Saturday, November 22, 2025

OP13 Red/Purple (Roger) Deck Profile

Unfortunately, we are missing a promo for Roger who is coming at the end of December, and that promo will make a huge difference for this build. So I will have to do with what we've got now currently for the build. This won't be the final build without the promo card, but once the promo card is out, then, I can say this could be the final build for a while until we've got new updates for this deck.



OP13 Roger





How it Works?

The deck focused on ramping, the more ramp you can do, the sooner we would lose Roger Leader restrictions, which is why half of the deck have ramp cards. As soon as we hit 10 DONs, some of those ramp cards will be useless, but luckily, some have other effects and some can be used for the 2k counter, and our Leader will be 7k base which is very strong.

During the early turns, you will only be gaining 1 DON because of Roger's Leader effect compare to other decks who will be gaining 2 DONs. But this shouldn't matter too much because of the ramp cards, as long as those cards you drawn are the right cost, we can keep ramping until we reach 10 DONs.


Rush


The Rush Characters, so as long as they hit the field, we can attack, and what's more 2 of them are Roger Pirates, so can be easily searched out from deck. OP13 Rayleigh works on play, if you have any DONs attached, rest 1 of your opponent's 5 cost or less Characters. Then, add 1 DON as active at the end of your turn. Not only we can rest your opponent's Characters, we can also ramp if needed, but the rest and Rush ability will be handy for this build.

OP09 Shanks works amazingly with Roger base power. Shanks has a continuous effect which reduces all of your opponent's Character by 1k. 7k base power Leader is already difficult to hit with DONs, now with Shanks in the build, your opponent will need a few DONs, especially if they only have 5k or 6k beat stick on the field. 1 Shanks on the field is already enough to disrupt the attack, but if you want, you could play a second 1, although, I don't really think you need to play a second Shanks on the field unless you can.

OP09 Roger is mainly to go for the finisher especially if your opponent is running Blockers in their decks. There are some builds who will be running Blockers because of their effect, and Roger can take advantage of those cards. The effect  is when your opponent activates Blocker, if either you or your opponent has 0 Life cards, you win the game. What's deadly about this effect is that you only need Roger on the field to work and don't need to attack with Roger, so as soon as your opponent activates a single Blocker, we can win the game.

Ramp


Not surprisingly, we have a lot of ramp cards in this build to nullified our Leader restrictions. OP13 Buggy is a nice 2 drop we could play early turn. The effect works on play, if your Leader includes Roger Pirates and have any attached DONs, add 1 DON as rest. Obviously during the mid to late games where we have 10 DONs, Buggy will just be a 2k counter in our hand.

OP13 Bullet would be better than Buggy as Bullet has an effect that could power up the card to make this into a beat stick. This effect will need you to have 8 or more DONs to have this Character gains 2k power. This is very easy to do making Bullet a 6k beat stick on the field. The other effect works on play, if your Leader includes Roger Pirates, add 1 DON as rest. Of course, even if we can't use this on play effect, the 3 drop 6k beat stick will be handy to have on the field.

EB01 Bon Clay is in the build for obvious reason which is to increase the ramp of the deck, we never have enough ramp especially during the early turns where we need to get 10 DONs as soon as possible. Bon Clay has 2 effects, the first effect works on play, add 1 DON as active. The second effect works when attacking, select 1 of your opponent's Characters, and this Character base power becomes the same power as that Character for the turn. The higher the power, the better for Bon Clay to swing.

Gaban is nice to have as this has a draw effect as well as a ramp effect, plus a 7k beat stick on the field to swing at your opponents. The effect works on play, if your Leader includes Roger Pirates, draw 2 cards and discard 1 card from your hand. Then, add 1 DON as rest. The best part about Gaban is that even if the ramp becomes useless, we can still play this card for the draw effect.

Lastly, OP11 Katakuri who is a nice Blocker, but the main effect could be really useful, depending if you want to use this card or not. The effect works at the end of your turn, untap up to two 3 cost or more BM Pirates Characters. Then, add 1 DON as rest. The only BM Pirates is Katakuri in this build, but we can use this card to swing at your opponents, then use the effect to untap this card for the Blocker ability ready to stop your opponent's attacks.

Power


The 2 power cards, although OP01 Sanji is mainly for the 2k counter rather than the effect, as the 2k counter will be really useful with Roger's 7k base power Leader. Although, we can still trigger some of the cards in this build, as some cards will need attached DONs to work. The effect is an activate main, you can add 1 card from your Life area to your hand, this Character gains 2k power for the turn. Then, attached 2 rested DON to this Character, making Sanji a nice 7k beat stick to swing.

OP02 Whitebeard is mainly to power up our Leader power making the 7k base power even harder to hit. However, when the Roger promo comes out, I will be reducing the number of Whitebeard in the build. Whitebeard has 2 effects, the first effect works on play, your Leader gains 2k power until the start of your next turn. Then, you cannot add Life cards to your hand with your own effect. So if you play Whitebeard, Sanji's effect will be useless even though we are aiming for the power bonus. The second effect will need 2 attached DONs to work and the effect works when attacking, KO 1 of your opponent's 3k power or less Characters. This will be difficult to do with the lack of power reducers in the build, so we are mainly aiming for the on play effect.

The Supports


The rest of the supports are simple with OP13 Shanks who is the main searcher for this deck to get the cards we need. The effect works on play, look at the top 5 cards of your deck, reveal 1 type including Roger Pirates card except Shanks and add it to your hand. Then, place the rest at the bottom of your deck in any order.

ST23 Uta is mainly for the 2k counter, however, since this deck can ramp quick, we can easily play high power Characters, triggering Uta's effect from the hand. That effect is if you have a 10k power or more Character on the field, reduce this card's cost by 4. So we will be playing Uta as a 2 drop Blocker instead of 6.

Events


I am only running 2 Events, but you can fit Radical Beam in here if you want the trigger effect for Radical Beam. OP13 Divine Departure is a 0 cost Event, useful for Roger builds. The main effect is you may rest 5 DONs, if you have any attached DONs, reduce 1 of your opponent's Characters by 8k for this turn. You can use this with Whitebeard to remove a high power Character. The counter effect is the same as any 0 cost where we discard a card, your Leader or 1 of your Characters gains 3k power for the battle.

Another Scrap, another long name for this Event, so I've shorten it to these 2 word is a ramp card. It's a good backup if you don't have enough DONs to play your other ramp cards since we only get 1 DON per turn until we've got 10 DONs. The main effect is rest 1 DON, if your Leader is Roger and you have attached DONs, add 1 DON as rest. Just like most of the ramp cards, we also have another effect we can use, since ramping to 10 would be quick if you are lucky to get the ramp going. The counter effect is your Leader gains 3k power for the battle. Unfortunately, only targets the Leader, but I guess it make sense if we have Divine Departure who can target our Characters. 

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