Sunday, April 5, 2026

OP15 Purple (Enel) Deck Profile

Enel got a reboot, so if you like the Sky Island, we wouldn't need to worry about Block 2 cards getting rotated out in the next rotation. I must say, I have underestimated this deck, I thought the cards with 1 drop Sky Island stuff and limited 6 DONs would be terrible as there are weakness with running low cost Characters. But turns out, this deck is amazing, and in fact I've also decided to make 2 deck builds for Enel as we can make use with all sorts of builds. 



Sky Events

Sky Pirates






Sky Events


Sky Pirates




How it Works?

2 very different build, 1 rely on Events for more of a defensive build, but also triggering some of the main effects, whilst the other rely on Porche as most of the Characters can be played for free in that build to be more aggressive. You might be able to cramp both builds together if you want both kind of strategies for the deck. As you also know, we can only run 6 DONs in the build, so you don't want to run any cards that cost more than 6, otherwise, those would be dead cards unless you can play them for free.

Sky Events does have a little advantage as we have a 1 drop searcher Pudding who can let you search out the Events, and since there are lot of Events in that deck, you would have plenty of choices, until we can play our Secret Rare Enel to search some more cards.

Sky Pirates on the other hand have Porche who only search for Foxy Pirates, and the other Foxy Pirates in that build is Foxy who works really well in Enel build. Otherwise, you will be using Porche to play some of the Characters for free in the build, filling up the field, ready to go full frontal with the deck rather than going defensive.


Draw


There's a lot of draw power in this build and for both type of builds. You wouldn't feel you could run out of cards in hand even if you keep playing your cards. Both OP15 Ohm, Satori and Shura has the exact same on play effect which is by returning 1 DON, draw 1 card. It will only be their second effect that is different. Shura only gains Rush if you have 6 or less DONs and Ohm's second effect works when attacking, if you have 6 or less DONs, 1 of your opponent's Characters loses 1k power for the turn. This will be very important as we can't run high cost Characters in this build, so we need to rely on 6 drop Enel for the removals.

OP15 Satori also works when attacking for the second effect which is if you have 6 or less DONs, look at the top 2 cards from top of your deck and place them at the bottom or top of your deck in any order. This is very important especially with the amount of draw powers we've got in this build, so you want to check what cards you will be drawing next when you use the draw effects.

OP10 Foxy is a 2 drop we can play and the effect is an activate main, you may trash this Character, if the number of DONs is equal or less than your opponents, draw 1 card. As we are limited to 6 DONs, it is very easy to trigger Foxy's draw to instantly draw that 1 card. You've also got the 2k counter if you need the counter power.

Kiten is a 0 cost Event with a main and a counter effect. The main effect is by returning 1 DON, if your Leader is Enel, draw 1 card. Then, 1 of your opponent's Characters loses 1k power for the turn, which is pretty much a second version of Ohm. The counter effect is 1 of your Enel cards gains 2k power for the battle. We will be mainly using this counter effect for the Leader as there are only 2 Enel Characters in both deck.

Lightning Dragon only has a main effect and the main effect can be really useful in slowing your opponents down. The main effect is by returning 1 DON, draw 1 card. Then, 1 of your opponent's rested 6k power or less Characters cannot become active during your opponent's next Refresh Phase. It's a card that can reduce 1 of your opponent's attacks, and if you have Blockers in the build, you only need to worry about 4 attacks in total.

Mamaragan is a Super Rare but I really like the full art for this Event. This card has a main effect and a counter effect. The main effect is by returning 2 DONs, draw 1 card. Then, rest 1 of your opponent's 5k power or less Characters. Just a simple rest effect, but at least we can get the draw if needed. The counter effect is your Leader or 1 of your Characters gains 1k power for the battle. Then, if you have 6 or less DONs, draw 1 card. It will depends on how you would use this card as both of the effect will let us draw cards and that will be important for this build.

Lastly, Varie and personally, Varie doesn't really have a good main effect as the main effect work against very specific effects. The main effect is by returning 1 DON, if your Leader is Enel, draw 1 card. Then, 1 of your Characters gains +2 cost until the end of your opponent's turn. The +2 cost can be useful but with specific Characters and not the low cost, otherwise, you will just be playing this for the draw. The counter effect is exactly the same as Kiten where 1 of your Enel cards gains 2k power for the battle.

Searchers


Searchers are another way we can increase our hand size, although there's no 1 drop Sky Island searcher for this build. OP12 Pudding is our main 1 drop searcher for Sky Events build. The effect works on play, look at the top 4 cards of your deck, reveal 1 Sanji or Event and add it to your hand. Then, place the rest at the bottom of your deck in any order. It would be very hard to miss as we are running a lot of Events in Sky Events build, so you should see at least 1 in the top 4.

