The OP01 Luffy Leader is out of rotation, so now I can focus on OP13 Luffy who shares the same colour. This Leader does work very different to the OG Leader as it feels like we have the defence to stop your opponent's attacks. This deck does use both the new cards from OP15 and EB04 which is pretty much the same set for the EN version if you bought OP15 set.
OP15 Luffy |
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Leader Character (37) Event (13) |
How it Works?
This deck focused on untapping DONs, the more DONs you've untap, the more DONs you can rest for Luffy's Leader effect. The maximum is keeping 5 DONs as active otherwise, you won't be able to use the Leader's effect. This is also where our Events comes into play, especially when we have some cards who actually locks you from playing Characters when you untap DONs.
What's more, if you have more than 5 untap DONs left to use, you can use the rest to power up your Characters, so they can hit for more power, whilst you have at least 5 untap DONs for your Leader. So you don't always need to play cards if you don't need to, powering up your cards will also help the deck, especially since we lack major beat sticks.
Untapping
The more DONs you can untap, the more choices you can make. OP14 Nami is only a 2k Blocker, but you want to play this card when you have at least 5 DONs because of the effect. The effect works on play, rest 2 of your opponent's 8 cost or less Characters. Then, untap up to 5 DONs at the end of your turn. Not only we can untap DONs which will trigger Luffy's Leader effect, but we can also rest your opponent's high cost Characters.
OP14 Usopp has a simple effect which works at the end of your turn, if your Leader is SH or Film type, untap up to 2 DONs. This would means we can leave up to 3 untap DONs, and the rest can rely on Usopp's effect. If you have 2 Usopp on the field, then, you can have 1 untap DON as we will be able to untap up to 4 DONs in total at the end of your turn.
OP13 Sanji is a 7k beat stick we can use to swing at your opponents. Sanji has 2 effects, the first effect works on play, untap up to 2 of your DONs. The second effect works at the end of your turn, if your Leader is FILM or SH type, untap 1 DON. If you combine this with Usopp, we can untap up to 3 DONs at the end of our turn, so you only need to leave at least 2 active DONs if you want to make the full use of your Leader's effect.
OP13 Luffy has a restriction once we used the effect, although, the restriction doesn't really matter too much if we can see our other cards. Luffy has Double Attack which can wipe your opponent's Life area in one go. The effect works on play, untap up to 4 DONs, then, you cannot play Characters with base cost of 5 or more this turn. 5 cost or more doesn't really matter as we can still play 4 cost or less Characters if needed.
OP13 Shanks on the other hand is very different than Luffy, but we do have a 12k beat stick on the field, to make your opponent use more counters. The effect works on play, untap all of your DONs. Then, you cannot play Characters from your hand during this turn. Shanks will require the right timing to play which is why I am not running a lot of copies in the deck. If you don't have a decent field, there's really no point playing Shanks, but if you do, the DONs can be used for the Events or power up your cards so we can hit more power.
Searchers
I am only running 2 searchers, however, you can run Nami in this build as some people prefer running 3 searchers instead of 2 to increase your chances of getting the right cards. EB04 Bonney is a SH searcher funny enough, and red Nami searcher is in the rotation, so you can run her if needed. Anyway, 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.
OP13 Garp is another search we can use and Garp is not as type specific, instead, we got cost specific. The effect works on play, if your Leader is Sabo, Ace or Luffy, look at the top 4 cards of your deck, reveal one 3 cost or more card and add it to your hand. Then, place the rest at the bottom of your deck in any order. We can only add 3 cost or more to hand, but personally, those 3 cost or more are mainly our key cards for the build.
The Supports
The rest of the supports are very simple. You can easily make the full use of OP15 Laboon's effect because of the amount of DONs we can untap, well and Laboon doesn't really need to target DONs as any cards will do. The effect is if your 7k base power or less Character would be removed by your opponent's effects, you may rest 2 of your cards instead.
ST21 Sanji is quite useful as we are running the SH engine as well as OP15 Brook who could put pressure against your opponents. 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. Brook can make you SH Character attack twice, so if your opponent has some Blockers, we can easily stop those cards.
OP15 Brook is a great addition to this build, but does cost 6 to play. Brook has 2 effects, the first effect works on play, rest 1 of your opponent's cards. We can target any cards which does makes this effect very good. The second effect is an activate main, you may trash this Character, if your Leader is SH type, untap 1 of your 8 cost base or less Characters. We do want to target cards like EB04 Zoro who is a 9k beat stick, so we could force a large number of counters from your opponent's hand.
EB04 Zoro provide our Leader with more defence on top of the Leader's effect, making it very annoying for your opponents to hit the Leader easily. Zoro has 2 effects, the first effect works on play, your Leader gains 2k power until the end of your opponent's turn. The second effect will need your opponents to have rested Characters and certain power to work which doesn't make this effect really good. The effect is an activate main, if your opponent has 8k power or more Character, this Character gains Rush Character. Not only, we need rested Characters on your opponent's field, but we also need 8k power or more to work which makes it very annoying. At least, we can always aim for the on play effect and use Zoro as a standard 9k beat stick.
Events
I am running Events that mainly has main effects because of untapping DONs except Charlestone who works very well in this build. Go All Out has an amazing effect to stop your opponent's attacks if they decided to go aggressive. he 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 only cost you 3 DONs altogether, which makes it easier if you have plenty of untap DONs to use. The counter effect is your Leader gains 3k power for the turn.
Dead Man's Game is mainly resting your opponent's Characters or DONs depending on how you want to use this effect. 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. The counter effect is your Leader gains 3k power for the turn.
Charlestone would cost 2 to play, but it doesn't matter if you have lack of untap DONs to use. The effect is your Leader or 1 of your Character gains 4k power for the battle. Then, you may discard 1 card to untap up to of your 3 DONs. So if you only have 2 untap DONs to use, you can play this card to get 3 more DONs for your Leader's effect. The trigger effect is rest your opponent's Leader or 1 of their 3 cost or less Characters.
Electrical Luna is great to go against going wide boards, whilst Go All Out can target different individuals. The main effect is all of your opponent's 7 or less rested Characters cannot become active in your opponent's next Refresh Phase. This could slow down your opponent's attacks, and we can focus on the Leader's effect on certain Characters instead of splitting the DONs. The trigger effect is rest 1 of your opponent's Characters which could be useful in reducing the number of attacks they can do.
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