Unfortunately, some of the old Impel Down stuff are rotated out for Hannyabal, but that won't matter as I have completely changed the style of the deck with the cards we've got. Although, if we had kept the Jailer Beasts cards, you could easily make this deck very aggressive, but that is only in another format.
OP16 Hannyabal |
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Leader Character (46) Event (4) |
How it Works?
For this deck, there wasn't any major beat stick for ID type other than Magellan, so it was quite difficult looking for other beat sticks. This deck focuses on ST12 Ivankov in order to play our 2 drops. What's more both Daz and Bon Clay can become a beat stick, and we can bounce them back to hand to set up the ramp. However, using Ivankov's effect is luck base which is why we need to play Kaya or Duval in the deck, so we can hit the 2 drop and fill up the field. Plus, our Leader's effect can bounce Ivankov to hand so we can reuse the on play effect if needed and spam the field with 2 drops.
I've tried running the Prisoner engine, but with only 1 searcher in the build, running Prisoner engine won't be worth it. It would only be worth it if we can run the old ID searchers for the deck, and that way, it will increase the consistency, and Prisoner will be very good.
Draw
Our main draw power of the deck, and 2 of those cards can be spam thanks to our Leader's effect. OP16 Daz is 1 of the card we can target with our Leader's effect. Daz 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 Bon Clay is another card we can target, but unlike Daz, Bon Clay doesn't have a counter which will hurt if you need counter power. Just like Daz, Bon Clay also have 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. Thanks to the second effect, you won't need to worry about your opponent's Leader power, and can just swing at your opponent's cards.
OP16 Galdino is a card you want to attack before using the effect or we will be wasting that 5k power, unless there are no cards to hit. 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. 9 cost or less is a big target, and would most likely be able to target most of your opponent's field and not just playing Galdino for the draw power.
Removals
Not much for the removals. OP16 Magellan is an improvement to the original card and I do like the effect, but this will cost you 8 DONs to play. Magellan has 2 effects, the first effect is if your Leader is ID type, your opponent returns 1 DON from their field. This might be too late when you play Magellan, but still better than nothing. The second effect works on KO, your opponent returns 4 DONs from their field. This is a lot better as even if your opponent has 10 DONs, they will only start with 8 DONs compare to OP02 version who did not make difference.
Champion Rifle only works with ID Leader and we have OP16 Galdino who can easily set up Champion Rifle's effect. The counter effect is if your Leader is ID type, your Leader or 1 of your Characters gains 2k power for the battle. Then, your opponent returns 1 active Character to the owner's hand. As you know, returning an active Character will require the right timing, and combine with Galdino, this is more easier to pull off as Galdino prevent that Character from attacking. The trigger effect is return one 3 cost or less Characters to the bottom of the owner's deck.
Free Play
Even without the ability to play Jailer Beasts cards in the deck, we still are able to spam Characters to the field as both of these cards are still within the rotation. OP16 Crocodile technically play cards for free, but we do have to bounce 1 of our Characters, so you won't be really increasing the field like your other cards. Crocodile is a Blocker with an effect that 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. On the bright side, you can bounce Kaya or Duval when you play your ID Characters, so we can use Kaya or Duval's effect again for Ivankov.
ST12 Ivankov has the ID type which can let us search this card from the deck. Ivankov has 2 effects, the first effect works on play, reveal 1 card from top of your deck and play one 2 cost Character. Then, place the rest at the bottom of your deck in any order. You would need Duval or Kaya effect first to pull this off. The second effect works when attacking, once per turn, draw 1 card if you have 6 or less cards in your hand. Extra draw power if you end up with a low hand size.
OP11 Hannyabal is only a 5k Blocker for 5, so not really strong, but the effect helps you play more Characters to the field. The effect works on play, if your Leader is ID type, play one 3 cost or less ID Character from your hand. There are plenty of choices to choose from as we can also play Hannyabal himself since we don't have name restrictions. You could play ST12 Ivankov and use Ivankov's effect to play another Character to the field, so for 5 DONs, you would have 3 Characters to the field, with the right set up.
Rush
Playing Characters for free won't be enough for me, so I've decided to add some Rush abilities to the build to give the deck more aggressiveness. Minochihuahua also works on KO, if your Leader is ID type, add 1 DON as rest. Unfortunately, we don't have much returning DONs in this build, so this effect is not really important even if your opponent decided to attack into the card.
OP09 Sanji only gains Rush via an effect and not like Minochihuahua who has the Rush ability. The effect works on play, you may return 1 or more DONs on your field. This Character gains Rush and rest 1 of your opponent's 6 cost or less Characters. We do have a choice to return more than 1 DON which will be useful if you want an active DON from your Leader's effect.
The Supports
The rest of the supports are mixed, but mainly focused on the 2 drop for the deck for ST12 Ivankov's effect. EB03 Kaya is pretty much OP01 version of Doffy and Perona but this will cost 2 to play. The effect works on play, look at top 5 cards of your deck and place them at the top or bottom of your deck in any order.
OP16 Hannyabal is our main searcher of the deck considering the ID searchers have all been rotated out. The effect works on play, look at top 5 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. On the bright side, being a 2 drop means we can return Hannyabal to hand and reuse the on play effect again to get the cards we need.
ST12 Duval is a 2 drop Blocker, so after we used the effect, we can sacrifice this card for other Characters. The effect works on play, look at top 3 cards of your deck and place them at the top or bottom of your deck in any order. This is not as good as Kaya as we can only check the top 3 cards instead of 5, so this will require a bit of luck to work if you want to use Ivankov's effect.
OP15 Sanji is optional, considering the only major beat stick in this deck is Magellan. The rest of the Characters will need to rely on DONs if you want to hit better numbers. Sanji is a Blocker with an effect that works on play, 1 of your Characters gains Unblockable for the turn. If you use this with Magellan, you could make your opponent used up a lot of counters from their hand.
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