Friday, April 4, 2025

OP10 Purple (Foxy) Deck Profile

There's not much of an update for Foxy, literally, 1 new card from OP10 set that can fit in this build, and that is pretty much it. I haven't changed it much from OP09 build, so I will just copy and paste the information I've already wrote. Although I may have to take out some cards so we can fit that 1 new card from OP10 set to Foxy build, otherwise, we will be lacking the room to fit certain cards we need.



OP10 Foxy





How it Works?

The deck is still the same as last time, if you can get 3 or more Foxy Pirates, you can start spamming Foxy's Leader effect and freezing up to 2 of your opponent's cards. 2 might not be a lot, but it does reduce the number of attacks they can do making it easier to guard against. You will have a lot of ramp, most of the cards in this build is filled with ramp cards, so we wouldn't have too much of a problem in getting DONs, but some of the ramp effect, you do need less or equal than your opponent's DONs to work. So this would means, if you can get 3 Foxy Pirates on the field, we would need to spam Foxy's Leader effect, otherwise we would need to use OP09 Straw Hats to start returning certain amount of DONs.


Ramp


I may have got too much ramp cards in the build, but with this build, the more we ramp, the more Characters we can get to the field, especially when we need at least 3 Foxy Pirates in play. Gina is a 1 drop Character, but only works with a certain requirements. The effect works on play, if your Leader is Foxy Pirates type and the number of DONs on your field is equal or less than your opponents, add 1 DON as rest.

Next we have OP07 Chopper who is a Foxy Pirate Character and also a Blocker to block any attacks. The effect is technically the same as Gina without Foxy Pirates Leader requirement. The effect works on play, ithe number of DONs on your field is equal or less than your opponents, add 1 DON as rest.

Itomimizu is one of our key ramp cards, since most of the ramp cards in this build has on play effects. he effect is an activate main effect. Once per turn, if your Leader is Foxy Pirates type and you have no other Itomimizu on the field, add 1 DON as rest. You only need 1 Itomimizu on the field to get the ramp going and start playing our high cost Characters.

OP08 Maria plays a major role in this build, especially if we are returning DONs and playing DONs gain. Maria's effect is an activate main effect and the effect only works if you have no other Maria Characters in play. You can add up to 5 DONs as rest. Then, at the end of your turn, return DONs to the DON deck until you have the same number of DON as your opponents. Just like Itomimizu, if you can get Maria's effect going, we could return DONs until you have the same amount as your opponent is a major advantage to trigger cards like Gina and Chopper.

EB01 Bon Clay is one of the staple card for ramp decks, I don't really need to explain why this card is in the build. Bon Clay have two effects, the first effect works on play, add 1 DON as active. The second effect is where we can make Bon Clay a decent beat stick. When attacking, select 1 of your opponent's Characters. This Character base power will become the same as the selected Character power. 

I am also running Zala to increase the ramp, so we can play our high drop Characters, or more Foxy Pirates Characters to trigger Foxy's Leader effect. The effect works on play, you may trash 1 card from your hand to add 1 DON as rest. The trigger effect is optional, but if you want to trigger some of your ramp effects, then we need to use the trigger effect and ignore the on play effect. The trigger effect is by returning 1 DON, play this card.

OP05 Kid is a Blocker, but he is not too important since we've got other ramp cards, so you could replace him with Queen for extra draw power. Although, since we are returning DONs back to deck, Kid might come in handy. The effect works on your turn and once per turn, when a DON on your field is returned, add 1 DON as active. This is so we could reduce the amount of DONs we returned when we use Foxy's Leader effect.

Foxy Pirates Supports


Now for the rest of the Foxy Pirates stuff, we've got these cards, and if you include the Foxy Pirates ramp Characters, we have plenty to trigger Foxy's Leader effect. OP10 Foxy is the only latest edition to the build, and he is definitely useful. The effect is an activate main effect, you may trash this Character, if the number of DONs on your field is less than or equal to your opponents, draw 1 card. We can use Foxy's Leader effect before we use OP10 Foxy effect, so we won't lose our Characters, and we know we can get the draw power.

Porche is another key card and the only searcher for Foxy Pirates. Hopefully, they would give us a 1 drop searcher in future for this build, otherwise triggering Foxy's Leader effect would be down to getting Foxy Pirates Characters to the hand. The effect works on play, by returning 1 DON, look at the top 5 cards of your deck, reveal 1 Foxy Pirates among them and add it to your hand. Then, place the rest at the bottom of your deck in any order and play one 4k power or less purple Character from your hand. The best thing about the last effect is that it is not Foxy Pirates restricted, so we can play a lot of 4k or less Characters from our hand.

Pickles is to give protection to your Foxy Pirates Characters since we need at least 3 to trigger Foxy's Leader effect. The effect is if the number of DONs on your field is equal or less than your opponents, your Foxy Pirates type other than Pickles cannot be KO'd by effects. This shouldn't be too difficult to get less DONs than your opponent if we can use some of the cards who return DONs back to deck.

OP07 Foxy is another card we should have on the field as soon as possible. If your Leader is Foxy Pirates type, reduce all of your opponent's Characters power by 1k. So if we can play multiple Foxy on the field, your opponent's Characters power could lose more than 1k. The second effect is an activate main effect, once per turn, add 1 DON as rest. Another Character who can constantly let us ramp DONs as we need all the DONs we can.

Nine Tails Rush is more for a finisher move which is why I am only running 1 copy in the build. The effect is if the number of DONs on your field is equal or less than your opponents, set 1 Foxy card as active. Now this can be any Foxy card whether it is the Leader or the Character, but at least we can focus on finishing off your opponents with this card effect. The trigger effect is add 1 DON as active. Since I am only running 1 copy, you want this card in your hand more than triggering the trigger effect.

Rush


The two Rush Characters from OP09 set as well as we can return any amount of DONs back to deck, so we can trigger some of our ramp effects. OP09 Sanji 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. The best thing about this effect is that we can reduce a large amount of DONs if we actually ended up getting a lot of DONs than your opponents making your cards useless, and not just having Rush and resting ability.

OP09 Luffy is one of our main beat stick we can use as Sanji and Foxy are 7k beat stick which wouldn't force a lot of counters from your opponent's hand unlike Luffy. The effect works on play, you may return 1 or more DONs on your field. Draw 1 card and this Character gains Rush this turn. Just like Sanji, we can return more than 1 DON if we want to trigger some card's effects that needs less or equal number of DONs than your opponents.

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