Monday, May 11, 2026

EB04 Red/Yellow (Bonney) Deck Profile

I know EB04 Bonney is in OP15 set which makes the title more confusing, but I am not using any OP15 cards for this build. Just the cards from the rest of the EB04 set would be enough, as most of them are the support for Bonney. This deck does feels like a yolo deck because you need to get down to 1 Life card in order to make this Leader effective.



EB04 Bonney





How it Works?

We want to reduce our Life area down to 1 as soon as possible, so we can get 7k power Leader on your opponent's turn. There are not many Life gain in this build because we need to go down to 1, and you only want to perform Life gain if you got 0 Life cards, so we don't hinder Bonney Leader. I know Bonney Leader can take Life cards away, but it would be pointless doing Life gain when you have 1 Life card, as I think it would be quite wasteful.

7k Leader makes a huge difference, as it forces your opponents to power up their cards, or they won't be able to hit our Leader. You also have power up cards like Zoro and Luffy, making Bonney Leader, 9k power during your opponent's turn, and 9k power would means, your opponents will need a lot of DONs if they don't have the high power beat stick on the field.


Life Gain


Like I said before, you don't want to run too much Life gain because you want to stay at 1, and only play these Life gain cards when you have 0 Life cards, so you can maintain the Leader's power. EB04 Kizaru is our 6k Blocker and also have the Egghead type, so we can search this card out easily. The effect works on play, if you have 2 or less Life cards, add the top card of your deck to top of your Life area.

EB04 Kuma is another card that only works when we have low health like Kizaru. Kuma has 2 effects, the first effect works on play, if you have 2 or less Life cards, add the top card of your deck to top of your Life area. This is just in case you don't see Kizaru, but have Kuma in hand instead. The second effect works on KO, add the top card of your opponent's Life area to their hand. This would help us to reduce the amount attacks we would need to do to make your opponent's Life area goes to 0.

Power


Power plays an important role, especially combined with our Bonney Leader, making your opponents needing DONs to power up their cards instead of playing more cards. EB04 Zoro has 2 effects, the first effect works on play, your Leader gains 2k power until the end of your opponent's turn. This is the main effect I am after. The second effect will depends on the type of decks you are playing against and the stages of the game. The effect is an activate main, if your opponent has 8k power or more Character, this Character gains Rush Character, so we will be able to attack into your opponent's Characters as long as they are rested on the same turn Zoro is played.

EB04 Luffy works very well in this build as we can easily trigger 1 of the requirements in the deck. Luffy has 2 effects, the first effect is if you have 1 or less Life cards, reduce this card cost in your hand by 1. So Luffy will only cost 9 to play instead of paying 10. The second effect works on play, you may trash 1 card from your hand, your Leader gains 2k power until the end of your opponent's turn. Then, this Character gains Blocker until the end of your opponent's turn. Not only we can power up our Leader, but we can have a 12k Blocker on the field, doubling the defence for that turn.

Removals


More removal would be better, but most of them will focus on taking out your opponent's Life area rather than the Characters. OP11 Zeus definitely increases the speed of reducing our Life area down to 1 more easily whilst taking out your opponent's Characters.  The effect works on play, you may add the top or bottom card from your Life area to your hand to KO 1 of your opponent's 5 cost or less Characters.

EB03 Nami is a card that we could remove your opponent's Life area if they have a lot of Life cards, or we will be aiming for the other effects. Nami has 2 effects, the first effect works on play, attach 1 rested DON to your Leader. Then, if your opponent has 3 or more Life cards, add the top card of your opponent's Life area to their hand. The second effect works on KO, you may turn the top card from your Life area face up to play one 6k power or less Character from your hand. The only problem with this second effect is that we only have 1 Life card, and your opponent can easily take out the Life card before KOing Nami, so you won't be able to use the effect.

OP13 Bonney is mainly for the Rush, so we can be a bit more aggressive especially if we only have 1 Life card to work with. The effect works on play, if your Leader is Egghead, this Character gains Rush. Then, your opponent add the top Life card to their hand. At least, your opponent doesn't need 3 Life cards to remove their Life cards, and this would make your opponent to use counters or Blockers a lot more earlier. The trigger effect is if you have 1 or less Life cards, rest 1 of your opponent's 7 cost or less Characters. This shouldn't be difficult, but needs to rely on luck to work.

Draw


Not a lot of draw power is involved for this build. EB04 Sentomaru is a 1k Blocker with an on block effect which is if you have 2 or less Life cards, draw 1 card. This will be definitely useful, especially when we only have like 1 or less Life cards to work with, so you will be using the counters very early if you don't draw the power cards.

OP12 Baby 5 is 50/50 for me, due to you can only have 1 or less Life cards to work for this build. If Baby 5 was in your Life area when you remove your Life cards, then, it will hurt and we would lose that draw power. Otherwise, the 2k counter would be useful in your hand. The trigger effect is if your Leader is multicoloured, draw 2 cards.

The Supports


The rest of the supports is mainly an option, except our 1 drop Bonney who is a searcher. The other cards are mainly for backup plans if things aren't going our way. EB04 Bonney is a nice searcher that doesn't only looks for Egghead, but SH cards which is very useful. The effect works on play, look at the top 4 cards of your deck, reveal 1 Egghead or SH card except Bonney and add it to your hand. Then, place the rest at the bottom of your deck in any order. We will be able to search for most of the cards in this build.

ST21 Sanji is mainly to pair with our EB04 Luffy since I am maxing out that card, but you can also use this card with EB04 Zoro, assuming you can also give plenty of power to Zoro. The effect works on play, select 1 of your 6k power or more SH Character. When the selected Character attacks during this turn, your opponent cannot activate Blockers. This will only be needed if your opponent is running Blockers in their build.

Another anti Blocker card is OP09 Roger, and Roger actually works very well in this build because we need to maintain 1 or less Life cards for this deck to work. Roger has Rush with an effect that works when your opponent activates Blocker, if you or your opponent has 0 Life cards, you win the game. The fact that you only need to have Roger on the field, and don't need to attack with this card, makes the effect very strong against Blockers.

Events


The Events all mainly have counter effects which will pair really well with Bonney Leader's power. Raw Heat Strike only has a counter effect which is your Leader or 1 of your Characters gains 2k power for the battle. Then, if you have 1 or less Life cards, your opponent's Leader or 1 of their Characters loses 2k power for the turn. This is not difficult to do for this build and 2k power is enough if we include the Leader's bonus. What's more is that we have a power reducer effect that can weaken your opponent's attacks even more. The trigger effect is draw 1 card.

Distorted Future is another Event that can work well with Bonney Leader, especially if you are after the main effect. The main effect is if you have 2 or less Life cards, 1 of your opponent's Characters power loses 3k power for the turn. This would work well with Zoro Character Rush, as it would make it easier to hit your opponent's Characters. The counter effect is your Leader gains 3k power for the battle.

OP10 Divine Departure is a removal card in case we want to get rid of more Characters. The main effect is you may rest 5 DONs to KO 1 of your opponent's 8k power or less Characters. This will cost 6 altogether, and combined with Distorted Future, you could easily KO 10k power Characters. The counter effect is your Leader gains 3k power for the battle.

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