter just like Punk Rotten, if you feel like you need more counters in this deck. Law does cost 4 to play and you do have a lot of important Characters we want to play on the field as soon as possible. Anyway ST10 Law is a Blocker with an on play effect, by returning 1 DON, if your opponents have 7 or more cards in their hand, trash 2 cards from your opponent's hand. The reason why Law can easily be replaced because the effect works during the early game, during the late game, he is mainly a vanilla that cost 4 to play, unless your opponents can constantly refill their hand size.
Fight against Pirates is just a 1 drop searcher as we are running a mix of Kid Pirates and Straw Hats, making this searcher more useful. We can include Heart Pirates, but the only Heart Pirate is Law in this build. The effect is look at the top 3 cards of your deck, reveal 1 Straw Hat, Kid Pirates or Heart Pirates type card and add it to your hand. Then, place the rest at the bottom of your deck in any order. What's good about this card is that it is not colour restricted, so we can add the red side part of the deck as well as purple side. The trigger effect is just activate main.
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