Monday, January 5, 2026

OP13 Red/Blue (Marco) Deck Profile

I've decided to build this Marco build thanks to the idea of OP13 Ace. I know, with that kind of build, we won't be able to bring out low cost Characters to the field, and try and set up an aggressive field. In return, we would have plenty of draw power thanks to the new blue cards from OP13 set.



OP13 Marco





How it Works?

The new Whitebeard supports from OP13 are blue cards, so I've made this deck mainly blue base with a splash of red. We will be using the same combo for Marco like Ace where we use our 8 drop Event to play our 10 drop Whitebeard to the field, so we could have some major beat stick as soon as we hit 8 DONs. Marco's Leader will be very handy as we can filter out the cards we won't be needing for the cards we do need as well as reducing your opponent's Characters power. Although, reducing your opponent's power won't matter as I've made this deck focus on returning more than KO, bypassing some protection from KO effects.


Rush


For the red side of things, we could always add more Rush to the deck, so we could be as aggressive as possible. OP02 Jozu is mainly for the 2k counter, but can act as a good back up if we want to provide additional attach. You will need to attach a DON on Jozu to trigger the effect. The effect is if you have 2 or less Life cards and your Leader is WB Pirates type, this Character gains Rush.

Otherwise, we would be relying on ST15 Ace when it comes to our early attacks. Ace have 2 effects, the first effect is if your Leader includes WB Pirates type, this Character gains Rush. The second effect works once per turn, when this Character would be removed from the field by your opponent's effect, you may reduce this Character by 2k power instead, making this harder to remove Ace from the field, but your opponent can always attack into Ace once he is weakened.

Draw


There are plenty of draw power cards you could add to the deck, but I've decided to use the same 3 as the same as Ace & Whitebeard deck. OP13 Otama has 2k counter, so you shouldn't worry about triggering the effect if you don't want to. The effect works on play, if you have 3 or less Life cards, draw 2 cards and trash 1 card from your hand. 3 or less Life cards is not difficult to pull off since we only start with 4 Life cards, so we only need to take 1 hit, and we can trigger Otama easily.

PRB02 Marco is a very strong draw card that could work in any blue decks, not to mention, we also have a 6k Blocker ability to stop one of your opponent's attacks. The effect works on KO, draw 2 cards. This is very easy to trigger thanks to the Blocker ability, but your opponent could also KO Marco with an effect and we can still get the draw.

OP13 Whitebeard is another Blocker, a 12k Blocker in fact, so we can block some hit without the need to worry about Whitebeard getting KO'd. The effect works on play, draw 2 cards and trash 1 card from your hand. Then, attach up to 2 rested DON to your Leader and 1 of your Characters each. This effect can also help to trigger Marco's Leader effect as we need a DON on the Leader for the effect to work.

Removals


For the removal, I mainly focused on the blue side of things rather than the red side, because returning is better than KOing, since we don't want to trigger certain cards KO effects. OP08 Atmos works best in this kind of deck as we have plenty of draw power, giving you enough cards to trigger Atmos effect. The effect works on play, you may reveal up to 2 cards including WB Pirates type from your hand. If your Leader includes WB Pirates type, return 1 of your opponent's 4 cost or less Characters to the owner's hand.

OP06 Pudding on the other hand focus on your opponent's hand as we don't want to give your opponent too many cards in their hand, as that will give them plenty of options especially for counters. But not all builds will be able to gain massive hand size which is why Pudding is 50/50 in the deck, unless you know your local meta. The effect works on play, your opponent returns all cards in their hand to their deck and shuffles their deck. Then, your opponent draws 5 cards.

OP03 Marco is the only removal with a KO effect, and you will need to use the Leader's effect to maximise this card. Marco have 2 effects, the first effect works on play, but only on your turn, KO 1 of your opponent's 3k power or less Characters. The second effect works on KO, you may trash 1 Event from your hand to play this card from your trash to field rested. The only problem with the second effect is that I am not running a lot of Events, but you do have draw power to draw all the Event cards as soon as possible.

OP08 Jozu is nice to have as this card can let us reuse some of the on play effects if we need to, or clearly up some spaces for better beat stick on the field without the need to retire our Characters. 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.

I've added Red Roc just in case there is a high cost Character you want to remove, since the rest of the removal only targets low power or cost Characters. The effect let us remove any Characters we want 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.

Power


For the power cards, you can run 2 of these instead of 3 as Kingdew and I am Whitebeard would be ideal, but I am running Marco for the extra beat stick. OP08 Kingdew is just like Atmos where we can make the full use of the effect thanks to the draw power, but you mainly want to use Kingdew for the 2k counter. The effect is an activate main, you may reveal 2 cards including WB Pirates type from your hand, this Character gains 2k power for the turn, making Kingdew a nice 6k beat stick to swing with.

ST15 Marco on the other hand will need to rely on your Leader's effect to make this card into a nice beat stick. Marco have 2 effects, the first effect is if this Character would be KO'd by your opponent's effects, you may trash 1 card instead. The second effect works when attacking, reveal the top card of your deck, if that card's type includes WB Pirates, this Character gains 1k power until the end of your opponent's turn. The nice thing about the second effect is that we can have a 6k beat stick on your opponent's turn rather than a regular 5k beat stick.

I am Whitebeard is a key Event we will need in order to play our 10 drop Whitebeard cards for 8. The effect is if your Leader includes WB Pirates type, play 1 Whitebeard from your hand. Then, you may add 1 card from the top or bottom of your Life cards to your hand, if you do, 1 of your Leader gains 2k power until the end of your opponent's next turn. We do lose a Life cards which is the downside, which is why we have plenty of cards to stop your opponent's attacks.

Whitebeard Pirates Supports


The rest of the WB supports is very simple as these cards only work with WB cards. Both Izo have the exact on play effect which is look at the top 5 cards of your deck, reveal 1 including WB Pirates type card except Izo and add it to your hand. Then, place the rest at the bottom of your deck in any order. The only difference is that ST22 Izo also has a second effect which works during your opponent's attacks, you may draw 1 card and place 1 card from your hand to the bottom of the deck filtering the hand.

OP08 Ace is 1 of the key card for this build as this card will let us play Characters to the field. The effect works on play, reveal 1 card from top of your deck and play one 4 cost or less including WB Pirates Character. Then, place the rest at the top or bottom of your deck. You can easily put the right WB card on top with the Leader's effect, then, play Ace, so we can play that card to the field for free.

Lastly OP08 Whitebeard can be replaced with OP02 Whitebeard if you prefer more power for the Leader, since OP08 Whitebeard only works the best if your opponent has a full field. The effect works on play, if your Leader includes WB Pirates type and you have 2 or less Life cards, select all of your opponent's Characters on their field. None of the selected Characters can attack unless your opponent trashes 2 cards from their hand until the end of your opponent's turn. This is why, I would prefer OP02 Whitebeard as OP02 Whitebeard won't requires your opponent to have a full field to work.

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