Wednesday, June 17, 2026

OP16 Green/Blue (Luffy) Deck Profile

Just like Buggy, I'll be using a different deck builder to post the image, because, the current one I am using doesn't accept more than 4 copies. Whilst, Buggy feels like a meme deck, Luffy can be used in the competitive scene, and will be able to utilise the draw power from the blue side as well as splashing some green support to the build. 



OP16 Buggy





How it Works?

As you can see, I am only running ID Characters because of the Leader's effect in order to untap 2 DONs. You can run Brook in the build, but that is only after you used the Leader's effect, so you could do some more attacks for the build. Another thing I also focused in this build is the name. In order to use Let's Go to Navy HQ, you will need 5 different names on the field, which is why we need a variety of names in this build.


Draw


Not much draw power compare to Buggy, but I am still maximising these cards in the build. OP16 Bon Clay has 2 effects, the  first effect works on play, draw 1 card. The second effect will require you to attach a DON to work, the effect works when attacking, this Character base power becomes the same as your opponent's Leader power. The second effect doesn't need you to wait for your opponent to have a decent beat stick to work which is what I like.

Another 2 drop, draw power card is Daz, and just like Bon Clay, Daz also has 2 effects. The first effect will require you to attach a DON to work and works during your turn, if you have 5 or more cards in hand, this Character gains 3k power making a total of 6k beat stick altogether. The second effect works on play, draw 1 card.

OP16 Galdino would work the best after you attacked with this card, so we don't actually waste the 5k power, unless you really need the effect. The effect is an activate main, you may trash this Character to draw 2 cards, and up to 1 of your opponent's 9 cost or less Characters cannot attack until the end of your opponent's turn.

OP16 Buggy is the reason why I am running Prisoner in the build as Prisoner is also ID type, which can work well in this build as well. Buggy has 2 effects, the first effect works on play, if your Leader is ID, draw 1 card and play 1 Prisoner from your hand. The second effect only works once per turn, when your opponent's attacks, 1 of your Prisoner gains Blocker for this turn.

Prevention


Whilst the blue has draw power, for the green side, we've got cards that can stop your opponent's attacks, giving you a lot of cards in hand. ST30 Crocodile is an expensive Blocker for a 6 drop, but the effect works on play, 1 of your opponent's rested Characters will not become active during your opponent's next Refresh Phase. The effect makes up for the cost as we can target any rested Characters we want, but you want to save this card for the costs we can't target.

OP16 Hancock has the Unblockable keyword, but for 7 cost, we do have a 9k beat stick on the field. The effect works on play, 1 of your opponent's Characters ,except Luffy, cannot be rested until the end of your opponent's turn. Personally, I like Hancock's effect over Crocodile as we can stop any Characters from attacking or blocking, except Luffy, but Crocodile has the Blocker ability to stall for time.

Searchers


We also have access to searchers for ID type, only green part of the deck. OP16 Luffy is our main searcher for the deck. Luffy has 2 effects, the first effect will require you to attach a DON to work and works during your turn. The effect is this Character gains 1k power for each Character with different name. You will need at least 4 unique name on the field for Luffy to become a 5k beat stick. The second effect works on play, look at the top 3 cards of your deck, reveal 1 ID card and add it to your hand. Then, place the rest at the bottom of your deck in any order.

OP16 Ivankov is a different type of 4 cost searcher as this one only has 4k base power, so you will need to attach this card with DONs if we want to hit the Leader. The effect works on play, look at the top 3 cards of your deck, reveal 1 ID card and add it to your hand and place the rest at the bottom of your deck in any order. Then, play one 2 cost or less Character from your hand. I guess you can play Ivankov first then play Luffy to pull off double searcher for that turn.

Impel Down Supports


More ID supports from both OP16 and ST30 starter deck. They all have different effects, so I can't really find a suitable way to group them together. OP16 Jinbe is for the 2k counter, but we have some cards that can return Jinbe to hand if needed. The effect requires you to attach a DON, and this card gains 2k power, so 5k beat stick on your turn, and only 4k beat stick on your opponent's turn.

ST30 Galdino can make Prisoner hit much more power, so we can make your opponent to use up the counters from their hand. The effect is an activate main, you may rest this Character, attach up to 2 rested DONs to 2 of your 6k base power Characters. There are other 6k base power in this build, so you do not have to use this on Prisoner only.

OP16 Crocodile is just a 6k Blocker, and the effect won't do much except from reusing the on play effects again, or return ST30 Galdino to have so we don't need to worry about this card getting KO'd. The effect works on play, you may return 1 of your 2 cost or more Characters to the owner's hand to play one 2 cost or less ID Character from your hand.

ST30 Luffy is another card we can target with ST30 Galdino's effect. Luffy has 2 effects, the first effect works on play, you may rest 1 of your DONs, this Character gains Rush. Rush is great as we could do some sneak attack, especially since this build can untap DONs. The second effect works when attacking, rest 1 of your opponent's Blockers. This will depends on which deck you are playing against as not all builds will run Blockers, but majority of the meta deck might have Blockers in their build.

Events


I am running these 3 Events in the build as 2 of them can stop your opponent's attacks in time to get the set up on the field. I'll Go All Out is a nice Event to run to stop some of your opponent's Characters. The main effect is you may rest 2 DONs, 2 of your opponent's rested 7 cost or less Characters cannot become active during your opponent's next Refresh Phase, costing you 3 DONs altogether. The counter effect is your Leader gains 3k power for the battle.

Let's Go to Navy HQ is an Event where we need 5 different names on the field, just like gathering 5 Exodia pieces, but names is a lot more easier to pull off. The main effect is you may rest 6 of your DONs, if you have 5 different names ID Characters on the field, untap your Leader and all of your Characters. So for a total cost of 7, we will be able to do 12 attacks in a turn, but that is only if all your Characters can attack on that turn. The counter effect is your Leader gains 3k power for the battle.

Electrical Luna is mainly to use against going wide boards, so if your opponent has a few beat stick rested, we will use Luna over I'll Go All Out. The effect is all of your opponent's rested 7 cost or less Characters cannot become active during your opponent's next Refresh Phase. The trigger effect is rest 1 of your opponent's Characters.

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