Wednesday, September 10, 2025

OP12 Green (Bonney) Deck Profile

Bonney is still a deck where we still have some supports, especially when Premium booster is coming out, and we could use some cards from that set to change this build again. For now, I will post the current build using OP12, but the deck will change when the premium booster comes out. If you are a fan of Bonney, then, you could constantly update this build until rotation kicks in where some of the cards for this deck will need to swap out.



OP12 Bonney





How it Works?

As you can see, I tried to cramp as much as possible in this deck, and with only 50 cards, this is difficult to do. We will be focusing on resting your opponent's Characters using the Leader effect, and try and stop as much attacks as possible, using Carrot, Shanks and Doffy who can stop those Characters. There are plenty of Blockers in this build as we want to stall enough time to play our high cost Characters to the field, as this deck is more of a mid range deck, but late game is where this deck really shines with the high cost Characters swinging at your opponent's cards. I also wouldn't worry too much about using all the DONs to pay for the Characters cost as we have plenty of untapping DONs involve as long as they are on the field.


Untapping


These are the cards that focused on untapping with the only exception of Mihawk who has an on play effect, whereas the others can untap as long as they are on the field. ST24 Hawkins and OP07 Urouge has the same effect which works at the end of your turn, untap 1 DON. The only difference is that Urouge is a Blocker whilst Hawkins has 2k counter. Urouge will be used as a Blocker to block some attacks so we don't have to use counters from our hand, so having Hawkins on the field can be a good back up.

EB01 Cavendish is a must have in SN deck, and this card is quite expensive to get compare to secret rare cards, but then again, the effect is very strong. The works on play or when attacking, if your Leader is SN type and you have no other Cavendish on the field, you can untap 2 DONs. Unlike Urouge and Hawkins, we can play more cards since untapping 2 DONs is a lot, we could either power up our cards, or use those extra DONs to fill up the field.

OP12 Mihawk has a little bit of restriction, but depending on the cards in your hand, it doesn't matter too much. Mihawk is a Blocker with an on play effect. Untap up to 4 of your DONs. Then, you cannot play base cost of 7 or more Characters for this turn. This shouldn't matter too much as we still have plenty of 6 cost and below to play with unless you filled up your field.

Lastly, OP06 Zoro is a card that doesn't untap DON, but untap himself instead. The number of copies in the deck will be up to you as Zoro is only in the deck to go for the final push for game, if you can't hit your opponents with your other Characters. Zoro has 2 effects, the first effect works when attacking, by paying 1 DON, untap this Character. The second effect is an activate main, by paying 2 DONs, untap this Character. You only need 3 DONs to trigger this effect in order to swing for 3 attacks in one turn, so you could go all in on Zoro with the DON power if needed.

Prevention


There's a lot of cards in this deck who can stop your opponents from what they can do, messing up their plans because these cards hit the field. So if you can get 1 of these cards on the field, it would be a great help to the build. OP05 Corazon is a Blocker with an effect that works during your opponent's turn. If your rested Characters would be KO'd, you may trash this Character instead. Along with OP10 Tashigi, we can get some nice protection for your Characters on your field.

OP12 Koushiro is a Blocker similar to Corazon, but instead of protecting your entire field with Corazon, Koushiro can only help Slash attribute. We are running plenty of Slash attribute in the build, so you would be able to protect certain cards like Cavendish who needs to be on the field to work. The effect is if your 5 cost or less Slash attribute Characters would be KO'd by your opponent's effects, you may rest this card instead. 

OP10 Tashigi will help to get around the weakness of both Corazon and Koshiro in this build as they only stop KO effects, but doesn't stop any other kind of removal your opponent might have. The effect is if you have a green Character other than Tashigi is removed from your field by your opponent's effects, you may rest this Character instead. If they try to remove Tashigi, we could use Corazon's effect to stop the KO, but if it's other kind of effects, then it would be difficult to stop.

