Koala is pretty fun, but I will mainly be waiting for OP13 to change this build again. For now, we will use the cards from OP12 to make this temporary build. Koala is pretty good when your opponents plays high cost Characters or using an effect as they would know, they will need to lose a Life, but unfortunately that Life card do go to their hand, giving them more counter options, or discard fodder for effects.
OP12 Koala |
---|
Leader Character (42) Event (8) |
How it Works?
The RA cards doesn't have much of an effect, but if we play cards who can increase our costs, then we could trigger the draw power to constantly draw cards once per turn. As you see, I've also added removals since most of the RA cards doesn't have any removal, and we need removal to slow down your opponent's Characters. I am also running Life gain cards in this build, although, I don't think I want to run more Ace in the build when our new Kuma can do plenty of Life gain during the early turns.
We do want to play our 4 and 5 costs, as those cards will have the cards to increase the Character's cost for Koala's effect. Coincidently, only OP04 Sabo will be out of rotation next year, whilst we can keep the rest of the cards from the rotation. But obviously, the build will change again when OP13 comes out for global, since we need some cards from that set for this deck.
Increasing Costs
We don't need to play 8 cost or higher Characters to trigger Koala's Leader effect as these cards can increase the Character costs to meet Koala requirements. On another bright side, it will also makes cost removal harder to target these cards as most removals mainly target 6 cost or less, very rare for cards that can target 8 cost or more Characters. Anyway OP12 Hack gains Blocker and increase the cost by 4 if you have a RA Leader. We also have an on KO effect, if your Leader is RA, KO 1 of your opponent's base cost of 4 or less. This is very similar to Roux, but I think Roux targets base power whereas Hack only targets base cost Characters.
OP12 Morley is a 2k counter Character as the effect doesn't do much. The effect is if your Leader is RA, this Character gains +4 cost. Another 4 drop we could play a long with Hack so we could get at least two 8 drop Characters on the field without the need to play our 8 drop Characters.
Moving on to the higher cost, OP12 Karasu, who is a nice 6k beat stick we could use compare to our 4 drops. The effect is if your Leader is RA, this Character gains +3 cost. This will still make Karasu an 8 drop Character when he is on the field, however, we do have a nice effect we can use. This effect works when attacking, if your Leader is RA and your opponent has 5 or more cards in their hand, your opponent trashes 1 card from their hand. This is a continuous hand destruction card as long as your opponents can increase their hand size.
Another 5 drop I am running is OP12 Sabo who cost effect is similar to Hack. If you have 3 or less Life cards, this Character gains Blocker and +3 cost. Instead of needing RA Leader, we will need to manage our Life cards, but since we only start with 4 Life cards, getting 3 or less Life cards is pretty easy to do. The main effect works on play, you may add 1 card from the top of your Life cards to your hand to draw 2 cards and trash 1 card. So even if your opponents doesn't attack your Leader, we still have ways to reduce our Life cards to make Sabo an 8 cost Character with Blocker ability.
Lastly OP12 Robin who is not a RA Character, but will work with specific Leader like Koala for example. The effect is similar to Sabo where if your Leader is Koala or Luffy, this Character gains Blocker and +3 cost. Unlike Sabo or Hack, this effect will make Robin a 9 drop Character on the field. The main effect works on play, you may trash 1 card from your hand, if your opponent has 5 or more cards from their hand, your opponent trash 2 cards from their hand. This effect combined with Karasu would allow us to force your opponents to maintain low hand size.
Life Gain
As you know, we've got some Life Gain ability for the yellow side. Well, we do have plenty of cards in this build who actually takes Life cards away, so having some form of Life gain will really help. OP12 Kuma can be used in any yellow builds as this card is not restricted to RA. Kuma has 2 effects, the first effect works on play, you may trash 1 card from your hand, add the top card of your deck to top of your Life area. Then, this Character gains +2 cost until the end of your opponent's turn. Kuma will also triggers Koala's effect, so we could have an 8 drop Character on the field. The second effect works during your opponent's turn and on KO, add the top card of your deck to top of your Life area. That is quite a restriction, but at least it will make your opponent think twice before KOing this Character.
OP07 Ace is optional, but would be better if you add Ace or any other Life gain cards as this build do reduce your Life cards easily, and without Life cards, we won't be able to use some of the effects. Ace's 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. Although, Ace can gain Life card even if we have 3 Life cards, but it is better to get the Rush ability so we can do more attacks in a turn, especially swinging for big numbers.
Who Should Disappear has the Life Gain ability but only for the trigger effect, and the trigger effect requires luck to work. The counter effect is the same as any colours where your Leader or 1 of your Characters gains 3k power for this battle. 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. To get this Event as the last card, we would need to rely on luck.
Removals
As you know, the RA stuff barely have any removals in the build, so I've decided to choose these 2 cards in the build to remove your opponent's Characters. OP11 Zeus has a 2k counter we could use even if you won't be able to use the effect. The effect works on play, you may add the top or bottom card of your Life area to your hand to KO 1 of your opponent's 5 cost or less Characters.
OP07 Stussy can be really useful especially since we don't have cost reducers in the build. The effect works on play, you may trash 1 of your Characters to KO 1 of your opponent's Characters. We can definitely trash Characters like Zeus or our 1 drop searcher as they will become vanilla once we used their effects. You don't want to waste DONs to power up these cards just to hit the magic number.
Revolutionary Army Supports
The rest of the RA supports will be these cards. OP12 Koala is a searcher, but instead of searching RA cards normally, we would need to build up the trash instead. The effect works on play, look at top 3 cards of your deck, reveal 1 RA type other than Koala or 1 Robin and add it to your hand. Then, trash the rest. We will be trashing the cards, but trashing is good as we will be able to set up an effect for Dragon.
To be honest, OP09 Kuma is the 1 card I couldn't find any suitable replacement, which is why I've decided to add Kuma. Being a RA card means we can search him out easily, and having that 2k counter would be useful for defence. 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. This shouldn't be hard as we have plenty of cards that can reduce our Life area.
OP04 Sabo is only a one off considering how this game has changed, so the effect isn't as useful as before. The effect works on play, none of your Characters can be KO'd by effects until the start of your next turn. Then, draw 2 cards and trash 2 cards from your hand. You won't need constant protection, but if you know when your opponents would play their KO effects, then we could play Sabo to protect our field.
OP12 Dragon is the main reason why we need to set up the trash area. The effect works on play, place 3 RA cards from your trash to bottom of the deck in any order, if your Leader is RA type, play one 6 cost or less Character from your trash. We only need to return RA cards to trigger the effect, but when it comes to playing Characters, we could choose any cards we want, like reusing OP04 Sabo, Robin or OP12 Kuma's effect. There are plenty of options to choose from, making this card really useful in this build.
Captains Assembled is very straight forward as the main effect is pretty much the same as Koala. Look at top 3 cards of your deck, reveal 1 RA type other than Captains Assembled and add it to your hand. Then, trash the rest. The only difference is that we can't add Robin to hand, but building up the trash means we will have more options when we use Dragon's effect. The trigger effect is activate this card's main effect.
No comments:
Post a Comment