Thursday, April 3, 2025

OP10 Green/Purple (Lim) Deck Profile

OP10 supports for Odyssey build definitely made some difference since OP09 was lacking some of the cards we want for the build. Just like the previous build, we will only be splashing a bit of purple to the deck, since the Odyssey cards are mainly on the green side. But during the early game, the deck will start out slow since you need 3 DONs to do something, but once you can get Characters on the field, the deck will pop off easily.



OP10 Lim





How it Works?

There are no ramp cards in this build as we want to spam Lim's Leader effect to play our 5 cost or less Odyssey Characters for free whilst gaining an extra DON. I tried running OP06 Zoro, but I ended up not using that card even if it ended up in my hand. I rather play Kid or Adio to strengthen our defences. Kid will let us also play low cost Characters for free, filling up the field, whilst also setting up Odyssey's effects as they mostly need at least 2 or more rested Characters to work.

What we do need to do is attacking your opponent's Characters. The one major drawback with this build is playing Characters as rest, giving your opponent chances to attack our rested Characters. But if we can get rid of your opponent's Characters before they can attack, we can gain an advantage. But if we can't, then this deck actually struggles as we would be forced to use our hand to protect our rested Characters, so we could have a Character to attack during the next turn.


Untapping


As you know, Lim's Leader forces us to play Characters at rest, and this is bad because our opponents can attack our rested Characters, preventing us from attacking next turn. However, we do have plenty of cards that can untap Characters except OP09 Adio. OP10 Lim is pretty much your turn 1 play, since we won't be able to play anything until we get 3 DONs without our 1 drop. Lim come with 2 effects, the first works once per turn, when this Character would be removed from your field by your opponent's effect, you may rest 1 of your Odyssey Characters instead. What we do want is the second effect that works at the end of your turn, untap 1 of your Odyssey Characters. This is why we need to play her turn 1 to make our Characters untap, especially if we go first, going second might not be ideal since your opponents can just attack our 0 power Character.

I am also running OP09 Lim because she is the main searcher for Odyssey cards. Just like OP10 version, we've got 2 effects. he first effect works on play, look at top 5 cards of your deck, reveal 1 Odyssey card other than Lim and add it to your hand. Then, place the rest at the bottom of your deck in any order. The second effect works at the end of your turn, if you have 3 or more rested Characters, untap this card. Unfortunately, the untap part is not as good as OP10 counterpart who can untap any of your Odyssey Characters, plus you need minimum of 3 rested Characters to work.

OP09 Doffy is just a Blocker with an effect that works at the end of your turn, if you have 2 or more rested Characters, untap this card. The good thing is that we can attack with Doffy and have Blocker set up during your opponent's turn. A nice attack and defend card.

Otherwise we would need to rely on OP10 Mihawk when it comes to untapping Characters. But this effect only works once unlike OP10 Lim who works as long as she is on the field. The effect works on play, if you have 2 or more rested Characters, untap 1 of your rested 5 cost or less Odyssey Characters. You shouldn't have too much of a trouble since we are mainly running 5 drops for Odyssey stuff.

OP09 Adio is one of our key cards. If you can get him on the field, it will make a huge difference which is why I play Adio over Zoro when it comes to 9 drop choices. Adio has 2 effects, the first effect is if your Leader is Odyssey type, untap up to 3 of your DONs. This is useful as we can use those DONs to play a Odyssey Character using Lim's Leader effect. The second effect works when your opponent's attacks, once per turn, you may rest 1 of your DON, 1 of your Leader or Character cards gains 2k power for that battle. Unfortunately, the power bonus only last for the battle, but it is still better than using 1 of the counters in your hand.

Resting


For the rest effects, we have some slight changes, before I was using Luffy, and now, I am using ST18 Usohachi, because I am running OP01 Kid in the build, and Kid will let us play Usohachi for free. Both cards have 2k counters, so they will be good for defending. Usohachi works on play, if you have 8 or more DONs on your field, rest 1 of your opponent's 5 cost or less Characters. This is not difficult to do because we've got Lim's Leader as our main ramp card to fill up the DONs once per turn.

OP09 Ace is only a 5k beat stick compare to the other 5 drop, but then it make sense considering we've got 2k counter on the card. The effect works on play, if you have 2 or more rested Characters, rest 1 of opponent's 5 cost or less Characters. This is pretty much the same as Usohachi when it comes to resting 5 cost or less Characters, except 1 needs the ramp, and the other needs the Characters to work.

Draw


We have to 5 drops who can give us draw power. You can also run OP09 Usopp, but I took him out since we are lacking room to fit all the Odyssey cards in the build. OP10 Enel works on play, if you have 2 or more rested Characters, draw 3 cards and trash 2 cards from hand. In the end, you only gain 1 card in your hand, but drawing 3 gives you more options than 2, but you do need to discard 2 cards. Also Enel is a 6k base power Character which is a bit harder to hit over Usopp 5k power.

OP09 Sabo is a Character I would love having on the field as long as possible as he is our main draw power compare to Enel. The effect works when attacking, once per turn, if you have 3 or more rested Characters, draw 1 card. Yes you do need 3 or more rested Characters to work, but if you can get another Sabo on the field, you could gain 2 cards per turn whilst having 6k beat sticks.

Removals


The one thing this deck definitely need is removals, otherwise your opponents can attack your rested Characters easily. OP10 Whitebeard works on play, if you have 2 or more rested Characters, rest 1 of your opponent's 5 cost or less Characters. Then, KO 1 of your opponent's 3 cost or less Characters. The best thing about WB is that he is another rest card, so we can attack your opponent's Characters. If you can KO 1 of your opponent's Characters, that would be even better to reduce the amount of Characters they have on the field.

I actually didn't think about running OP09 Akainu in the build, because he is a 6 drop which means, we won't be able to play him using Lim's Leader effect, and would have to hard play him for 6. However, I would want more removals in the build which is why I've decided to add Akainu to the build to make a difference. The effect works on play, if you have 2 or more rested Characters, KO 1 of your opponent's 5 cost or less Characters.

Other Supports


I don't know how to group these, so I will just put other supports. Aside from OP10 Nami, you can change the other 2 cards if you don't like them in the build. OP10 Nami works on play, if you have 2 or more rested Odyssey Characters, 1 of your opponent's DON cannot be untap in your opponent's next Refresh Phase. We shouldn't have too much of a problem with this build, considering most of our Characters are Odyssey Characters, and freezing 1 DON could prevent their big drops or play more cards.

OP01 Kid is in this build to provide extra defence. We can easily rest Kid thanks to Lim's Leader effect, but you will need to attach a DON to Kid for the first effect to work. The first effect works during your opponent turn, if this Character is rested, your opponent cannot attack any other cards other than Kid. If you can make Kid stay as long as possible on the field, your other Characters would get a chance to attack on their next turn. 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 is just in case you need to increase the field because your opponents keep wiping your Characters. We won't be able to use this effect on the same turn he is played, but we could wait until next turn or turn after.

Blast Breath is in the deck to help us provides more counter power, since we need to protect some of our Characters from getting KO'd, so we can trigger some of the effects. The counter effect works by returning 1 DON, your Leader or 1 of your Characters gains 4k power for the turn. Returning 1 DON doesn't hurt too much since we can get the ramp again, but you do need to make sure you have an untap DON to use.















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