Wednesday, November 26, 2025

OP13 Yellow (Bonney) Deck Profile

I guess OP13 Bonney is okay, but we will still need to rely on Trigger Characters if we want to pull off the effect, whilst OP07 Bonney can work with any green cards. That's the 1 major difference between these 2 decks, and I know OP07 Bonney will continuously get supports as long as the new set have green cards that could suit that deck style. OP13 Bonney will have to wait for new Trigger Characters to change this deck, and running too many non Trigger Characters can also affect the effect.



OP13 Bonney





How it Works?

Only 2 non Trigger Characters in this build, OP13 Stussy who can play Trigger Characters, and OP12 Kuma for the Life gain to generate more Trigger effects. There are other cards I want to cramp in this build, but the room is very tight especially when I need most of the cards at 4 of instead of 3.

Your main strategy is to play Trigger Characters so we can use Bonney's Leader effect to attach 2 rested DONs to your cards, preferably OP08 Bonney as she is the main draw power for the deck as well as needing DONs to work. There are other draw power for this deck, so we can draw into the right cards, but OP08 Bonney is not a one time use effect like the rest of the cards.


Life Gain


The only Life gain in the deck, however, because of these 2 cards, it can reduce your opponent options in KOing which Characters as they don't want to give you as much Life gain as possible, especially when this deck is mostly trigger effect deck. Kiku works on KO, if your opponent has 3 or less Life cards, add 1 card from top from top of your deck to top of the Life area. 3 is not difficult to trigger unless your opponent's Leader starts with 5 Life cards. The trigger effect is if your opponent has 3 or less Life cards, play this card. This will require luck as if the timing is not right, we would need to hard play Kiku instead.

I was debating to run OP12 Kuma or not in this build because Kuma is not a trigger Character which can affect the Leader's effect, however, this is the only card in the build who can give you an instant Life gain rather than waiting for your opponent to KO the Character like Kiku. 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. If you have both Kiku and Kuma on the field, it will make your opponent think twice before attacking into these Characters.

Removing Life Cards


As you can see, I didn't run OP10 Kid to remove your opponent's Life cards as the room was pretty tight unless I remove certain cards, so I am only using these 3 cards which all have trigger effect which will work with the Leader's effect. OP10 Hawkins is another Character who works on KO which is trash the top card from your opponent's Life area. Just like our Life gains cards, this will be difficult to trigger unless your opponent also have Life gain, so we will be aiming for the trigger effect which let us draw 2 cards and trash 1 card from the hand.

OP09 Robin is very situation as this card could become useless during the late game if we don't draw Robin during the early turns. The effect works on play, if your opponent has 3 or more Life cards, trash the top card from your opponent's Life area. However, just like Hawkins, we can use this card for the trigger effect which is play one 3 cost or less yellow Character from your hand. There are plenty of 3 cost or less Characters we could play from our hand.

OP13 Bonney is nice to have in the build as this card only cost 9 to play. The effect works on play, if your Leader is Egghead, this Character gains Rush. Then, your opponent add the top Life card to their hand. Unfortunately, we don't get the trash effect like Robin and Hawkins which is the downside, but the Rush is definitely useful, especially combined with the Leader's effect. The trigger effect is if you have 1 or less Life cards, rest 1 of your opponent's 7 cost or less Characters. This might be difficult to trigger as we don't know what cards will be in our Life area, and we could get this at the wrong time.

Removals


Both of these cards can be played for free using Stussy's effect, so we don't really need to worry about the 5 cost. I have decided to run a bit of removals, so we don't need to constantly attack your opponent's Characters to get rid of those cards. OP08 Nami works the best in a heavily trigger build like this deck as we can easily make use of the effect. The effect works on play, you may trash 1 trigger card from your hand to KO 1 of your opponent's 5 cost or less Characters. Then, if you have 3 or less Life cards, draw 1 card. The extra draw can be useful, but that's only if we have low hand size, and if you have OP08 Bonney going, you might have to play Nami for the KO effect. The trigger effect is activate this card's on play effect.

