To be honest, I have no idea why I've made an OP10 version of Enel where I can make EB02 version of the deck who would be a lot better. Maybe because, I thought I had a lot of time when I posted the build. Anyway, as you know since Kingdom Come got banned, it really hurt Enel a lot since it was one of the main card where we can get low health straight away triggering the rest of the build.
EB02 Enel |
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Leader Character (43) Event (7) |
How it Works?
What I did for this build is try and fit a bit of everything. I may have went crazy on the high costs, but we do have plenty of Blockers to stall until we can get our big drop to the field and put a threat against your opponents. I have run plenty of draw power so we can draw into the cards we need, and our 10 drop Enel is one of the key cards, more important than Ace, which is why I reduced Ace down to 3 instead of the standard 4 of. I don't think you would have the DONs to constantly play 10 drops which we would need to watch out for.
We want to reduce our Life area so we can trigger Enel's Leader effect as well as other effects as soon as possible. You can also wait and get your opponents to attack your Leader since most of our cards are big drop, so mid to late game is where this deck can becomes effect. Removing our Life cards as soon as possible could put a burden on our plays as we would be using our defence early on in the game.
Life Gain
You shouldn't have too much of a problem with accessing our Life gain cards. Some will need to require specific conditions to work, but at least they are still Life gain 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.
Kiku is nice, if we can get this into the Life area, this will be even better as we could play Kiku using the trigger effect, saving up DONs for other cards whilst having a beat stick on the field. The effect works on KO, if your opponent has 3 or less Life cards, add the top card of your deck to top of your Life area. We do need your opponents to KO this card to work. But what I am also after is the trigger effect which is if your opponent has 3 or less Life cards, play this card, allowing us to have extra bodies on the field ready to attack during our turn.
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. As we've got plenty of way to gain Life cards, you could play Yamato early to KO any Characters that we could for the effect.
EB02 Enel makes a huge difference for this build. All of our Life gain cards are 1 off effect, but Enel can constantly make use gain Life cards as long as we have at least 1. There are 2 effects, the first effect is if your Leader has Sky Island type, this Character gains Rush. The second effect works when attacking, you may trash 1 card from your hand, if you have 1 or less Life card, add the top card of your deck to top of your Life area. Then, this Character gains 1k power during this turn. The 12k beat stick might make a difference when we want to hit certain Characters to remove them from the field.
OP07 Ace isn't as important as Enel since they are both 10 cost Characters, which is why I am running Blockers to defend against your opponent's attacks. 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. Having both Enel and Ace being Rush Characters can make our attack more aggressive despite being them being 10 drop cards.
Removals
As for the removals, we've got these cards. There's not a lot of removals, well, maybe there are, but they have combined with other effects. Gedatsu is our 6k beat stick with an on play effect. 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. So this card works great during the early turns where we won't be doing much attacking to your opponent's Leader, easily targeting high cost Characters.
OP10 Kid is a different type of removal, instead of removing your opponent's Characters on the field, we would focus on your opponent's Life area instead. This is good because of how we won't be putting much of a threat against your opponents until mid to late game. Kid has 2 effects, the first effect work on play, you may rest this Character to trash the top card of your opponent's Life area. The second effect works at the end of your turn, if your opponent has 2 or less Life cards, draw 1 card and trash 1 card. Both effects are very useful for this kind of build as we can reduce your opponent's Life area without needing to attack their Leader.
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 can either choose 1 of your trigger Characters or place your opponent's Characters at the top or bottom depending if you've got Kid in your hand to play during the next turn.
Draw
Draw power will play a some role in this build, but doesn't make too much of a difference if we got a lot of non counter cards. EB01 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. We've also got 2k counters for this card if you don't plan on playing her.
EB02 Sanji is a Blocker with an on play effect that works really well for this kind of build. The effect is if you have 2 or less Life cards, draw 2 cards and trash 1 card from your hand. Basically, this is just Queen effect but with Life requirement, but Sanji is definitely useful for this build who rely on our high cost Characters to make the deck work.
Trigger Characters
The Characters who are mainly in the deck for their trigger effects with the exception of Brulee who can be hard play for the Blocker ability. 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.
ST07 Brulee is a plain Blocker with a trigger effect which is play this card. Personally, we need some Blockers to stall your opponents to play our high cost Characters and make this deck pop off. Plus with the amount of Life gain in this build, the chances of hitting Brulee is pretty high triggering her trigger effect, then we would be able to stop one of your opponent's attacks.
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.
Events
The only Events I am running for this deck, although 1 of them will definitely be replaced when OP11 drops, so it is in the deck temporary. 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. However, if you don't like Thunder Bolt you can replace this card with Damned Punk. 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.
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