OP13 Ace might get some updates in OP16 set considering that we are getting more Whitebeard cards, so for now, this will be a temporary build. As you know, there's no OP06 Pudding, so Ace can draw as much cards as we want without worrying that 1 card who could reduce our hand.
EB04 Ace |
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Leader Character (45) Event (5) |
How it Works?
As you can see, we have a lot of draw power, the more cards you can draw, Ace starting with 3 Life cards won't feel a risk, as we have all the draw power to increase our hand size, including the Leader's effect. Of course, we also want the defensive side of things like Jozu and Hancock, stopping your opponent's Characters. But, you will need to attach a DON on the Leader, so whatever happens, we can still get the extra draw power.
Draw
The key part to this deck is that amount of draw power you can run, and most of them are low cost, so you can get the draw quite early in the game. OP13 Otama is a card we can play on the very first turn without the need of your opponents to reduce your Life cards. The effect works on play, if you have 3 or less Life cards, draw 2 cards and trash 1 card from your hand. You can also get Jozu to bounce Otama back to hand for the 2k counter if needed.
PRB02 Marco is just a 6k Blocker, which will be very helpful to block any early attacks since we start with 3 Life cards. The effect works on KO, draw 2 cards. This is very easy to trigger, unless your opponent bounce Marco back to hand, and we don't really want Marco in our hand.
OP10 Cavendish is another 6k power, but we can use Cavendish for an attack instead of being a Blocker. The effect works when attacking, draw 2 cards and trash 1 card from your hand. This is more of a constant draw power card as long as we can protect Cavendish on the field.
OP13 Yamato is similar to Otama where we don't have to wait for your opponents to reduce our Life cards, so we can play Yamato as soon as we've got enough DONs. The effect works on play, if you have 3 or less Life cards, draw 2 cards. Then, attach 1 rested DON to your Leader, easily triggering Ace's effect without the need of extra DONs.
OP13 Whitebeard is our 12k Blocker, but you can use this for an attack if you are going for the finish push to try and finish the game. The effect works on play, draw 2 cards and trash 1 card from your hand. Then, attach up to 2 rested DON to your Leader and 1 of your Characters each. This will also automatically help you to trigger Ace's effect without the need of having open DONs.
Returning
There's actually not much for removals and I don't think these 2 alone will be enough for the deck, but it's going to be hard cramping all the cards we need. OP08 Atmos only works with WB cards, so you will have to rely on the amount of draw power if you want to use Atmos effect. The effect works on play, you may reveal up to 2 including WB Pirates type from your hand. If your Leader includes WB Pirates type, return 1 of your opponent's 4 cost or less Characters to the owner's hand.
OP08 Jozu is better when it comes to returning as we can bounce our low cost back to our hand and trigger their on play effect again. The effect works on play, you may return 1 of your other Character to the owner's hand to return one 6 cost or less Character to the owner's hand. We also have a 7k beat stick on the field which is not bad for 6.
Power
I've decided to put power reducers and increasing power in one section as they are related to power, but do different things. Ace & Sabo & Luffy is a nice 1 drop we can play as the effect is an activate main, so we don't need to use the effect until we need to. The effect is you may give 1 active DON to your Leader or 1 of your Characters and trash this Character. 1 of your opponent's Characters loses 3k power for the turn.
EB04 Zoro is a card that can power up our Leader which is what we mainly wanted. The second effect might be difficult to trigger, but it will depends on your opponent's field. Zoro has 2 effects, the first effect works on play, your Leader gains 2k power until the end of your opponent's turn. This will make your Leader an 8k base power until the end of your opponent's turn, giving you plenty of offense and defensive power. The effect is an activate main, if your opponent has 8k power or more Character, this Character gains Rush Character.
Distorted Future is a 1 drop Event where we can choose to use the main or the counter effect. The main effect is if you have 2 or less Life cards, 1 of your opponent's Characters loses 3k power for the turn. 2 or less is not difficult to do in this build as we only start with 3 Life cards. The counter effect is your Leader gains 3k power for the battle.
I Am Whitebeard is the main Event we want to have in our hand as this Event will allow you to play your 10 drop Whitebeard for 8 as well as powering up your Leader. The effect is if your Leader includes WB Pirates type, play 1 Whitebeard from your hand. Then, you may add 1 card from the top or bottom of your Life cards to your hand, if you do, 1 of your Leader gains 2k power until the end of your opponent's next turn.
Prevention
These cards can be deadly against your opponents as they will stop certain cards. OP07 Hancock is a card that can stop your opponent's attacks, on top of being an 8k beat stick for 6. The effect works on play, 1 of your opponent's Characters except Luffy cannot attack until the end of your opponent's turn. Then, place one 1 cost or less Character to the bottom of the owner's deck. You wouldn't really care much about the returning 1 drop to the deck unless it's important.
OP09 Roger has Rush, so we can attack as soon as he hits the field which can be good for sneak attacks. The effect is when your opponent activates Blocker, if either you or your opponent has 0 Life cards, you win the game. As long as 1 of the player has 0 Life cards, this will stop your opponents from using any Blocker abilities to stop your attacks.
OP08 Whitebeard only works the best when your opponent has a full field of Characters, otherwise, you want to play OP12 version more than OP08. The effect works on play, if your Leader includes WB Pirates type and you have 2 or less Life cards, select all of your opponent's Characters on their field. None of the selected Characters can attack unless your opponent trashes 2 cards from their hand until the end of your opponent's turn. As you know, if you can target 5 Characters, your opponent would be force to discard 10 cards in total, and not all decks can pull massive hand size to discard 10.
The Supports
The rest of the support is the same as the previous build where we've got the searchers and Uta. ST22 Izo can only search for WB cards which is not bad as I am running a few WB cards in the build. Izo has 2 effects, the first effect works on play, look at the top 5 cards of your deck, reveal 1 including WB Pirates type card except Izo and add it to your hand. Then, place the rest at the bottom of your deck in any order. The second effect works during your opponent's attack, you may draw 1 card and place 1 card from your hand to the bottom of the deck. This way, even if you used Ace's effect this turn, you could have another chance of getting a card you could use whilst clearing up the field.
OP13 Garp will let you search for most of the cards in this build except the 1 drop cards. The effect works on play, if your Leader is Sabo, Ace or Luffy, look at the top 4 cards of your deck, reveal 1 card with cost 3 or more and add it to your hand. Then, place the rest at the bottom of your deck in any order.
ST23 Uta will be very easy to pull off the effect in this deck as we are running plenty of high power beat stick in this build. You also got 2k counter if you don't want to play Uta. The effect is if you have a Character with 10k power or more, reduce this Character's cost by 4, making Uta only cost 2 to play for a Blocker. This would work very well with I Am Whitebeard as you will only have 2 DONs left to work with when you play your 10 drop Whitebeard.
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