OP07 Porche on the other hand is a searcher for Foxy Pirates, however, that is not the only effect I am aiming for. The effect works on play, by returning 1 DON, look at the top 5 cards of your deck, reveal 1 Foxy Pirates card and add it to your hand. Then, place the rest at the bottom of your deck in any order and play one 4k power or less Purple Character from your hand. The only 2 Foxy Pirates cards are Porche and Foxy in Sky Pirates build, but I am mainly aiming for the second effect where we can play Characters for free and fill up the field.

OP15 SEC Enel as there are 2 Enel in OP15 set that works in this build is the main card in the build. Enel has 2 effects, the first effect is if you have 6 or less DONs, this Character cannot be removed by your opponent's effects and gains 2k power. This is a continuous effect so we can have a permanent 10k beat stick on the field which is not bad for a 6 drop. The second effect works on play, by returning 1 DON, look at the top 5 cards of your deck, add 1 card among them to your hand. Then, place the rest at the bottom of your deck in any order and trash 1 card from your hand. What I have noticed is that you do not reveal unlike the other searchers, so we will be adding any cards we want to our hand.

Blockers


Blockers will be very useful at stopping your opponent's attacks so we don't need to use as much cards from our hand, even though there's a lot of draw power in the build. OP12 Reiju only works best if you can get the Events in your trash, and most of them cost 0 to play, so this wouldn't be difficult in reaching the effect. The effect is if you have 4 or more Events, this Character gains 2k power and +5 cost. The +5 cost will only works against specific effects, otherwise, you want to have a 7k Blocker on the field to stop most of your opponent's 5k-6k beat sticks.

OP07 Sanji will be very easy to play from hand because we are limited to 6 DONs and there are a lot of cards who will be returning DONs from your field. The effect works from hand, if the number of DONs is at least 2 less than your opponent's field, reduce this card's cost by 3, making Sanji only costing you 3 to play for a Blocker. There's also 2k counter, but if you could play Sanji for 3, then, you want to play Sanji for 3 as getting a Blocker on the field will help to protect your low cost Characters.

OP15 SR Enel has the exact same continuous effect as SEC Enel which is if you have 6 or less DONs, this Character cannot be removed by your opponent's effects and gains 2k power. So we can get another 10k beat stick on the field if needed. The second effect is an activate main, by returning 1 DON, this Character gains Blocker until the end of your opponent's turn. Then, trash 1 card from your hand. The Blocker ability is optional, but would also depends on the situation of the field where you need to use the Blocker or not.

Power


Only Sky Pirates will be able to use both of these cards as Sky Events will be using OP15 Holly only. Holly is very useful if you can get this card to the field. Holly has 2 effects, the first effect is all of your Ohm and this Character gains Double Attack. Double Attack might not do much especially with some of the low powers, but at least we can make your opponent use up some counters from their hand or else they would have 0 cards in their Life area. The second effect works during your opponent's turn, all of your Ohm and this Character's base power becomes 6k. This will help us protecting those Characters a lot easier as we don't need to use a lot of counters from hand.

ST10 Heat can become another beat stick on the field if you want to have Characters to swing and not rely on attaching DONs. The effect works during your turn and once per turn, when a DON on your field is returned, this Character gains 2k power until the start of your next turn. This is very easy to trigger with the amount of Events that can return DON, and you also have a 2k counter if your field if full.

Events


There are a lot of Events you can choose even if rotation kicks in for this build. As long as you can pay the cost, they will be fine to be in the build. OP15 El Thor has a main effect and a counter effect. The main effect is by returning 1 DON, if your Leader is Enel, your Leader or 1 of your Characters gains 1k power for the turn. Then, KO 1 of your opponent's 3k power or less Characters. The KO part might be difficult, but we do have some power reducers in the build. The counter effect is the exact same as Kiten and Varie where 1 of your Enel cards gains 2k power for the battle.

OP13 Divine Departure has just enough cost to use the main effect if you need power reducers. The main effect is you may rest 5 of your DONs, if you have any attached DONs, 1 of your opponent's Characters loses 8k power for the turn. We've only got 6 DONs to work with, and you will be using all of them if you want to use the main effect. Otherwise, you will mainly be aiming for the counter effect which is you may trash 1 card from your hand, your Leader or 1 of your Characters gains 3k power for the battle.

Gamma Knife would be a better option if you want power reducers as this Event only cost 2 to play rather than using the full 6 DONs. The main effect is by returning 1 DON, 1 of your opponent's Characters loses 5k power for the turn. This would make it a lot easier for your low power Characters to hit your opponent's Characters, or to make your opponent uses a lot of counters to protect their Characters. The trigger effect is add 1 DON as active, and to be honest, you wouldn't need to use the trigger effect since we've only got 6 to work with and Enel Leader can spam the DONs, so you will mainly be aiming for the main effect.

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