Monday, May 18, 2026

OP15 Green/Yellow (Law) Deck Profile

Just like OP10 Kid, Law also got a small update from OP15 set and not just adding EB04 Kizaru to the build. Losing Block 1 Law did hurt this build a little as it does means we won't be able to use EB03 Law effectively. The other Law in the rotation doesn't really help if we want to use our Leader's effect.



OP15 Law





How it Works?

This is a build where the 5 drop will be very important because of our Law Leader who can play those Characters for free. I've also tried to cramp as much cards as possible into this one deck because of the 5 drops. The more choices we have for 5 drops, the more useful the situations they could be used in.

As you know, Block 1 Law is out of rotation, so running Perona searcher is not as good as it used to which is why I've replace Perona with ST02 Bonney who is still in the rotation due to lack of Slash Characters. So I've focused on Supernovas type instead which is a lot easier since there are not may good Slash SN Character that would work with the Leader's effect.


Life Gain


Life gain will be important as when we used Law's effect, we are pretty much reducing the Life area. OP15 Zoro is very handy, but I am only running 1 in the build because of the cost. The effect works on play, you may trash 1 card from your hand to add the top card of your deck to top of your Life area. We don't actually have draw power in this build, so discarding cards can really hurt this build.

EB04 Kizaru on the other hand doesn't require you to discard card which makes this card more useful on top of being a 6k Blocker. 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. This is very easy to trigger because of playing cards from the Life area, reducing the amount of cards.

OP10 Law can set up the Leader's effect with ease. The effect works on play, reveal 1 SN Character and add it to top of your Life area face down. Then, attach 1 rested DON to your SN Leader. Not only we can place cards to the Life area, but that attaching DON will also be very useful to help trigger the Leader's effect.

Arranging the Life area


These 2 cards will be very important as they will help us to play our 5 cost for free without the need of luck to work. OP10 Bege is the main card we want to target as we can bounce this card back to hand with the Leader's effect for the 2k counter. The effect works on play, you may add the top or bottom of your Life cards to your hand to add 1 SN Character from your hand to top of your Life area face up. 

OP10 Bonney is similar to Bege's effect, except this card is a Blocker and I don't think you want to return Blocker to your hand unless you need to. The effect works on play, you may add the top or bottom of your Life cards to your hand to add one 5 cost SN Character from your hand to top of your Life area face up.

Prevention


What I do like about this deck is that we do have some control aspect of the deck, stopping your opponents from doing what they want. OP15 Bonney is a nice 1 drop we could play on the field. The effect is if your 7k base power or less Characters would be removed from your opponent's effects, you may add the top card of your Life area to your hand instead. Unfortunately, we don't have a lot of Life cards to work with.

EB03 Bonney is a card I really like for this build, but there are up and down for this card depending on what you personally want. The effect works on play, if your Leader is SN type, untap 1 DON. Then, 1 of your opponent's 8 cost or less Character cannot be rested until the end of your opponent's turn. This card not only stop your opponent's attacks, but it can also stop your opponents from using Blockers.

OP07 Bonney can only stopped rested cards which is why I am only running 1 in the deck, and it does depends on what your opponent has on the field. The effect works on play, 1 of your opponent's rested Characters or DONs cannot untap in your opponent's next Refresh Phase. We can target any cards we want with this card, but of course, we do want to save it for major beat sticks.

P067 Kid is pretty much OP01 Kid but weaker. The effect is if this Character is rested, your opponent cannot attack any other cards except Kid. Thanks to this card, we can stall as much as possible, but of course, being 6k base power, using counters will hurt your hand more than your opponents.

Untapping


As for the untapping, we've only got these 2 cards. I guess you can say EB03 Bonney also untap, so makes that 3 cards instead. EB01 Cavendish is one of our key 5 drop cards we want to play on the field. The effect works on play or when attacking, if your Leader is SN type and you have no other Cavendish on the field, you can untap 2 DONs.

OP12 Bonney requires the timing to actually utilise the full effect which is why I am not running a lot of copies, especially when we can play 5 drops for free. Although, we don't really want to play OP12 Bonney for free because of the effect. The effect works on play, if you have 8 or more rested cards, draw 2 card and trash 1 card from your hand. Then, untap 1 DON. 8 rested cards is not difficult to do, especially if you have a field of beat sticks.

Searchers


No Perona this time in this build, so I've decided to focus on searching SN cards which is a lot easier to do than running Perona and cards to fit Perona search. OP10 Luffy is our main searcher we want to see on the field, and a card we could bounce back to hand to use the search effect again. The effect works on play, look at the top 5 cards of your deck, reveal 1 SN card except Luffy and add it to your hand. Then, place the rest at the bottom of your deck in any order.

ST02 Bonney is a backup searcher as this card will need to pay the cost in order to use the effect. The effect is an activate main, by paying 1 DON and resting this Character, look at the top 5 cards of your deck, reveal 1 SN card and add it to your hand. Then, place the rest at the bottom of your deck in any order. This card can look for any SN card which is useful considering the number of Bonney in the build.

ST24 Kid & Killer is a prefer card we want to play when we have 2 DONs. Kid & Killer has 2 effects, the first effect works on play, look at the top 5 cards of your deck, reveal 1 SN card and add it to your hand. Then, place the rest at the bottom of your deck in any order. Not to mention, being a 2 drop, already helps the Leader's effect to reach 5 cost on the field. The second effect works during your opponent's attacks where you may trash this Character to untap 1 DON. This could be useful as I am running 2 different Events in the build, both of them only cost 1 to play during your opponent's turn.

Supernovas Supports


I am not running a lot of copies for these cards, so I guess, we can call them supports for the deck. OP10 X Drake is another card where we could play on the field to make up the numbers if you need a total cost of 5 to work. The effect is an activate main effect. you may rest this Character, if your Life cards is equal or less than your opponent's Life cards, rest 1 of your opponent's 4 cost or less Characters. You can bounce Drake back to hand once you used the effect for the 2k counter.

OP13 Law would be very useful in this build as I am running plenty of 5 drops in the deck. Law has 2 effects, the first effect works when you have 1 or less Life cards, this Character gains Blocker. Not difficult to do in this build. The second effect works on play, you may return 1 of your Characters to the hand to play one 5 cost or less Character from your hand at rest. Unfortunately, that Character will be rested, so we don't really want to play cards with Blocker ability. Playing cards like P067 Kid will automatically trigger the effect, forcing your opponent to target that card as an attack.

OP10 Kid is the only card in this build with the ability to remove your opponent's Life cards, so we don't need to use as much attack to hit your opponent's Leader. Kid has 2 effects, the first effect work on play, you may rest this Character to trash the top card of your opponent's Life area. The second effect works at the end of your turn, if your opponent has 2 or less Life cards, draw 1 card and trash 1 card. This is just a nice hand filter effect if you get too much non counter cards in your hand.

Events


I am only running these 2 Events and 1 of them is a SN type, so our searchers can add the Event to hand. Dead Man's Game could be useful depending on what you need. The main effect is you may rest 3 DONs to rest up to total of 2 of your opponent's Characters or DONs, costing you 4 to play altogether, and also we could then attack your opponent's rested Characters. The counter effect is your Leader gains 3k power for the turn.

I'll Go All Out has the SN type, so we can search this from the deck and not to mention, just like Dead Man's Game, the effects could be useful depending on the situations.  The main effect is you may rest 2 DONs, 2 of your opponent's rested 7 cost or less Characters will not become active during your opponent's next Refresh Phase. This will cost 3 altogether in order to stop 2 of your opponent's beat sticks. The counter effect is your Leader gains 3k power for the turn.

No comments:

Post a Comment