Personally, Red/Green Smoker will get even better in OP11 set because of the new red Navy cards that can go very well with this build. The deck is decent, but I would definitely prefer OP11 build when the set hit in English. We do have plenty of protection thanks to the green cards, and the extra power bonus to protect against power removals.
Smoker | Smoker Donquixote |
---|---|
Leader Character (46) Event (4) | Leader Character (45) Event (5) |
How it Works?
To be honest, there's actually one more build you can try and use which is the Straw Hat engine, using a bit of Straw Hat FILM cards in the build. Although, it will be similar to these builds as we want some of the key cards for Punk Hazard, since Smoker Leader can power up our Punk Hazard Characters, making those Characters harder to hit during your opponent's turn.
As you can see both build has different style, but similar concept in using the Punk Hazard engine. We do however need to play a 7k power or more Character in order to untap DONs, so we could use Igloo or play more cards, depending on the number of DONs you have in the build. I would say Smoker will have the removals, so you won't need to worry about attacking your opponent's Characters, but Smoker Donquixote has more searchers, and mainly focus around OP01 Kid to strengthen your defences.
The one thing you need to make sure of is not use OP10 Smoker and OP04 Baby 5 together when it comes to untapping DONs as OP10 Smoker will turn off Baby 5's effect, making her useless. You can use the Leader with Smoker, so you can get 3 extra DONs to use in a turn. This build has more untapping DONs, so you won't need to worry about using up all your DONs when you play a high cost Character to the field. However, you can reduce 1 Igloo if you want to add 1 more Rayleigh, since this build doesn't have removals compare to the other build.
Power Reducers
Both builds will have some sort of power reducers, it will just depends on which decks will have more compare to the others, as both builds have different style. OP01 Otama is pretty standard for power reducers. The effect works on play, reduce 1 of your opponent's Characters power by 2k this turn. Hopefully, we could get the numbers we need to remove them.
OP10 Monet being a Donquixote Pirate card is very useful for our Donquixote Pirates engine build, as we could search her out from the deck. Although she isn't as important compare to Caesar build, but the effect can come in handy. The effect is an activate main effect, you may rest this Character to attach up to 2 rested DONs to your Leader or 1 of your Characters. Then, reduce 1 of your opponent's Characters power by 1k this turn.
OP08 Rayleigh is very good for both builds, his effect combined with your other cards make the combo very deadly, especially with cards like Igloo. 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 the power reducing effect last until the end of your opponent's turn, we could make use of cards that take advantage of low power.
Igloo is one of the cards who can make use of Rayleigh's effect. Smoker Leader can untap DONs, so we could play Igloo for 2 easily. The counter effect is your Leader or 1 of your Characters gains 3k power this battle. Then, reduce 1 of your opponent's Leader or Characters by 2k this turn. This combined with Rayleigh's effect, will be able to weaken some of your opponent's attacks, providing a good defence without using much of the counters. The trigger effect is your Leader or 1 of your Character gains 1k power this turn.
Removals
Only one of the builds will get to access the removal cards, the other will have to focus on Rayleigh alone. Beckman is great in Smoker build because he is a 7k base power, triggering Smoker Leader untapping effect, as well as having a removal effect. The effect works on play, trash 1 of your opponent's 6k power or less Characters. Having an effect that says trash instead of KO can get around some effects that prevents can't be KO'd by effect, which is very useful.
Mole Pistol is from the ST21 starter deck, and I think it is very handy with these kind of build. The effect is reduce 1 of your opponent's Characters power by 5k this turn. Then, if you have a Character with 6k power or more, KO 1 of your opponent's 2k power or less Characters. This shouldn't be difficult to use since we do need 7k power on the field to trigger some effects. The trigger effect is activate this card's main effect.
Prevention
One of the builds can gain access to all 4 of these cards whilst the other only uses 3 of these cards. These cards prevents your opponent from doing what they want, especially when you can get some of these on the field at once. OP05 Corazon is a Blocker with an effect that works during your opponent's turn. If your rested Characters would be KO'd, you may trash this Character instead. Now this is important because we are also running OP10 Tashigi.
OP10 Tashigi and OP04 Corazon provides protection for each other if you can get both of them at once. The only downside is that Tashigi only protects green Characters, which one of the builds mainly run red base, making Tashigi's effect harder to trigger. The effect is if you have a green Character other than Tashigi is removed from your field by your opponent's effects, you may rest this Character instead. Thanks to this effect, we won't have to worry about other effects that could remove your Characters, as Corazon can protect against KO'd whilst Tashigi protect against other removal effects.
