The new purple DQ Pirates makes Doffy a little bit interesting to build. I wish we are not limited to 50 cards for this build because there are so many cards I want to add to this build. I have decided to keep Birdcage in the build, Birdcage can slow your opponents down, so the card is effective, but on the downside, it will affect our cards too. So it is up to you if you want Birdcage in the build or not.
OP10 Buggy |
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Leader Character (35) Event (13) Stage (2) |
How it Works?
I tried to cramp everything in one build, including as much cards as possible for the deck. Of course, there are some cards I want to add, but not enough room, maybe on the ramp side of thing. I know where are running Birdcage, but having ramps can increase the chances of playing our high cost Characters, as well as making use of some of the returning DONs effects, so Birdcage can last as long as possible on the field.
This is still a heavy Event build, but we've got Doffy Leader, OP04 Baby 5 and OP10 Corazon who can untap DONs, so we can actually use these 2 drop Events altogether during the battle. There are also plenty of searching to search for the cards you need especially if you can trigger OP05 Baby 5 and OP10 Sugar. Of course, if Birdcage is on the field, those effects will be useless, and we should focus on our high cost Characters.
Ramp
There are not much ramp card, well personally, we've are running Birdcage, and having ramp effect means, we can trigger Birdcage early, making your opponents avoid attacking with their low cost Characters. OP10 Baby 5 is a nice 3 drop we can use, but we do need to discard a card for the effect to work. The effect works on play, you may trash 1 card from your hand, if your Leader is DQ Pirates, add 1 DON as active.
OP10 Doffy is another high cost we can use so we don't have to rely on 10 drop Doffy, but what's more, OP10 version is great after we used Birdcage's effect to reduce the field. 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 is not hard to trigger as there are plenty of options to choose from in this build. The second effect works during your opponent's attacks, by resting 1 DON, add 1 DON as active. I don't think this is useful when we have 8 to 10 DONs, but if we used OP09 Sanji's effect, then this effect will be very handy.
Rest
Resting is important especially when we've got Birdcage in the build, forcing your opponents to rest their Characters so they cannot escape Birdcage. Sugar have 2 effects, the first effect works on your opponent's turn and once per turn. When your opponent's plays a Character, if your Leader is Donquixote Pirates type, rest 1 of your opponent's Characters. Then, rest this Character. What I like about this effect is that we can target your opponent's Characters who doesn't have summon sickness, so we could prevent that Character from attacking this turn. If they do attack first, then play a Character, we could rest that Character for next turn, either way, it will be a win win situation. The second effect works on play, rest 1 of your opponent's 4 cost or less Characters. If Birdcage is on the field, we would be able to prevent 2 of your opponent's Characters from being active.
OP09 Sanji is excellent for this build even though we only have Rush and a rest effect. The effect works on play, you may return 1 or more DONs on your field. This Character gains Rush and rest 1 of your opponent's 6 cost or less Characters. What I want is returning more than 1 DON so we can have Birdcage stay on the field for a long time, so your opponents won't be able to do much other than play high cost Characters to the field.
Beam Sword is very useful in this build, not only we can make Birdcage's effect last longer, but we can also rest any Characters we want. 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. The trigger effect is add 1 DON as active. This is just a ramp effect, but we mainly want Beam Sword's counter effect to reduce as much attacks as possible.
Prevention
There are only 2 cards that stopped what your opponents can do, one of them do stop our Characters too, but we have some cards in this build to play around Birdcage. 10 drop Doffy works on play, up to a total of 3 of your opponent's rested Leader and Characters will not become active in your opponent's next Refresh Phase. Not to mention we have Doffy Leader who can untap DONs allowing us to use our 2 drop Events from our hand, and don't need to worry about paying the full 10 DONs.
I am still running Birdcage because this card can still be very effective when it hits the field, and we've got 2 searchers who can search out Birdcage from the deck. Birdcage have 2 effects, the first effect only works if you have Doffy as the Leader. All 5 cost or less characters will not become active in both player's Refresh Phase. This will hurt ours too especially for resting effects, but at least this will slow down your opponent's attacks. The second effect works at the end of your turn, if you have 10 DON on your field, KO all rested 5 cost or less Characters. Then, trash this Stage. As we've got ramp in this build, we could easily increase the number of DONs to KO the rested Characters, or make Birdcage stay as long as possible, not triggering this effect.
