Monday, June 8, 2026

EB04 Red/Purple (Roger) Deck Profile

Its about time to give Roger a major update, and not just because I didn't add the Roger promo to the build. The deck have changed drastically as you won't be needing some of the Roger Pirates stuff, so this give us a lot of room to use cards outside of the Roger Pirates. Although, for EB04 set, I am only using 1 new card for Roger build, but that 1 card is enough.



EB04 Roger





How it Works?

What you need to do is ramp as much as possible, the more ramp you can pull off, the sooner we can make Roger, a 7k base Leader. Most of the Roger Pirates in this build, focus on ramp, so as long as you can play 1 of those cards, you can get the ramp pop off. This also means, we can play our high cost Characters a lot earlier than we thought.

Once you get a 7k power base Leader, you want to play cards like Zoro and promo Roger who can power up your Leader and become a 9k base Leader during your opponent's turn, making your opponent needing more power to hit, so we don't need to use as much counters.


Ramp


These are the main Characters that can ramp, and most of them are low cost since we can only generate 1 DON per turn because of Roger's effect. OP13 Buggy is a nice 2 drop we could play early turn. The effect works on play, if your Leader includes Roger Pirates and have any attached DONs, add 1 DON as rest. 

OP13 Dog Storm is a 3 drop we can use, however, part of the effect might be difficult to trigger, but I am mainly using this card for the ramp. The effect works on play, if you have any attached DONs, add 1 DON as rest. Then, KO 1 of your opponent's 1 cost or less Characters. The KO part is difficult as we can only target 1 drop Characters.

OP13 Bullet is not just a ramp card, but also a power card which will be very helpful, especially if you lack beat sticks on the field. Bullet has 2 effects, the first effect is if you have 8 or more DONs to have this Character gains 2k power. This is permanent, so we can have a 6k beat stick on the field. The second effect works on play, if your Leader includes Roger Pirates, add 1 DON as rest.

Gaban is our only high cost ramp card in this build, but the effect is really useful, even if you already have enough DONs. The effect works on play, if your Leader includes Roger Pirates, draw 2 cards and discard 1 card from your hand. Then, add 1 DON as rest. The draw will help us get the cards we need as soon as possible as well as filtering out the high costs.

Power


The 2 main power cards to make our Leader much harder to hit into. EB04 Zoro is a card where I don't really care much about the second effect, but of course, if you can trigger the second effect as well as the main effect, that will be a huge bonus. Zoro has 2 effects, the first effect works on play, your Leader gains 2k power until the end of your opponent's turn. You can play Zoro during the early turn, so your Leader becomes 7k power instead of waiting to get 10 DONs. The effect is an activate main, if your opponent has 8k power or more Character, this Character gains Rush Character.

Promo Roger is a card where we need to get 10 DONs in order to use the effect. The effect works on play, if you or your opponent have 10 DONs on the field, your Leader gains 2k power until the end of your opponent's turn. This will work if your opponent has 10 DONs before you, but since we are running ramp, it is most likely, we can reach 10 DONs before the opponent.

Rush


The 2 main Rush Characters, both of them will cost 10 to play, but we get to attack as soon as possible. OP09 Shanks combined with our 7k Leader, really weakens your opponent's attacks, making your opponents needing DONs to hit. Shanks has a continuous effect which reduces all of your opponent's Character by 1k.

OP09 Roger was one of the early Roger Pirates card, and we can search him out with this build. The effect  is when your opponent activates Blocker, if either you or your opponent has 0 Life cards, you win the game. What's deadly about this effect is that you only need Roger on the field to work and don't need to attack with Roger, so as soon as your opponent activates a single Blocker, we can win the game.

The Supports


The supports are very different in this build. OP13 Shanks will act as our main searcher for Roger Pirates build. The effect works on play, look at the top 5 cards of your deck, reveal 1 type including Roger Pirates card except Shanks and add it to your hand. Then, place the rest at the bottom of your deck in any order.

ST18 Usohachi is mainly for the 2k counter, but you can use the effect if you want. 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.

Another 2k counter card is Uta, but Uta is different than Usohachi because, we can actually play Uta and use the Blocker ability. That effect is if you have a 10k power or more Character on the field, reduce this card's cost by 4. This is especially useful if you played promo Roger who is a 10k beat stick.

OP06 Shanks is the only removal in this build since Roger Pirates don't have a removal. The effect works on play, KO 1 of your opponent's 10k power or less Characters. 10k power is a lot, but we will need OP09 Shanks on the field, if we want to target better beat sticks.

Events


2 of the Events are also ramp cards, so you can always use these as backup if you don't have enough ramp. OP13 Divine Departure is a Roger Pirates type so we can search this card if we need to. The main effect is you may rest 5 DONs, if you have any attached DONs, reduce 1 of your opponent's Characters by 8k for this turn. This will cost you 5, but at least, it will make it easier to hit 1 of your opponent's beat stick. The counter effect is the same as any 0 cost where we discard a card, your Leader or 1 of your Characters gains 3k power for the battle.

Another Scrap is a 1 drop Event you want to use for ramp. The main effect is rest 1 DON, if your Leader is Roger and you have attached DONs, add 1 DON as rest. This will cost you 2 altogether, but at least, we can get more DONs. Even if you have 10 DONs, you can always save this card for the counter effect. The counter effect is your Leader gains 3k power for the battle.

Penta Chromatic String is an Event where we want your opponent to have 6k beat stick on the field to work, which should not be difficult to pull. The counter effect is your Leader or 1 of your Characters gains 4k power for the battle. Then, if your opponent has a 6k power or more Character on the field, add 1 DON as rest. I know you will need to leave 2 untap DONs to use this Event, but the 4k power could be useful.

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