As you know, I never got a chance to update OP11 Luffy with the new post ban list build, but it was also I didn't have time since the new sets were very close together. Now I've decided to update this deck using OP13 cards, but not a huge update though as I am also waiting for the Roger promo like Roger build to actually a final version of this build as that Roger promo definitely makes a difference.
OP13 Luffy |
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Leader Character (34) Event (16) |
How it Works?
The deck is a bit more Event focused as we will be relying on the Events to stall but ramp at the same time to get the Leader's effect going. There are a lot of high cost in this build, however, most of the high cost Characters will be played using Sanji's effect. It is possible by combining with the Leader's effect to check the top cards and arrange them in the right order so we can pull off Sanji's effect. This is why we need to ramp as soon as possible with this deck, and there are plenty of ramp cards to pull the Leader's effect off.
Ramp
The main ramp cards we want to use for this build to get to 8 DONs as soon as possible. OP05 Zorojuro is one of the best ramp cards in this time of the deck as this card is not a 1 off effect. The effect works when attacking, if you have 3 or less Life cards, add 1 DON as active. This is very easy to do as we start off with 3 Life cards, plus you do not have to hit to trigger the ramp effect, but it would be better to give a DON, so we could at least force some cards from your opponent's hand.
EB01 Bon Clay is in the deck because this is a ramp deck, and when it comes to ramp, Bon Clay is involve. Bon Clay have 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. This Character base power becomes the same power as the select Character. So the more power your opponent has, the better Bon Clay could become a deadly beat stick.
Gear Two may only cost 1 to play, however, for the ramp, we still need a few DONs for the ramp effect to work. The main effect is you may rest 2 DONs, if your Leader's colour includes Blue, add 1 DON as rest, costing you 3 DONs altogether. The counter effect is your Leader gains 3k power for the battle, making your Leader 9k which is not bad.
In order to use Thunder Bagua's effect, we will need to take a damage for the effect to work. The counter effect is your Leader or 1 of your Characters gains 4k power during this battle. Then, if you have 2 or less Life cards, add 1 DON as rest. The 4k bonus doesn't matter as much compare to the ramp, which is why we need the take a damage. However, there is another way why we are running this card, and that is the trigger effect. The trigger effect is add 1 DON as active. Of course, luck will need to be involve to see this card in the Life area.
Removals
Relying on 6k base power Leader is never enough which is why we need removals to slow your opponent's down. OP06 Pudding works against decks who focus on gaining massive hand size to their advantage which is why Pudding will be very important if we play against those decks. 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.
OP01 Mihawk may cost 9 to play, but if we use Sanji's effect, then, we could potentially play this card for free. Mihawk works on play, place one 7 cost or less Characters to the bottom of the owner's deck. Of course, you could also choose your own Characters, but we mainly want to target your opponent's Characters.
God Thread is a nice 5 drop removal, and the only card that KO's Characters instead of returning your opponent's cards. The main effect is KO 1 of your opponent's 5 cost or less Characters. Then, add 1 DON as active. Not only we can KO your opponent's Characters, but we can also ramp, especially when getting to 8 DONs is important to for this build. The trigger effect is the same as Thunder Bague which is add 1 DON as active.
Red Roc does have an advantage in this build and that is being an SH card, so we can add this to our hand if we need the effect. The main effect is place 1 Character at the bottom of the owner's deck, so we don't need to worry about high cost Characters that could be a threat. The trigger effect is place one 4 cost or less Character to the bottom of the owner's deck.
Draw
We do have plenty of draw power in this deck, and it is important to have as much draw power as possible, since we only start with 3 Life cards, and that can go down to 0 very easily, if we used up the cards in our hand. OP13 Otama is very useful for this build as we start off with 3 Life cards, so we can activate her effect on the very first turn instead of waiting for the right time to play her. The effect works on play, if you have 3 or Life cards, draw 2 cards and trash 1 card from your hand. You also have 2k counter which works very well with 6k base Leader.
OP11 Nami is a SH card, so we can add her to our hand using the Leader's effect and also a 6k Blocker. The effect works on play, if your Leader is multicoloured, draw 3 cards and place 2 cards on top or bottom of your deck in any order. What's more, we can also set up Sanji's effect if we can't rely on our Leader effect to do so.
OP10 Corazon is quite good in this build as we are running plenty of Events allowing to trigger the effects. Corazon has 2 effects, the first effect works on play, you may trash 1 Event to draw 2 cards. There are some Events that could be a dead draw since it is not the right time to play those cards, so we might as well discard them and find something we could use. But what I also want is the second effect which works at the end of your turn, if you have 7 or more DONs, untap 2 of your DONs. This effect will let us play our Events from our hand without the need to at least leave some untap.
Giant is an obvious choice to this build because we are running SH Leader, and this card is very strong for SH as a 1 drop. The counter effect is by returning 2 DONs from your field, you may trash 1 card from your hand, if your Leader is SH type, your Leader or 1 of your Character cards gains 4k power for the battle. Then, draw 2 cards. Not only we get to draw cards, but we have that 4k power bonus, and combining with 6k Leader, that will be 10k power alone.
Free Play
We do have 2 cards who could play Characters for free, but 1 of them is very specific, and you need specific cards in your hand to get the effect to work. I am talking OP10 Doffy. 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. The only DQ Pirate in this deck that meets the requirement is Corazon, but hopefully, the draw power in the deck will let you get the right cards. The second effect works during your opponent's attacks, by resting 1 of your DONs, add 1 DON as active. This is a nice ramp, but only works if we have Corazon on the field to have DONs untap.
OP06 Sanji is the main card of the deck because we can put cards in any order using our Leader's effect, so the effect won't need to be luck base to work, plus, we don't need other cards to help to trigger Sanji's effect. The effect works on play, reveal the top card of your deck, play one 9 cost or less Character other than Sanji. Then, place the rest at the bottom of your deck in any order. If you are lucky, you could play Doffy using this effect which will trigger Doffy to play Corazon to the field, so in 1 turn, we would have 3 Characters on the field for the cost of 9.
Straw Hat Supports
There's not many SH Characters in this build as most of them come from the Events and Sanji, but I am still running these 2 cards as we can search them from the deck. ST18 Usohachi is mainly for the 2k counter more than the effect, but if you care about the effect, then the effect works on play, if you have 8 or more DONs on your field, rest 1 of your opponent's 5 cost or less Characters.
OP09 Luffy works especially well with Sanji as we can play Luffy for free and trigger the effect. The effect works on play, you may return 1 or more DONs on your field to draw 1 card and this Character gains Rush this turn. You only want to return 1 DON unless you can ramp the DONs to get back to 8, but by having Rush, we can swing as soon as this card hits the field.
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