I don't think it is much of an upgrade for Sugar deck as we only got 1 new card from PRB02. Most of the new upgrades will be coming from EB03 and OP14 if you want to play this deck. This deck is still a heavy Event deck focused build, but I've changed some cards around compare to the previous build.
PRB02 Sugar |
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Leader Character (28) Event (22) |
How it Works?
We mainly focused on ramp, the more we ramp, the sooner we could play our high cost Characters as well as having extra Events to use during your opponent's turn. Unfortunately, we don't have much cards who can return DONs, so once you reach 10 DONs, most of the ramp cards will be turned off. However, we should mainly focused on the early turns where we could ramp as much as possible and get 10 drop Shanks on the field to weaken your opponent's attacks.
Ramp
The ramp cards have slightly changed as I've taken out Bon Clay from the deck, since Sugar Leader can also ramp increasing to the maximum DONs as soon as possible. OP10 Baby 5 is the best ramp for this deck, because not only for the effect, she also have 2k counter we could use, and this is useful if we can't ramp anymore. The effect works on play, you may trash 1 card from your hand, if your Leader is DQ Pirates, add 1 DON as active. We do lose a card in our hand, but we are running a lot of Events that we could discard and recycle.
PRB02 Doffy is a 6k Blocker with an on play effect which is if your Leader is multicoloured, add 1 DON as rest. Unfortunately, we only get rested DON, so we would need to rely on our other cards to untap those DONs to use our Events during your opponent's turn.
OP10 Doffy is nice to have in this build especially with the increased amount of 5 drops we can play. Doffy has 2 effects, the first effect works on play, by returning 1 DON, play one 5 cost or less DQ Pirates Character from your hand. What I like about this effect is that there's no name restrictions, so we can play our 5 drop Doffy to the field to recover the DON we've paid as well as having a Blocker to stop your opponent's attacks. The second effect works during your opponent's attacks, by resting 1 DON, add 1 DON as active. Sugar's Leader effect let you gain an extra DON when you used an Event, if we also add Doffy's effect, we could get 2 extra DONs in 1 turn to use during your opponent's turn.
Power Reducers
I am still running the same power reducers in the build but this time I've changed the numbers around so we can slow your opponent's attacks as much as possible. OP09 Shanks is the main card we want to have on the field as he will make our other Events much more effective especially if we can get at least 2 in play. Shanks has Rush with a continuous effect which is reduces all of your opponent's Characters by 1k.
Igloo is a DQ Pirates card so we can search this Event from the deck pretty easily with the searchers. The counter effect is your Leader or 1 of your Characters gains 3k power for the battle. Then, reduce your opponent's Leader or 1 of their Characters by 2k for the turn. Being able to reduce your opponent's Leader power is pretty useful, especially when your opponents doesn't attack with the Leader first in case of hitting a trigger effect that remove their Characters.
Judgment of Hell is another power reducer, but in my opinion is stronger than Igloo if you do not care about powering your cards for the battle. The counter effect is by return 1 DON, reduce up to a total of 2 of your opponent's Leader or Characters by 3k for the turn. Now if you can get Shanks on the field as well as having at least 2 untap DONs, then the power can be reduced up to 4k, but only on your opponent's Characters since Shanks doesn't target the Leader.
Untapping
The best way for this build to use Events is by untapping the DONs, so we don't need to leave a lot of untap DONs to use the Events in our hand. However, OP10 Pink can only work once per card whilst Corazon would work if we hit the requirements. Pink works on play, by returning 1 DON, return one 5 cost or less purple Event from your trash to your hand. Then, untap 1 DON. This effect not only let us untap a DON, but we can bring back the purple Events we would need from the trash.
OP10 Corazon would be a card that works best if we have 7 or more DONs on the field, so we would need to rely on the ramp to get the DONs early. Corazon has 2 effects, the first effect works on play, you may trash 1 Event to draw 2 cards. This can be useful if we've got too many Events and need some Characters for their counter power. The second effect is the main effect I am after which works at the end of your turn, if you have 7 or more DONs, untap 2 of your DONs. A second copy of Corazon on the field means you can untap 4 DONs giving you a lot of room to use the Events from your hand.
