I know we've got Kid Pirates supports in EB04 set, but I am using 1 card from OP14, beside, it is the same as both OP14 and EB04 stuff are combined. So it doesn't really matter what name I write for this as long as I can get the deck through. There are plenty of cards I want to run for Kid, but that 50 cards space is just not enough.
OP14 Kid |
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Leader Character (42) Event (8) |
How it Works?
The first thing we need are the ramp cards. The more you can ramp, the sooner we can play our high costs as well as maintaining certain amount of DONs when we use our Leader's effect. Once we've reach high amount of DONs, we could then focused on playing OP09 Killer who let us untap our Leader, and the more power you can give to your Leader, the more counters your opponents will need to use unless they have Blockers on the field.
Promo Roger is a great addition to this build, but I haven't maximise the copy in case either player doesn't have 10 DONs on the field, meaning, this card will just be a vanilla in hand. You have a lot of returning DONs effects, so you can't really maintain 10 DONs easily in this build like other ramp decks.
Ramp
There's a lot of ramp in this build, mainly when you return DONs, so the DON won't become a minus, and would be a plus in hand. EB04 Kamazo is basically OP08 Pudding, except we have a Blocker ability and being a Kid Pirates card, so we can search him out. The effect is when a DON on your field is returned, if your Leader is Kid Pirates, add 1 DON as rest.
OP09 Kid on the other hand will be very good with the Leader as we need to have 3 Life cards for our Leader to go back to the base power. The effect works on play, you may add the top of your Life card to your hand, if your Leader is Kid Pirates, add 1 DON as active. This is especially useful if your opponents aren't trying to hit your Leader, but once we go down to 3, we may not need the effect anymore and just have a 5k beat stick on the field.
I am running OP08 Pudding just for extra assurance, I know we've got Kamazo who has the same effect as Pudding, but if you could get both Kamazo and Pudding on the field, we could get some DONs when we return 1 DON. The effect is when a DON on your field is returned, add 1 DON as rest. Plus Kamazo is a Blocker, so we may end up using the Blocker ability in order to stop your opponent's attacks.
EB01 Bon Clay is nice, but not as important since we've got other ramp cards who are easily searchable from the deck. 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's base power becomes the same power as the selected Character during this turn. At least you could use Bon Clay as a beat stick when the time comes.
OP05 Kid is pretty much a 5 drop version of EB04 Kamazo with this card also being a Blocker. The only difference is that we can get active DONs instead of rested DONs when we return DONs on the field. The effect is when a DON on your field is returned, add 1 DON as active.
Lastly, another new card from EB04 set is EB04 Kid. Kid has 2 effects, the first effect works on play, add 1 DON as active. Just a simple ramp effect if you need more DONs on the field. The second effect is mainly what I am after as this could change how we play some of the cards in the deck. The effect is an activate main, you may trash this Character to play one 5 cost or less Kid Pirates from your hand. This effect doesn't have name restrictions so we could get OP05 Kid to the field, but more important, we want to get OP09 Killer.
Power
Now, we move to the power cards. OP01 Sanji is mainly a backup in case we don't draw OP09 Kid to reduce our Life cards, and if you do draw OP09 Kid, Sanji can be used as a 2k counter. The effect is an activate main effect, you may add 1 card from your Life to your hand, this Character gains 2k power this turn, then give this Character up to 2 rested DONs. So in total, we could make Sanji a 7k beat stick in total.
EB01 Kid & Killer is mainly for the Rush ability so we can sneak in that extra attack when the time comes to take out your opponent's cards. The effect works when attacking, if your opponent has 2 or less Life cards, this Character gains 2k power for the turn, making this card a nice 7k beat stick.
ST10 Kid helps to power up our Leader for attacking and defending which can be useful. 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. Our Leader already gets a nice power up from the when attacking ability, but combined with ST10 Kid, we could swing for even more power.
Another card that can power up our Leader is P107 Roger. If you don't have Roger, you can always use Whitebeard as a replacement, but that card cost 9 compare to Roger's 8. 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. The downside to the effect is that we will be constantly returning DONs in order to use some of the effects, so you will need to rely on your opponents to use Roger's effect.
Searchers
The 2 main searchers for the deck to search out some of the key cards for this build to get the deck working. OP05 Killer is our standard searcher for Kid Pirates. The effect works on play, look at the top 5 cards of your deck, reveal up to 1 Kid Pirates card except Killer, and add it to your hand. Then, place the rest at the bottom of the deck in any order. Unfortunately, we won't be able to add some of the cards in our hand as they are named Killer.
However, we do have a backup searcher which is Fight against Pirates who could let us add different Killer to our hand. The effect is look at the top 3 cards of your deck, reveal 1 SH, Heart or Kid Pirates and add it to your hand. Then, place the rest at the bottom of your deck. We only get to look at top 3 cards, but shouldn't be too difficult to add 1 of those cards to our hand. The trigger effect is activate this card's main effect.
Kid Pirates Supports
The rest of the Kid Pirates support are mainly Killer, since this game barely releases the rest of the Kid Pirates crew, just Kid and Killer. OP14 Killer is a card I've decided to add because you could use those DONs to power up your Leader instead of relying on the effects or active DONs. The effect is basically the same as ST01 Nami where the effect is an activate main, attach 1 rested DON to your Leader or 1 of your Characters.
OP06 Kamazo is mainly for the 2k counter, as the effect will be very difficult to trigger without cost reduces, but we can still target low cost Characters if your opponents decided to play those cards. The effect works during your turn, when a DON is returned to your DON deck, KO up to 1 of your opponent's 2 cost or less Characters.
OP09 Killer is very important for this build as this is the card that would work with our Leader to create more attacks. The effect works on play, by returning 1 DON, untap 1 of your Kid Pirates type Leader. You can play this card for free using EB04 Kid's effect, so you can just focused on powering your Leader to force a lot of counters from your opponent's hand.
Events
For the Events, I am running these 2 cards. OP10 Divine Departure is a nice 1 drop with a main and a counter effect. The main effect is you may rest 5 DONs to KO 1 of your opponent's 8k power or less Characters. This would cost you 6 DONs altogether, but at least you would have rested DONs to use when you use your card's effect. The counter effect is your Leader gains 3k power for the battle.
Mole Pistol is another removal, but we do need to have a 6k power or more Character on the field to trigger the full effect. The effect is 1 of your opponent's Characters loses 5k power during this turn. Then, if you have a 6k power or more Character, KO 1 of your opponent's 2k power or less Characters. KOing certain Characters shouldn't be much of a problem, the only problem will be getting 6k power or more on the field. The trigger effect is activate this card's main effect.
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