OP14 Law is very similar to old OP01 Zoro deck where we have plenty of the new 1 drop cards to make a 1 drop Rush build. What's more, thanks to Law's effect, we can make our 1 drop hit some deadly numbers. Of course, this deck does have some drawbacks considering most of the cards are low power, and only works if we can play a beat stick to swap the power around.
OP14 Law |
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Leader Character (48) Event (2) |
How it Works?
The deck is pretty straightforward, we could use our Rush Characters to attack first, then, use Law's effect to transfer that Character that attacked to 1 of our low power Character. This way, we could make use of our attacks to the full potential. Of course, some of the Characters will have summon sickness, so we could also use that summon sickness to transfer the power over to our low cost Characters.
Rush
The main Rush cards in who we can target with Law's Leader effect to swap the power around after we've attacked. OP01 Zoro just have a Rush ability but cost 3 to play which will be useful if you are low on DONs and needed a beat stick Character to swap the power around.
OP14 Zoro on the other hand not only has Rush but also works when attacking, reduce 1 of your opponent's Characters by 1k for the turn. 1k don't seems to be a lot, but it could makes a difference when we swing into your opponent's Characters to reduce as much attack as possible for your opponents.
OP14 Law is a nice 9 drop 10k Rush with an effect that works during your opponent's attack. Once per turn, you may trash 2 cards from your hand to select your Leader and 1 of your Characters, swap the base power of the selected cards with each other for the battle. The timing would be very important as we do want to make our Leader 10k base power, so we don't need to use as much counters as possible, so your opponents would try to KO Law so we can't use this effect.
Anti Blockers
Blockers are annoying especially if we are going full aggressive with this build, so you don't really want your opponents to use Blockers easily during your attacks. ST21 Sanji only works with SH cards, so you will mainly be giving this effect to Zoro, otherwise, you could use Sanji for the 2k counter. 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.
OP09 Roger on the other hand works best when 1 of the players got 0 Life cards, and if your opponent decided to use Blockers, we will win. The effect is when your opponent activates Blocker, if either you or your opponent has 0 Life cards, you win the game. What I like about this effect is that you only need Roger on the field for the effect to work, and you do not need to attack with Roger, making it really difficult for your opponents, so they will need to use counters from their hand.
Power
Ones a power booster whilst the other 2 is mainly power reducers. OP02 Makino is really useful as we are running plenty of 1 drop. When we use Law's effect to swap the power around, we can also use Makino's effect to make those 1 drop hit a deadly number. Makino has an activate main effect, by resting this Character, 1 of your red 1 drop Character gains 3k power for the turn. 3k power is a lot, especially when we can swap some of the high base power around.
OP14 X Drake doesn't have a counter on this card, but he is a 7k for 5 which is always useful for your low power Characters. Drake have 2 effects, the first effect works once per turn and during your opponent's turn. When 1 of your SN Character would be removed by your opponent's effects, you may reduce 1 of your Leader power by 2k instead. Reducing Leader power can be risky, especially if you don't have OP14 Law on the field to recover the lost power, but I guess we could protect our SN Characters. The second effect will need a DON to work, the effect works when attacking, 1 of your opponent's Characters loses 2k power for the turn which is definitely useful if we want to take out some Characters.
PRB02 Law is not a SN Character but our Leader can also target Heart Pirates type, so running PRB02 Law could be useful. Law has 2 effects, the first effect is if this Character would be removed by your opponent's effects, you may reduce this Character's power by 2k instead for the turn. This will make Law a 5k beat stick easier for your opponents to swing into. The second effect works when attacking, reduce 1 of your opponent's Characters by 2k for the turn. This is the main effect I am after as having more power reducers makes your Characters more easier to KO your opponent's Characters.
Removals
There are only 2 removals in this build where we could KO your opponent's Characters with effects, and OP14 Urouge will be difficult to trigger. The effect works when attacking, if this Character has 5k power or more, draw 1 card and KO 1 of your opponent's 3k or less base power Characters. Obviously, having 3k power or less as the base is difficult as the power reducers in this build will be useless, but what I am mainly running Urouge for is the draw power. The more we can draw, the easier we can replace our Characters even if your opponents keep wiping our board.
OP10 Divine Departure has a main effect and counter effect depending on which one you would needed. The main effect is by resting 5 DONs, KO 1 of your opponent's 8k power or less Characters. Unlike Urouge, this effect would work with our power reducers. The counter effect is 1 of your Leader gains 3k power for the turn.
Free Play
We have 2 cards who can let us play cards for free reducing the amount of DONs we need to play Characters. OP14 Hawkins is the card you want to target as the main attacker, so your opponents can KO this card. The effect works on KO, look at top 5 cards of your deck to play one 2k power or less Character except Hawkins. Then, place the rest at the bottom of your deck in any order. This could be a hit or miss even though I am running plenty of low power Characters.
OP14 Kid is a Blocker, and having a Blocker on your turn would be useless, so we can transfer Kid's power to 1 of your low power Characters to make use of the attacks. The effect works on play, if your Leader is SN type, play 1 red 2k power or less Character from your hand. This is a bit different to Hawkins as we are not restricted in playing low power SN Characters, we can also play non SN Characters like Makino.
Supernovas Supports
The SN supports are very simple as they are the support of the deck. OP14 Luffy is the main searcher we want to see in our opening hand. Luffy has 2 effects, the first effect works on play, look at top 5 cards of your deck, reveal 1 SN card except Luffy and add it to your hand. Then, place the rest at the bottom of your deck in any order. The second effect works when attacking, 1 of your opponent's Characters loses 1k power for the turn. If we combined this with the Leader's effect, we can have a beat stick and trigger the when attacking effect at the same time, making your opponent's Characters more hittable.
OP14 Killer is basically ST01 Nami but with a different Character. The effect is an activate main, once per turn, give 1 of your rested DON to your Leader or 1 of your Characters. Nothing too special, but we could make our low power Characters into nice beat stick with that 1 extra DON attach, or trigger effects like X Drake.
OP14 Bartolomeo is mainly for the 2k counter as we would need to give him 2 DONs to become a Blocker. On the bright side, if we do play him, we could use him as a beat stick instead of saving up 2 DONs for the Blocker ability. I guess it is up to you how you would use this card as there's attacking and defensive option for this card.
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