Whilst the red side is lacking DQ Pirates card, we've got plenty of new DQ Pirates for the purple card pool, which also means Doffy can be updated. I feel like this deck is more of an Event deck, similar to Blue/Purple Crocodile where we have to play Events in order for the Leader to work, like Sugar. We can just focus on the few DQ Pirates cards we've got for purple, then run the rest of the build as Events as we've got plenty of strong Events from both red and purple.
OP10 Sugar |
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Leader Character (32) Event (18) |
How it Works?
For this deck, it is all about the Events. We need to use Event Counters during your opponent's turn, so we can get an extra DON from Sugar's Leader effect. The more DONs you can get, the higher the cost you can play, or more Events you can use in hand, especially when you can untap DONs using Sugar Leader or Corazon's effect. As this build is aimed toward more defensive style rather than attacking style build, you will need to leave DONs up if you want to use some Events during your opponent's turn, unless you can get your untapping effects going.
OP09 Shanks plays a major role in this build, as Shanks is great for defensive strategies, making the full use of some of our Event's effects such as Judgment of Hell or Red Hawk. That -1000k power to your opponent's Characters can really hurt their attacks, so they will definitely need DONs to boost their attacks, or they will struggle hitting your Leader.
Ramp
You don't want to run too much ramp in the build because of Sugar's Leader effect during your opponent's turn. But at the same time, we do need the early ramp so we can play our high cost Characters as soon as possible. OP10 Baby 5 is a nice 3 drop we can use, but we do need to discard a card for the effect to work, this shouldn't be too much of a problem. The effect works on play, you may trash 1 card from your hand, if your Leader is DQ Pirates, add 1 DON as active. She is optional in the deck as we've got plenty of ways to ramp anyway.
However, if you can't afford EB01 Bon Clay, then OP10 Baby 5 would be the best replacement, since we know Bon Clay price will not drop until the rotation kicks in. You will need to find another replacement for the 4 slot, but I guess you could also run OP05 Zala if you want another ramp. Anyway, 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's base power becomes the same power as the selected Character during this turn, making Bon Clay a decent beat stick if you want to attack with this card.
Lastly we've got OP10 Doffy. Now for the ramp effect only works during your opponent's turn. But I guess it is still a ramp so I've included him in this section. Doffy has 2 effects, the first effect works on play, by returning 1 DON, play one 5 cost or less DQ Pirates Character from your hand. This shouldn't be too difficult to trigger as the only one we can't play is Doffy who is a 8 drop Character, as well as Bon Clay and Shanks who are non DQ Pirates Character. The second effect works during your opponent's attacks, by resting 1 DON, add 1 DON as active. Sugar's Leader effect let you gain an extra DON when you used an Event, if we also add Doffy's effect, we could get 2 extra DONs in 1 turn to use during your opponent's turn.
Untapping
Both of these cards can be played for free using Doffy's effect, but their main role in the build is definitely untapping DONs, so we can use our Events during your opponent's turn. OP10 Pink works on play, by returning 1 DON, return one 5 cost or less purple Event from your trash to your hand. Then, untap 1 DON. This effect not only let us untap a DON, but we can bring back the purple Events we would need from the trash.
Now for Corazon, he also have 2 effects like Doffy, but what I am aiming for would be the second effect. The first effect works on play, you may trash 1 Event to draw 2 cards. This is definitely useful as I am running a large number of Events in the build, so we could filter the hand. The second effect works at the end of your turn, if you have 7 or more DONs, untap 2 of your DONs. This is where we need our ramp to come into play, the more DONs we ramp, the sooner we can use Corazon's second effect. Of course, you can wait until you get Doffy to play Corazon for free, and trigger the second effect instantly, since you would have 8 DONs by the time you play Doffy.
Power Reducers
As for the power reducers, we will need these cards to weaken your opponent's attacks. OP09 Shanks is the main card we need, and if you could play multiple Shanks, then your opponent's attacks would really be weakened. Shanks has Rush with a continuous effect that reduces all of your opponent's Characters by 1k. This is important as it will make a huge difference with some of the Events we are using.
Judgment of Hell is one of them that can work very well with Shanks. The counter effect is by return 1 DON, reduce up to a total of 2 of your opponent's Leader or Characters by 3k this turn. Now if you can get Shanks on the field as well as having at least 2 untap DONs, then the power can be reduced up to 4k. The only downside will be the Leader, since Shanks can only reduced Character's power. The trigger effect is if your opponent has 6 or more DONs, your opponent return 1 DON to their DON deck. The trigger effect is all about luck, since you might see this card when your opponent don't have 6 DONs, but reducing 1 DON can definitely slow your opponents down from playing higher cost Characters.
