Kalgara got some decent support from OP12 set, and it is not only OP12 Kuma who will be added to this build as we got new Shandian supports. Personally, we are still missing quite a few cards. Most of the new SW cards from OP12 set I've added are just vanillas, and you can only get very far with vanillas compare to an effect. The only exception is if the deck is designed to make use of vanilla cards compare to effect which Kalgara doesn't have.
OP12 Kalgara |
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Leader Character (40) Event (6) Stage (4) |
How it Works?
I've tried to cramp as much as possible without losing too much of the SW cards as SW are the key cards to make use of the Leader's effect and start spamming the field. The SW supports are also Sky Island too, so I've added some SI support to the build, especially searchers so we can get the cards we need. I think my only regret is reducing is Ace, but I rarely use Ace if I had a full field which is why I am only running one.
Zeus and Kalgara will take your Life cards so much quicker than your opponent attacking your Leader which is also why I've decided to run Kuma in the build for more Life gain. Noland was obvious as he is one of the supports for this build. So it is all about the second Life gain card that can be fitted to this build.
Life Gain
Not a lot of Life Gain cards in this build, you could fit Yamato, but the room would be really tight. However, these Life gain cards doesn't cost you your entire DONs to play which is why I am running these in the build instead. Nolan is the key Life gain card in this build, and unlike the previous builds, our chances of triggering the effect have increased. The effect works on play, if your Leader is SW type and you have Kalgara Character in play, add the top card of your deck to top of your Life cards. The second copy of Kalgara really helps Noland as we don't have to search through the deck for 1 specific card.
OP12 Kuma is a great addition to the build and unlike Noland, we don't need to have certain Characters on the field to work. 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. This might be difficult to trigger as your opponents won't be generous enough to give you Life cards unless they can do final push to win.
Searchers
As you know, we got some searchers in this build, although 1 of them I am only running 1 copy in the deck as I need to fit other cards for the build. Shura's effect works on play, look at top 5 cards of your deck, reveal up to 1 SI card other than Shura and add it to your hand. Then, place the rest at the bottom of your deck in any order. What we also have is the trigger effect who let us play Shura to pull off the search effects.
OP06 Wyper is okay, you can run 2 in the build, but I don't think you will need 4 considering there is a requirement in order to trigger the effect. The effect works on play, by placing one 1 cost Stage to the bottom of the deck, look at the top 5 cards of your deck, reveal up to 1 Upper Yard or SW card and add it to your hand. Then, place the rest at the bottom of your deck in any order. The good news is that we don't have name restrictions on this card, so we can search for any SW cards including Wyper himself.
Upper Yard is our best turn 1 play until One Piece decided to give this deck a 1 drop Character searcher we could use for SW or SI in general. The effect is basically the same as Shura, on play, look at top 5 cards of your deck, reveal up to 1 SI card and add it to your hand. Then, place the rest at the bottom of your deck in any order. On the bright side, we are not name restricted like Shura, so we could search for most of the cards in this build.
Sky Island Supports
To be honest, the rest of the SI supports mainly consist of vanillas, only these 3 will have an effect we can use. Although Wyper and Ohm will be very similar. OP08 Wyper works on play, look at the top 5 cards of your deck, reveal 1 Upper Yard and add it to your hand. Then, place the rest at the bottom of your deck in any order and play 1 Upper Yard from your hand.
Ohm on the other hand does have an additional effect compare to Wyper, and that effect is if you have 2 or less Life cards, this Character gains 1k power. This is not difficult to do considering we will be depleting our Life area with the Leader's effect. The other effect works on play, look at top 5 cards if your deck, reveal 1 Holly and add it to your hand, then place the rest at the bottom of your deck in any order, and play 1 Holly from your hand. So both Wyper and Ohm would require luck to work unless you already have the card in your hand.
OP12 Kalgara is a nice addition to the build and not only because it's a SW Character, but also the effect. The effect works when a Life card is removed from either player Life area, draw 1 card. Then, you cannot draw cards using your own effect. Unfortunately, this is hard once per turn, so we won't be able to stack and draw power on top of the effect.
Other Supports
There are 2 more non SI or SW card along with Kuma which are Zeus and Ace. These are very obvious choice as Zeus is for the removal. We don't have any removal outside of Zeus and Red Hawk, so this card would be important, and Ace is mainly for extra attack. OP11 Zeus has a 2k counter we could use even if you won't be able to use the effect. 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.
ST13 Ace is suited for this build as we constantly take Life cards away thanks to the Leader and Zeus's effect. The effect works on play, if you have 2 or less Life cards, this Character gains Rush. This is not difficult to do, but I guess the only downside is drawing Ace very early in the game where we wouldn't be able to play him until the right time. This is also why I've decided to run 1 in the build, but I guess you could get away with 2 copies.
Events
I've changed the Events a little, and added Red Hawk for extra removal if needed. The other 2 can be searched out from the deck, so I wouldn't worry too much about the number of copies in the build. The Earth Will Not Lose is an Event made for SW deck, the counter effect is if your Leader is SW type, your Leader or 1 of your Characters gains 3k power for the battle. Then, play up to 1 Upper Yard from your hand. We can play our Stage card and use Upper Yard's effect to search. The trigger effect is draw 2 cards and trash 1 card from your hand.
El Thor is a card that works best if your opponent got low Life cards, as we really need all the defence we can get because of not running removals or Blockers. The counter effect is your Leader or 1 of your Characters gains 2k power for the battle. Then, if your opponent has 2 or less Life, gains an additional 2k power for the battle. So in total, we could gain 4k power altogether. The trigger effect is KO 1 of your opponent's Characters with cost equal to or less than the number of your opponent's Life cards.
OP11 Red Hawk is mainly for the additional removal as this build lacks removal cards, and the counter effect is mainly like The Earth. The main effect is you may rest 3 DONs, if you and your opponent has a total of 5 or more Life cards, KO 1 of your opponent's base cost of 5 or less Characters. In the late game, this won't be very good to use as both of the Life area will be very low, which will also means that will force us to use the counter effect. The counter effect is your Leader gains 3k power for the battle. The thing with this counter effect, I would rather use The Earth's counter effect who can also protect our Characters. But I guess sacrifice would have to be made if we want the main effect.