The ST21 deck will also have another red Luffy Leader, and there are some cards that will work with this Leader, but for now, I'm currently posting this deck with OP09 cards. I made this deck for the fun of it since this Luffy Leader was from one of the very first Starter deck. I have done purple Kaido Leader using OP08 set, so now it is ST01 Luffy turn.
OP09 Luffy |
---|
Leader Character (45) Event (5) |
How it Works?
As you can see, the main engine I am running is Red Haired Pirates from OP09 set, combined with a bit of old cards to make this deck work. The key to this deck is reducing your opponent's Characters power to KO them. There are plenty of power reducers in this build, so I wouldn't worry about high power Characters on the field. There are other cards you can run, but I have chosen these cards. You can play with some numbers depending on what you need. What I do like is that we can be aggressive, using Luffy's Leader effect to power up our Characters so they could hit some magic numbers.
Power Reducers
What this deck mainly has are plenty of power reducers to reduce your opponent's Characters power, so we can attack into those Characters, or KO them using effects. Building Snake has the same effect as promo Gordon and Raise Max. The effect is activate main, you may place this Character at the bottom of the owner's deck, reduce your opponent's Leader or 1 of your opponent's Characters by 3k this turn. We could attack with Snake, then use the effect if we could, but mostly, we want to use the effect before we play other cards.
OP01 Otama is another 1 drop power reducer we can use. Not as good as Snake, but we do have 2k counter for defence if needed. The effect works on play, reduce 1 of your opponent's Characters power by 2k this turn. 2k might not be a lot if you are planning to take out high power Characters, but combine with other cards, this can be deadly.
EB01 Chopper is actually the only card I used to fill up the 50 cards deck. I couldn't figure out which one to choose, but Chopper would be better for me personally as we can use Chopper for both attack and defend. As you know EB01 Chopper is a Blocker with a when attacking effect. You will need to attach 2 DONs for the effect to work, but we can give 1 rested DON to Chopper thanks to Luffy's Leader effect. The effect is reduce 1 of your opponent's Characters power by 3k this turn. So in total, Chopper will become a 6k beat stick with the ability to reduce 1 of your opponent's Characters by 3k and that is very useful if you are planning to take out your opponent's Characters.
OP09 Shanks is our main boss Character for this deck. We do have other high cost Characters, but getting OP09 Shanks on the field would help your other effects dramatically. Shanks has Rush with a continuous effect that reduces all of your opponent's Characters by 1k. If we can get multiple copies of OP09 Shanks, then we can reduce your opponent's attacks as much as possible.
Removals
As we are running power reducers, we might as well make the full use of these removals, so we don't have to waste our attacks on attacking rested Characters, and can focus more on attacking the Leader. OP03 Marco has 2 effects, the first effect works on play, but on your turn only. KO 1 of your opponent's 3k power or less Characters. You will need to rely on your power reducers if you want to KO 3k power or less Characters. The second effect is an on KO effect which lets you play Marco rested by trashing 1 Event from your hand. I guess this is the reason why the first effect is limited to your turn, otherwise, we could create some OP combos.
OP08 Rayleigh is not only a removal, but also a power reducer at the same time. Now combined with our other power reducers, we can hit the numbers we need to trigger Rayleigh's removal. 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. I guess it is also not the removal, but the power reducer last until the end of your opponent's turn, forcing them to use DONs if they want that Character to hit the number.
Beckman is a card I like very much to get around prevent from KO effects which red does a lot with these KO cards. The effect works on play, trash 1 of your opponent's 6k power or less Characters. Since the effect is trash and not KO, we can get around a lot of effects unless they mentioned removed from field. Beckman also have a 1k counter which is useful if you need to defend. I wouldn't worry too much about 7k base power as Luffy Leader can power up Beckman by using his effect.
The last removal is OP06 Shanks. OP06 version is more of a late game card which is why I prefer to have OP09 version of Shanks on the field before playing OP06 version. The effect works on play, KO 1 of your opponent's 10k power or less Characters. If we combined this with Building Snake, we could actually KO most of your opponent's Characters unless they can hit 14k power or more.
Power
There is one more card I am debating to run for this build which is OP02 WB who let us powers up the Leader. However, there would be a lot of high cost Characters, and since this is not a ramp deck, we won't be able to play those cards as soon as possible. Anyway, I decided to stick with these 2 cards. OP01 Sanji is mainly for the 2k counter more than using the effect, but can act as an extra attacker if needed. 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 maybe 8k if we combined this with Luffy's Leader effect.
Yasopp is very useful as we can strengthen our Leader base power until the end of your opponent's turn, giving us the time needed to get enough DONs to play our high cost Characters. 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's Leader a 6k base power. 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 shouldn't be difficult to do as Luffy Leader can attach rested DONs onto Yasopp to trigger the power reduction.
Rush
OP09 Shanks is not the only Rush Character in the build as I've also added these 2 cards to go for more aggressive approach. OP01 Zoro only has Rush ability, nothing else to expand whilst Roger has Rush with an addition effect. The effect is when your opponents activate a Blocker, if you or your opponent has 0 Life cards, you win the game. As long as 1 of us can get to 0 Life cards whilst Roger is on the field, as well as your opponents having multiple Blockers, we have a greater chance to win.
Other Supports
We don't only have RH Pirates support, but we also got prime Rayleigh. Aside from Uta who is our turn 1 searcher for RH Pirates, the other cards are optional and can easily be replaced with cards you would like. OP09 Uta works on play, look at top 5 cards of your deck, reveal 1 RH Pirates card and add it to your hand. Then, place the rest at the bottom of your deck in any order.
Limejuice would work the best with power reducers to maximize Limejuice's effect, rather than using him just as a 2k counter. The effect works on play, your opponent cannot activate 1 of their 4k power or less Blocker during this turn. 1 power reducer will help us prevent that Character from using the Blocker ability, so we can swing with ease. Although, it will depends on the type of decks you are playing against, as not all builds would run a lot of Blockers, making Limejuice mostly useless.
OP09 Rayleigh is a very situational card as it requires your opponents to have high power Characters to work. But he is a Blocker, so even if we can't use the effect, having a 6k Blocker to stop attacks is still good enough. The effect works on play effect, if your opponent has 2 or more Characters with 5k power or more, draw 2 cards and trash 1 card. A nice draw power card like ST04 Queen, but for this deck who mainly KO your opponent's Characters, we might struggle to use this effect.
Events
Most of these Events will need to activate during the main phase and not the counter step. Most of them are removal, since we want to reduce as much Characters your opponent has on the field as possible. 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.
OP05 Fire Fist is a power reducer if you only care about the first part of the effect, but if you care about the entire effect, then we would also get a removal like OP08 Rayleigh. The effect is reduce 1 of your opponent's Characters by 4k power. Then, if you have 2 or less Life cards, KO 1 of your opponent's 0 power or less Characters. The downside is getting 0 power, but we have plenty of cards who can reduce your opponent's power, so this should be too much of a problem. The trigger effect is activate this card's main effect.
I only running Jet Pistol as a 1 off, honestly, you don't have to run Jet Pistol as there are other cards you can choose from. The effect is KO 1 of your opponent's 6k power or less Characters. Just like Fire Fist, we've got plenty of power reducers for you to reach 6k power or less. The trigger effect is activate this card's main effect. If we combined this with OP09 Shanks, we could actually KO some of your opponent's high power Characters.
No comments:
Post a Comment