OP07 Luffy is optional, but I've added this card for more removal. The effect is an activate main effect, you may trash this Character, if you have 2 or less Life cards, KO 1 of your opponent's 4 cost or less Characters, then, draw 1 card. The only downside is that you need to have low health to work unlike Nami who is an instant removal. On the bright side, you can attack your opponent's rested Characters, then, use this effect to remove another Character on the field. The trigger effect is KO 1 of your opponent's 4 cost or less Characters which is the same as the main effect without the draw power.

Draw


Draw power is always nice to have as it can provide more options we can choose as well as not worrying about low hand size when we have to discard cards when using effects. OP08 Bonney will need an attached DON to work which is perfect with the Leader's effect. The effect works on your turn and once per turn, when a card is removed from your opponent's Life cards, draw 2 cards and trash 1 card from your hand. This effect works best with our Life removal cards so we don't have to hit your opponent's Leader to work. The trigger effect is draw 2 cards and trash 1 card from your hand which is the same as the main effect but without the restrictions.

OP13 Edison can be used as a 2k counter or if you want to use the effect to increase your hand size. The effect is an activate main, you may trash this card, if the number of your Life cards is equal or less than your opponent's Life cards, draw 1 card. Then, rest 1 of your opponent's 3 cost or less Characters. Personally, I am not too bothered about the rest effect since we can only target 3 cost or less Characters, so you mainly want this for the draw power. The trigger effect is pretty much the same as the main effect without the Life requirements. Draw 1 card and rest 1 of your opponent's 3 cost or less Characters.

OP07 Franky is a vanilla with 2k counter, but at least he is a 5k beat stick we can hard play if needed. Otherwise, we are mainly aiming for the trigger effect like most of the cards in this build. The trigger effect is draw 1 card, then, if you have 1 or less Life cards, play this card. We can still draw cards even if we don't have 1 or less Life cards which is what I like about Franky's trigger effect.

The Supports


As for the rest of the supports, they have different effects so it was difficult to split them up in different sections. OP13 Lilith is the main searcher for this build, the effect works on play, look at top 4 cards of your deck, reveal 1 Trigger card except Lilith and add it to your hand. Then, place the rest at the bottom of your deck in any order. Lilith will be able to search most of the cards in this build, so it's difficult to miss with this search effect. The trigger effect is activate this card's on play effect.

PRB02 Otama is mainly for the trigger and 2k counter. Although, since we have Life gain in this build, we could have room to use the main effect to make our attacks hit even more power combined with Leader's effect. The effect is an activate main, you may rest this card and add the top or bottom card from your Life area to your hand, your Leader or 1 of your Characters gains 3k power for the turn. 3k power is nice to have especially when we will be attaching at least 2 rested DONs per turn, so we can easily power up our attacks. The trigger effect is rest 1 of your opponent's 4 cost or less Characters.

PRB02 Hancock is to slow your opponent's attacks down in case we don't draw our removals, and just like OP08 Nami, this card will work the best with a trigger build. The effect works on play, you may trash 1 Trigger card from your hand, your opponent's rested Leader or 1 of their Characters except Luffy cannot attack until the end of your opponent's turn. What I also like about Hancock is the trigger effect which is KO 1 of your opponent's 4 cost or less Characters. 4 cost or less is not a lot, but at least we can remove those cards before they could use Blockers or attack.

OP13 Stussy is nice to have, but not a trigger card even though most of the Egghead cards have trigger effect in OP13 set. Stussy is a 7k Blocker with an on play effect which is if your Leader is Egghead, play one 5 cost or less Trigger Character from your hand. We've got plenty of options, and would definitely help if we can play beat sticks like Hancock to the field.

Blaze Slice is for more resting so we can attack into your opponent's Characters more easily as we can remove your opponent's Life cards with effects as well as the power that can last for 1 turn. The effect works during main or counter, your Leader or 1 of your Characters gains 1k power for the turn. Then, if your opponent has 2 or less Life cards, rest 1 of your opponent's 4 cost or less Characters. The trigger effect is similar to the main effect where we rest 1 of your opponent's 4 cost or less Characters.

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