I've decided to go for 2 deck builds for OP14 Jinbe as there were some interesting choices. It is up to you to go for whichever builds as both builds will still use some of the key cards for the deck. It's all about which engine you prefer to have for Jinbe since we do have some old Jinbe cards who are 7 Warlords, easily triggering both this Leader and our 7 Warlords supports.
Fishman Jinbe | Jinbe 7 Warlords |
|---|---|
Leader Character (47) Event (3) | Leader Character (45) Event (5) |
Both deck focus on the aggressiveness using Jinbe's Leader effect, but 7 Warlords build has more control as we can stop your opponent's Characters, whilst the Fishman build is all about spamming the field, so we could swing in one go. Of course, you could try combining these to together if you want some cards from the other build and mix it up a little.
As you know, the deck focus on utilising rested DONs to attach to your Fishman or Merfolk Characters so they can hit as much as power as possible. I wouldn't worry about discarding as there are a few cards that help us draw, increasing the hand size, so the discarding won't feel like a minus for the cost.
Draw
Both decks run the same draw engine as these cards are very effective. Some of them if your opponent ignores these cards, we can deal some damage thanks to the Leader's effect. OP14 Chew works on play, if your Leader is Fishman type, draw 1 card. Not bad as this is very easy to trigger.
OP14 Hatchan on the other hand requires some requirements in order to draw a card. You will need to attach 2 DONs on this card for the effect to work and the effect works on KO, draw 1 card. We can easily attached rested DONs with our Leader's effect to make Hatchan a nice 5k beat stick, and if your opponent KOs this card, we can draw, recovering the hand.
OP14 Kuroobi has a nice additional effect than just drawing a card and that effect is when a card is trashed from your hand by an effect, this Character gains Rush. The Leader's effect will automatically trigger Kuroobi's Rush ability when we attach rested DONs to our Characters, giving you a bit more aggressiveness to the build. The second effect works on KO, draw 1 card, so it will be a win win situation if your opponent tries to remove your Characters.
OP14 Tiger is a card I don't want to have on the field unless I have really low hand size. Tiger has 2 effects, the first effect is if your Leader is Fishman type, draw 3 cards. The 3 new cards might sound great as that's a huge increase to our hand size, but Tiger's second effect is a drawback. The second effect works at the end of your turn, trash cards from your hand until you have 5 cards in your hand. Once you play Tiger to the field, it is all about maintaining your hand size as Tiger really punish you if you draw too much cards.
Free Play
For Fishman Jinbe build, I am running these 2 cards. These cards will be especially helpful to fill up the field in one go especially if your opponent do KO your Characters. OP14 Aladine is the main card we want as this card is a 5k beat stick we could swing. Aladine has 2 effects, the first effect works on play, play one 3 cost or less Fishman or Merfolk Character from your hand. We do have plenty of options to choose from since I've made the deck focused on low cost Characters so we can be very aggressive early on the game. The second effect is exactly the same as Kuroobi where he works on KO, draw 1 card, giving you a new card in hand.
OP14 Shirahoshi is another card that can play our Characters for free in case we don't see Aladine in hand. The one difference is that Shirahoshi is a Blocker, so we can stop an attack without the need to use counters. The effect works on play, draw 1 card and play one 3 cost or less Fishman or Merfolk Character from your hand. This is similar to Aladine, but we get to draw first before we play cards to the field which could be useful.
Returning
Both decks have a nice amount of returning your opponent's Characters, however, the 7 Warlords build will be using all 4 of these cards as the deck is made for more control. ST17 Law only works with 7 Warlords Leader and OP14 set are all 7 Warlords which let us make use of the effect. The effect works on play, you may return 1 of your Characters to the owner's hand, if your Leader is 7 Warlords type, return one 4 cost or less Character to the owner's hand. You could bounce Tiger to the hand so we don't need to discard at the end of our turn, maintaining the hand size.
OP08 Jozu is a better version of ST17 Law, but Jozu cost more than Law, so the effect would make sense. 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. Just like Law, if you've got a large hand size, you could return Tiger to the hand so we don't have to discard at the end of the turn.
OP14 Jinbe is the main beat stick of the deck, even though we mainly go for early push for game. Jinbe also have a Rush requirement that works the same as Kuroobi which is when a card is trashed from your hand by an effect, this Character gains Rush, giving you another beat stick on the field. The main effect works on play, you may rest 2 DONs to draw 2 cards and return one 7 cost or less Character to the owner's hand. Jinbe will cost you 10 DONs altogether if you are planning to use the effect, but we would get nice draw, and we could bounce Tiger to our hand so we don't need to discard.