OP08 Carrot has a very good effect even though we can only target lower cost cards, but we do want to stop your opponents from chipping away our Life cards, so the effect is worth it. The effect works on play or when attacking, up to 1 of your opponent's 7 cost or less rested Characters will not become active during your opponent's next Refresh Phase.

OP01 Kid is still a great card to use, especially being a SN card meaning we can easily search for Kid from deck, and use the effect to protect our cards. Kid has 2 effects, the first effect will require you to attach a DON for the effect to work. The effect works during your opponent turn, if this Character is rested, your opponent cannot attack any other cards other than Kid. The second effect is an activate main effect, you may rest this Character to play one 3 cost or less Character from your hand. This will let you play Tashigi or Corazon for free whilst also triggering the first effect to redirect the attacks to Kid, so you would have plenty of protection.

OP04 Doffy will use up all your DONs to play this card, so you will need to make sure you have 1 of the cards who can untap DONs before you play Doffy, so we can still use the Leader's effect. The effect works on play, up to total of 3 of your opponent's rested Leader or Characters cannot become active during your opponent's next Refresh Phase. We can stop 3 attacks in 1 turn, potentially 4 with the Leader's effect being active, so this is a very strong card.

Rest


There's not many rest abilities in this build, simply because we will always rest 1 of your opponent's cards when your opponent's attacks. Although, it's always good to have some rest effects, so we can attack into those Characters or use cards like Carrot's effect to stop them from untapping. ST24 Drake has a 2k counter, so we would sacrifice on the power side, but at least he is still a 5k beat stick. The effect works on play, if your Leader is SN, rest 1 of your opponent's 5 cost or less Characters. Then, untap 1 DON at the end of your turn. Not only we can rest our opponent's Characters, but we can untap a DON to set up the Leader's effect.

Hody is a great card for this deck, not only because of the rest effects to stop your opponent's Blockers, but he will make this deck a bit more aggressive. Hody has Rush with an on play effect, rest up to total of 2 of your opponent's Characters or DONs. Then, add the top card from your Life area to your hand. As we start with 5 Life cards, this doesn't matter too much, plus this is a defensive deck, allowing you to stop your opponent's attacks easily.

Supernovas Supports


The SN supports will be our searcher and more Blockers to stop your opponent's attacks from hitting. ST02 Bonney is a searcher with an activate main effect. By paying 1 DON and resting this Character, look at the top 5 cards of your deck, reveal 1 SN card and add it to your hand. Then, place the rest at the bottom of your deck in any order.

ST24 Bege is a Blocker, but only works best during mid to late games where you've got DONs or Characters rested to maximise Bege's effect. The effect works on play, if you have 6 or more rested cards, draw 1 card and trash 1 card from your hand. 6 rested cards is not difficult to do as this includes Leader, Characters and DONs, but we won't be attacking until we can get our 5 drop Characters to the field, which is why it might be a bit difficult to use Bege's effect early to filter out the hand.

OP12 Bonney is similar to Bege where we need rested cards to work, and the more rested cards we got, the easier to trigger the effect. Just like Bege, Bonney is a Blocker with an on play effect, if you have 8 or more rested cards, draw 2 card and trash 1 card from your hand. Then, untap 1 DON. 8 shouldn't be too difficult to do, as we can also increase the hand size with Bonney's effect since the effect is a draw effect more than a hand filter effect. We also get to untap 1 DON to set up the Leader's effect.

Other Supports


As the rest of the supports will be these 2 cards since I can't group it with the others for the post. ST16 Shanks is the only removal in this deck, but being a 9 drop 11k beat stick, this is better than Zoro who is just a 9k beat stick as we could swing for a lot of power. The effect works on play, KO 1 of your opponent's rested Characters. The best part of this effect is that we can KO any Character as long as they are rested which is not difficult to do.

Because of Justice is a 0 Event Counter card where the counter effect is very standard and all colours will have this effect. The counter effect is you may trash 1 card in your hand, your Leader or 1 of your Character gains 3k power for the turn. The trigger effect is rest 1 of your opponent's 4 cost or less Characters. Both effect will be very handy and will depends on what you need at that time.

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