Saturday, September 20, 2025

OP12 Yellow (Enel) Deck Profile

The one thing we don't need to worry about when we play Enel is the access of Life gain. I tried to cramp as much Life gain cards as I can, but also not ruining the deck with the high costs. No one likes too many high costs in the build and get fully rushed by your opponents, then, when it comes to mid to late game, it would be already too late to recover.



OP12 Enel





How it Works?

There are 2 key things we only need to focus for this build, Life gain and removal. Most of your Life gain cards are high cost, and would only work during mid to late game, so we would need to rely on our early removal cards to reduce as much of your opponent's Characters as possible, slowing your opponent down, so we can have a high chance to play our high cost Characters and not be in a bad position. There's not many good early turn cards as we only got Shirahoshi and Brulee for low cost Blockers to stop your opponent's attacks as soon as possible.


Life Gain


There are plenty of Life gain cards for this build, although some of them are very situational and will need to rely on your opponents to trigger those Life gain abilities. One of those cards is EB01 Shirahoshi who is a Blocker. The effect is when this card is KO'd by your opponent's effects, you may add the top card of your deck to top of your Life area. At least, if your opponent want to remove a Blocker with an effect, it will reduce their choices unless they are happy to give you the Life gain ability.

Another card who will be relying on your opponents is Kiku as 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 area. Of course, this can be easily avoided by your opponents if they have 4 or more Life cards, so playing Kiku at the right time will be important to maximise this effect. The trigger effect is if your opponent has 3 or less Life cards, play this card.

OP12 Kuma is one of the best additions for this build, but any yellow decks will be able to maximise the effect as we are not restricted to any particular decks. 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 would need your opponents to KO this card if we want additional Life gain, but unlike Kiku, there are no Life requirements for this effect to work.

EB02 Enel is the main card of the deck as we would be able to constantly gain a Life card as the effect doesn't only works once per card. There are 2 effects, the first effect is if your Leader has Sky Island type, this Character gains Rush. The second effect works when attacking, you may trash 1 card from your hand, if you have 1 or less Life card, add the top card of your deck to top of your Life area. Then, this Character gains 1k power during this turn.

OP07 Ace is in the deck for any additional Life gain, but Enel will be mostly doing most the work unless we couldn't see Enel in our hand. The 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.

Removals


Just like the Life gain cards, we've also got a nice amount of removals we can use for this build, stopping your opponents attacks. OP11 Zeus is great for this build as we can reduce our Life area as well as removing 1 of your opponent's cards. 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. As long as our Life area doesn't reach 0, we can always KO your opponent's Characters.

I decided to add OP07 Luffy for mainly the draw power as this deck does lack the draw power, meaning we won't be able to get the cards we need easily. The main effect is an activate main, you may trash this Character, if you have 2 or less Life cards, KO 1 of your opponent's 4 cost or less Characters, then, draw 1 card. Reducing our Life area down to 2 is not difficult if we can see Zeus and what's more, we can attack, then use this effect so we won't be wasting anything. The trigger effect is KO 1 of your opponent's 4 cost or less Characters, this is similar to the main effect but without the draw power.

Gedatsu will only works best if your opponent has a lot of health, otherwise, we would be getting a plain 6k vanilla onto the field. The effect works on play, KO 1 of your opponent's Characters with cost equal to or less than the number of Life cards in your opponent's Life area. The more cards in your opponent's Life area, the better for Gedatsu which is why, this is our main card we should play during the early turns, whilst Luffy is for mid to late game.

OP03 Katakuri has an interesting effect as he can acts as a removal or Life gain depending on how you use the effect. The effect works on play, add one 8 cost or less Character to the top or bottom of the owner's Life area face up. It is up to you how you would use this effect, but it will also depends on the situation on the field.

Lastly, I decided to run Yamato in this build. Now why Yamato is in the removal section, because the main effect focus on KOing your opponent's Characters, only the last part of the effect will be Life gain if we can meet the requirements. The effect works on play, KO 1 of your opponent's Characters with a cost equal or less than the total Life on both player's field. Then, if you have 1 or less Life, add the top card of your deck to top of your Life. You can focus on the KO effect if you are not bothered about the Life gain as there are some Characters we do want to remove if we don't see our other removals.

Triggers


This build has been simplify where we only focus on removal, Life gain and trigger effects for the build. Most of the rest of the cards are mainly for their trigger effect, although, some can be used for the main effect if we can trigger those cards. ST07 Brulee is a plain Blocker with a trigger effect which is play this card.

OP04 Bege is a vanilla with a trigger effect, your opponent's Leader or 1 of your opponent's Characters cannot attack during this turn. So if you can see Bege, and the timing is right, you can stop 1 of your opponent's attacks, acting like a Blocker. Otherwise, he will just be a 2k counter in your hand.

OP07 Franky will be easier to trigger in this build as we focus on getting low health to trigger Enel's effect. The trigger effect is draw 1 card. Then, if you have 1 or less Life cards, play this card. The nice thing about this effect is that we can still draw a card even if we don't have 1 or less Life.

OP10 Hawkins is also mainly for the trigger effect as we will have difficulties in triggering the main effect. But if we can get the make effect going, then, it would be great. The effect works on KO, trash the top card of your opponent's Life area. Your opponent won't want to KO this card unless they do not mind losing a Life card. The trigger effect is you draw 2 cards and trash 1 card from your hand. Thanks to the trigger effect, it will allow us to filter out the high cost with more counters for our hand.

Who Should Disappear works as both counter effect and trigger effect depending on your luck. The counter effect is 1 of your Leader or Character gains 3k power this battle. Only the trigger effect is different than any other colours. 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. This can act as a back up in case you've used Enel's Leader effect.

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