OP01 Kid is quite useful, especially when we can also untap DONs on our turn, so playing and using Kid's effect doesn't hurt as much compare to the other builds. Kid has 2 effects, the first effect will require you to attach a DON for the effect to work. The effect works during your opponent turn, if this Character is rested, your opponent cannot attack any other cards other than Kid. If we combine with power reducers like Rayleigh, it will make it really difficult for your opponents to KO Kid, especially if you also have Tashigi and Corazon on the field. The second effect is an activate main effect, you may rest this Character to play one 3 cost or less Character from your hand. This will let you play Tashigi or Corazon for free whilst also triggering the first effect to redirect the attacks to Kid, so you would have plenty of protection.
OP04 Doffy is mainly a mid to late game card which is why I am not running many copies in the build. If you can pull the effect off, then great, you might have a chance to turn the table around, as this effect is mainly to stall for time to get the right set up. The effect works on play, up to total of 3 of your opponent's rested Leader or Characters cannot become active during your opponent's next Refresh Phase.
Rush
One thing I can say is that Shanks is optional, you can just run Hody in the build alone since Hody is cheaper to play, and since Hody is also 8k base power, you can untap 2 DONs with Smoker's Leader effect, giving you 5 DONs to work with compare to Shanks who will only give you 2 DONs to work with. The effect works on play, rest up to total of 2 of your opponent's Characters or DONs. Then, the top of your Life cards to your hand.
OP09 Shanks is another card that has Rush, but what I am aiming for is the continuous effect. The effect is reduce all of your opponent's Characters power by 1k. Now thanks to Smoker Leader powering up Punk Hazard Characters by 1k, we can also make Shanks weaken your opponent's Characters power by 1k, so if they want to attack our Punk Hazard Characters, they would need more power.
Punk Hazard Supports
Both decks, along with Tashigi makes up the Punk Hazard engine, which is a must have for now if you are building a Smoker build using OP10 build. You can wait until OP11 where we can get red Navy cards, and the deck build will change. OP10 Vergo works on play, look at the top 5 cards of your deck other than Vergo and add it to your hand. Then, place the rest at the bottom of your deck in any order. Vergo is also a Donquixote Pirate, so you can use OP05 Baby 5 to search him out from deck, then play Vergo to search for a Punk Hazard card.
Now we move onto OP10 Sanji who is our beat stick, but in order to reach 7k base power, we will need to give Sanji a DON to gain that extra power. The first effect works during your turn, this Character gains 3k power, making Sanji a 6k beat stick, but give him a DON, and you will be able to trigger Smoker's Leader effect to untap 2 DONs. The second effect works on KO, draw 1 card, so it won't be a huge lost if Sanji is KO'd, as you can draw an extra card.
OP10 Chopper with Smoker's Leader power up effect works wonder. As you know Chopper is a Blocker with an effect that works during your opponent's turn. This Character gains 2k power, making Chopper a 6k Blocker. Combine this with Smoker's power bonus, since Chopper is a Punk Hazard Character, you can get a 7k Blocker which is not bad for a 4 drop, we would be able to stop an attack pretty easily.
Lastly we've got the main card of the deck, Smoker. Smoker has the Banish keyword, and this can put pressure against your opponents especially if they are a trigger deck. The effect is an activate main, untap 1 of your DON. Then, you cannot untap DON with Character's effect this turn. Unfortunately, this effect puts a lot of restrictions, so you won't be able to use Smoker in a lot of builds, unless you don't mind having the restrictions and run untap cards in the same build, like the Donquixote build.
DQ Pirates Support
The DQ (not as in disqualified) engine is very simple as we've got these cards, since we are running plenty of DQ Pirates, so we can make use of these cards. OP04 Baby 5 works at the end of your turn, so you can use Smoker's Leader effect without worrying about leaving 2 untap DONs to use Igloo. The effect is you may trash this Character to untap 2 DONs.
OP05 Baby 5 is just a searcher to search out for DQ Pirates cards, and with a deck filled with plenty of DQ Pirates, we shouldn't have difficulties in getting those cards to our hand. The effect is an activate main effect, by paying 1 DON and resting this Character, look at the top 5 cards of your deck, reveal 1 DQ Pirates card and add it to your hand. Then, place the rest at the bottom of your deck in any order.
Because of Justice is a 0 Event Counter card where the counter effect is very standard and all colours will have this effect. The counter effect is you may trash 1 card in your hand, your Leader or 1 of your Character gains 3k power this turn. Being a DQ Pirate card means we can search it out with Baby 5's effect. The trigger effect is rest 1 of your opponent's 4 cost or less Characters.
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