Saturday, September 6, 2025

OP12 Red (Rayleigh) Deck Profile

Let me be honest here, this deck won't be any different than any other current Rayleigh build out there, since Rayleigh focused on Events. Unless, I decide to focus on 1 drop Rush, but I will still need to rely on Events in order to make 1 drop Rush work, so why not just keep it as it is. It's going to be hard to change the current build of the deck unless they would make more support for Rayleigh.



OP12 Rayleigh






How it Works?

This is a very straightforward deck as we mainly focused on the searchers to get your Events to have to trigger Rayleigh's effect to power up our low power Characters to hit some deadly numbers. I am running a lot of Events, but most of them cost 0 to use, so you won't need to worry about DONs, maybe for those card's effects. It does means, we will also have enough DONs combined with Rayleigh's effect to power up our attacks, so our opponents need to use a few counters or they would get hit. It is especially useful in taking out your opponent's high power Characters, so we can remove as much Characters on their field as we can due to the lack of removals in this build.


Searchers


There are plenty of searchers in this build, you have to be unlucky not to draw 1 of these cards as they are max out at 4 copies each. What I like about these searchers is that we can make these cards into beat sticks, so they won't be just in the deck for the search ability. OP01 Nami is just the main SH searcher as we are running a few SH cards in the build. The effect works on play, look at 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.

OP03 Buggy doesn't have a counter, but instead, we have a 3k base searcher and combined with Rayleigh's power up, we can make Buggy a 5k beat stick without needing extra DONs if you are planning to use DONs for other cards. Buggy cannot be KO'd by Slash attribute Characters which make sense because of his devil fruit. Although, I don't know what happens if the swordmen actually use Haki on him as it never been shown. Anyway, the effect works on play, look at top 5 cards of your deck, reveal up to 1 red Event and add it to your hand. Then, place the rest at the bottom of your deck in any order. As we are running a total of 18 Events, you should be able to see at least 1.

OP12 Shaku is a different type of searcher even though we've got the Amazon Lily type. The effect works on play, look at top 5 cards of your deck, reveal up to 1 Luffy or 1 red Event and add it to your hand. Then, place the rest at the bottom of your deck in any order. The good thing is, we can also search for Luffy, but I am not running a lot of Luffy in this build as we mainly focused on the Events.

OP12 Hancock also doesn't have a counter like Buggy, but instead we can make Hancock a nice 5k beat stick combined with Rayleigh's effect. Hancock has 2 effects, the first effect is exact same as Shaku where we look at top 5 cards of your deck, reveal up to 1 Luffy or 1 red Event and add it to your hand. Then, place the rest at the bottom of your deck in any order. This is good for going second where we have 2 DONs whilst Shaku is good for going first where we have 1 DON at the start. The second effect is an activate main, you may trash this Character to give 2 rested DONs to your Leader or 1 of your Characters. Personally, if we are going to trash this Character, I would mainly use this effect after she attacked, so we could force some counters from your opponent's hand, KO your opponent's Characters or make them lose Life cards.

Rush


It's not a red deck without Rush as we can sneak in some attacks, especially if your opponent thought we have used up all of our attacks for that turn. OP01 Zoro only has the Rush ability and nothing more aside from being a 3 drop 5k beat stick. EB01 Kid & Killer has a when attacking effect where if your opponent has 2 or less Life cards, this Character gains 2k power, making Kid & Killer a nice 7k beat stick to swing. This is not bad, especially when we cannot run any high costs in the build, so we need ways to power up our attacks instead.

Straw Hat Supports


Nami can search out these cards as well as Zoro, so for the SH options, we do have plenty unless you are really unlucky with the search effect and only see non SH cards as your top cards. OP01 Sanji can be used for attack and defence depending on what you need. We can make Sanji a nice beat stick thanks to Rayleigh's effect, but at the same time, the 2k counter can be good at stopping your opponent's attacks. The effect is an activate main effect, you may add 1 card from your Life area to your hand. This Character gains 2k power during this turn, then attached 2 rested DONs to this Character, making Sanji a nice 7k beat stick, but combined with Rayleigh, we can make Sanji a nice 9k beat stick instead.

