Saturday, May 30, 2026

OP15 Blue/Purple (Luffy) Deck Profile

Not much of an update for this build, and in fact the 1 card in OP15 is optional as this deck will be relying on the old cards to work. I think losing Mihawk did hurt though as OP01 Mihawk was one of our removal and a beat stick we can play on the field, literally ticking some boxes we needed for the deck.



OP15 Luffy





How it Works?

I've made this build a defensive build where we rely on the Corazon to untap our DONs, so we can play Events from our hand. If we can see 1 of our ramp cards, you can easily trigger Luffy's effect pretty early in the game, and once you've reached 10 DONs, we can play our promo Roger to make Luffy an 8k base power during your opponent's turn. I've am also running White Snake who can make Luffy, 9k base power in total.

Plus, we need to maintain 8 DONs, so you can at least add 1 SH card once per turn increasing your hand size, as well as organising the deck, so you will know which cards you will draw. OP06 Sanji can benefit this thanks to playing the cards from your top deck, so you could easily get a high power beat stick on the field.


Ramp


I am not running Zorojuro due to the lack of spaces in this build, so you will only have these cards for the ramp options. EB01 Bon Clay has 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.

EB03 Big Mom cost 7 to play which is a high cost for a ramp card, but we do have some cards who can return DONs, so we will need these extra ramps just in case. 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. The second effect works on KO, by returning 1 DON, add the top card of your deck to top of your Life area.

Gear Two is an Event that is not only used for the ramp, but we can also use the counter effect which will be very useful. 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.

It's to Die For is a 3 drop Event where we can use the effect for the ramp. The main effect is add 1 DON as active. Then, if your opponent has a 6k power or more Character on the field, add 1 DON as active. So, for 3 DONs, we can get 2 DONs instead of 1, but that is only if your opponent has a 6k power Character on the field. The trigger effect is add 1 DON as active.

Free Play


Here, we have 2 cards that can play Characters for free, and this could be useful, especially if you have been focusing on ramp and counters, with barely any time to play Characters. OP10 Doffy is a nice 8 drop we can play to the field. Doffy has 2 effects, the first effect works on play, by returning 1 DON, play one 5 cost or less DQ Pirates Character from your hand. The second effect works during your opponent's attacks, by resting 1 DON, add 1 DON as active. Although, the second effect isn't as important unless you need to reach to 8 DONs for the Leader's effect.

OP06 Sanji is the main card of the deck as this card alone works very well with our Leader's effect. 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. You could actually play Doffy from top of your deck and Doffy will be able to play Corazon, so for 9 DONs, you will have 3 Characters on the field in one go.

Draw


The more cards you can draw, the easier to get the cards we need especially our ramp cards. OP13 Otama is one of the cards where we can play this on turn 1 because of our Leader starting with 3 Life cards. 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, so this could be useful if you don't need the draw.

OP11 Nami is just a 6k Blocker we can use to stop your opponent's attacks so we don't need to use any counters or Events from our hand. 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 could also filter out your hand to replace the cards we don't need and keep the cards we have drawn.

OP10 Corazon is the only reason why I am running a lot of Events in this build, plus this card is the best target with Doffy's effect. Corazon has 2 effects, the first effect works on play, you may trash 1 Event to draw 2 cards. There might be some Events we won't need, and this will help us to get better cards. The second effect is the main effect I am after which works at the end of your turn, if you have 7 or more DONs, untap 2 of your DONs. Thanks to our untapping, we don't have to worry about leaving some untap DONs to use some Events from our hand.

Giant is a key staple for this build because we are running SH Leader, and the effect is still very strong. 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. Although, you might have to be careful of not using multiple Giant in a turn, otherwise, we might not be able to reach 8 DONs for the Leader's effect.

White Snake is mainly to power up your Leader, making your Leader harder to swing into, and we don't have to worry about the 2 DONs as Corazon can untap 2 DONs at the end of our turn. The counter effect is your Leader or 1 of your Characters gains 1k power for the turn. Then, draw 1 card. The trigger effect is look at the top 5 cards of your deck and place them at the top or bottom of your deck in any order. The trigger effect won't be as important because of our Leader being able to check the top card of our deck.

The Supports


The rest of the support is very simple. 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.

OP15 Sanji is optional, but since we are running plenty of high cost Characters, the effect could be useful. Sanji is also a Blocker, so we can stop 1 of your opponent's attacks. The effect works on play, 1 of your Characters gains Unblockable for the turn. This will be great against Blockers, but it will also depends on the type of deck you are playing against which is why this is optional.

Roger promo is a must for this build as the effect is very strong, especially combined with our 6k base Leader. 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 be very easy to reach to 10 DONs as we are running plenty of ramp cards.

Beam Sword is mainly to slow your opponent's attacks, especially since we only have 3 Life cards to work with. The counter effect is by returning 1 DON, your Leader or 1 of your Characters gains 2k power for the battle. Then, rest 1 of your opponent's Characters. The trigger effect is add 1 DON as active, but you really want the ramp.

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