Untapping
More cards have been added in the untapping department, but most of them will be untapping your DONs, so you could play your 2 drop Events from your hand rather than just relying on Doffy's Leader effect. OP04 Baby 5 is not as important anymore because of OP10 Corazon, if you can get OP10 Corazon, then we will be doing a lot of untapping combined with Doffy's Leader effect. However, OP04 Baby 5 can still be a great back up for this build as she only cost 1 to play compare to Corazon's 5. The effect works at the end of your turn. You may trash this Character to untap 2 DONs.
OP10 Corazon works better when we have more DONs on the field, otherwise, we could always aim for the on play effect. The on play effect is, you may trash 1 Event to draw 2 cards. There are plenty of Events we could try and discard and search out more Characters in the build. The second effect works at the end of your turn, if you have 7 or more DONs, untap 2 of your DONs. This combined with Doffy's Leader effect means we could untap 4 DONs per turn, make it 6 if you combined with OP04 Baby 5.
OP09 Doffy is pretty much the complete replacement of Diamantes as Diamantes needs to attach a DON to untap, whilst Doffy requirement is a lot easier to trigger. Doffy is a Blocker with an end of turn effect. If you have 2 or more rested Characters, untap this Character. 2 or more rested Characters shouldn't be too difficult to do so we could have a constant 6k beat stick as well as a 6k Blocker for defence.
I am only running 1 copy of Pink because of the lack of purple Events for this build. As you can see, most of the key Events I need are green, so we barely have any room to fit purple Events. The effect 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 would help us to reuse some cards like Beam Sword to rest more of your opponent's Characters.
Spiderweb is in the build because of Birdcage. If Birdcage wasn't in the build then I would take out Spiderweb, as this is the only card who can get around Birdcage requirements. The counter effect is your Leader or 1 of your Characters gains 4k power this battle. Then, untap 1 of your Character. This effect helps especially when our Characters need to rest to use their effects like Sugar and OP05 Baby 5. But that is only if Birdcage is on the field. The trigger effect is 1 of your Leader gains 2k power this turn. This will make Doffy Leader a 7k base power, forcing your opponents to gain more power if they want to hit your Leader.
Searchers
There are searchers in this build and 2 of the searchers have the exact same effect, just different colours, whilst the other only search for Characters which shouldn't be too much of a problem for this deck. Both OP05 Baby 5 and OP10 Sugar has an activate main effect which is 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. The only downside will be if Birdcage is on the field, these 2 searchers will become useless as we need to rest to search.
Off White is an Event who can only search for DQ Pirates Characters. The counter effect is your Leader or 1 of your Characters gains 4k power this battle. Then, look at the top 3 cards of your deck, reveal 1 DQ Pirates Character and add it to your hand. Then, place the rest at the bottom of your deck in any order. There are a large amount of Events in this build, so you might miss with the effect since top 3 cards is not a lot compare to top 5.
Events
Here we've got 2 more Events, and both being DQ Pirates cards means we can search them out from the deck easily. Because of Justice is a 0 cost Event which is useful if we have used up all the DONs for our 2 cost Events. The counter effect is you may trash 1 card in your hand, 1 of your Leader or Character gains 3k power this turn. The trigger effect is rest 1 of your opponent's 4 cost or less Characters.
God Thread is optional, I am only running God Thread because we can search it out from the deck. Otherwise I would much prefer Ragnarok in the build as Ragnarok can target higher cost. But it will depends on your personal preference to which cards you want to use. The effect is KO 1 of your opponent's 5 cost or less Characters. Then, add 1 DON as active. The extra ramp could be helpful, especially if we want to get the high cost going. The trigger effect is add 1 DON as active. This will also depends if you need the ramp or not, but we will be able to get the ramp effect from the main effect whilst KOing one of your opponent's Characters.
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