Crocodile is also another deck where we can gain constant Life Gain and not just Enel build. With the addition of ramp, we could play the high cost Characters a lot sooner. Although, there are one major different between these 2 decks, which is why this build doesn't stand out compare to Enel build as we have to miss some stuff because of the lack of room for the deck.
OP12 Crocodile |
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Leader Character (42) Event (8) |
How it Works?
This build focused on 2 things, ramp and Life gain, as well as our key card Okama Way, since that card will trigger our on KO effects, so we don't have to wait for our opponents to KO our Characters. The one downside is that we don't have any remove aside from Big Mom, so you will need to attack into your opponent's Characters to prevent your opponents from attacking your cards, and therefore we could have chances to build up our Life cards. The 3 main card, Kuma, Big Mom and Crocodile do not have Life area requirement, so we can gain Life cards as soon as they hit the field unlike Enel build.
Ramp
There are only 4 cards who can provide the ramp, I think my previous build was 5, shouldn't affect too much though if you can see one of these cards in your opening hand to get the ramp going. It will be late game where these cards will become useless. Ms Wednesday is actually not a ramp card, but if we combined with Crocodile's Leader effect, then her effect becomes a ramp effect. Wednesday is a Blocker with an effect that works on your opponent's turn. By returning 1 DON, if your Leader includes Baroque Works type, add 1 DON as active. This effect combined with Crocodile's Leader effect means we can get 2 active DONs during your opponent's turn which is not bad at all.
Mr 13 & Ms Friday is very useful as most of our BW Characters have low base power, so they won't be able to do much hit without powering them up with DONs. The effect is an activate main effect, you may trash this Character and 1 BW Character to add 1 DON as active. This is just in case you need some extra ramp as we have plenty of returning DONs effects in this build. The trigger effect is just play this card.
EB01 Bon Clay is an expensive card even though this is supposed to be fun deck, as we can see this card mainly used in a lot of purple builds who need ramps. Bon Clay have 2 effects, the first effect works on play add 1 DON as active. This is just a simple ramp effect. The second effect works when attacking, select 1 of your opponent's Characters. The second effect allows Bon Clay to act as another deadly beat stick if your opponent got a high power Character on the field.
OP05 Zala is just a back up to Bon Clay ramp, as we want active DON over rested DONs in this build. The effect works on play, you may trash 1 card from your hand to add 1 DON as rest. The best thing is after you finished using Zala's effect, you can use Mr 13 & Ms Friday's effect to trash Zala and themselves for another DON, giving you 2 DONs in one turn whilst opening up your board for other Characters. The trigger effect is by returning 1 DON, play this card. Thanks to this effect, we could gain an active DON using Croc's Leader effect.
Life Gain
We also got plenty of Life gain, but just like our ramp section, you can also add more if there's not enough, since there are plenty of Life gain cards we haven't used from the yellow side. Although most of them will have Life area requirement to work like Kiku for example. The effect works on KO, if your opponent has 3 or less Life cards, add the top card of your deck to top of your Life cards. The best thing about Kiku is that we have ways to force your opponents to KO Kiku, triggering the effect. The Trigger effect is if your opponent has 3 or less Life, play this card.
OP12 Kuma has become one of our best Life gain card in this build, and not only because he only cost 6 to play. 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. The +2 cost doesn't really matter for this build as we mainly want the Life gain ability. 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. Just like Kiku, we can easily trigger this on KO effect even if we got more restrictions.
OP04 Crocodile has now become in the sideline thanks to Kuma in the deck, but doesn't mean that the effect would be useless, as if we can get both Kuma and Croc on the field, we could generate our Life Gain. Crocodile comes with 2 effects, the first effect works on play, by returning 2 DONs, if your Leader includes BW type, add the top card of your deck to top of your Life cards. You only need to have a BW Leader to trigger the Life gain. The second effect works during your opponent's attacks, by returning 1 DON, draw 1 card and trash 1 card from your hand. This is just a hand filter effect, but we would gain an active DON thanks to Crocodile Leader's effect.
OP08 Big Mom can act as a removal, but will also give us the Life gain ability which is the reason I've kept her in the build. The effect works on play, by returning 1 DON and trashing 1 card from your hand. Add the top card of your deck to top of your Life. Then, add 1 of your opponent's 6 cost or less Characters to their top or bottom of the Life area face up. I guess the only downside is that your opponent also gain a Life, but at least we get to remove one of their Characters.
Trigger Characters
These cards also have trigger effects, and only one of them is mainly for the trigger effect whilst the other 2 will be optional. Mikita works on play, look at top 5 cards of your deck, reveal 1 card with type including BW and add it to your hand, then place the rest at the bottom of your deck in any order. Mikita can search herself out if you failed at searching the cards you want as well as we can use Mr 13 & Ms Friday's effect to trash Mikita for the extra DONs. The trigger effect is just by returning 1 DON, you can play this card. Technically, this effect will be free when we combined this with Crocodile Leader's effect.
OP04 Bege's trigger effect which is your opponent's Leader or 1 of your opponent's Characters cannot attack during this turn. Otherwise, we would mainly use Bege for the 2k counter or a discard fodder to activate one of our other effects.
I've still kept OP10 Hawkins since the effect is pretty useful as this deck is a mid to late game where we mainly ramp during the early game, so no time to attack until we got big hitters on the field. The on KO effect is trash the top card of your opponent's Life area. We have cards that can easily trigger this effect even if your opponent won't attack into the card. The trigger effect is draw 2 cards and trash 1 card from your hand. This will depends if you need the hand or the main effect, but since we've got other 2 on KO effects, you might want to filter out some cards in your hand.
Events
The Events will be these 3 cards. Although, you can change Blast Breath with one of the newer Events that have Counter effect and a main effect, but I like Blast Breath for the 4k counter. Anyway, Who Should Disappear is yellow 0 cost Event Counter. The counter effect is the same as any other colours. You may trash 1 card from your hand, your Leader or 1 of your Characters gains 3k power for this battle. What's different between these cards will be their trigger effects, and this trigger effect is if you have 0 Life, you may add the top card of your deck to top of your Life. Then, trash 1 card from your hand. You will need to rely on luck for this trigger effect as we've got no way of knowing if this card would be your last Life card.
Okama Way is the key card in this build, especially when you want to trigger some of the on KO effects in this build. The counter effect is by returning 1 DON, if your Leader includes BW type, select 1 of your Characters and change the attack target to that Character. This would means even if your opponents aren't attacking your Characters because of their on KO effect, we can force them to attack those cards instead with this effect. The trigger effect is by returning 1 DON, draw 2 cards. Although I would definitely keep this card for the counter effect.
Lastly, Blast Breath is still very good in this build as we can constantly get 1 untap DON during your opponent's turn even though you used up all your DONs during your turn. The counter effect is by returning 1 DON, your Leader or 1 of your Characters gain 4k power during for this battle. This is a instant 4k power boost in which you could protect your cards from getting KO. But there might be other cards that could replace this who knows.
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