Sunday, December 7, 2025

OP13 Purple (Luffy) Deck Profile

I think this might be unexpected upgrade, but I have decided to update this Luffy build using OP13 supports. There's actually no upgrades for other purple decks outside of Roger Pirates, but I've used some imagination with some help to place an upgrade for Luffy. Although, like most purple decks, we will be missing the Roger promo for the build since it releases at the end of December.



OP13 Luffy





How it Works?

As you have already noticed with this build, I am running a heavy ramp build as I am running a lot of high cost Characters. The more we ramp, the sooner we can play our high cost Characters whilst your opponents will be getting started. You also got Luffy's Leader effect as an additional ramp if needed. It's a very straight forward build where we will be relying on beat sticks.

You will need to use counters for your Leader since we need the Life cards for the ramp. The more Life cards you've got, the more we can ramp using the Leader's effect, eventually reaching to 10 DONs very early in the game to play our high cost Characters as soon as possible.


Rush


Rush is what I like about this deck, and they won't be hard to get to the field with the ramp in the build. OP09 Sanji works on play, by returning 1 or more DONs, this Character gains Rush. Then, rest 1 of your opponent's 6 cost or less Characters. We do have to return DONs in order to gain Rush, but we can return just 1 DON to trigger the effect.

OP13 Rayleigh won't need you to return DONs for the Rush ability and that is useful, but if you want to trigger the effect, then, you will need to have attach DONs on the field. The effect 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. It will depends if you want to use this effect, but resting definitely helps as we could swing into those Characters to try and remove them from the field.

The other Rush is OP09 Luffy, although, this one will cost you 9 DONs to play which is pretty much requiring you to have the maximum DONs on the field. The effect works on play, you may return 1 or more DONs to draw 1 card and this Character gains Rush. Just like Sanji, you don't need to return a lot of DONs if you do want to as returning 1 will still trigger the effect.

Ramp


The main ramp cards during the early turns, it is important to get the ramp going for this deck to actually work. OP13 Dog Duke is like Rayleigh where we will need attached DONs on the field for the effect to work. The effect works on play, if you have any attached DONs, add 1 DON as rest. Then, KO 1 of your opponent's 1 cost or less Characters. I'm not bothered about the KO part as we want to pull off the ramp effect.

OP05 Zorojuro is pretty easy to trigger even though we do not start with 3 Life cards. The reason is simple, our Leader can take Life cards away once per turn to use the ramp effect, so it is very easy to get down to 3 if we need to. The effect works when attacking, if you have 3 or less Life cards, add 1 DON as active. The advantage of Zorojuro is that this can be our constant ramp card as long as he stays on the field.

EB01 Bon Clay is in the deck because this is a ramp deck, and what's better way to have this in the ramp build. 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.

I have also added OP05 Zala for more ramp since I mentioned, this deck needs to ramp off early in order to make the deck work. Zala also have 2k counter which is very good in the late game where we won't be needing the ramp cards. The effect works on play, you may trash 1 card from your hand to add 1 DON as rest. The trigger effect is by returning 1 DON, play this card. Although, I wouldn't recommend using this effect unless you need a Character on the field.

Big Mom Pirates Supports


These 2 combination is banned in OP11 Luffy build, but fine with OP05 Luffy Leader which is why I am running them in the build. OP11 Katakuri is a nice 8k Blocker with an effect that works at the end of your opponent's turn. 2 of your 3 cost or more BM Pirates Characters becomes active. Then, add 1 DON as rest. So we can swing with Katakuri and have the Blocker ability active during your opponent's turn.

OP08 Big Mom is in the build for the Life gain which works very well with the Luffy Leader as we would be using up the Life cards for the ramp. The effect works on play, by returning 1 DON and trashing 1 card from your hand. Add the top card of your deck to top of your Life. Then, add 1 of your opponent's 6 cost or less Characters to their top or bottom of the Life area face up. The only downside is your opponents will also be gaining a Life card but at a cost of losing 1 of their Characters.

Straw Hat Supports


There's actually no SH searchers in this build because I am not running a lot of SH in the deck, and the possibility of missing is very high thanks to a lot of mix of type in the deck. Anyway ST18 Usohachi is mainly for the 2k counter, but you can use the effect if needed. The effect works on play, if you have 8 or more DONs, rest 1 of your opponent's 5 cost or less Characters.

ST18 Onami is for the Blocker ability to stop your opponent's attacks especially when we are reducing our Life cards for the ramp. However, we do have an on play effect which is if you have 8 or more DONs, trash 1 card to draw 2 cards. Unfortunately, we trash cards first before we can draw, so we need to make sure we have cards we want to discard.

OP07 Sanji would work the best with OP09 Sanji and Luffy as both of those cards can return more than 1 DON, easily triggering the effect that works from hand. If the number of DONs on your field is at least 2 less than your opponents, reduce this card's cost in your hand by 3. This will mean we could play Sanji for 3 drop Blocker instead of paying the full 6. Otherwise, this card will be for the 2k counter just like Usohachi.

Events


For the Events, Giant is a must since we are running SH Leader, but I've also decided to run OP13 Divine Departure. Divine Departure is a 0 cost Event but we've got a main effect and the counter effect. 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. This is very useful in taking out high power Characters since I am not running any removals in the build. 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.

Giant is the main draw power, but you can also easily leave 1 untap DONs to use this Event from your hand. 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. The 4k power as well as draw is definitely useful, since we are losing a lot of Life cards for the ramp.

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