Sunday, October 12, 2025

OP12 Yellow (Kid) Deck Profile

Unfortunately, none of the new cards from PRB02 cards would work with Kid, so I decided to keep it as OP12 build instead. Not a huge change from the previous build, but some new cards would definitely make Kid better instead of using vanillas to replace the empty spot. Although, the next set OP13 do have some new SN cards we could try for this deck.



PRB02 Kid





How it Works?

I've kept the build simple with the key mind of triggering Kid's Leader effect so our SN Characters can become Blockers and stop your opponent's attacks. What I do like is that we can attack first with our SN Characters, then, use Kid's effect to untap those Characters and make them into Blockers. Therefore, Blockers won't be reducing the number of attacks we can do since we are only limited to 5 Characters. The one downside to this build are mainly the Life gain cards, since 2 of the key Life gain cards are non SN Character, so it will make it hard to trigger their on KO effects But at least, we can put some pressure against your opponents.


Life Gain


Our key Life gain is pretty much the same as the previous build with the exception of Kuma being added instead of running 10 drop Ace. OP11 Bege is a Blocker with an effect that works once per turn. If your SN Characters other than Bege would be removed from your opponent's effects, you may add it to the top of your Life area face down. This will protect our SN Characters from removing effect, so your opponent must target Bege first if they want to start targeting our other Characters.

OP06 Kiku doesn't have a counter, so you really don't want to keep this card in your hand. You want Kiku to be on the field for that pressure if the timing is right. 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. If your opponent is running a multicolour Leader, then, getting down to 3 Life cards is very easy to do, except if they are using those princess Leader who start with 5 Life cards. The trigger effect is if your opponent has 3 or less Life cards, play this card, giving you an extra body on the field ready to attack your opponent's cards.

OP12 Kuma is one of the obvious choices to add to yellow builds. A 6 drop Character than can perform Life gain is very strong considering our previous low drop Characters need specific requirements to gain Life cards. 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. Unlike Kiku who needs your opponent to have 3 or less Life to work, Kuma doesn't matter, the only thing that matters is triggering this during your opponent's turns.

OP10 Law can act as a Life gain card depending on how you read the effects, but only works specifically with SN Characters in your hand. The effect works on play, reveal 1 SN Character and add it to top of your Life area face down. Then, attach 1 rested DON to your SN Leader. The rested DON doesn't matter too much, but at least the effect would power up Kid Leader so we can hit decent numbers.

Removals


As for the removals, we've got a mix of trashing and KOing in this build. I am running OP11 Zeus as this could help use reuse Kid's Leader effect if needed. 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. If somehow, your opponents didn't hit your Leader whilst you have a faceup Life card, then, we wouldn't be able to use Kid's Leader effect. However, with Zeus in the build, we can by adding that faceup Life card to our hand, and the best part is that Zeus also have 2k counter we can use even if we can't use the effect.

OP10 Hawkins is a card that can work with Kid's Leader effect, so we don't need to worry about your opponents needing to hit Hawkins to work, unlike Kiku or Kuma. The effect works on KO, trash the top card of your opponent's Life area. You can make Hawkins a Blocker after he attacked, then use the Blocker ability to let your opponents KO Hawkins so we can trigger Hawkins on KO to trash your opponent's Life cards. The trigger effect is you draw 2 cards and trash 1 card from your hand. This depends on if it's worth using the on KO effect or gaining more cards in your hand would be better if you need counters.

OP10 Kid is another card that can trash your opponent's Life cards just like Hawkins. Kid has 2 effects, the first effect work on play, you may rest this Character to trash the top card of your opponent's Life area. This shouldn't be much of a problem as the Leader can untap Kid to make him a 9k Blocker to use during your opponent's turn. The second effect works at the end of your turn, if your opponent has 2 or less Life cards, draw 1 card and trash 1 card. This is just a nice hand filter effect if you get too much non counter cards in your hand.

I am still only running OP11 Red Hawk in the build as I do prefer to have more Characters in this build. 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 5 cost base or less Characters. This would cost you 4 DONs altogether whilst Zeus only cost you 2, but I guess, it will depends on the situation on the field. The counter effect is your Leader gains 3k power for this turn.

Trigger Characters


The Characters we want to choose when we use OP10 Law's effect as these cards are SN Characters. Although you can hard play Bonney as she has a main effect compare to promo Law. OP12 Bonney may only be a 1k power on the field, but the effect will be very useful. The effect is an activate main, you may rest this Character, your SN Leader gains 1k until the end of your opponent's turn, so we could make Kid a nice 6k base power Leader, easier on the counters if you don't have Blockers on the field. The trigger effect is if your Leader is SN, play this card.

P088 Law is a promo came out a while ago in the JP format, I don't actually know when this card came out for the EN format. Anyway, this card is mainly a vanilla but has a 2k counter, so we could stop your opponent's attacks. The trigger effect is if your Leader is SN and you and your opponent has a total of 5 or less Life cards, play this card.

Supernova Supports


Nothing changed for these 3 cards as they have some use for this build. OP10 Apoo can gain Blocker ability if we meet the requirements, and for this build, this is not hard to do. The effect is if you have a yellow SN Character other than Apoo, this Character gains Blocker. The only way you will struggle triggering this is that you are playing your non SN Character on the field constantly.

OP10 Luffy is the standard searcher for Supernovas, nothing really I can expand on. The effect works on play, look at the top 5 cards of your deck, reveal 1 SN card other than Luffy and add it to your hand. Then, place the rest at the bottom of your deck in any order.

OP10 Drake has an activate main which lets you rest your opponent's Characters, however there is a Life requirement for the effect to work. The effect is, you may rest this Character, if your Life cards is equal or less than your opponent's Life cards, rest 1 of your opponent's 4 cost or less Characters. So I guess we could take out any 4 drop or less Characters we want to remove, then untap Drake using Kid's Leader effect to use as a Blocker during your opponent's turn.

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