We finally got a build that focus on Admirals and not just the Navy build, considering Admirals plays an important role to the series. What's more is that if the new Admirals are also purple, we can definitely use them for this build. There are plenty of changes you can make for this build, especially the Event section.
OP16 Sengoku |
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Leader Character (32) Event (15) Stage (3) |
How it Works?
What we need in this build is ramp and searcher. You want to ramp until you can get 8 active DONs, so we can use the Leader's effect. The searchers will be important as we want to get 3 different Admirals into our hand, so we can play all 3 of the Admirals in one go. The Admirals will be the main beat stick of the deck.
Admirals
I want to say Akainu has the best SR art I've seen so far, you really don't need AA version with this art. Anyway, for the Admirals, I am only running Akainu as maximum copies because this card makes an impact, but the other 2 are okay which is why they are only 3 copies. OP16 Akainu has 2 effects, the first effect works on play, by returning 1 DON, 1 of your opponent's Characters loses 6k power until the end of your opponent's turn. This effect is very strong as we can reduce 1 of your opponent's attacks, especially a high power Character. The second effect is an activate main, you may rest 1 DON, if your Leader is Navy type, add 2 of your DONs as active. This will be especially useful if you used up all your DONs with the Leader's effect.
OP16 Aokiji only works against specific cards, otherwise, we will be mainly using this card for the ramp. Aokiji has 2 effects, the first effect works on play, add 2 DONs as rest. This will be useful when you use your Leader's effect, needing to recover the lost DONs. The second effect is an activate main, by returning 1 DON, 1 of your opponent's cannot activate Blocker ability for the turn. This will depend on the type of deck you will be playing against as not all decks will have a lot of Blockers in their builds.
Lastly, OP16 Kizaru has a bit more impact than Aokiji. Just like the other 2 Admirals, Kizaru as 2 effects. The first effect works on play, add 1 DON as active and add 1 DON as rest. Thanks to this effect, we could use Akainu's effect to get 2 more active DONs to the field as this works very well with Akainu's activate main effect. The second effect works at the end of your turn, by returning 2 DONs, untap this Character, and this Character gains Blocker until the end of your opponent's turn. Thanks to this effect, we can attack with Kizaru, and set up Blocker for your opponent's turn, so we won't lose out on the attacks.
Ramp
The Admirals aren't the only ramp cards in this build as I am also running other ramp cards. They will be effective when we have 4-5 DONs on the field. OP16 Corazon is a card that would works best if we have 4 DONs, unless you need a Blocker on the field. The effect works on play, you may rest 2 DONs, if your Leader is Navy type, add 1 DON as rest.
OP16 Sengoku isn't just any normal ramp card as we also have additional effect on top of the 2k counter. The effect works on play, if your Leader is Navy type, add 2 DONs as rest. Then, draw 2 cards and trash 2 cards from your hand. We have a hand filter effect which could increase the chances of getting different Admirals to your hand.
OP16 Garp mainly have the same effect as Kizaru. The effect works on play, if your Leader is Navy type, add 1 DON as active and add 1 DON as rest. Just like Kizaru, we could use that active DON for Akainu's second effect, assuming you need more DONs to the field.
Searchers
For a brand new deck, we have 4 different searchers, and if you can see at least 1 of them in your opening hand, we could get the search going very early in the game. OP16 Koby works on play, look at top 5 cards of your deck, reveal 1 Navy card except Koby and add it to your hand. Then, place the rest at the bottom of your deck in any order.
Another turn 1 option is OP16 Tsuru we can play. The effect works on play, look at top 5 cards of your deck, reveal 1 Navy card, add it to your hand and, place the rest at the bottom of your deck in any order. Then, trash 1 card from your hand. Although, the only downside will be that we will need to discard a card, and won't be good if we need the cards in our hand.
Buddha Sengoku is pretty much similar to Tsuru. The effect is look at top 5 cards of your deck, reveal up to 2 Navy card, add it to your hand and, place the rest at the bottom of your deck in any order. Then, trash 1 card from your hand. We will get to look for 2 cards instead of 1 which makes this card much more better than Tsuru if you are using it for the early turns.
Marineford is a Stage card with 2 effects. The first effect works on play, look at top 5 cards of your deck, reveal 1 Navy card and add it to your hand. Then, place the rest at the bottom of your deck in any order. The second effect is an activate main, by returning 1 DON, you may rest this Stage to draw 1 card and discard 1 card from your hand. The second effect might not be useful if you want to aim for 8 DONs as early as possible, so you want to use this after you've got the Admirals to the field.
The Supports
The rest of the supports is a mixture of Events and Sanji. OP07 Sanji can be useful in this build as we are returning a lot of DONs, even if you can ramp 2 DONs per card, so we could potentially use Sanji's effect. Otherwise, this card will just be a 2k counter. The effect is if the number of DONs on your field is at least 2 less than your opponents, reduce this card's cost by 3, allowing us to play Sanji using 3 DONs instead of the full 6.
Mamaragan is a card that can reduce your DONs in this build, especially since we have a lot of ramp, so we can easily make use of the main effect. The main effect is by returning 2 DONs, draw 1 card. Then, rest 1 of your opponent's 5k power or less Characters. The draw is very handy as we lack draw power in this build. 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. This might be difficult to do if you keep playing your ramp cards, but with the returning DONs, it is not impossible.
The Three Admirals isn't very effective if we don't play at least 1 Admiral on the field. If you have 0 Admiral, then, this card will be useless, so I don't really recommend running 4. The main effect is you may rest 3 DONs, up to 3 of your Admiral Characters gains 2k power for the turn. As you know, we don't have a major beat stick in this build to force out your opponent's hand, so this power boost will make our Admiral 10k beat stick each. The counter effect is if you have an Admiral Character, your Leader or 1 of your Character gains 4k power for the battle. This is why we need at least 1 Admiral on the field if we want to use the Event for either effects.
As you can see, Akainu can get you 2 untap DONs, so you could use Beam Sword during your opponent's turn. 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. As you know, we can rest any Characters we want, so we can stop a high power beat stick from hitting 1 of our cards. The trigger effect is add 1 DON as active.
Lightning is another card that can work very well with Akainu's effect, especially the on play effect who reduces your opponent's Characters by 6k. The main effect is by returning 2 DONs, KO 1 of your opponent's 6k power or less Characters. We can target high power Characters if you played Akainu on the same turn. The trigger effect is add 1 DON as active.
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