Removals
Being defensive doesn't always help if we don't have answers to your opponent's Characters. Divine Departure works wonder in this build because this Event not only has a main effect, but we can use the counter effect too, triggering Sugar's ramp if needed. The main effect is by resting 5 DONs, KO 1 of your opponent's 8k power or less Characters. You would need to rely on Shanks if you want to KO a Character higher than 8k. The counter effect is 1 of your Leader gains 3k power for the turn.
Red Hawk is another Event that works best with power reducers like Shanks or combining with Igloo or Judgment. The counter effect is your Leader or 1 of your Characters gains 4k power. Then, KO up to 1 of your opponent's 4k power or less Characters. Not only we can protect our cards, but in the same process we can clear out 1 of your opponent's Characters. The trigger effect is reduce your opponent's Leader or 1 of their Characters by 10k for the turn. To be honest, if you care about using this Trigger effect, you can run more copies of Red Hawk in the build to increase your chances of hitting the trigger effect.
God Thread is the only Event that doesn't work with Sugar's Leader effect as we need to activate this card during our main phase. The effect is KO 1 of your opponent's 5 cost or less Characters. Then, add 1 DON as active. I mainly running this for the KO effect, but if you need the extra ramp, then this can be useful to have as a backup. The trigger effect is add 1 DON as active, but we really want the main effect more over the trigger effect.
Donquixote Pirates Supports
This is the same as last time where we have searchers and supports for DQ Pirates. OP10 Sugar is the standard searcher for this build. The effect is an activate main effect, by paying 1 DON and rest this Character, look at the top 5 cards of your deck, reveal 1 DQ Pirates card and add it to your hand. Then, place the rest at the bottom of your deck in any order.
Violet would only work best if we have certain purple Events in the trash, otherwise, we will be wasting the Blocker. The effect works on KO, by returning 1 DON, if your Leader is DQ Pirates, add 1 purple Event from the trash. We don't have cost restrictions like Pink, but it doesn't matter as none of our purple Events cost more than 5 to use in this build.
Laugh at My Family is a back up searcher in case we don't see Sugar, or have enough DONs to use Sugar's effect. The one major difference is that unlike any other Event searchers, this Event can work during main or counter step. The effect is look at the top 3 cards of your deck, reveal 1 DQ Pirates card other than I do not forgive and add it to your hand. Then, place the rest at the bottom of your deck in any order.
Other Events
The rest of the Events mainly focused on their counter effects, and being purple means we can bring back these cards from the trash using our effects to reuse these Events again. Jet Gatling is our 0 cost Event and the counter effect works like other colours where you trash 1 card from your hand, your Leader or 1 of your Characters gains 3k power for the battle. The trigger effect is add 1 DON as active. The good thing about Jet Gatling is that this cost 0 to play, triggering Sugar's Leader effect to get the 1 extra DON, and we could use that 1 extra DON to trigger our 1 cost Event.
Blast Breath is a great example when we use Jet Gatling's effect, and this is a very strong 1 cost Event as there are no other requirements except returning 1 DON to DON deck. This doesn't matter too much as we've got plenty of ramp that can easily get DON cards back. The counter effect works by returning 1 DON, your Leader or 1 of your Characters gains 4k power for the battle. This is technically free as Sugar Leader can gain that DON back assuming we haven't used the effect already.
Beam Sword is another 2 drop Event, so we need to have some untap DONs if we want to use these Events during your opponent's turn. The counter effect is by returning 1 DON, your Leader or 1 of your Characters gains 2k power for the battle. Then, rest 1 of your opponent's Characters. I like this effect as the rest effect doesn't have any cost restrictions, so we could stop any high power Characters pretty easily. The trigger effect is add 1 DON as active just like Jet Gatling, however, if you want to stop your opponent's attacks, then, Beam Sword's counter effect should be more priority.
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