Sunday, April 20, 2025

OP10 Red/Yellow (Betty) Deck Profile

More Revolutionary Army supports in OP10 for Betty deck, but in OP09, it was really pushing, trying to cramp everything in one build, now it is even harder with OP10 set. I do think, they focused too much on the yellow side, since we need some new one for the red side, so I can focus on Dragon or Sabo builds instead of just Betty build. To be honest, there's one card from EB02 set that would help Betty build even more, so when the set comes out, the deck might changed again to use the new card. I will be mainly copying and paste the contents I've written for the previous post as the core build will mainly be the same, just different numbers.



OP10 Betty





How it Works?

It is up to you if you want to run OP10 Inazuma or not in the build. On the bright side, this will be another beat stick especially combined with Betty's Leader effect. I am still focusing on all Character builds for this build, since we want to play as much Characters as possible, so we can focused on our attacks. Although, the timing of using Betty's Leader will be important as the main weakness is definitely hand size, your opponents can just focus on attacking your rested Characters, or removing them from the field, weakening the board presence. The Life area is also important because of these new yellow cards needing a total of 5 or less Life cards from both field, so we will have to attack your opponent's Leader and taking some hit to fit the requirements.


Power Reducers


This is the same as previous build where we have our power reducers to reduce your opponent's Characters as much as possible, whether to KO them with an effect, or attack into those Characters. Max has the same effect as promo Gordon. The effect is activate main, you may place this Character at the bottom of the owner's deck, reduce your opponent's Leader or 1 of your opponent's Characters by 3k this turn. We could power up Max, use this card to attack, then return Max to the deck to reduce 1 of your opponent's power, so we won't need to worry about Max getting remove.

OP05 Koala has a 2k counter, so even if you don't play her, the 2k counter will be very useful to protect your cards. The effect works on play, if your Leader has RA type, reduce your opponent's Leader or 1 of your opponent's Characters by 3k this turn. This has the exact same amount as Max, so we could take out your opponent's Characters if we need to attack into those cards.

OP05 Karasu is our main card of the deck, we do need this card on the field to make our attacks more effect. Karasu have 2 effects, the first effect works on play, if your Leader has RA type, reduce your opponent's Leader or 1 of your opponent's Characters by 1k this turn. 1k may not be a lot, but when you add power to your cards, then it can make a huge difference. The second effect works when attack, if this Character has 7k power or more, reduce your opponent's Leader or 1 of your opponent's Characters by 1k this turn. The second effect is the main effect I am after as if you got multiple Karasu in play, you could reduce your opponent's Leader power by 2k, and if they don't have Blockers, they will need to use a lot of counters.

Removals


Removals is the same as last time, but to be honest, it is only these 2 cards that are removal for RA engine. This way, we won't be forced to attack your opponent's Characters all the time, and can focus on your opponent's Leader. OP05 Kuma works on play, KO 1 of your opponent's Characters with 2k power or less. 2k power is very low, but we do have Max and Koala who could reduce your opponent's Characters by 3k. The trigger effect is if your Leader is multicoloured, play this card.

OP05 Lindbergh is a great removal as the effect is not an on play effect. The effect works when attacking, if this Character has 7k power or more, KO 1 of your opponent's Characters with 3k power or less. 3k power is a bit better as we could target an higher power Character with our power reducers. The trigger effect is you may trash 1 card from your hand, if your Leader is multicoloured, play this card. Unfortunately, we will be trashing cards from our hand if we want to fill up the field.

Free Play


These cards will let us play RA Characters for free, so we could save up the DONs to power up the Characters or Leader. OP05 Ivankov is an activate main effect, if this Character has 7k power or more, play 1 RA type Character with 5k power or less other than Ivankov from your hand. The downside is that we won't be able to play some of them, but on the bright side, Ivankov also works with DONs power rather than just Betty's Leader effect. So if you hard played Ivankov, if you have enough DONs, then we can give them to Ivankov and trigger the effect to play another Character from hand, and use Betty's Leader effect to power up other Characters who can attack.

OP06 Ivankov cost 5 to play but this shouldn't be too much of a problem. This is different from OP05 ver as we get to play Characters from the deck instead of using the hand. This is way better as we won't need to worry about reducing hand size to play Characters. The effect works on play, look at the top 3 cards of your deck, play 1 RA type Character with 5k power or less. Then place the rest at the bottom of your deck in any order. The funny thing is that we can also play OP05 Ivankov, and use OP05 ver effect to play another Character from hand, filling up the field in one go.

OP09 Koala is a Blocker, and having Blockers in the build will be the only way to stop your opponent's attacks completely, rather than using multiple counters. Although I am not a big fan of Koala's effect as we kinda need the Life area. The effect works on play, you may add the top or bottom Life card to your hand to play one 4 cost or less RA from your hand. If you do, draw 1 card. Technically Koala is a card where we could increase our hand size, as we could gain 2 cards whilst playing a 4 cost or less Character to the field, increasing the number of attacks.

Rush


The only difference is that I switched Banish Inazuma for Rush Inazuma to make this build more aggressive, since we want to win before our board get wiped and having low hand size. OP05 Inazuma will need a Character with 7k power or more other than this Character in order to gain Rush. This is very easy to do thanks to Betty's Leader effect.

Dragon is mainly as a back up for this deck, since most of the cards in here have low power base, which means your opponent can easily clear your board with their high beat stick Characters, whilst if we have Dragon on the field, this would make it a bit harder for your opponents to KO the Character. Dragon has Rush with an on play effect, attach up to 2 rested DONs to your Leader or 1 of your Characters. This effect will help us also trigger the 7k power requirements on some Characters if needed.

Revolutionary Army Supports


Most of these RA support do have trigger effects, and their trigger effect are the same, only the main effect is different. OP05 Betty is the standard RA searcher for this deck. The effect works on play, look at top 5 cards of your deck, reveal 1 RA card other than Betty, add it to your hand. Then, place the rest at the bottom of your deck in any order. What I also like about this searcher is that she can be powered up with the Leader's effect, making Betty a 5k beat stick to swing at your opponent's Leader.

OP09 Karasu is a Blocker, the second Blocker for the deck. The trigger effect is if your Leader is RA type and you and your opponent have a total of 5 or less Life cards. Play this card. This will mean we do need to attack your opponents to reduce their Life cards as long as possible down to 2, so we can trigger this effect.

OP09 Kuma is just a vanilla, a vanilla with a 2k counter, so he will be important in your hand to stop your opponent's attacks. The trigger effect is the same as OP09 Karasu, if your Leader is RA type and you and your opponent have a total of 5 or less Life cards. Play this card. This would depend on if you need Characters or not, if not Kuma's 2k counter will be handy.

OP10 Inazuma only works if you attach a DON onto this Character. The effect works when attacking, rest 1 of your opponent's Character with a cost equal or less than number of Life cards on the field. Inazuma is very strong during the early turns, because we won't be reducing your opponent's Life cards that early, but during mid to late game, the effect becomes less effective. But this will be one of our key card to take out your opponent's Characters before they take out ours. The trigger effect is the same as OP09 Karasu and Kuma, if your Leader is RA type and you and your opponent have a total of 5 or less Life cards. Play this card.

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