Monday, November 24, 2025

OP13 Red/Black (Sabo) Deck Profile

Sabo is missing EB03 Koala to make this deck more consistent, so right now, I'll be using the cards we've got so far. The current supports is okay, but when Koala get released in English, then, the deck can be even better. Sabo does reminds me of ST10 Kid where we start with 5 Life cards but have the power reduced, however, for Sabo it won't matter too much because of the power up effect.



OP13 Sabo






How it Works?

I am running a lot of searchers as we need to see Hack and Morley as soon as possible to get Sabo's Leader effect going, as those 2 cards are the only 4 drop in the build currently where we can become 8 drop. This is why we have 4 different type of searchers in this build to search those 2 as soon as possible, and start powering up our field.

You should have enough power, especially when you got 3 or less Life cards to play the high cost Characters. Although, the Events does play a major role in the build to stall as long as possible to play the high cost Characters as Hack and Morley won't be enough especially against removals.


Attaching DONs


These cards make it easier to attach DONs to your Leader rather than needing an untap DON for the Leader effect. 2 of them will also help to trigger the Leader power up requirements whilst the other will need an 8 drop or more to work. OP13 Inazuma works on play, add 1 rested DON to your Leader. The nice thing about Inazuma is the 2k counter which will be really helpful if you can make your Leader a 6k base.

OP13 Sabo is 1 of the main cards that can increase our cost as well as attaching rested DONs to our Leader. Sabo is a 7k Blocker with an activate main, 1 of your Character gains +2 cost until the end of your opponent's turn. Then, attach 1 rested DON to your Leader. Of course, we want to increase this card's cost to make this an 8 cost Character to trigger our Leader's effect and potentially becomes an 8k Blocker instead.

Lastly, OP07 Dragon because we also have a Rush ability and not only being able to attach rested DONs to trigger our Leader's effect. The effect works on play, attach up to 2 rested DONs to your Leader or 1 of your Characters. Mostly, you want to give this to your Leader, but if OP13 Sabo is out on the field, then, we can power up our Characters instead to hit even more power.

Increase Costs


The 2 key cards until we can add EB03 Koala to the build as the one to set up the Leader's effect during the early turns. OP12 Hack effect is if your Leader is RA type, this Character gains Blocker and +4 cost. The thing with Hack being a Blocker, we might need to lose this 8 drop Character unless we have another 8 drop Character for the Leader's effect. The second effect works on KO, if your Leader is RA type, KO 1 of your opponent's 4 cost base or less which is a nice removal to have in the build.

OP12 Morley only has a simple effect which is if your Leader is RA type, this Character gains +4 cost. We also have a 2k counter which goes really well with our 6k Leader if we managed to fit the requirements. Although, your opponent will most likely to try and take out Morley so we won't have an 8 drop or more on the field, which is why we need to have another 8 drop or more to be on the save side, unless you have other counters to protect this card.

Searchers


As this build relies on certain cards, I've decided to run as much searchers as possible, and this build is 1 of the deck where we have a lot of searchers for turn 1 set up. OP12 Koala works on play, look at top 3 cards of your deck, reveal 1 RA type except Koala or 1 Robin and add it to your hand. Then, trash the rest. Trashing doesn't matter too much as we are not really building up the trash.

OP05 Betty is our standard searcher as unlike Koala, we do not need to trash the rest of our cards. The effect works on play, look at top 5 cards of your deck, reveal up to 1 RA card except Betty and add it to your hand. Then, place the rest at the bottom of your deck in any order. Both of these searchers will work with each other if the top cards is not your liking.

OP13 Garp on the other hand only search for high cost cards which is not bad, however, we do have a lot of low cost in the build especially designed for early turns. The effect works on play, if your Leader is Sabo, Ace or Luffy, look at top 4 cards of your deck, reveal one 3 cost or more card and add it to your hand. Then, place the rest at the bottom of your deck in any order. At least Garp will increase the chances of getting Morley or Hack into your hand to trigger the Leader's effect.

The final searcher which is the Stage card RA HQ. Only 1 will be needed on the field and you will be able to search cards once per turn if you needed and the other copies can be used as a discard fodder. The effect is an activate main effect, you may trash 1 card from your hand and rest this Stage to look at top 3 cards of your deck, reveal 1 RA card and add it to your hand. Then, place the rest at the bottom of your deck in any order. Just like Koala and Betty, you can use this card to search for the other 2 searchers from the deck if the top cards are not your liking.

The Supports


The rest of the supports are simple, PRB02 Sabo is mainly for the 2k counter as we don't really want to hard play this card as it is kind of impossible to set off the effect in this build. That effect is if you have 15 or more cards in your trash, reduce this Character cost by 3. 15 cards is difficult considering that this deck doesn't have a lot of milling capabilities.

Instead, you can play Sabo using OP12 Dragon's effect instead of hard playing PRB02 Sabo as you want to play OP13 Sabo instead as a 6 drop. OP12 Dragon works on play, by returning 3 RA cards to the bottom of the deck in any order. If your Leader is RA type, play one 6 cost or less Character from your trash. There are plenty of options to choose with this effect, and it is thanks to this effect, we don't need to worry about PRB02 Sabo's effect.

I actually want to fit 4 Stussy, however, the room is pretty tight unless I reduced the number of Events I am running for the deck. OP07 Stussy works on play, you may trash 1 of your Characters to KO 1 of your opponent's Characters. What I like about this effect is that we can clear our 1 drop searcher, since there is a total of 12 altogether for 1 drop searcher, so you might as well make use of Stussy effect, which is also why I want to run 4 in the build.

Events


I am only running 2 Events, and both of them can be used quite early during the turns as long as we fit the requirements. Hair Removal can be used as soon as we play Hack or Morley on the field to strengthen the defences. The counter effect is your Leader or 1 of your Character gains 2k power for the battle. Then, if you have an 8 cost or more RA Character, that card gains another 2k power for that battle, making the total of 4k power bonus. Of course, this can work with OP13 Sabo, but Sabo will need 6 DONs by the time you play the Character to increase the cost whilst Hack and Morley only cost 4 DONs to gain the additional 2k power. The trigger effect is draw 1 card and mill 1 card. The draw power is useful since we won't be discarding any cards from our hand, instead, we will be milling the deck which is fine for this build.

The other Event I am running is Black Vortex, and Black Vortex will cost you 2 DONs to play unlike Hair Removal, but it is worth the cost for what this Event can do. The counter effect is negate the effect of your opponent's Leader or 1 of their Characters and that card loses 4k power for the turn. This can also shut some when attacking effects that could change the game as well as stopping Characters who can attack multiple times. The trigger effect is the exact same as the counter effect except without the power reduction which is negate the effect of your opponent's Leader or 1 of their Characters for the turn.

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