OP14 Doffy is actually pretty fun to run as long as you can get the cards. There are plenty of ramps in DQ Pirates, so you never feel that you don't have enough. The redirecting attacks is always helpful to trigger some of our cards on KO effects. But what I feel like is Doffy high cost doesn't really provide a huge impact except stalling for time. If we can get another major beat stick, then, this deck could be good.
OP14 Doffy |
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Leader Character (39) Event (11) |
How it Works?
This deck has plenty of ramp effects just from the DQ Pirates alone which is why you don't need to run cards like EB01 Bon Clay as you don't need it. Once you get the ramp going, some of the ramp effects will become vanilla, so we will be mainly triggering their on KO effects. Of course, you can always let your opponent KO your Characters for you to trigger their KO effects.
As I am running OP10 Corazon, I've increased the numbers of Events so we can discard and draw 2 cards as well as untapping 2 DONs so we can use Beam Sword to slow your opponent's attacks down. Of course, if you don't like Corazon, you can always replace the card with OP11 Katakuri as Katakuri is a Blocker, gives you a ramp and can untap himself so we can use the card for beat stick and defence.
Ramp
As you can see, we have 4 ramp cards for DQ Pirates, of course you can add more if you feels like you return a lot of DONs. OP14 Sugar has 2 effects, the first effect works on play, add 1 DON as active. The second effect works on KO, if your opponent has 6 or more DONs, play one 5 cost or less DQ Pirates Character from your hand. The on KO effect is more about the timing, but at least we can keep her on the field until the time comes.
OP14 Baby 5 is a card I like, especially for the on KO effect. Just like Sugar, Baby 5 has 2 effects, the first effect works on play, add 1 DON as active. The second effect works on KO, by returning 1 DON, add the top card of your deck to top of your Life area. This is pretty much a Life gain card, and very useful since we start with 5 Life cards.
OP14 Trebol is a nice 5 drop 2k counter, but we do need to play at least 1 on the field so we don't lose too much DONs like Baby 5's on KO effect. The effect works during your opponent's turn, once per turn, when a DON card on your field is returned, if your Leader is DQ Pirates type, add 1 DON as rest. This way, we could maintain a nice amount of DONs to play our high cost Characters.
OP14 Monet is a 6k beat stick we could use, so we don't need to use Doffy's Leader effect if your opponent decided to swing into this card. Monet has 2 effects, the first works on play, if your Leader is DQ Pirates type, add 1 DON as active. The second effect works on KO, draw 2 cards and trash 1 card from your hand. Then, add 2 DONs as rest. The on KO effect really matters for this build especially if you are low on DONs as Monet can recover those DONs in one go.
Searchers
The more searchers we've got, the easier we can get the right cards, especially when our ramp let us add 1 DON as active, just enough to use some of these cards. OP14 Dellinger is a card that works on KO, add 1 DON as rest, look at top 5 cards of your deck, reveal 1 DQ Pirates card and add it to your hand. Then, place the rest at the bottom of your deck in any order. What is nice about Dellinger we also get the ramp, so we don't lose much when we use our Leader's effect.
OP10 Sugar is one of those searchers that works as an activate main rather than on play effect. So you will need 1 more DON to actually search the card when you play Sugar to the field. The effect is, by paying 1 DON and rest this Character, look at the top 5 cards of your deck, reveal 1 DQ Pirates card and add it to your hand. Then, place the rest at the bottom of your deck in any order.
Lastly, the Family card who can be used as a main effect or during the counter step, but you won't get much benefit during the counter step unless that card got good counter numbers. The effect is look at the top 3 cards of your deck, reveal 1 DQ Pirates card except Family and add it to your hand. Then, place the rest at the bottom of your deck in any order.
Donquixote Pirates Supports
The rest of the supports are simple, OP14 Virgo is our 7k beat stick we can use to attack with, but most importantly, we need him on the field to protect our DQ Pirates from removal, but the protection effect only works once per turn which is, if your DQ Pirates Character would be removed from your opponent's effects, you may return 1 DON on your field instead. The second effect works when attacking, by returning 1 DON, 1 of your opponent's Characters loses 2k power this turn. This will make your Characters easier to swing at some of your opponent's Characters.
I do like running OP10 Corazon as this card would enable us to play Events during your opponent's turn and not need to worry about leaving some untap. Corazon has 2 effects, the first effect works on play, you may trash 1 Event to draw 2 cards. This is why I've decided to increase the number of Events in the build, but all 3 of the Events are pretty useful for the build. The second effect is the main effect I am after which works at the end of your turn, if you have 7 or more DONs, untap 2 of your DONs. The untap 2 will be very useful to trigger Beam Sword who cost 2 to slow your opponent's attacks down.
OP10 Doffy is actually the main card for this build as it is thanks to this card, we can play our 5 costs a lot easier to get more beat sticks on the field. Doffy has 2 effects, the first effect works on play, by returning 1 DON, play one 5 cost or less DQ Pirates Character from your hand. The second effect works during your opponent's attacks, by resting 1 DON, add 1 DON as active. This effect only works if you have an active DON to use so we would be able to use our Leader's effect without losing too much DONs.
Personally, I'm quite disappointed with OP14 Doffy. I think OP04 Doffy for green was a lot stronger even though that card only has 1 choice whereas this card gives you 2 choices. Anyway, the effect works on play, by returning 3 DONs, choose 1 of the following, if your Leader is DQ Pirates, KO 1 of your opponent's 8 cost or less Characters, or 3 of your opponent's 7 cost or less Characters cannot be rested until the end of your opponent's turn. I don't think they are good, but at least the second option also stops Blockers as well as attacking.
Events
The last 2 Events are pretty straight forward. OP13 Divine Departure is a card that gives you 2 different options depending on what you need. 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 to give you a chance to take out high power Characters. 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.
Beam Sword is great at stopping your opponent's attacks, especially when we start redirecting attacks just to rest your opponent's Characters. The counter effect is by returning 1 DON, your Leader or 1 of your Characters gains 2k power for the battle. Then, rest 1 of your opponent's Characters. Potentially, you could stop 2 attacks with this Event and the Leader's effect, and don't forget about 10 drop Doffy who can stop 3 of your opponent's Characters. The trigger effect is add 1 DON as active, but you really want the ramp.
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