More Luffy deck since OP09 set gave us some purple Straw Hats we can use to expand on these type of decks. This time, I'll be talking about red purple Luffy deck. RP Luffy Leader is a Leader I like because it is 6k base power, and only 3 Life makes it like a yolo deck. Of course, we've got cards from both red and purple who can power up the Leader base power, giving Luffy even more power.
OP09 Luffy |
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Leader Character (46) Event (4) |
How it Works?
For this build, I am not only using the new Straw Hats from OP09 set, but I am also using some of the Red Haired Pirates stuff for this build as 1 of the card works very well with RP Luffy Leader. The deck is very straight forward, we want to ramp as much as possible to play our high cost Characters as soon as possible to power up the Leader. Luffy Leader has 6k power, but only 3 Life cards, and if your opponents can go aggressive, that 3 Life cards can go in one go.
I have added Nika Luffy to the build, but you do not have to run Nika Luffy if you don't want to as this card is just to help finishing off your opponents if we can win on that turn. Otherwise, Nika Luffy can be used as a discard fodder with our draw effects in the build. We've got Rayleigh or Dragon who could also work in this build. Beside I am also running OP09 Luffy who can be our main focus along with Whitebeard. Those 2 Characters will be our key beat stick in the build forcing your opponents to use Blockers, or they will need a lot of counters to stop the attack.
Ramp
No doubt about these ramp cards, the more we ramp, the more DONs we can get and that also means, we can play our high cost as soon as possible to the field. OP05 Zorojuro works the best with ST10 Luffy as we only start with 3 Life cards, easily triggering this effect. The effect works when attacking, if you have 3 or less Life, add 1 DON as active. The only downside to Zoro is that he is a 4k beat stick, so if you are not attacking 4k or less Characters, you will need to give him a DON or 2 to hit the magic number. Although you could swing with Zoro just to get the ramp, but I think hitting the magic number will be better.
EB01 Bon Clay is to help with additional ramp, but can also be a decent beat stick if your opponent has an high power Character on the field. Bon Clay have 2 effects, the first effect works on play, add 1 DON as active. The second effect works when attacking, select 1 of your opponent's Characters. This Character base power becomes the same power as the select Character. So the more power your opponent has, the better Bon Clay could become a deadly beat stick.
I'm actually running Zala in the build in case you don't draw Zorojuro or Bon Clay who are your main ramp cards. Plus Zala has 2k counter, so we can use this card for defence if we've done all the ramping. Zala only works on play, you may trash 1 card from your hand to add 1 DON as rest. The trigger effect is optional as we won't gain anything from using the trigger effect except having a 4k beat stick on the field. The trigger effect is by returning 1 DON, play this card.
Power
Personally, Yasopp really helps this deck as we don't have to rely on Kid and WB to power up the Leader. Of course, if you have Kid on the field, then the other 2 power up cards would be really useful. Yasopp has 2 effects, the first effect works on play, 1 of your Leader gains 1k power until the end of your opponent's turn, making Luffy Leader 7k base power even if we don't draw Kid. The second effect works when attacking, you will need to attach a DON for the effect to work. Reduce 1 of your opponent's Characters power by 1k this turn. This will help you KO some Characters if their power are a bit higher than your Characters.
ST10 Kid is our main card we want to have on the field. It is the only card where the power boost can be consistent as the other 2 only works on play. 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. We only return 1 DON, but can easily get that back. But as you can see if we can get Kid on the field, playing other power bonus will make Luffy's Leader power even higher.
The last power boost is OP02 WB. He cost 9 to play, so if you play him at a wrong time, using most of your DONs will hurt. WB 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 cards to your hand with your own effect. This part of the effect doesn't matter as we are mainly aiming for the power up bonus. If you can combine this effect with Kid, your Leader will gain a grand total of 3k power in one turn. The second effect works when attacking, but you need to give 2 DONs to Whitebeard to work, KO up to 1 of your opponent's 3k power or less Characters.
Draw
The more draw we can get, the better to have more counters in our hand to protect Luffy Leader from attacks as we only got 3 Life cards to start with. ST18 Onami is a Blocker with an on play effect. The effect is if you have 8 or more DONs on your field, trash 1 card from your hand and draw 2 cards. The downside is that Onami is just a 2k Blocker whereas I am also running Queen in the build.
ST04 Queen is also a Blocker and used to be a great card until the meta has changed, and we become less reliant on Queen thanks to the new Straw Hat who has similar effect. The effect works on play, by returning 1 DON, draw 2 cards and trash 1 card from your hand. This is not bad as we would also have a 6k Blocker on the field to stop your opponent's attacks.
OP09 Luffy is not bad for a 9 drop, we can swing at your opponents straight away when we can play Luffy. The effect works on play, you may return 1 or more DONs on your field. Draw 1 card and this Character gains Rush this turn. We can return more than 1 DON if we need to, and it does not need to be just 1 DON. But this will depends if you've got Zorojuro on the field or not to increase the number of active DONs.
Giant is the only Event in the deck, and also has a very good effect. We can easily get 1 active DON thanks to Luffy's Leader effect. The counter effect is by returning 2 DONs from your field, you may trash 1 card from your hand, if your Leader is Straw Hat type, your Leader or 1 of your Character cards gains 4k power this battle. Then, draw 2 cards. So not only we get that 4k power bonus, but we can also filter out our hand to increase the number of counters we can get for the deck.
Straw Hat Supports
As for the Straw Hat supports, we've got these cards. I am not running a lot of Straw Hat as RP Luffy focus more on powering up the Leader rather than having type of Pirates in the build. OP01 Nami works on play, look at the top 5 cards of your deck, reveal 1 Straw Hat card other than Nami and add it to your hand. Then, place the rest at the bottom of your deck in any order.
ST18 Usohachi will need a lot of DONs if you want to use his effect, but I am mainly aiming for the 2k counter as this can make Luffy Leader an 8k power for that battle. The effect works on play, if you have 8 or more DONs on your field, rest 1 of your opponent's 5 cost or less Characters. This is great if you need to rest your opponent's Blockers so you could attack smoothly.
OP07 Sanji is mainly in the deck for the same reason as Usohachi, which is for the 2k counter. Although, I am running OP09 Luffy who could return more than 1 DON which lets you trigger Sanji's effect from your hand. If the number of DONs is at least 2 less than your opponent's field, reduce this cost by 3. This would allow us to play Sanji for 3 instead of paying the full 6 for a Blocker.
Nika Luffy is a card where it is mainly the last resort and you know you can finish off your opponents on the turn you play Nika Luffy. Nika Luffy have 2 effects, the first effect works on play, by returning 10 DONs, place all of your Characters except this card to the bottom of your deck in any order. Then, take an extra turn after this turn. This effect plays a key part of this card as if you failed to win after you took an extra turn, it will really hurt. The second effect is an activate main effect. Once per turn, by paying 1 DON, add 1 DON as active. This would allow us to constantly ramp if we need the ramping to make up for the on play effect.
Removal
I don't want to say this, but Beckman is your only removal in the build. Nika Luffy could be replaced with OP08 Rayleigh if you want more removal in the build and focus more on powering up the Leader. This way we wouldn't need to worry about your opponent's Characters on the field.
The effect works on play, trash 1 of your opponent's 6k power or less Characters. This effect being a trash effect makes this card really good as we can bypass prevent from KO abilities, or shut on KO effects, and we actually trash their Character and not KO them.
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