Saturday, June 6, 2026

OP15 Blue/Purple (Sanji) Deck Profile

Just a small update for OP12 Sanji, but it not like it makes a huge difference as we are still keeping with the base of the deck which are Events. Unfortunately, we don't have new Events that could change the game for this deck, so you don't have to run the new card if you don't want to.



OP15 Sanji





How it Works?

The deck focused on activating the Events from your hand with Sanji's Leader effect. However, you will be returning a lot of DONs as there are barely any ramp in this build to get 10 DONs. But, you won't be needing 10 DONs as most of these Events are low cost, so as long as you have at least 1 or 2 DONs active, you will be able to play some of them.

As you know, I've centred the deck around OP12 Sanji, the more Events you can get to the trash, the more power Sanji can gain. Maximum 6k power in total which will be enough to take out a lot of your opponent's Characters, but with 12k or more power, you will need to focus on DONs. I am not running EB03 Reiju because Red Roc is out of rotation, so that is one less choice we can choose from aside from Gravity Blade.


Draw


We want to draw as much as possible, especially when you use your Events, so we can keep getting more Events to fill up the trash. OP13 Otama is a card where we need to take 1 hit in order for us to meet the requirements. The effect works on play, if you have 3 or less Life cards, draw 2 cards and trash 1 card from your hand.

Corazon & Law can be useful in this build, especially when we have an 8k Blocker to stop your opponent's attacks. The effect works on play, if the number of DONs is equal or less than your opponents, draw 1 card. Then, add 1 DON as active. It's very easy to maintain less DONs than your opponent, but I am still only running 1 because this cost 6 to play.

Mamaragan is a card that not only used in Luffy or Enel deck, but this could work in this build as well. Both of the effect could be useful if the timing is right. The main effect is by returning 2 DONs, draw 1 card. Then, rest 1 of your opponent's 5k power or less Characters. The rest can be useful as we could use our Leader to swing into that Character and trigger the ramp. The counter effect is your Leader or 1 of your Characters gains 1k power for the battle. Then, if you have 6 or less DONs, draw 1 card. The 6 DONs requirement is up to you if you want to maintain it, but preferable, you want to play this after using Giant's effect.

Giant is one of our key card and the one that can easily set up having less DONs than your opponent just like Mamaragan. But, you will need an active DON unlike Mamaragan who can be played for 0.  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.

Concasser has a main effect and a counter effect, but what I like about this card is that if we can't use the counter effect during the early turns, we can always use the main effect. The main effect is your Leader is Sanji, draw 1 card. The counter effect is if you have 4 or more Events in trash, your Leader gains 4k power for this battle. Getting 4 Events in trash shouldn't be difficult in this build, but you can use the main effect just in case we need cards to use.

Brochette Blow only works best if we keep returning DONs to maintain DONs less than or equal to your opponents, so not only we can use the Leader's effect, but we can also use this Event. The effect is if the number of DONs on your field is equal or less than your opponents, draw 1 card. Then, 1 of your opponent's Characters power loses 3k for this turn. Reducing your opponent's Character power would be really useful if we need to remove those Characters from the field.

Searchers


All of our searchers are Events, since this deck has more advantages in running Events as searchers than Characters as searchers. Teardrop Falling is a card that can set up the trash, the more Events we send to the trash, the better. The main effect is if your Leader is Sanji, look at the top 3 cards of your deck, reveal up to 1 Sanji or Event card and add it to your hand. Then, trash the rest. The counter effect is you may trash 1 card from your hand, 1 of your Sanji cards gains 4k power for that battle.

Will be King of Pirates is a different type of searcher as this card lets you add any cards you want to your hand. The effect is if your Leader is Sanji, look at top 3 cards of your deck and add 1 card to your hand. Then, place the rest at the bottom of your deck in any order. The best part is that we do not have to reveal the card we have added to our hand, so your opponent won't know what we've added.

Crash this Wedding is mainly a SH searcher, and there's not a lot of SH Characters to add to hand. However, I am running plenty of SH Events, so the effect will be very difficult to miss unless you are unlucky. The effect is if your Leader is multicoloured, look at top 5 cards of your deck, reveal 1 SH card except Crash this Wedding and add it to your hand. Then, place the rest at the bottom of your deck in any order. The trigger effect is activate this card's main effect.

The Siblings


I am back to running these cards for the deck, and the key cards for the build. OP12 Sanji works best the more Events we can get to the trash. Both of Sanji's effect are continuous effect. The first effect is this Character gains 1k power for every 5 Events in your trash. The more Events you can get to the trash, the more power we can give to Sanji, especially during the early turns where we don't want your opponents to KO Sanji with ease. The second effect is if this Character would be removed by your opponent's effects, you may return 1 DON from your field instead. This is not once per turn, so as long as we got DONs, we could constantly protect Sanji from your opponents removals.

OP12 Reiju can be played once we have 4 Events in the trash, so we can maximise this Blocker. The effect is if you've got 4 or more Events in trash, this Character gains 2k power and +5 cost. So, we could have a 9 cost, 7k Blocker on the field, and we won't have to worry too much with cost removals unless they can target any costs.

OP07 Sanji is mainly used with 1 of our Events Stealth Black, however, if you can maintain low DONs, you can easily play this card from your hand. The effect is if the number of DONs on your field is at least 2 less than the number on your opponent's field, reduce this card's cost in your hand by 3. So you won't actually need to use Stealth Black and could save that card to revive OP12 Sanji from your trash.

Events


Some more Events for the build. OP13 Divine Departure is a 0 cost card and both main effect and counter effect could be useful, depending on what you need. The main effect is you may rest 5 of your DON cards, if you have any attached DONs, 1 of your opponent's Characters loses 8k power. 8k power is a lot, and we could make our Character hit against that Character. The counter effect is the same as any colour 0 cost counter which is you may trash 1 card from your hand, your Leader or 1 of your Characters gains 3k power for the battle.

Beam Sword will require you to have at least 2 active DONs to work, but in return, you can easily stop 1 of your opponent's attacks. 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, and this could be very useful if you need more DONs on the field.

Stealth Black is mainly to play our Sanji for free, and preferably from the trash area instead of the hand. The effect is if your Leader is Sanji and you have 4 or more DONs, play 1 6k power or less Sanji from your hand or trash. We can also play this Event for free with our Leader's effect. The trigger effect is draw 2 cards and trash 1 card from your hand. Sometimes, saving this card would be pointless if you need the draw.

Boeuf Burst has 2 choices which could be really useful depending on what you need. The effect is if your Leader is multicoloured, choose 1 of the following, return 1 of your opponent's 4 cost or less Characters to the owner's hand, or if you have 6 or less cards in hand, draw 2 cards. Draw is always useful, but if we have more than 6 cards in hand, then, the effect would be useless, and we would only be able to use the returning effect.

Jet Culverin is for the removal, although, not as good as Red Roc, but we can still play this for free with our Leader's effect. The effect is place 1 of your opponent's 4 cost or less Characters to the bottom of the owner's deck. 4 cost or less might be more difficult these days since 5 cost Characters are getting better to run in the build. The trigger effect is place one 1 cost Character to the bottom of the owner's deck.

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