Wednesday, September 17, 2025

OP12 Red (Shanks) Deck Profile

Shanks also got a bit of support from OP12 set, and more will come when the premium booster comes out, so this will be my temporary build until then. I don't think I've posted a build using the starter deck cards as I kind of forgotten, so this deck might be remade from OP10 build which OP10 build was very different I had in mind.



OP12 Shanks







How it Works?

We will still need to rely on Shanks Leader to reduce your opponent's attacks, so they would need to use DONs if they want to hit our Characters. As you also see, the build also runs plenty of power reducers and removal, so your opponent's Characters shouldn't be able to put much threat when it comes to attacking. We do want to limit the amount of attacks they can do, so our high cost Shanks could easily swing at your opponents with ease.


Power Reducer


As you know, there's a lot of power reducers in this build which will be great with our removal effects who targets certain power. OP01 Otama has a very simple effect, the effect works on play, reduce 1 of your opponent's Characters power by 2k for the turn. A nice cheap cost to play if we want to get rid of your opponent's Characters.

Snake has the exact same effect as promo Gordon, but with him being a RH Pirate, we can search him out from the build a lot easier than Otama. The effect is an activate main where you place this Character at the bottom of your deck to reduce 1 of your opponent's Characters power by 3k for the turn.

Hongo, just like Snake also has an activate main effect, so we don't need to hard play cards like Otama just to trigger our removal effects. The effect is you may rest this Character, if your Leader is RH Pirates type, reduce 1 of your opponent's Characters power by 2k for the turn. Just like Otama, even if you don't play him to the field, the 2k counter will be very handy for defence.

OP12 Shanks is the only new card from the OP12 set that I've added for this deck. Shanks is a Blocker with an effect that works during your opponent's attacks. You may trash 1 card from your hand to reduce your opponent's Leader or 1 of their Characters power by 2k for the turn. This is similar to Shanks Leader, but we will need to discard a card to make this effect to work unlike the Leader. But having have this card out on the field can provide extra defensive options rather than relying on the Leader's effect.

OP09 Shanks is a bit different compare to our power reducers as this power reducing effect is more permanent as long as he is on the field. Not only that, we've also got Rush which is very useful, especially when we will be using all of our DONs to play this card. The effect is reduce all of your opponent's Characters power by 1k. If you managed to get a second copy to the field, you could reduce all of your opponent's Characters by 2k, so you wouldn't need to worry much about the attack and defensive side of things. Plus, he will also make using removal cards a lot easier to trigger.

Removals


As for the removal, we do have plenty of options, but most of them are high cost Characters. Roux is a Blocker with an on KO effect, if your Leader is RH Pirates, KO 1 of your opponent's 6k base power or less Characters. 6k is still a lot of power but unfortunately won't work with our power reducers.

OP09 Beckman being a RH Pirate card allow us to search him from the deck very early. The effect works on play, trash 1 of your opponent's 6k power or less Characters. As this effect says trash, we can get around on KO effects or prevent from KO ability, making Beckman a really strong removal against your opponent's Characters. Unlike Roux, Beckman also works with power reducers, so we could use our power reducers first before we play Beckman to the field.

I am running 4 OP08 Rayleigh in this build as Rayleigh's effect is very useful, especially combined with our other power reducers. The effect works on play, select up to 2 of your opponent's Characters, reduce 1 of those Character power by 3k and the other by 2k until the end of your opponent's next turn. Then, KO 1 of your opponent's 3k power or less Characters. The best part about this effect is that even if you can't KO those Characters, they will still be weakened during your opponent's turn, so we won't need to worry about using plenty of counters to stop those attacks.

Then, we also have another 10 drop Shanks, but this time with a removal effect. The effect works on play, KO 1 of your opponent's 10k power or less Characters. 10k is a lot as we could KO most of the Characters in this game, however, if you want to KO 11k power or more Characters, then we would need to rely on our power reducers who doesn't need to spend any DONs to use their effects.

Power


When it comes to power, these cards focused on powering up the Leader rather than the Characters. Powering up the Leader means the attack will be also harder to get hit, especially when our Leader can also reduce your opponent's power. OP09 Yasopp has 2 effects, the first effect works on play, 1 of your Leader gains 1k power until the end of your opponent's turn. The second effect works when attacking, you will need to attach a DON for the effect to work. Reduce 1 of your opponent's Characters power by 1k this turn. This is nice if you need extra power reduction to hit certain number to KO that Character.

ST23 Shanks has a requirement which is why I didn't run more than 2 in the build as you might not always use the effect. That requirement will require your opponent to have an 8k base power or more on the field in order for this card to reduce the cost by 3 in your hand. If we can get this, we could play Shanks for 6 with 10k power. The effect works on play, if your Leader is RH Pirates type or Uta, your Leader gains 2k power until the end of your opponent's turn. It would be great if we can play this card as soon as possible so we would have Life cards left for the late game.

Red Haired Pirates Supports


I know Uta is not a RH Pirate card, but being Shanks daughter, I've decided to include her in this section. OP09 Uta is just the standard searcher for RH Pirates, and will be very good in this build considering the amount of RH Pirates we are running for this build. The effect works on play, look at top 5 cards of your deck, reveal 1 RH Pirates card and add it to your hand. Then, place the rest at the bottom of your deck in any order.

Limejuice is a very situational card, but if you play him at the right time, it will hurt your opponents. The effect works on play, your opponent cannot activate 1 of their 4k power or less Blocker during this turn. 4k power or less doesn't sound a lot, but you have power reducers in the build, easily reducing those Blockers to trigger Limejuice's effect and preventing them from blocking.

Lastly, we've got ST23 Uta who is a Blocker and just like ST23 Shanks, she also has a requirement in your hand if you want to play her cheaply to the field. If you have a Character with 10k power or more, reduce this card's cost in your hand by 4, meaning we could play Uta for 2 instead of 6. 10k power is not difficult to do either as the requirement doesn't requires base power, so we could use DONs to power up our cards to hit 10k power to play Uta from our hand for 2.

Events 


Shanks actually has a lot of Events combination you can use in this build, but I've only chosen these 2 cards as both can provide more removals for the deck. Divine Departure has 2 effects, the first effect is the main effect where we need to rest 5 DONs to KO 1 of your opponent's 8k power or less Characters. 8k power is a lot, so spending 6 DONs altogether might be worth it, if you want to slow down your opponents. The second effect is a counter effect where your Leader gains 3k power for this battle.

OP01 Pistol Red Hawk is nice to have especially combined with our power reducers used during your opponent's turn. Preferably, getting OP09 Shanks on the field so we could reduce your opponent's Characters. The counter effect is your Leader or 1 of your Characters gains 4k power for the battle. Then, KO up to 1 of your opponent's 4k power or less Characters. 4k power shouldn't be difficult to do if you can activate your power reducers at the right time. The trigger effect is reduce your opponent's Leader or 1 of their Characters by 10k for the turn. 

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