OP10 Sanji is really useful for this build as Rayleigh's only powers up base power, so OP10 Sanji is not affected with that power up during your turn. Sanji has 2 effects,  The first effect works during your turn, this Character gains 3k power, making Sanji a 6k beat stick. This combined with Rayleigh's effect, and we can have a 8k beat stick to swing. The second effect works on KO, draw 1 card, so it won't be a huge lost if Sanji is KO'd, as you can draw an extra card.

OP12 Luffy is another power up cards, and also works well with Rayleigh's effect thanks to being a 4k base power card. Luffy have 2 effects, the first effect is if you have total of 2 or more attached DONs, this Character gains 2k power. We can actually attach any 2 DONs to our cards for this power up to work, and doesn't need to be Luffy. This effect is also a continuous effect, so if you want a Character on the field, you want to make Luffy a 6k beat stick as soon as possible, so it will be easier to defend against your opponent's attacks. The second effect works on play, reveal 2 Events from your hand, play 1 Character with 3k power or less from your hand. Then, attach 1 rested DON to your Leader or 1 of your Characters. So not only we can play our Characters, increasing the field, but we only need to attach 1 more DON to trigger Luffy's power up effect.

King Kong Gatling is a card I like to use as it gives more power to our attacks as we are only restricted to low cost Characters. It will be really hard to stop your opponent's high power Characters without removals in the build, so that's why, the more power, the better. The effect is your Leader or 1 of your Character gains 3k power for this turn. Then, if your opponent has a 7k power or more Character on their field, your Leader or 1 of your Characters gains 1k power. This is like a 2 step power up, especially if your opponent has a 7k beat stick on their field, making our attacks hit more power. The trigger effect is also handy as you can KO 1 of your opponent's 5k power or less, and combined with 1 of our Events, we could easily KO them.

Mole Gun is the only removal in the deck as we would need to attack your opponent's rested Characters in order to KO them. The effect is reduce 1 of your opponent's Characters power by 5k this turn. Then, if you have a Character with 6k power or more, KO 1 of your opponent's 2k power or less Characters. This is not difficult to trigger with the amount of power ups we've got for this build. The trigger effect is activate this card's main effect.

Events


We have the 4 Events and all of them only works best with Rayleigh on the field, whether its a Character or the Leader. 3 of those Events are also the 3 Haki in the One Piece universe. Observation Haki is another searcher for the deck, so you will have 5 searchers in total to search for the cards you need. The effect is you may give 1 active DON to 1 of your Rayleigh, look at top 4 cards of your deck, reveal up to 1 red Event or 1 Character with 3 cost or more and add it to your hand. Then, place the rest at the bottom of your deck in any order. Personally, there's not a lot of 3 cost or more Characters, but if you can see them, then, that's great, otherwise, you would be adding Events to your hand.

Conquering Haki, no idea why they've changed it to Supreme King Haki, I rather take Conquering as the name. Conquering Haki only has a counter effect, but that counter effect can be really deadly. The effect is 1 of your Characters or Rayleigh gains 2k power for this battle. Then, you may rest 1 of your DONs, if you do, your opponent's Leader and all of their Characters loses 1k power for the turn. You want to leave 1 DON up if you are planning to use Conquering Haki's full effect as this can make a difference between hitting and not hitting your cards.

That is Power is mainly for the counter effect unless your opponents are running a lot of Blockers to stop your attacks. There are 2 effects, the first effect works during the main phase, you may give 2 DONs to 1 of your Rayleigh, your opponents cannot active Blocker ability when the card given these DONs attack this turn. Basically, this is Diable Jambe, but with more power up, the only Rayleigh card we will be focusing is the Leader. The counter effect is 1 of your Characters or Rayleigh gains 2k power for this battle. If you can't use the main effect, then, we would be mainly focusing on the counter effect that is free to use.

Lastly Armament Haki, but Arms Haki for short, I'll take that naming. I think the main effect is okay, but it is mainly a card you don't need 4 of unless you are planning to use the counter effect. The main effect is you may give 1 active DON to Rayleigh, your Leader or 1 of your Characters gains 1k power for this turn. I don't know if that 1k power up would make a huge difference, but at least you could combined this with That is Power to power up Rayleigh even more. The counter effect is 1 of your Characters or Rayleigh gains 2k power for this battle which is the same as the other 2 0 cost Events.

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