For me, SWORD and Dressrosa are similar decks where we can attack your opponent's Characters, giving them like pseudo Rush. What's more thanks to Koby's effect, we can protect our 7k beat stick and below from effects. Although, the downside is that if you are a big fan of SWORD Characters, then, this deck might not be for you since we don't have much SWORD Characters available.
OP11 Koby |
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Leader Character (46) Event (4) |
How it Works?
There are 2 non Navy/SWORD cards in this build which is Sanji and Dragon to give the deck a bit more aggressiveness. But overall, we will be mainly focused on attacking, giving power to your Characters, so we can hit your opponent's Characters as this is the only form of removal. It does annoys your opponents though as it means having Characters as active or rest will mean nothing for this build.
The new promo Koby would help this deck as we can make our Leader 7k base for the turn, giving you plenty of defences, and this build will change to suit promo Koby's effect. For now, I'll will be sticking with these cards until the promo comes out in English.
Attacking Active Characters
Koby Leader enables SWORD Characters to attack Characters as soon as they hit the field, however, that's only if those Characters are rested. But it won't matter as we've got these 3 cards who allow us to attack your opponent's active Characters. OP11 Aramaki has an activate main effect which is you may trash this Character, if your Leader is Navy, 1 of your Navy Characters can also attack active Characters this turn. Then, trash the top 2 cards of your deck. The mill can also be very handy to set up Koby's Leader effect to protect our Characters, not to mention, we also have 2k counter on this card.
Hibari is nice to have in the build, but I guess this is optional depending on what you want with the deck. Hibari has 2 effects, the first effect works on play, reduce 1 of your opponent's Characters by 2k this turn. This will allow us to attack your opponent's Characters more easily without needing a lot of DONs to hit certain number. The second effect works when attacking, this Character gains 1k power this turn. Then, 1 of your Navy Leader can also attack active Characters this turn. So we will be swinging for 7k beat stick as well as allowing our Leader to help reduce your opponent's board rather than just focusing on the Characters.
OP11 Koby is our main card of the deck especially to recycle the trash from too much milling. Koby has 2 effects, the first effect works on play, 1 of your Characters can also attack active Characters this turn. You could give this effect to himself as he is a SWORD Character so we will have pseudo Rush triggered from our Leader effect. The second effect works when attacking, you may place 2 cards from your trash to the bottom of the deck, your Leader or 1 of your Characters gains 1k power until the end of your opponent's next turn. Thanks to this effect, we could make our Leader 6k base, and with our 2k counters, your opponents will need some power to break through our defence.
Returning
When it comes to returning, it is not like blue kind of returning where we return your opponent's Characters. Instead, we focus on returning cards from the trash instead. ST19 Hina has 2 effects, the first effect will require you to attach a DON on this card to work. The effect works during your opponent's turn, this Character gains +4 cost, making Hina an 8 cost Character on the field, which can avoid certain KO cost requirements. The second effect is an activate main effect, you may place 1 card from your trash to the bottom of your deck. Give 1 of your rested DONs to your Leader or 1 of your Characters. This effect will be important as it will give us more power to attack your opponent's Characters.
Berry Good is mainly for the 2k counter as the effect is very difficult to trigger if your opponents aren't running many Events. The effect works on play, your opponent places 3 Events from their trash to the bottom of their deck. This might be good against certain decks where they need certain Events in trash to work, otherwise, we would mainly be focusing on the 2k counter for defense.
Searchers
As you know, this deck has access to 3 different searchers for Navy, increasing the chance of drawing specific cards you need. Kujyaku is one of the new searcher where we have 2 effects. The first effect works on play, look at the top 5 cards of your deck, reveal up to 1 Navy card other than Kujyaku and add it to your hand. Then, place the rest at the bottom of your deck in any order. The second effect is an activate main effect where you can trash this Character, 1 of your Characters gains 1k power this turn. This would allow your Characters to hit with more power whether if we are attacking Characters or your opponent's Leaders.
Brannew is mainly our going second searcher whereas Kujyaku is our going first searcher, only reason is because Brannew cost 2 to play, and we don't get 2 DONs if we go first. The effect works on play, look at the top 3 cards of your deck, reveal 1 Navy card other than Brannew and add it to your hand, trash the rest of the cards. The mill will also be handy as we will be building the trash for other cards.
I'm gonna be a Navy Officer is another first turn play if we don't see Kujyaku in our hand. The main effect is look at the top 3 cards of your deck, reveal 1 Navy card other than Navy Officer and add it to your hand. Then, place the rest at the bottom of your deck in any order. The only downside is that we only look at top 3 cards like Brannew, but at least we are mainly running Navy cards in this build. The trigger effect is activate this card's main effect.
Navy/SWORD Supports
For the Navy/SWORD supports, we've got these cards, but mainly Navy support as all the SWORD cards are also Navy cards. Ripper is just a 1 drop Blocker, but can only work if we have a black Navy Character on the field other than Ripper. This shouldn't be too difficult to do as the main cards in this deck are mainly black Navy Characters.
ST19 Sengoku is to build more cards for the trash as you know, the more cards in the trash, the more effects we could trigger, especially when both Koby Leader and Koby Characters return a total 5 cards altogether. 5 may not be a huge number, but not when you barely use any counters to stop your opponent's attacks. The effect works on play, you may trash 2 black Navy cards from your hand, if your Leader is Navy type, draw 3 cards. Just like Ripper, this build doesn't run mono black Navy, but we are running more black Navy cards than red, so choices should be plenty.
Lastly, OP11 Helmeppo only supports SWORD Characters in this build, and we have a few choices we can choose from and not only Koby. The effect works on play, you may trash 1 card from your hand, draw 1 card and play one 8 cost or less SWORD Character other than Helmeppo from your trash. Then, place the Character played by this effect to the bottom of the deck at the end of turn. We can technically play Koby for 6 by using the Helmeppo route, but we would lose Koby for that turn, but luckily, both of the SWORD Characters will be able to attack on their turn they are played as long as we can attack Characters.
Other Supports
The only non Navy/SWORD support you need for this build, as both of these cards can make our attacks more aggressive. OP10 Sanji is a nice power card to have for a 3 drop. Sanji has 2 effects, 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. Either of these options will be benefit to you as you will either have a beat stick, or more draw power for the deck.
Personally Dragon is great because of the Rush ability and not having pseudo Rush, so we can attack your opponent's Leader right away if we needed more attacks. The effect works on play, attach up to 2 rested DONs to your Leader or 1 of your Characters. The on play effect can also power up your Characters so they could attack into active Characters if needed, or just swing at your opponent's Leader.
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