Nami got a nice update using both OP12 and PRB02 set combined as we can be very defensive, but at the same time we want to keep drawing cards. There are plenty of ways to trigger Nami's Leader effect without the need of attacking, and it is thanks to those cards, they have taken a bit of room for the deck.
PRB02 Nami |
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Leader Character (44) Event (6) |
How it Works?
We have a mix of effects in this build, but mostly you do want to draw cards as we will be trashing a card once per turn using Nami's effect. If you can see Teach in your opening hand, that will be even better since Teach can give DONs to your Leader whilst maintaining a low hand size so we can draw cards.
As you can see, even if you do not hit your opponent's Leader, we can still draw cards as we cards who can take away Life cards, easily triggering Nami's effect to draw a card. There's not many beat sticks in this build, most of the time Nami Leader will be mainly doing the attacking until we've got enough DONs to play our high cost Characters to the field.
The Life Area
We are mainly running some Life gain cards, except 1 which is Hiyori who is in the deck to trigger Nami's effect. We aren't running a lot of trigger effects in this build, so Hiyori doesn't have much choices to choose from. The effect works on play, you may add the top or bottom card from your Life area to your hand. Then, add 1 card from your hand to top of your Life area. We also have 2k counter, so even if you are not playing Hiyori, the counter will be useful.
Kiku only works on KO, but this is 1 of the card that Hiyori can target as we can get Kiku to the field for free. The effect is if your opponent has 3 or less Life cards, add the top card of your deck to top of your Life cards. It is a 50/50 chance of triggering the effect, but there are ways to get rid of Kiku depending on the type of deck you are playing against. The trigger effect also requires your opponents to have 3 or less Life cards to play this card for free.
OP12 Kuma is the card where we can gain a Life card which is very handy to add that extra defensive capability to the deck. 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 just like Kiku, but we can mostly use the on play effect.
Removals
The removal are the same as last build so nothing has changed here, and I really haven't added any new removals to the build. Nojiko only works with Nami Leader and the effect works on play, return 1 of your opponent's 5 cost or less Characters to the owner's hand. For a 2 cost card, this is not bad at all, as we can force your opponents to pay the same cost.
However, if you are looking for a 2 drop who can do KO instead of returning, then Zeus is a decent card we can run. The effect works on play, you may add the top or bottom of your Life card to your hand to KO 1 of your opponent's 5 cost or less Characters. Not only that we can KO Characters, but we can also trigger the Leader's effect at the same time since a card was removed from the Life area.
OP06 Pudding is a card where we can spam the effect, and since during the early turns where we mainly attack with the Leader, your opponents could easily gain some decent hand size. The works on play, your opponent returns all cards from their hand to their deck and shuffles their deck. Then, your opponent draws 5 cards. This effect would hurt the most when your opponents have added specific Characters to the hand.
OP08 Jozu is great in this build as most of the cards in this deck have on play effects, and Jozu can bounce one of our cards back to hand before targeting your opponents. The effect works on play, you may return 1 of your other Character to the owner's hand to return one 6 cost or less Character to the owner's hand.
OP10 Kid is another card like Zeus where we can trigger Nami's draw effect thanks to the on play effect. Kid has 2 effects, the first effect work on play, you may rest this Character to trash the top card of your opponent's Life area. As long as you can trash your opponent's Life cards, we can instantly draw a card. The second effect works at the end of your turn, if your opponent has 2 or less Life cards, draw 1 card and trash 1 card.
Draw
I wouldn't worry too much about having too low of a hand size because we've got 2 cards who can increase our hand size, so you don't have to rely on Nami's effect to draw a card. EB02 Vivi is 1 of the card where we can bounce her back to hand and play her to the field again constantly spamming the on play effect. The on play effect is if your Leader is multicoloured and you have 5 or less cards in your hand, draw 2 cards.
PRB02 Marco on the other hand is a 6k Blocker and the effect works on KO, draw 2 cards. Not only we can stop an attack, but we can also increase our hand size, so we can get more counters in our hand to protect Nami from being hit. I guess the main difference with this card is that there are no hand restriction, so you could draw even if you have 10 cards in hand unlike Vivi who needs to maintain low hand size.
The Supports
As for the rest of the supports, we've got these cards. ST17 Teach is a must have in the deck not only because you can attach DONs, but you can also reduce your hand size if you got many cards. The effect is an activate main effect, you may place 1 card to top of your deck, attach 2 rested DONs to your Leader or 1 of your Characters.
PRB02 Otama is debatable in the deck, but I am running her for the effect as we can trigger Nami's effect with the main effect. The main effect is an activate main where you rest this Character and add 1 card from the top or bottom of your Life area to your hand, your Leader or 1 of your Characters gains 3k power for the turn. We also got 2k counter if you don't want to use the effect and just use this card for guarding. The trigger effect is rest 1 of your opponent's 4 cost or less Characters.
ST22 Oden is a nice edition to this deck. We've got 2 effects, and the first effect is when this Character would be removed from your field by your opponent's effect, you may trash 2 cards in your hand instead. This is not once per turn, so as long as we've got cards to discard, we can keep Oden on the field as long as possible. The second effect is an activate main where we rest 3 DONs and return 1 of your Characters other than this card to set this Character as active. Basically we can attack twice per turn thanks to this effect, and there are plenty of low cost Characters we want to return to hand for the counter power.
Events
I've kept Red Roc but added Slave Arrow as this build is a deck where we have low hand size, so returning cards to hand would help when we use counters. The counter effect is you may return 1 of your Characters with a cost of 2 or more to the owner's hand, your Leader or 1 of your Characters gains 4k power for the battle. 4k power is a lot for 1 DON, and especially when returning Characters to our hand is a plus for this build. The trigger effect is draw 2 cards and place 2 cards from your hand to the bottom of the deck. I think this is only useful if you've got too many non counter cards in your hand and you want to see if you could get more counters easier to defend with.
Red Roc is another removal for this deck, but unlike our previous removal cards, Red Roc can remove any Characters on the field, unless they have some protection effects, making this card is a must have in the deck, since we do not have answers to some high cost Characters, especially if we are going to have low hand size to begin with. The effect is place 1 Character to the bottom of the owner's deck. The Trigger effect is place one 4 cost or less Character to the bottom of the owner's deck.
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