As you know, Enel took some major hit by the One Piece Ban List, but luckily, we have some cards that could make use of Enel's effect, still helping you get 1 or less Life without the need of your opponents to attack your Leader. Personally, I would wait for EB02 and OP11 for some better support for this deck, but if you want to play the build now, I have mixed some yellow Supernovas stuff for Enel, otherwise it will be a post ban list build rather than OP10 build.
OP10 Enel |
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Leader Character (41) Event (9) |
How it Works?
It was quite hard taking out some of the cards to fit the Supernova engine, so instead, I've only added 2 cards in this build, and wait for EB02 build, to change the deck again. This build is the same as last time where we focus on reducing our Life cards so we can trigger cards like Enel, Yamato and Ace to perform Life gain, making your opponent needing more attacks. X Drake is kinda useful, not only because of the rest effect, but he also have 2k counter which is good for this kind of build where we need counter power if we have low health.
I've added plenty of removals in this build, so you shouldn't have any trouble of taking out your opponent Characters, unless they have protection from effects. I guess the only difficulty will be high cost Characters, but we do have some power cards for those.
Life Gain
These cards have the best shot of increasing your Life cards, especially when you are down to 1 or less Life cards. EB01 Shirahoshi is a 2 drop Blocker which is very useful in this build in stopping your opponent's attacks. The effect is when this card is KO'd by your opponent's effects, you may add the top card of your deck to top of your Life area. Unfortunately, we need Shirahoshi to get KO'd by an effect to trigger this, but at least we could reduce your opponent's choices in KOing the Characters on the field.
OP04 Yamato works the best if we have 1 or less Life cards which is easy to do in this build. The effect works on play, KO 1 of your opponent's Characters with a cost equal or less than the total Life on both player's field. Then, if you have 1 or less Life, add the top card of your deck to top of your Life. You can also KO Characters if you play Yamato early, but we mainly want the Life gain ability.
OP07 Ace doesn't care what Life we are on to gain a Life unlike Yamato, but if you want to trigger the full effect, then we do need to worry about the number of cards in the Life area. The effect works on play, add the top card of your deck to top of your Life. Then, if you have 2 or less Life, this Character gains Rush. The Rush ability will be very handy as we could attack straight away either targeting your opponent's rested Characters, or your opponent's Leader.
Removals
It doesn't seem to look like we have a lot of removals in this build, but I haven't included the Events. The removals are pretty straight forward, first we talk about OP08 Nami. Nami works best with Trigger cards, and this build have plenty of trigger cards we can feed for Nami's effect. The effect works on play, you may trash 1 card with trigger from your hand to KO 1 of your opponent's 5 cost or less Characters. Then, if you have 3 or less cards in your hand, draw 1 card. The trigger effect is just activate this card's on play effect.
Gedatsu is pretty good as he is also a 6k beat stick for 5 drop unlike Nami who only has 5k power for a 5 drop. However, the effect is more of an early game rather than late game. The effect works on play, KO 1 of your opponent's Characters with cost equal to or less than the number of Life cards in your opponent's Life area.
OP03 Katakuri can be both Life gain and removal at the same time depending on what you need. The effect works on play, add one 8 cost or less Character to the top or bottom of the owner's Life area face up. You either try and get rid of your opponent's Characters, or you could put cards like Nami to trigger the trigger effect.
Trigger Characters
These are the cards where we aim for the trigger effects, otherwise they will be a discard fodder for Nami's effect. OP04 Bege is a vanilla with a trigger effect, 1 of your opponent's Leader or Characters cannot attack during this turn. So if you can see Bege, and the timing is right, you can stop 1 of your opponent's attacks, acting like a Blocker. Otherwise, he will just be a 2k counter in your hand.
OP07 Franky will be easier to trigger in this build as we focus on getting low health to trigger Enel's effect. The trigger effect is draw 1 card. Then, if you have 1 or less Life cards, play this card. The nice thing about this effect is that we can still draw a card even if we don't have 1 or less Life.
OP03 Shirahoshi is another draw power card, but unlike Franky, we don't need low health to work. The effect works on play, draw 3 cards and trash 2 cards from your hand. The trigger effect is play this card. I personally wouldn't hard play OP03 Shirahoshi unless you really need the draw power, since she cost 5 to play, and with that kind of cost, you can play other cards in this build.
Other Supports
We've got more 2k counters for this build, and one of them is EB01 Flampe, Drake add the nice addition to the build. Flampe works on play, you may add the top or bottom card of your Life area to your hand to draw 1 card. So you will technically be getting 2 cards with this effect.
OP10 Drake has an activate main which lets you rest your opponent's Characters so helps you to bypass Blockers that could stop your attacks. The effect is, you may rest this Character, if your Life cards is equal or less than your opponent's Life cards, rest 1 of your opponent's 4 cost or less Characters. We shouldn't have much difficulty in triggering this effect as long as we can get ways to reduce our Life area.
Events
As Kingdom Come got banned, I have to find some replacement for that card. Of course, I'll be waiting for OP11 for that since one of the yellow Event is amazing and will be one of the staple cards. Who Should Disappear is a 0 cost Event. The counter effect is 1 of your Leader or Character gains 3k power this battle. Only the trigger effect is different than any other colours. The trigger effect is if you have 0 Life card, you may add the top card of your deck to top of your Life. Then, trash 1 card from your hand. What I like about this effect is that it works extremely well with Enel Leader as we could use this trigger effect first, so it will make your opponents needing more attacks to break through the Life area.
Thunder Bolt is a card who we can reduce our Life area just like Flampe since we can't rely on Kingdom Come anymore. The effect is you may trash the top or bottom of your Life cards to KO 1 of your opponent's 5 cost or less Characters. It is not bad for a 2 drop, especially if you need the removal. The trigger effect is pretty much the same as the main effect, but you won't need to trash any Life cards. KO 1 of your opponent's 5 cost or less Characters. So if you see Thunder Bolt in your Life area, this would be very helpful.
Damned Punk is optional, and can easily be replaced with other cards like OP06 Onami. I'm running it for the extra removal if needed, but it cost 4 to play instead of Thunder Bolt's 2. The effect is similar to Thunder Bolt, but you get to look at the Life cards instead. The effect is look at the top card of your or your opponent's Life area and place it at the top or bottom of the Life area. Then, KO 1 of your opponent's 5 cost or less Characters. Even if you don't need the main effect, the trigger effect can come in handy. The trigger effect is draw 2 cards and trash 1 card from your hand giving you more draw power so you can get some counters in your hand.
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