Its time to upgrade Shanks thanks to the cards from OP10 set. But those cards will literally work in any red builds, so I don't think it will be too surprising. There's not a huge change compare to the previous build, so I will mainly be copying and pasting the content I previous wrote. But it is not like I remembered what I actually add from OP09 version, since the builds will constantly change.
OP10 Shanks |
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Leader Character (46) Event (4) |
How it Works?
As you can see, this deck have become a bit more aggressive, whilst also having a few Blockers to stop your opponent's attacks. There are not a lot of removal this time even though we've got power reducers, so you will have to make with what you've got, and try to attack into those Characters if you are planning to reduce your opponent's boards. The style is pretty much similar to last time, if we can get OP09 Shanks on the field, we can weaken your opponent's attacks along with Shanks's Leader, stopping your opponent's attacks with ease on top of our Blockers.
Rush
Starting off with the Rush Characters, so we can be aggressive as soon as they hit the field. ST21 Luffy also has a when attacking effect where you can attach 1 rested DON to your Leader or 1 of your Characters. This will give your cards more power, especially when you have combined with your power reducers.
Another card that can also make use of rested DONs is Luffy's father, Dragon. Dragon's effect works on play, attach 2 rested DONs to your Leader or 1 of your Characters. Not as constant as Luffy, but the effect is still good enough to go for finish push for game.
OP09 Shanks not only has Rush but has an effect that is good for both attacking and defending. The effect is a continuous effect where we reduce all of your opponent's Characters power by 1k. Now having multiple of this on the field can be deadlier, especially with Shanks's Leader effect giving you options to weaken your opponent's attacks.
Power Reducer
Majority of the power reducing will come from OP09 Shanks, but OP09 Shanks cost 10 DONs to play, whereas these cards will be cheaper if you want the power reducing as soon as possible. OP01 Otama has a very simple effect, the effect works on play, reduce 1 of your opponent's Characters power by 2k this turn. A nice cheap cost to play if we want to get rid of your opponent's Characters.
Hongo has an activate main effect which I like over on play effects and it is pretty much the same as Otama's effect with some requirements. The effect is you may rest this Character, if your Leader is RH Pirates type, reduce 1 of your opponent's Characters power by 2k this turn.
OP08 Rayleigh will be deadly with your other power reducers especially when you also want the removal effect from Rayleigh. The effect works on play, select up to 2 of your opponent's Characters, reduce 1 of those Character power by 3k and the other by 2k until the end of your opponent's next turn. Then, KO 1 of your opponent's 3k power or less Characters. This effect last until the end of your opponent's turn, weaking your opponent's attacks combined with the other Shanks in this build.
Removal
Although, I guess if we combined Rayleigh, then we would have a large amount of removals we can use, since one of these removal only works when KO'd. Roux is a Blocker with an on KO effect, if your Leader is RH Pirates, KO 1 of your opponent's 6k base power or less Characters. Unfortunately, this won't work with our power reducers as we can only target base power.
Beckman being a RH Pirate means we can search him out with our searcher. The effect works on play, trash 1 of your opponent's 6k power or less Characters. The effect says trash which means we can get around effects that prevent from KO as well as preventing on KO effects.
Lastly I am running OP06 Shanks who is another beat stick, but the removal effect will require some set up if you want to KO any Characters. The effect works on play, KO 1 of your opponent's 10k power or less Characters. We can target high power Characters, but we will need cards like Hongo or OP09 Shanks on the field to work.
Red Haired Pirates Supports
I have still kept these 2 cards in the build. Although, it is up to you if you want to keep Uta or not because of lack of RH Pirates card in this deck, easily making you hit and miss with the search effect. The effect works on play, look at top 5 cards of your deck, reveal 1 RH Pirates card and add it to your hand. Then, place the rest at the bottom of your deck in any order.
Limejuice is a very situational card, but if you play him at the right time, it will hurt your opponents. The effect works on play, your opponent cannot activate 1 of their 4k power or less Blocker during this turn. 4k power or less doesn't sound a lot, but you have power reducers in the build, easily reducing those Blockers to trigger Limejuice's effect and preventing them from blocking.
Non Red Haired Pirates Supports
Now for the non RH Pirates cards, we've got these cards. 2 of them are mainly for power, whilst the other is very situational. OP10 Sanji makes a huge difference as we can make the deck aggressive. The first effect works during your turn, this Character gains 3k power, making Sanji a 6k beat stick. The second effect works on KO, draw 1 card.
OP10 Chopper is a nice power Blocker, and if you combined this with Shanks, we can actually make Chopper survive your opponent's attacks, but it will depend on what power they will be on. The effect works during your opponent's turn. This Character gains 2k power, making Chopper a 6k Blocker.
OP09 Rayleigh is a very situational card, but if you can pull the effect off then we will have some decent draw power. But you can take it out of the deck as we do have plenty of defensive cards to stop your opponent's attacks. The effect works on play, if your opponent has 2 or more Characters with 5k base power or more, draw 2 cards and trash 1 card. This card works best during mid to late game where your opponent will have 5k power or more Characters on the field.
Events
For the Events, I am mainly running these 2 for defensive approach as we have got plenty of attacking prowess. Bad Manners cost 0 to play, the counter effect is you may trash 1 card from your hand, 1 of your Leader or Characters gains 3k power this battle. The effect is very standard as all the colours will have this effect, it is only the trigger effect that is different. The trigger effect is reduce 1 of your opponent's Leader or Characters by 3k this turn. The trigger effect combined with Shanks's Leader effect means we can stop up to 2 of your opponent attacks if they don't have the DONs to power up their Characters.
Radical Beam works the best if you have low health, although for this deck which has plenty of defensive capabilities, might be difficult to do. 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. So in total, we could get 4k power for that battle. The trigger effect is your Leader or 1 of your Characters gains 1k power this turn. The trigger effect combined with Shanks Leader and OP09 Shanks can give you a nice defensive that makes your opponent's Characters can't hit your Leader.
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