Not a major change to Luffy, pretty much only added 1 new card for this build, as there are blue cards that works in a lot of blue decks. This deck isn't as effective as before since the rotation kicks in losing some of the key cards for Luffy. But, what's done is done, and its really up to what cards will be available for this build.
OP16 Luffy |
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Leader Character (36) Event (14) |
How it Works?
The one main aim in this build is ramp, you want to ramp as much as possible to get 8 DONs. Once you get 8 DONs, you can use your Leader's effect to add SH cards to your hand as well as arranging the top cards for Sanji's effect. Not to mention, you only start with 3 Life cards, so you will need to go on the defensive right away until we can get 10 DONs to play Roger.
Otama and Mr 3 will be your main draw power, plus Mr 3 can stop your opponent's attacks which will be very helpful in the early game to get up to 8 DONs. It is also the reason why I am running Hancock as Hancock is another card that can stop your opponent's attacks, buying for time.
Ramp
There are a total of 5 ramp cards in this build which will give you plenty of chances to start ramping DONs and get 8 DONs as soon as possible. OP05 Zorojuro will be able to use the effect as soon as he hits the field. The effect works when attacking, if you have 3 or less Life cards, add 1 DON as active. You don't have to hit to trigger the effect which is very nice as we could use those extra DONs for other cards.
EB01 Bon Clay is another of our main ramp card and works especially well when your opponent has high power beat sticks on the field. Bon Clay has 2 effects, the first effect works on play, add 1 DON as active. The second effect works when attacking, select 1 of your opponent's Characters. This Character base power becomes the same power as the select Character. So the more power your opponent has, the better Bon Clay could become a deadly beat stick.
EB03 Big Mom cost 7 to play which is very high for a ramp card, but we do have another effect you could use. Big Mom has 2 effects, the first effect works on play, draw 1 card and place 1 card from your hand to top of your deck. Then, add 1 DON as active. The second effect works on KO, by returning 1 DON, add the top card of your deck to top of your Life area. This will make your opponent think twice before swinging into Big Mom.
Gear Two is an Event that is not only used for the ramp, but we can also use the counter effect which will be very useful, especially if you won't need the ramp during the late game. The main effect is you may rest 2 DONs, if your Leader's colour includes Blue, add 1 DON as rest, costing you 3 DONs altogether. The counter effect is your Leader gains 3k power for the battle.
It's to Die For is a 3 drop Event where we can use the effect for the ramp. The main effect is add 1 DON as active. Then, if your opponent has a 6k power or more Character on the field, add 1 DON as active. So, for 3 DONs, we can get 2 DONs instead of 1, but that is only if your opponent has a 6k power Character on the field. The trigger effect is add 1 DON as active.
Rest
As for the rest effect, you've only got these cards. ST18 Usohachi is mainly for the 2k counter, and being a SH card, so we can search this card with the Leader's effect. 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.
Beam Sword will be good at stopping your opponent's Characters. 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. We can rest any Characters for 2, so with the right timing, you could stop your opponent's high power Characters. The trigger effect is add 1 DON as active, but you really want the ramp.
Draw
As for the draw power, you have these cards who can increase your hand size. OP13 Otama is another card like Zorojuro where the effect is already active thanks to our Leader starting with 3 Life cards, so you can play Otama on the very first turn. The effect works on play, if you have 3 or Life cards, draw 2 cards and trash 1 card from your hand.
OP16 Mr 3 is a nice addition to the build, especially when we only have 3 Life cards to work with. 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. You want to play Mr 3 as soon as possible, so you could attack with this card before using the effect, otherwise, you will need to use the effect as soon as he hits the field.
OP11 Nami is a backup plan for OP06 Sanji as our Leader is not the only card who can arrange the top cards. The effect works on play, if your Leader is multicoloured, draw 3 cards and place 2 cards on top or bottom of your deck in any order. What's more, you could place cards you want to play with Sanji's effect on top of the deck.
Giant is the 1 card that will return multiple DONs, especially if you are using multiple copies on the same turn. 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.
White Snake can acts a power boost as the power boost can last for the entire turn, which works very well with our Leader 6k power, making the Leader harder to hit into. The counter effect is your Leader or 1 of your Characters gains 1k power for the turn. Then, draw 1 card. The trigger effect is look at the top 5 cards of your deck and place them at the top or bottom of your deck in any order.
The Supports
For the rest of the deck which is mostly the same, except this time, I've added OP07 Hancock to stop your opponent's attacks. The effect works on play, 1 of your opponent's Characters except Luffy cannot attack until the end of your opponent's turn. Then, place one 1 cost or less Character to the bottom of the owner's deck. The last part of the effect will be difficult as you will be mainly using this card for the attack.
Promo Roger is 1 of the key card in this build as this is not only a 10k beat stick, but this card works very well with our ramp cards. The effect works on play, if either you or your opponent got 10 DONs, your Leader gains 2k power until the end of your opponent's next End Phase. We need to get 10 DONs as soon as possible, so you could pull off Roger's effect and power up the Leader.
OP06 Sanji is a card that works very well with the Leader's effect, so you don't need to run other cards in the build who can arrange the top cards. The effect works on play, reveal the top card of your deck, play one 9 cost or less Character except Sanji. Then, place the rest at the bottom of your deck in any order. Your main target will be mainly Roger, so we could pull off Roger's effect for the power bonus.
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