Saturday, July 19, 2025

OP11 Red/Yellow (Betty) Deck Profile

This is a very simple upgrade using OP11 cards, but what's more is that the EN version finally got Sabo promo. Sabo promo came out in JP format for awhile ago, especially when the yellow side of RA is all about reducing your Life cards, making Sabo promo is needed for the deck to trigger those effects. We might get more support from OP12 side since there will be more RA supports coming out, so this deck will change again when the time comes. 



OP11 Betty





How it Works?

This build is very straightforward as we focus on filling up the field in order to attack your opponent's Leader in one go, dealing as much damage as possible. Betty's Leader effect is all about timing, using the effect too early will be a waste especially if you can't do 3 attacks, as we also want to maintain a hand size to protect our Characters from getting KO so we can attack your opponents. The addition of Zeus is really helpful as we won't need to focus on power reducing to KO your opponent's Characters, and if you don't need to use Zeus's effect, the 2k counter can help to strengthen our defence.


Power Reducers


As for the power reducers, they are pretty simple to help to trigger some of our removal effects, or reducing your opponent's Characters power so we can swing into those cards. Max has the same effect as promo Gordon. The effect is activate main, you may place this Character at the bottom of the owner's deck, reduce your opponent's Leader or 1 of your opponent's Characters by 3k for this turn. 3k can make a difference depending on the Character power, and how much power you put toward your Characters.

OP05 Koala is definitely useful even if you don't play her to the field because of the 2k counter which is needed for our defence. The effect works on play, if your Leader has RA type, reduce your opponent's Leader or 1 of your opponent's Characters by 3k for this turn. This has the some power reduction as Max, but unfortunately Max doesn't have a counter, so this can be quite annoying sometimes if you need counter cards in your hand.

OP05 Karasu is still one of the best card for this deck, especially when we are mainly going all out attack on your opponent's cards. The more Karasu you can play, the lower the power your opponents will get, forcing them to use a lot of counters from their hand. Karasu have 2 effects, the first effect works on play, if your Leader has RA type, reduce your opponent's Leader or 1 of your opponent's Characters by 1k for this turn. 1k may not be a lot, but when you add power to your cards, then it can make a huge difference. The second effect works when attack, if this Character has 7k power or more, reduce your opponent's Leader or 1 of your opponent's Characters by 1k this turn. Thanks to this effect, we can reduce your opponent's Leader power instead of only focusing on your opponent's Characters.

Removals


Most of these removals will work best with your power reducers if you want to KO your opponent's Characters without the need of swinging into those cards. OP11 Zeus is not an RA Character or has a Trigger ability on this card, so even if you play Zeus to the field, he won't get the power up. The effect works on play, you may add the top or bottom of your Life cards to your hand to KO 1 of your opponent's 5 cost or less Characters. On the bright side, we won't need to rely on our power reducers if we want to KO certain Characters with Zeus.

OP05 Kuma is still nice to have, although, the main effect works best with power reducers, but if you want to spam the field, then, the trigger effect is very handy. Kuma works on play, KO 1 of your opponent's Characters with 2k power or less. 2k power is not a lot of power we can target, so you will need to rely on Max or Koala to reduce the power to 2k or less. The trigger effect is if your Leader is multicoloured, play this card.

OP05 Lindbergh is another card where we need to rely on power reducers, but unlike Kuma, we do have a 5k beat stick on the field, and including our power ups, we can hit deadly numbers unlike Kuma. The effect works when attacking, if this Character has 7k power or more, KO 1 of your opponent's Characters with 3k power or less. 3k power is a bit more easier than 2k as we could target 6k base Characters, but that is only if you have your power reducers. The trigger effect is you may trash 1 card from your hand, if your Leader is multicoloured, play this card. This is where Kuma's trigger effect is better as Kuma doesn't need you to reduce hand size to have a beat stick on the field.

Free Play


The 3 best cards to reduce the amount of DONs we need to spam the field, and use those untap DONs to power up our attacks. OP05 Ivankov has an activate main effect, if this Character has 7k power or more, play 1 RA type Character with 5k power or less other than Ivankov from your hand. When you play Ivankov, I wouldn't recommend to sacrifice a card in your hand just to trigger Ivankov's effect to play an extra Character to the field as it does feels a waste of power up during the early turns where you barely can attack. It is worth it if you have 2 other Characters on the field that can attack, but not when Ivankov is the only one of the field.

Meanwhile OP06 Ivankov can play cards from your deck instead of the hand, reducing the amount of cards you need to use. The effect works on play, look at the top 3 cards of your deck, play 1 RA type Character with 5k power or less. Then place the rest at the bottom of your deck in any order. The best thing about this effect is that we can play OP05 Ivankov, then use OP05 Ivankov to play another Character in your hand. But that is only if you've got extra resources to trigger OP05 version's effect.

OP09 Koala is a nice Blocker to have to stop your opponent's attacks so we don't have to rely on counters in our hand. The effect works on play, you may add the top or bottom Life card to your hand to play one 4 cost or less RA from your hand. If you do, draw 1 card. We do need to reduce our Life cards, but not like it matters too much, since some cards in this build works better will low health than maximum health. We also get to draw a card, replenishing our hand size once we played a Character to the field, so we are not losing much, instead we do gain a card in our hand.

Searchers


The only way for this deck to pop off smoothly is relying on our searchers. For our attacks to be successful, we will need specific cards to the field, and what's better way to get them than using these searchers. OP05 Betty is the standard RA searcher for this deck. The effect works on play, look at top 5 cards of your deck, reveal 1 RA card other than Betty, add it to your hand. Then, place the rest at the bottom of your deck in any order.

RA HQ is a backup searcher in case we don't see Betty in our hand. What's more, this is a constant searcher, so we can continuously search for the cards we need. The effect is an activate main, you may trash 1 card from your hand and rest this Stage, look at the top 3 card s of your deck, reveal 1 RA card and add it to your hand. Then, place the rest at the bottom of your deck in any order. We won't be gaining any cards in our hand, but at the same time, we won't be losing any cards either.

Revolutionary Army Supports


The rest of the supports are very straightforward. OP09 Karasu is just a plain Blocker with a trigger effect. The trigger effect is if your Leader is RA type and you and your opponent have a total of 5 or less Life cards. Play this card. We will need to attack your opponent's Life cards in order to trigger this effect, as taking our Life cards will not be enough to meet the requirements.

OP05 Inazuma is the best card to work with Ivankov's effect. You will need a Character with 7k power or more other than this Character in order to gain Rush. Not hard to do in this build, and since we can easily play Inazuma for free, we will also lose the summon sickness and have 1 extra attack ready to swing at your opponents.

Promo Sabo is very expensive to get looking at the price. The most expensive card to get for this build. The only replacement I can think of are OP09 Kuma and EB02 Sabo if you cannot get your hand on this card. The effect is an activate main, you may add the top or bottom of your Life cards to your hand. This Character gains 1k power for the turn. What's more is Sabo's 5k base power meaning we can play him for free using Ivankov's effect, plus we also have 2k counter on this card useful for defence. A lot of ways we can make use of this promo in this build.

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