Monday, May 19, 2025

EB02 Purple (Iceburg) Deck Profile

The one surprising is that we've got 1 random Water 7 support from EB02 set which means I can revisit Iceburg build. Personally, the new card is a disappointment considering the requirements to use the effect. Unfortunately, most of the Water 7 support in this deck only supports Straw Hats, and I know Straw Hats is the main of the series, but I personally think they should also focus on this build. Not like it matters for next year though.



EB02 Iceburg





How it Works?

What I like about this build is being able to play our high cost Galleyla Characters on turn 1. The only downside is that our Leader cannot attack, so you could only do up to 5 attacks in total, maybe more if you can pull of Kaido's effect. The ramp would be important in this build as we will be returning a lot of DONs back, so we need the ramp to recover those DONs. I couldn't find any room to fit in Events for this build as I mainly focused on Characters to keep filling up the field and attack whilst powering them up with DONs.

To be honest, you can choose not to run Iceburg from EB02 set, and can replace the card with OP07 Sanji to provide extra Blocking for this build. Iceburg only increases the chance of seeing Galleyla Company to our hand, but we want to see the Stage card in our opening hand to get this deck pops off. Although, the only upside is that we could use Galleyla Company's effect again since the Stage card would be replace, and we could get another ramp.


Ramp


The ramp will play a key role to this build as the more we ramp, the sooner we can play the high cost as well as returning DONs back to use their effects. I know Iceburg Leader can play Characters for free, but it will be very specific card we can target. OP07 Chopper is a Blocker with an on play effect, if the number of DONs on your field is equal or less than than your opponent, add 1 DON as rest. This is very easy to do in this build as we are constantly returning DONs.

I've decided to add Maria because I am running Kaido in the build, and Kaido can easily return a lot of DONs in one turn. 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. So the more DONs you can return, the more DONs you can keep which is useful.

EB01 Bon Clay is to increase the speed of the ramp, plus he can be a nice beat stick on the field if your opponent got a high power Character on the field. EB01 Bon Clay have 2 effects, the first effect works on play add 1 DON as active. This is just a simple ramp effect. The second effect works when attacking, select 1 of your opponent's Characters. This Character's base power becomes the same power as the selected Character during this turn.

Lastly we have our Stage card, Galley-La Company who is very important in this build as it is our constant ramp card compare to the others except Maria who is an one off effect. The effect is you may rest this Stage, if your Leader is Iceburg, add 1 DON as rest. This is why it is very important to see this card in our opening hand, or at least use our searchers to search this card out from the deck.

Removals


We don't have many removals in this deck to try and stop your opponent's attacks, so you would mainly need to rely on attacking into those Characters. Paulie's effect works on play, by paying 2 DONs, add 1 DON as active. Then, if you have 8 or more DONs, KO 1 of your opponent's 4 cost or less Characters. If you don't care about the removal, then you can play Paulie early to get the ramp, but if you do, then I would wait until you have at least 7 DONs, so we can trigger Paulie's effect.

ST03 Kaido is the main beat stick of the deck, to be honest, he is the only high power Character we have to put a threat against your opponent's counters. The effect works on play, by return 5 DONs, KO 1 of your opponent's 6 cost or less Characters, then this Character gains Rush. We do return 5 DONs, but since we've got plenty of ramp cards, this won't matter too much as long as we can KO a Character as well as gaining the Rush ability.

Draw


Personally, you do burn quite a bit of your hand since you will be playing 2 Characters per turn until you can't play anymore and save the rest for counters. Which is why if you have draw power in this build, we can make sure we won't have low hand size and get enough counters to stop your opponent's attacks. OP03 Kalifa works when attacking, by returning 1 DON, draw 2 cards and trash 1 card from your hand. The only downside is that she is only a 4k beat stick, but at least we can attack low power Characters with this card to trigger the effect.

4 drop Reiju is useful in this build where we can burn our hand as well as returning DONs, easily filling up the requirement for the effect. The effect works on play, if the number of DONs on your field is equal or less than your opponents and you have 5 or less cards in your hand, draw 2 cards. At least for Reiju we won't need to discard a card in our hand like Kalifa.

Galleyla Characters


When it comes to Galleyla Characters to play using Iceburg's Leader effect, we do have some options, but our main cards are definitely Kaku, Paulie and Lucci who are our main beat sticks when we play them for free. OP03 Kaku is very simple, the effect works when attacking, by returning 1 DON, this Character gains Banish during the battle. Banish can put some pressure against your opponents since they will know they won't gain any cards if Kaku hits.

OP03 Lucci is another card that would help us to reduce your opponent's Characters since we lack removal in this build. The effect just like Kaku works when attacking, by returning 1 DON, rest 1 of your opponent's 5 cost or less Characters. This is quite useful as we could also rest low power Characters so we can trigger OP03 Kalifa to get the draw power.

Lastly we have EB01 Kalifa, and unfortunately she is restricted to 4 cost or less Characters, and our main beat sticks is our 5 cost Characters. Anyway, the effect works on play, by returning 1 DON, if your Leader is Water 7 type, add up to two 4 cost or less Characters from your trash to your hand. On the bright side, we can add any Characters we want and not just Water 7 or Galleyla Characters, since we only need Water 7 Leader for this effect to work.

Water 7 Supports


Lastly, we've got these supports for the deck. Kokoro is just the standard Water 7 searcher we can play on turn 1. The effect works on play, look at the top 5 cards of your deck, reveal 1 Water 7 card other than Kokoro and add it to your hand. Then, place the rest at the bottom of your deck in any order.

EB02 Iceburg is optional as this card can only search for 1 card in the entire 50 cards deck, maybe less than that when the game starts, but there is a requirement for you to make the effect work. The effect works on play, if you have 3 or more DONs on your field, look at the top 7 cards, reveal up to 1 Galleyla Company and add it to your hand. Then, place the rest at the bottom of your deck in any order and play 1 Galleyla Company from your hand. On the bright side, if we already have the Stage card on the field, we can use the effect, then use Iceburg's effect to replace Galleyla for 1, and use the Stage's effect again, so in 1 turn, we could get 2 rested DONs. It is better than being a dead card in your hand, since we could use the effect again.

EB01 Blueno is especially useful for this kind of build as we can target our 5 drops from the trash if your opponent focus on getting rid of your threats. The effect works on play, by returning 1 DON, if your Leader is Water 7, play up to one 5 cost or less Water 7 Character other than Blueno from your hand or trash. So we could easily play 3 Characters in one turn with Blueno, all just for 4 DONs, since Iceburg Leader returns a DON to play a Galleyla Character for free, giving you enough DONs to either power up your attacks, or play more Characters to the field.

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