Another card that also works with Shanks's effect is Igloo. Igloo is also a DQ Pirates card, so searching this from the deck shouldn't be difficult. The counter effect is your Leader or 1 of your Characters gains 3k power this battle. Then, reduce your opponent's Leader or 1 of their Characters by 2k this turn. Just like Judgment of Hell, Igloo also works against your opponent's Leader, so we won't get the -3k to your opponents if we target your opponent's Leader. The trigger effect is your Leader or 1 of your Character gains 1k power this turn.
Removals
Unfortunately for this build, we may have to attack your opponent's Characters to reduce the number of attacks, since we can only get DONs during your opponent's turn. There are only 2 removals in the build and they are not at the maximum copies for the deck. Red Hawk is very good, especially if OP09 Shanks is on the field, since Shanks is one of our key cards we must have on the field to make some of the Events fully effective. he counter effect is your Leader or 1 of your Characters gains 4k power. Then, KO up to 1 of your opponent's 4k power or less Characters. If you could get multiple copies of Shanks on the field, then we could target higher power Characters, or you can combine this with your other Events to KO certain Characters on the field. The trigger effect is reduce your opponent's Leader or 1 of their Characters by 10k this turn.
God Thread is interesting, because if you ask me, I would rather choose Ragnarok or Ragnaraku for EN name. The only advantage for God Thread is that it is a DQ Pirates card, meaning we can search this out from deck if we want the removals. The effect is KO 1 of your opponent's 5 cost or less Characters. Then, add 1 DON as active. As we've got plenty of ramp, I don't think the last part of the effect is important unless you can't get the ramp going. The trigger effect is add 1 DON as active, but we really want the main effect more over the trigger effect.
Donquixote Pirates Supports
Now for the DQ Pirates supports we've got these cards. 2 of them are just searchers, whilst 1 of them only work if you have DQ Pirates Leader. OP10 Sugar has an activate main effect, by paying 1 DON and rest 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. This is one of those searchers where we need to rest and pay a DON, but they have changed the way they have written these.
Violet is just a Blocker, and Blocker means we can stall to get the key cards to the field. We do have an on KO effect which is by returning 1 DON, if your Leader is DQ Pirates, add 1 purple Event from the trash. Now unlike Pink who is restricted to 5 cost or less, we can add any Event as long as they are purple. But it is not like that matters too much since we are not running any higher than 5 for purple Events.
I do not forgive is just another DQ Pirates searcher, however you can also activate this during the counter step and not only the main phase. The effect is look at the top 3 cards of your deck, reveal 1 DQ Pirates card other than I do not forgive and add it to your hand. Then, place the rest at the bottom of your deck in any order. More searching to get the cards you need, but can also trigger Sugar's Leader effect at the same time.
Other Events
More Events we could use during your opponent's turn to stop your opponent's attacks. 2 of them are pretty old card too and will be out of rotation next year, unless they ignored starter deck cards. Blast Breath is a nice 1 drop Event we can use. The counter effect works by returning 1 DON, your Leader or 1 of your Characters gains 4k power for the turn. No trigger effect, but at least we don't need to wait for 2 or less Life cards to gain 4k power in total like Radical Beam.
You can run all Blast Breath if you want since we do have ramp, so returning DONs back to DON deck doesn't matter, but Radical Beam can be handy especially if you can hit the trigger effect. The counter effect is your Leader or 1 of your Characters gains 2k power this battle. Then, if you have 2 or less Life cards, that card gains another 2k power. This is why Blast Breath is better than Radical Beam. The trigger effect is your Leader or 1 of your Characters gains 1k power this turn. The trigger effect is what I do like over Blast Breath as we could strengthen our defences even more for a defensive build.
The last Event is Beam Sword. Now Beam Sword is very useful, although not the power wise, but we can at least stop 1 attack from hitting your cards. The counter effect is by returning 1 DON, your Leader or 1 of your Characters gains 2k power this battle. Then, rest 1 of your opponent's Characters. Not only our cards gains 2k power, but we can rest 1 of your opponent's Characters, so we won't need to worry too much about the number of attacks in a turn. The trigger effect is add 1 DON as active which I am not too bothered about for the trigger effect. The counter effect is what I am aiming for.
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