Not a huge update for Nika Luffy deck as OP11 set doesn't really work with the Leader. Although, we also have more SH support from OP12 that could also works with this Leader. The new cards for this deck is optional, and don't need to be used if you don't like them. There are already plenty of good old cards we can use for this build until rotation kicks in.
OP11 Luffy |
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Leader Character (47) Event (3) |
How it Works?
This deck has a very simple strategy, we could attach DONs without the need of using untap DONs for your Leader, so we can trigger the Leader's effect to attach 2 extra rested DONs to your Characters, giving your Characters more power to swing at your opponents. Not to mention, we've got plenty of Rush Characters who would be able to attack straight away, making this deck a lot aggressive than usual. I've also added plenty of 2k counter for defence so we don't have to spend a lot of cards from hand.
Attaching DONs
Attaching rested DONs will play a huge role as it will make it easier to trigger the Leader's effect. ST01 Nami only has an activate main where you attach 1 rested DON to your Leader or 1 of your Characters. Nami is very useful, since we won't need to rest her to use her effect, preventing your opponents from trying to attack into Nami.
ST21 Luffy on the other hand will need to be rested if you want to trigger the effect, but on the bright side, we've got Rush, so we can easily trigger the effect in one go. The effect works when attacking, attach 1 rested DON to your Leader or 1 of your Characters. This will allow you to trigger the Leader effect easily, but we might be running into trigger effects that could remove our Characters, so this is a lot risky to do.
OP11 Zoro is just a 5 drop version of Nami, but I am running Zoro just for the extra beat stick, in case you don't have enough attackers in the build. The effect an activate main where you attach 1 rested DON to your Leader or 1 of your Characters. Personally, you might not need Nami and Zoro on the field at the same time, but using those rested DONs can help us to power up our attacks even if we are not running major beat sticks in this deck.
Dragon is the only high cost Character in the build as I mainly focused on the low levels to make the deck aggressive as possible. Dragon also has Rush, so we can swing straight away for a 9k beat stick. The effect works on play, attach 2 rested DONs to your Leader or 1 of your Characters.
Rush
You could argue that there's not enough Rush Characters in the build as I needed room to fit in other cards. OP01 Zoro is just a 5k beat stick with Rush, but doesn't have a counter, which is not too bad for a 3 drop. This is also why I decided to reduce the number of copies in this deck.
ST21 Zoro will be a card where we could make use of the effect thanks to our Leader's effect. In order to make Zoro gains Rush, you will need to attach 2 DONs on to this card, which shouldn't be difficult to do, and you only need to do this once when you play this card. The main effect works on KO, play 1 red 6k power or less Character other than Zoro from your hand. We've got plenty of options we can choose from, and if your opponent doesn't KO Zoro, we will have a 5k beat stick on the field, or maybe more.
EB01 Kid & Killer works best when your opponent has low health, which shouldn't be difficult to do for this build. The effect works when attacking, if your opponent has 2 or less Life cards, this card gains 2k power for this turn, making Kid & Killer a 7k beat stick, but maybe more if we attached some DONs onto this card.
ST01 Luffy is still needed in case your opponents decided to use some Blockers to stop our attacks. You will need to attach 2 DONs for the effect to work, but this shouldn't be difficult with our Nika Luffy Leader. The effect works when attacking, your opponent cannot activate Blockers for this battle. Otherwise, we could have an 8k beat stick to swing at your opponent's Leader or Characters depending on what you want to remove.
Power
What we also have are the power cards, so we don't have to rely on DONs if we want to hit for more power. Most of these cards also have 2k counter which is useful for defence. OP01 Sanji has an activate main effect where you add 1 card from your Life area to your hand. This Character gains 2k power, then, attach 2 rested DONs to this Character, making Sanji a 7k beat stick altogether. The only downside is that we sacrifice a Life card, but if we are going for the final push, then, that sacrifice will worth a risk.
OP10 Sanji is another low level where we could be more aggressive than just relying on attaching DONs. 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 effect will be more beneficial for you just like ST21 Zoro.
OP10 Chopper is the only Blocker in the deck to completely stop our opponent's attacks. But if you want to be more aggressive, feel free to add more Rush Characters to the deck, as having Blocker could actually slow this deck down. The effect works during your opponent's turn. This Character gains 2k power, making Chopper a 6k Blocker.
Lastly, we have OP11 Franky, now if we can get Franky to the field, he will punish your opponents from using Event Counters to stop our attacks, and there are plenty of decks who run those type of Events in the build. The effect works once per turn and during your turn, when your opponent activates an Event, all of your Characters gains 2k power for this turn. Now we want your opponent to play Events, so our attacks can hit even more power on top of attaching DONs to those Characters.
Straw Hat Supports
I don't think the rest of the SH supports have changed much from the previous build, as I am still using these cards. Well, OP01 Nami is a must as she is the standard searcher for SH. The effect works on play, look at the top 5 cards of your deck, reveal up to 1 SH card other than Nami and add it to your hand. Then, place the rest at the bottom of your deck in any order.
ST21 Sanji has a few requirements in order to use the effect, and only good against specific cards, otherwise, we would be keeping Sanji for the 2k counter in the hand. The effect works on play, choose 1 of your SH Characters with 6k power or more and your opponents cannot activate Blockers when the chosen Character attacks for this turn. So this is similar to ST01 Luffy, where we put pressure against your opponent's defences, especially when they are swinging with a lot of power.
Bad Manners is the only Event in the build as I couldn't find any room to fit more Events to the build. At least it is searchable with Nami searcher which is very handy in case we need this card in our hand. The counter effect is you may trash 1 card from your hand, your Leader or 1 of your Characters gains 3k power for this battle. The trigger effect is reduce 1 of your opponent's Leader or Characters by 3k for this turn.
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