I don't think this would be a huge update for ST21 Luffy as there weren't much supports for this build. We do want to keep things simple where we can make the full use of Nika Luffy's effect as attaching DONs to your Characters can make the build aggressive.
OP13 Luffy |
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Leader Character (41) Event (9) |
How it Works?
The deck is very straightforward as we want this build to be as aggressive as possible by utilising rested DONs, so even the low power Characters could hit your opponent's cards. We also got plenty of Rush Characters so we can attack as soon as they hit the field, and don't need to wait for 1 turn in order to attack. Otherwise, we won't be making much use of the Leader's effect. The sooner we can attack, the earlier your opponents will be using counters to stop your attacks.
Attaching DONs
The most important thing is to use rested DONs instead of active DONs as that 1 extra DON could make a difference in playing and not playing a card, or use the DON to power up the low power Characters. ST21 Luffy has Rush with a when attacking effect which is attach 1 rested DON to your Leader or 1 of your Characters. So we can trigger this as soon as possible if we need to use the Leader's effect.
OP07 Dragon is another card with Rush and can attach rested DONs onto your cards. The effect works on play, attach 2 rested DONs to your Leader or 1 of your Characters. Of course, if you have ST21 Luffy on the field, you want to use Dragon's effect on other cards, so other Characters could have a chance and become major beat stick.
Gatling Gun is just a 1 drop Event that only works with Luffy, and for this deck, it won't matter since I am running Luffy Leader. The effect is attached 1 rested DONs to 1 of your Luffy cards. Then, 1 of your opponent's Characters loses 2k for the turn. The -2k will be useful as we could swing into your opponent's Characters more easily since we lack removals. The trigger effect is the exact same as the second part of the main effect which is 1 of your opponent's Characters loses 2k for the turn.
Rush
As you know, I am running a lot of Rush Characters so we can attack as soon as possible, especially utilising the Leader's effect, powering up these cards even more. OP01 Zoro just has a Rush ability and nothing else, but would cost 3 to play. ST21 Zoro is where we will need our Leader's effect to make this card work. In order to gain Rush, you will need to attach 2 DONs which is very easy to do. The main effect works on KO, play 1 red 6k power or less Character other than Zoro from your hand. This will give you plenty of options to have.
EB01 Kid & Killer will requires certain timing in order to make this card effective which is why I didn't run 4 in the build. The effect works when attacking, if your opponent has 2 or less Life cards, this card gains 2k power for this turn, making Kid & Killer a 7k beat stick which is good if they have low health.
ST01 Luffy is like ST21 Zoro where we need to rely on our Leader's effect to work. You will need to have 2 attached DONs for the effect and the effect when attacking, your opponent cannot activate Blockers for this battle, stopping any Blockers from activating that could potential stop your aggressiveness.
OP09 Roger works the best when 1 of the players have 0 Life cards so it will be all about timing like Kid & Killer. The effect is when your opponent activates Blocker, if either you or your opponent has 0 Life cards, you win the game. The fact that you only need Roger on the field for the effect to work and not when the card attack like ST01 Luffy, makes the effect really strong especially when we want to go as aggressive as possible with this deck.
Power
Power is also as equally important as we want to make your opponent use as much counters as possible, so in the late game we could easily finish off your opponents. OP01 Sanji is mainly for the 2k counter unless you need a beat stick on the field. The effect is an activate main effect where you add 1 card from your Life area to your hand. This Character gains 2k power, then, attach 2 rested DONs to this Character, making Sanji a 7k beat stick altogether.
OP10 Sanji is the main card we want to have on the field as it's pretty much a win win situation. Sanji has 2 effects, the first effect works during your turn, this Character gains 3k power, making Sanji a 6k beat stick. The second effect works on KO, draw 1 card. If we give Sanji some DONs, we can swing for more power, if your opponents KO Sanji, then, we get the extra draw increasing the chances of getting certain cards.
OP11 Franky is only good against certain decks as not all decks will be able to trigger Franky's effect. Luckily, we do have 2k counter on the card so if your are not playing against those decks, the 2k counter will be useful. The effect works once per turn and during your turn, when your opponent activates an Event, all of your Characters gains 2k power for this turn. If this effect works, it will make our attacks more deadly making your opponents needing more counters to stop an attack or use up Blockers.
Searchers
Searching is very important as with the right cards, we can get the deck pop off more easily. OP01 Nami only searchers for SH cards, but this won't matter too much as I am running Garp who can search for non SH cards. The effect works on play, look at the top 5 cards of your deck, reveal up to 1 SH card other than Nami and add it to your hand. Then, place the rest at the bottom of your deck in any order.
OP13 Garp will be able to search for non SH cards because none of those cards are 2 costs and below allowing to make use of the search more easily. The effect works on play, if your Leader is Sabo, Ace or Luffy, look at the top 4 cards of your deck, reveal 1 card with cost 3 or more and add it to your hand. Then, place the rest at the bottom of your deck in any order. The only downside is that we can still miss because of our low cost SH cards in the build.
Straw Hat Supports
As you can see our Nami searcher will be able to add these cards in our hand. ST21 Sanji is mainly for the 2k counter, but if the timing is right, then, the effect could be really deadly. The effect works on play, choose 1 of your SH Characters with 6k power or more and your opponents cannot activate Blockers when the chosen Character attacks for this turn. So this is similar to ST01 Luffy, where we put pressure against your opponent's defences, especially when they are swinging with a lot of power.
Bad Manners is our 0 cost Event we can use during your opponent's turn. The counter effect is the same as any other 0 cost Events which is you may trash 1 card from your hand, your Leader or 1 of your Characters gains 3k power for this battle. The trigger effect is reduce 1 of your opponent's Leader or Characters by 3k for this turn.
Lastly, Mole Gun is our only removal in the deck, so we can take out your opponent's Characters a lot easier. The effect is reduce 1 of your opponent's Characters power by 5k for this turn. Then, if you have a Character with 6k power or more, KO 1 of your opponent's 2k power or less Characters. This is not difficult to do as we mainly focused on high power Characters on the field thanks to our Leader's effect who can attach rested DONs to our Characters. The trigger effect is activate this card's main effect.
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