Lastly, Red Roc is to go against high cost Characters since we can't target 8 cost or higher Characters. The effect is place 1 Character to the bottom of the owner's deck. The timing of Red Roc will depends on what your opponent's next move, but of course, if they have too much beat stick on the field, we might want to use Red Roc early. The trigger effect is place one 4 cost or less Character to the bottom of the owner's deck.
Hand Destruction
Both deck has a nice amount of hand destruction in the build, making your opponent maintaining a low hand size. When I talk about hand destruction, these cards doesn't make your opponent discards, instead, they return the cards to the deck. P048 Arlong actually fits in this build very well because this is a 3 cost Fishman, allowing our Aladine and Shirahoshi to play this card for free. The effect you will need to attach a DON to work and the effect works when attacking, if you have 4 or more Life cards, your opponent places 1 card from their hand to the bottom of their deck. So if your opponent keeps trying to wipe your field because you have low power Characters and not the Life area, Arlong can really punish your opponents.
OP07 Law only works if your opponent have large hand size, otherwise, we do have 2k counter on this card. The effect is an activate main, you may return this card to the owner's hand, if your opponent has 6 or more cards in their hand, your opponent places 1 card to the bottom of their deck. Unfortunately, we do need your opponents to have 6 or more cards in their hand to work, otherwise this card would just be a 2k counter vanilla.
OP06 Pudding on the other hand can be reuse, so I'm not too bothered about running too many copies, because of the draw power. Jozu and Law can easily bounce Pudding back to hand, forcing your opponents to maintain low hand size when we play Pudding again. The effect works on play, your opponent return all cards from their hand to the deck and shuffles their deck. Then, your opponent draw 5 new cards.
Fishman/Merfolk Supports
Not much for the rest of the supports for Fishman or Merfolk build. OP14 Arlong is a searcher, however, the search effect does not search for Fishman or Merfolk which is why you could mix this with 7 Warlords stuff. The effect works on play, if your Leader is Fishman, look at the top 4 cards of your deck, reveal one 2 cost or more card and add it to your hand. Then, place the rest at the bottom of your deck in any order. Unfortunately for Arlong, we cannot search for our 1 drop Characters, but I don't think it would matter too much for both decks.
OP14 Koala only works with Fishman or Merfolk cards which make sense considering the past of Koala if you've seen the series. The effect is an activate main, you may trash this Character, 1 of your Fishman or Merfolk Leader or Character gains 2k power. Koala would be very useful, especially if we are spamming Characters to the field, and just using DONs won't be enough for our low power Characters.
OP14 Wadatsumi is a 2k counter with 5k power which is not bad for a 3 drop. However this card cannot attack. The restriction would be remove if you have trash a card from your hand by an effect. For Jinbe, that would be really easy to do as we need to discard in order to attach rested DONs.
7 Warlords Supports
The 7 Warlords support are pretty straight forward. First, we've got OP07 Sengoku who is a searcher for 7 Warlords. Arlong will be your main searcher as Arlong would let you search for any cards, whilst Sengoku is just a backup in case we don't see Arlong. The effect works on play, look at top 5 cards of your deck, reveal one 7 Warlords card and add it to your hand. Then, place the rest at the bottom of your deck in any order.
ST17 Buggy is mainly to check what the top cards of your deck will be, so we could draw into those cards sooner rather than waiting 1 or 2 extra turns. The effect works on play, look at the top 3 cards of your deck and place them on top of your deck in any order. You also have 2k counter for Buggy, so even if you don't need the effect, the counter power would be useful.
ST17 Teach also helps you power up the Characters so we don't have to rely on Jinbe's Leader effect alone. The effect is an active main, you may place 1 card from your hand to top of the deck to give up to 2 rested DONs to your Leader or 1 of your Characters. This will help to increase the amount of beat sticks we can do.
Lastly, we have Perfume Femur who is good against Blockers, but if you don't play against Blockers, then, the effect would be only a power boost. The effect is 1 of your 7 Warlords Leader or Characters gains 2k power. Then, when that card attacks during this turn, your opponents cannot activate Blockers. This card would work very well with 8 drop Jinbe as we could be swinging for 12k power instead of 10k, plus we also got rested DONs we could attach. The trigger effect is just draw 1 card.
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