A completely different build compare to my previous version as I won't be using SH engine as the base. I will mainly be focusing on the ramp so we can play our high costs as soon as possible, bringing back the old ways of using Luffy, forcing your opponents to power up their Characters, or they won't be able to hit our Leader. I thought the Roger promo came out in December, but looks like they've delayed it into this month.
OP13 Luffy |
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How it Works?
For this deck, the new Roger promo gave me an idea to revive this build considering that the Roger promo is an 8 drop 10k beat stick. We will need to rely on the ramp cards to ramp as much as we can to play our high cost Characters. Once you've reached 8, you can use Luffy's effect to get a new extra DON, and that 1 extra DON could make a difference where you could make it 10 DONs or 9 DONs as it doesn't matter too much as long as we can power up the Leader to bring out as much power as possible.
This is also why I've took out most of the SH beat sticks in this build since I didn't have the room to fit both the power cards as well as SH beat sticks who could have Rush. It might be a downgrade for some people as we are losing the Rush ability, but on the bright side, we could make our Leader gain as much power as possible, so your opponents will need DONs to hit the magic number.
Ramp
As we are making our old school Luffy build, I've decided to focus on as much ramp as possible for the deck. The more you can ramp, the sooner we can reach 10 DONs to play our high cost Characters. Although, since I've taken out the purple Rush SH cards, once you have 10 DONs, these cards can be useless. OP05 Zorojuro can be easily triggered in this build as we only start with 3 Life cards. The effect works when attacking, if you have 3 or less Life cards, add 1 DON as active.
EB01 Bon Clay is important because this is a ramp deck, and we can also get DON cards as active just like Zorojuro. 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've also added Zala for extra precaution in case you don't see Zorojuro or Bon Clay in your opening hand. Plus, Zala also have 2k counter, so we don't need to worry too much if we don't use her effect. 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. I wouldn't really use the trigger effect because we will be losing out instead of increasing the number of DONs, unless you really need a Character on the field.
Lastly, Thunder Bagua can be easily trigger just by taking 1 hit as we only need 2 or less Life cards to trigger the full effect of this Event. 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 counter could also be useful if you don't need the ramp as this would make our Leader 10k power for the battle. The trigger effect is add 1 DON as active.
Power
The main power cards to power up the Leader so we could have the ultimate defence even if we have low health. ST10 Kid is back in action, although, this is the 1 card I really want to have on the field before the other 2 because of the effect. The effect works on play or when attacking, by returning 1 DON, up to 1 of your Leader gains 1k power until start of your next turn. 1 DON doesn't matter much as we can easily gain the DON back, but it is thanks to this effect, playing Roger and Whitebeard would be very strong with the power boost.
Roger promo works the best when one of you have 10 DONs on the field, and it doesn't have to be your field. Although, since we can get 10 DONs first, we will be mainly focusing on our field mainly. The effect works on play, if you or your opponent have 10 DONs on the field, your Leader gains 2k power until the end of your opponent's next End Phase. We do have a 10k beat stick on the field which is not bad for an 8 drop Character.
Another 10k beat stick is OP02 Whitebeard, but unlike Roger who requires 10 DONs to work, Whitebeard only needs 9. Although, this might not make a huge difference because this is still a high number needed to play this card. Whitebeard have 2 effects, the first effect works on play, 1 of your Leader gains 2k power until the start of your next turn. Then, you cannot add Life cards to your hand with your own effect. This part of the effect doesn't matter as we are mainly aiming for the power up bonus. The second effect works when attacking, but you need to give 2 DONs to Whitebeard to work, KO up to 1 of your opponent's 3k power or less Characters.
Searchers
Only 2 searchers for the deck, and both of the search effect will be luck base due to the low numbers for their search effects to work. OP01 Nami is the standard searcher for SH, but I am not running a lot of SH in this build, so the effect could miss. The effect works on play, look at the top 5 cards of your deck, reveal up to 1 SH card and add it to your hand. Then, place the rest at the bottom of your deck in any order.
OP13 Garp also have some restrictions for the search effect as we can also miss with the effect if we are not lucky. The effect works on play, if your Leader is Sabo, Ace or Luffy, look at the top 4 cards of your deck, reveal up to one 3 cost or more card and add it to your hand. Then, place the rest at the bottom of your deck. Although with Garp, there's a higher chance with adding cards to your hand unless you saw all the Events or searcher who are 3 cost and below.
Straw Hat Supports
The rest of the SH supports is very simple as I didn't want to overcomplicate thing in this section. OP10 Sanji is mainly for our beat stick, we mainly have high cost Characters as the beat stick, whilst the low cost are mainly for the support, so having Sanji is very useful. 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, giving us the extra draw power especially when we start with low health.
ST18 Usohachi is mainly for the 2k counter as the effect would be barely useable, unless we want to rest your opponent's Blockers to go for final push for game. 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.
Another 2k counter card I am running is OP10 Chopper, although, we can hard play Chopper if we need the Blocker ability to stop your opponent's attacks. It is definitely useful as we start with low health, so we need to stop some attacks earlier than usual. The effect works during your opponent's turn, this Character gains 2k power, making Chopper a 6k Blocker.
Events
As for the Events, they are mainly SH cards so we can add these cards using Nami's searcher. Jet Gatling is one of those 0 cost Event where the counter effect requires to trash 1 card, your Leader or 1 of your Characters gains 3k power for the battle. This is not bad as we could have too many non counters in our hand. The trigger effect is add 1 DON as active.
Giant is mainly for the extra power we can give to your Leader especially for 1 drop. I guess the downside is that if we use the effect too early, we will need to focus on ramping up again. 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.
Lastly, Radical Beam is like Thunder Bague where we need to take a hit to use the full effect which should be easy to do. The counter effect is your Leader or 1 of your Characters gains 2k power for the battle. Then, if you have 2 or less Life cards, that card gains an extra 2k power, making the total of 4k power just like Giant. The trigger effect is your Leader or 1 of your Characters gains 1k power for the turn.
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