PRB02 support for Shanks, and the new cards will help a bit for this build, although the room for the build is really tight, unless we get a new completely busted card for this build. I wouldn't say the build will be a major change compare to my last build as I've kept most of the RH Pirates cards in the build. It will only be about changing the numbers around so I can fit new cards to the deck.
PRB02 Shanks |
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Leader Character (46) Event (4) |
How it Works?
The main part of this deck is power reducers. The more power we can reduce, the easier to KO certain Characters no matter how high their powers are. Most of our removals come from the Events and our high cost Characters. There's good and bad point about this, as it does means, it will take a bit longer to get this deck pop off, but we do have Shanks Leader who can reduce your opponent's power, so we could make it not hit, or reduce the amount of counters needed for those attacks.
Power Reducers
The best thing about power reducers in this build is that most of them doesn't even have on play effect, only Otama will need to be hard played from hand to trigger the power reducing effect, whilst the rest works when they are on the field. It does save up a lot of DONs than playing 1 power reducer and 1 removal to KO that Character. 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.
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 a different type of power reducer as the effect is similar to the Leader where we trigger during our 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. What's more is that we could stack these 2 effects together reducing 1 high power card by 3k. Also Shanks is a 6k Blocker which is very handy in stopping your opponent's attacks.
PRB02 Law is not a RH Pirates card, but the effect can be very useful for this build. Law has 2 effects, the first effect is if this Character would be removed by your opponent's effects, you may reduce this Character's power by 2k instead for the turn. So we won't need to worry too much about removal effects as your opponents will need to use 2 removals to remove this card from the field, or make Law down to 5k so it makes your opponents easier to hit. The second effect works when attacking, reduce 1 of your opponent's Characters by 2k for the turn.
Then, OP09 Shanks is our main power reducer as once we can get him on the field, it will make everything a lot easier, because the power reducer is permanent rather than being once per turn. We've also got Rush ability so we can attack as soon as he hits the field. The effect is reduce all of your opponent's Characters power by 1k.
Removals
Just like the power reducers, we've also got plenty of removals to use, so we can reduce the number of attacks your opponents can do. OP09 Roux is a different type of removal as the effect doesn't work with power reducers. Although, it does make sense since we are running OP09 Shanks in the build. Roux is a Blocker with an on KO effect which is if your Leader is RH Pirates, KO 1 of your opponent's 6k base power or less Characters.
I've added OP03 Marco in the build, although because of the lack room, I couldn't fit 2 in the build. I guess you could reduce Law to fit more Marco in the build. Marco has 2 effects, the first effect works during your turn and on play, KO 1 of your opponent's 3k power or less Characters. With a lot of power reducers in this build, it is not difficult to trigger Marco's effect. The second effect is not as good for this build as I am not running a lot of Events to fully make use of Marco. The effect works on KO, you may trash 1 Event from your hand to play this card from your trash rested. This is not once per turn, so as long as you've got Events in your hand, you could constantly revive Marco to have a 6k beat stick on your next turn.
OP09 Beckman is our main removal we want to have on the field, and not only because we've got a counter on this card. 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. Although, a lot of new cards are now having remove effects instead of KO which can be a bit difficult for Beckman.
OP08 Rayleigh is our both power reducer and removal if we meet the requirements. 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.
OP06 Shanks is mainly to use against high power Characters, and would rely on the power reducers that are already on the field to make use of this card. The effect works on play, KO 1 of your opponent's 10k power or less Characters. With power reducers involve, we could literally KO any Characters we want on the field.
Red Haired Pirates Supports
For the RH Pirates support is very simple as I've kept most of them from my previous build. OP09 Uta is the standard searcher for RH Pirates, and you shouldn't have much of a problem with the search effect as most of the cards are RH Pirates. 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 would work best with power reducers, however, not all decks will be running Blockers in their build, so Limejuice will be end up as a 2k counter if needed. The effect works on play, your opponent cannot activate 1 of their 4k power or less Blocker during this turn. 4k power is not a lot, but with our power reducers, we could easily stop your opponents from using Blockers.
PRB02 Roux doesn't have a great impact like the OP09 version, plus we only got 2k power, and for Blocking, it is very low for a 4 drop Character. Although, the effect can be handy, especially if we have too many non counters in our hand. The effect works on play, you may trash one 6k power or more Character from your hand to draw 2 cards. This will help you filter out the cards we won't be needing especially during the early turns.
ST23 Shanks will work best when your opponent has a high power Character on the field, so we could play Shanks for cheaper rather than paying the full 9 cost. 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, powering up your Leader's power so it will become harder to hit.
Events
The Events is the same as last time as I haven't changed the line up, I still feel these 2 are good for the build. 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, or we could use Rayleigh's effect as the power reduction last until the end of your opponent's turn. 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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