I've made this build with rotation in mind, so we will be losing some of the Block 1 cards for this build, as well as losing Pudding since April is near. Although, the Block 1 cards were important as they were the removal of the decks, and unfortunately, since then, there aren't many good removals after. Maybe in future sets where we can update this deck with better removals.
EB03 Luffy |
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Leader Character (37) Event (13) |
How it Works?
The key part to this build is ramp, the more DONs you get, the sooner we can trigger Luffy Leader's effect, and start adding SH cards to our hand. We do start with 3 Life cards, so you will end up guarding early if needed as that 3 Life cards can easily get wiped down to 0. What we also have is Roger in this build and thanks to Roger, we could make our Leader a nice 8k base, so your opponents will need to power up their attacks if they want to hit.
Ramp
Losing Thunder Bague actually hurts, as that card was a nice cheap ramp card we can use during the early turns. Now, we've got these cards for the ramp option. OP05 Zorojuro works well in these builds as we start with 3 Life cards. The effect works when attacking, if you have 3 or less Life cards, add 1 DON as active. You don't have to hit to trigger the effect which is very nice as we could use those extra DONs for other cards.
EB01 Bon Clay is in the deck because this is a ramp build, and when it comes to ramp Bon Clay is a must until the card is out of rotation. 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.
Big Mom is the only new EB03 card I am running in this build as this card is very good. Although, I don't know if she is class a Big Mom during the Rocks Pirates era. Anyway, Big Mom has 2 effects, the first effect works on play, draw 1 card and place 1 card from your hand to top of your deck. Then, add 1 DON as active. We can also draw as well, but her main use is definitely for the ramp. 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 a nice Life gain we can do and also puts pressure against your opponents.
Lastly, Gear Two only works in a very specific type of decks if we want to pull off the main effect. The main effect is you may rest 2 DONs, if your Leader's colour includes Blue, add 1 DON as rest, costing you 3 DONs altogether. The counter effect is your Leader gains 3k power for the battle.
Draw
Draw power is also important for this build as we only start with 3 Life cards, so we will use counters early, depending on the situation which forces us to have low hand size until we can get 8 DONs. OP13 Otama is another card like Zorojuro who works best in these type of decks. The effect works on play, if you have 3 or Life cards, draw 2 cards and trash 1 card from your hand. You also have 2k counter which works very well with 6k base Leader.
OP11 Nami is a 6k Blocker and only cost 5 to play if you want to stop your opponent's attacks. The effect works on play, if your Leader is multicoloured, draw 3 cards and place 2 cards on top or bottom of your deck in any order. This is especially useful if we end up with too much non counters card in hand, so we could place those cards to the bottom of the deck.
OP09 Luffy is 1 of our beat stick and works especially well with OP06 Sanji as this is a 9 cost Character. The effect works on play, you may return 1 or more DONs on your field to draw 1 card and this Character gains Rush this turn. You only want to return 1 DON as we want to maintain 8 DONs in order to trigger the Leader's effect.
Lastly, we are running Giant, and Giant is pretty much a staple for Straw Hat builds until the card is out of rotation. 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.
The Supports
The rest of the supports is mainly SH cards and Roger promo. ST18 Usohachi is mainly for the 2k counter, but you can use the effect if you want to. 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.
OP07 Sanji is another card mainly for the 2k counter as trigger the main effect might be difficult, unless your opponent got 10 DONs and you've got 8 DONs. Sanji is a 6k Blocker which could be useful if you can get him to the field. The effect is if the number of DONs is at least 2 less than your opponents, reduce this card cost by 3, so we could play this for 3 cost.
Roger promo is important as the effect is very strong, plus we can play Roger for free using OP06 Sanji's effect. The effect works on play, if either you or your opponent got 10 DONs, your Leader gains 2k power until the end of your opponent's next End Phase. This will make our Leader a nice 8k base, so even with 2k counters, we can easily make our Leader a nice 10k base.
OP06 Sanji on the other hand is the main card of the deck, as this card works very well with our Leader, since our Leader can arrange the cards on top of the deck, so we can choose which one to play with Sanji, and which one to draw. The effect works on play, reveal the top card of your deck, play one 9 cost or less Character except Sanji. Then, place the rest at the bottom of your deck in any order.
Events
As for the Events I'm running 0 cost Event and 2 removals to answer your opponent's Characters. Not as efficient as Red Roc, but since that card is out of rotation, I have no choice to find alternatives. OP13 Divine Departure could be really good if you have no counters in your hand that you can't use. The main effect is by resting 5 DONs, if you have any attached DONs, 1 of your opponent's Characters loses 8k power for the turn. The counter effect is you may trash 1 card from your hand, your Leader or 1 of your Characters gains 3k power for the turn.
God Thread is a nice removal, but we also have ramp to increase the number of DONs on the field. The main effect is KO 1 of your opponent's 5 cost or less Characters. Then, add 1 DON as active. 5 cost or less is not a lot, but we could try at least remove some threat. The trigger effect is add 1 DON as active.
Gravity Blade is mainly to go against wide board, I know, this is not as effective against some decks which is why I am only running 1 copy in the build. The main effect is place two 6 cost or less Characters to the bottom of the owner's deck in any order. The trigger effect is place one 5 cost or less Characters to the bottom of the owner's deck.
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