PRB02 is a set where EB02 Luffy could gain the most benefit from the green and purple SH supports. Personally, SH builds are getting way too many support, but I shouldn't be surprised, since it is the same for DCG where certain decks get a lot of supports and some decks don't get support until like 10-12 sets later. Plus SH are the main protagonist for this series, so obviously, they would get the prefer treatment over other Characters.
PRB02 Luffy |
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Leader Character (33) Event (13) Stage (4) |
How it Works?
As you know, I didn't post an OP12 version of this build since PRB02 release date was around the corner, so I ended up to wait a little longer to post this deck. This build have changed from the previous build thanks to the new Events from OP12, we can use those Events to protect our Leader from getting hit, so we could maximise 6 drop Luffy's effect where we would be swinging twice per turn, and wouldn't need to worry too much about Life cards. However, Sanji & Pudding is the key card we need to have on the field as they are our main ramp card of the deck as well as allowing us to trigger the Leader's effect without losing too many DONs in that turn.
Ramp
Only 2 ramp cards in this build, it might not be enough, but we do have a lot of searchers in this build to search these cards out from the build. EB02 Franky is similar to ST10 Bepo I think where the ramp effect works on play or when attacking, however, Franky has more requirement compare to Bepo. The effect is if your Leader is SH type and the number of DONs is equal to or less than your opponent's field, add 1 DON as rest. Franky will be our constant ramp card as we will be returning a lot of DONs pretty easily.
Sanji & Pudding ramp is different to Franky, but we can still generate ramp as long as this card is on the field. Sanji & Pudding has 2 effects, the first effect works during your turn, when 2 or more DONs are returned to your DON deck, add 1 DON as active. This is not difficult to do if you plan on using Luffy's effect to return 2 DONs. The second effect works on play, if the number of DONs on your field is equal or less than than your opponent, draw 1 card. As we barely have any ramp cards in this build, we will have some nice draw power.
Searchers
As you know, we've got plenty of searchers in this build, so you shouldn't have any difficulties in searching for specific cards, unless you don't see your searchers. EB02 Nami is just a standard searcher that works on play, look at the top 5 cards of your deck, reveal 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.
PRB02 Nami is just a 2 drop version of EB02 Nami as the effect is the same where you look at the top 5 cards of your deck, reveal 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. So we could play EB02 Nami if we go first and PRB02 Nami if we go second. Although, there is a minor difference and that is PRB02 Nami also has a trigger effect which can let us play this card for free.
ST18 Zorojuro on the other hand only search for purple SH cards, however, most of the SH cards are purple, so I don't think we would have any difficulties to see at least 1 in our search. The effect works on play, look at the top 5 cards of your deck, reveal purple 1 SH card and add it to your hand. Then, place the rest at the bottom of your deck in any order.
Fight against Pirates is not a SH card, so none of our searchers will be able to add this card to our hand. The effect is look at the top 3 cards of your deck, reveal 1 SH card, Kid Pirates or Heart Pirates card and add it to your hand. Then, place the rest at the bottom of your deck in any order. The trigger effect is activate this card's main effect.
Rest
There are plenty of rest effect, the only card I have kept is Usohachi, but the other has changed compare to the previous build. ST18 Usohachi is a nice staple for any purple SH build because we also have a 2k counter which is good for defending, and it is mainly the one I use over the effect. The effect works on play, if you have 8 or more DONs on the field, rest 1 of your opponent's 5 cost or less Characters. Might be difficult to maintain 8 or more DONs especially if you are spamming Luffy's effect.
PRB02 Luffy is a card we do want to play as soon as possible as the effect works the best during the early turn of the game. The effect works during your turn and on play, if your Leader is multicoloured and your opponent has 7 or less DONs, your opponent rest 1 of their DONs at the start of their main phase. During the early turns, resting that 1 DON can affect their plays, especially if they are planning to play high cost Characters to the field, but couldn't as we will be resting 1 of their DON. Of course, if your opponent has more than 7 DONs, then, this effect will be useless.
Another nice rest effect to use is Dead's Man Game. Dead's Man Game has an effect similar to Hody's effect where we need to rest 3 DONs to rest a total of 2 of your opponent's Characters or DONs, costing 4 in total if you want the rest effect. The counter effect is your Leader gains 3k power for the battle. So even if you are not using the main effect, the counter effect can be handy to use.
Straw Hat Supports
A small minor change to this line up and that is Luffytaro have been added to the build, but the rest is mainly a must need for this build. OP07 Sanji is just a Blocker with an effect that works from hand. For this build who can constantly return DONs back to deck, you can easily trigger Sanji's effect without any problem. The effect is if the number of DONs on your field is at least 2 less than your opponents, reduce this card's cost by 3, allowing us to play Sanji using 3 DONs instead of the full 6.
EB02 Luffy is the one card that would work really well with the Leader's effect as we can get untap DONs to use. Luffy has 2 effects, the first effect with require you to have a multicoloured Leader and your opponent needing 5 DONs to work to gain Rush. This is one of the easiest requirement to do in this game. The second effect works when attacking, you may return 2 of your active DONs to your DON deck to untap this Character. Then, add the top Life card to your hand. The Leader will help you get 2 untap DONs even if you managed to use all the DONs for that turn, so we should have no difficulties in triggering the second effect unless you are worried about Life cards.
Luffytaro helps you to spam your lower SH cards to the field for the cost of 7, ready to attack next turn. Then, as a finisher, we could play EB02 Luffy to go for the final push for game. The effect works on play, by returning 1 DON, play one 5 cost or less purple SH Character from your hand. We are restricted to purple SH only but as for purple SH, we should have plenty of option to choose from thanks to the search effect.
Lastly, we've got the Stage card Merry Go. This card is mainly for the draw power, but it is also very good against cost removals or cost resting, protecting your SH Characters. Merry Go have 2 effects, the first effect works on play, draw 1 card. The second effect is an activate main, you may rest this Stage card, if the number of DONs on your field is equal or less than your opponent, 1 of your SH Character gains +2 cost until the end of your opponent's next turn. This would mean we could keep certain cards on the field like Sanji & Pudding, so we can constantly keep the ramp effect.
Events
As for the rest of the Events of the deck, we've got these cards. Jet Gatling is a nice 0 cost counter we can use if we managed to use up all of our DONs. The counter effect is you may trash 1 card from your hand, your Leader or 1 of your Characters gain 3k power for the battle just like any other colours. The trigger effect is simply add 1 DON as active.
Giant is one of the best card in the build since we have a SH Leader. We can easily get 2 untap DONs on the field, but it is the returning DONs that might be a problem if we don't see our ramp card. The counter effect is by returning 2 DONs from your field, you may trash 1 card from your hand, if your Leader is SH type, your Leader or 1 of your Character cards gains 4k power for the battle. Then, draw 2 cards.
Rashomon is actually the only removal for this build as this build is mainly to be aggressive with our Characters. Just like Dead's Man Game, we have a main effect and a counter effect. The main effect is by resting 2 DONs, KO up to 2 of your opponent's base cost of 4 or less rested Characters. I am only running 1 copy is it is hard to find space to fit a second copy, so we could take out some of your opponent's Characters. The counter effect is the exact same as Dead's Man Game where your Leader gains 3k power for the battle.
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