Monday, April 28, 2025

OP10 Blue (Nami) Deck Profile

Not a huge update for Nami Mill build, but I am glad that this self mill deck can still get some upgrade, considering Bandai is avoiding any cards that could make Nami mill deck OP until rotation arrives. Although most of the cards in the build will be the same as last build, maybe, just with some changes in the numbers.



OP10 Nami





How it Works?

As you know, Nami Mill is a defensive deck, we want to stall as long as possible, but also drawing or milling our deck, so we can reach to 0 as soon as possible. The more cards we draw, the better for the deck. Nearly all the Events in this build focus on mill or drawing cards. The only downside is that we don't really have any removals to stop your opponent's attacks. To fit removals, we may have to sacrifice some Events in this build, some of them are mainly for the trigger effects, so if they are ended up in our hand, we just discard them for other card's effects.


The Mill


The 2 mill cards for this deck. Unfortunately, we don't have much mill so these 2 cards will do for the build. Rubber Band of Doom is an Event Counter, the counter effect is your Leader or 1 of your Characters gains 2k power this battle. Then, you may trash the top card of you deck. The trigger effect is draw 1 card and you may trash the top card of your deck. Both effects will be very handy when we want to mill ourselves to win.

Giant Gavel is another very handy mill card we want to use. The counter effect is you may trash 1 card from your hand, 1 of your Leader gains 4k power this battle. Then, you may trash 2 cards from top of your deck. The trigger effect is kinda disappointing compare to Rubber Band, the effect is return one 4 cost or less Character to the owner's hand. Do note that Gavel only powers up your Leader, if your opponents decided to attack your Characters, we will need to use other cards.

The Draws


Another way to increase the chances of decking out will be our draw power cards. The more cards we draw, the sooner we can deck out. This is where these cards are very useful for the build. OP03 Kaya works on play, draw 2 cards and trash 2 cards. The thing with Kaya, we've only got few cards we could discard, but the rest of the cards will be very important. I guess it also depends on your hand size. If you have low hand size, then you kinda don't want to discard unless you know you can deck out.

Marguerite is a Blocker, so we have 2 Blockers in this build to stop your opponent's attacks and don't need to waste DONs to burn up all the Event Counters from our hand. The on play effect is draw a card. The only downside to Marguerite is that she has 0 counter, so if you draw her at the wrong time where you need counters, it can cost you the game.

OP10 Cavendish is the latest addition to the build. I personally think 2 is enough since we don't want to attack your opponent's Leader, and just focus on your opponent's Characters instead. The effect works when attacking, once per turn, draw 2 cards and trash 1 card from your hand. Another reason why I am only running 2 is that Cavendish doesn't have any counters which is bad when it comes to defensive plays.

White Snake is a 2 drop Event Counter, the counter effect is your Leader or 1 of your Characters gains 1k power until end of turn, and draw 1 card. The 1k bonus until end of turn will be very handy especially when your opponents have 5k beat stick on the field. They will need to use up a DON to hit some magic numbers against your Leader. The trigger effect is okay, look at the top 5 cards of your deck and place them on top or bottom of your deck in any order. I do prefer using the counter effect as every little draw will help in decking out and triggering Nami's win condition sooner.

Love Love Mellow is another 2 drop Event Counter, however, this card works best if your have low hand size. The counter effect is your Leader or 1 of your Characters gains 4k power this battle. Then, if you have 3 or less cards in your hand, draw 1 card. Well if you do end up drawing Mellow whilst you have big hand size, you might need to discard 1 of the copies in order to make use of some of your effects.

Sanji's Pilaf is basically the Pot of Greed of the deck. The main effect is draw 2 cards, and the trigger effect is just activate this card's main effect. To be honest, costing 3 to play Pilaf is a lot, and I really want to aim for the trigger effect instead, since we need to use every DONs we can for the Events.

The Searchers


Now for the searchers, we've got these cards. Still the same as previous version, so we could search out the main card we need to pop off deck thinning and make ourself deck out before your opponents can finish you off. OP09 Nami works when attacking, not an on play effect, look at top 5 cards of your deck, reveal 1 blue Event and add it to your hand. Then, place the rest at the bottom of your deck in any order. There's good and bad point about this card, not being a on play effect means we can constantly search for Events and add them to our hand. The downside is that if Nami is rested, she will be the attack target. I doubt your opponents will let you comfortably add Events to your hand each time Nami attacks.

Apis is still handy as we can search for some of the East Blue Events in the deck or even OP09 Nami to search for Events. The effect works on play, you may trash 2 cards from your hand to look at top 5 cards of your deck, reveal 1 East Blue card and add it to your hand. Then, place the rest at the bottom of your deck in any order. The downside is that we loses 2 cards just to get 1 card, but I guess we can fill in Mellow requirement easily.

Events


For the rest of the Events, we got these cards. 2 of the Events are mainly for the trigger effect, whilst the other 2 we can use both if we needed to. Rain is a 0 cost Event and all colours will have this effect. The counter effect is you may trash 1 card from your hand, your Leader or 1 of your Characters gains 3k power this battle. The trigger effect is return one 2 cost or less Characters to the owner's hand. This will help us recycle Kaya's effect and start using her on play effect to deck thin the deck.

Desert Spada is one of the cards where I am mainly aiming for the trigger effect over the counter effect. The counter effect can be handy to check what cards you could draw next, but I will definitely take the trigger effect for this kind of build. The counter effect is your Leader or 1 of your Characters gains 2k power this battle. Then, look at the top 3 cards of your deck and place them on top or bottom of the deck in any order. The trigger effect is draw 2 cards and trash 1 card from your hand. As you know, the more cards we can draw, the sooner we could deck out and win.

Impel Down All Stars is for the trigger effect, if you draw this card in your hand, the effect will be useless and will need to be treated as a discard fodder for your effects. The trigger effect is draw 2 cards. Just like Sanji's Pilaf, you will need to be lucky with this trigger effect, although Sanji's Pilaf can be played from your hand unlike All Stars.

Snake Dance can also be used as a discard fodder if you don't want to discard the other cards in your hand. But if you have Kaya in play, then Snake Dance will be needed to reuse Kaya's on play effect. The counter effect is your Leader or 1 of your Characters gains 4k power the battle. Then, return 1 of your Characters to your hand. The trigger effect is return 1 of your Characters to the owner's hand to return 1 of your opponent's 5 cost or less Characters to the owner's hand. This will definitely help to slow your opponent's attacks, as it is the only removal effect i the build.

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