Monday, July 6, 2026

OP16 Green/Blue (Zoro & Sanji) Deck Profile

There are some nice supports from OP16 set that could fit well with Zoro & Sanji Leader. In fact, I am pretty much reverting back to how this Leader was meant to be played from ST12 starter deck. Although, I still want to cramp as much as possible for this build as there are plenty of cards that can work with the Leader's effect.



OP16 Zoro & Sanji





How it Works?

I've went back to the 2 drop build, especially when the new Daz and Bon Clay can become a beat stick, so we can swing for early damage. I've also tried to keep the Slash engine as the Slash engine is very useful. Focusing on these 2 engine does take up a lot of room, so I couldn't really fit other cards in the build unless you play with the numbers.

One thing you won't be short of wil be the draw power thanks to our Leader's effect. You can bounce Daz or Bon Clay back to hand so you could untap 1 of your beat stick Characters, and then, you could play Daz or Bon Clay again for the draw. Of course you also have Vivi if you do end up with low hand size from using counters from your hand.


Draw


For the draw power, 3 of them also have Slash attribute, so you can search them with Perona's effect or play these cards with Mihawk. OP16 Daz do have 2 effects, and the first effect with 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 doesn't have a counter, but can also acts as a beat stick along with Daz. 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. What I like about this effect is that you wouldn't need your opponent to have Characters on the field, so we can focus on early attacking to chip away damage.

EB02 Vivi is mainly a backup, if you can get your Leader's effect working, you will be mainly bouncing Bon Clay or Daz back to hand, and play those cards again giving you extra draw, which is why Vivi isn't as important in this build. The effect works on play, if your Leader is multicoloured and you have 5 or less cards in your hand, draw 2 cards.

OP10 Cavendish is 1 of our main target for Mihawk's effect as the 6k power could be useful. The effect works when attacking, draw 2 cards and trash 1 card from your hand. This will definitely help you discard any non counter cards in your hand, as we do have plenty.

Free Play


You can easily spam the field with these cards, giving you plenty of Characters to bounce back to hand. ST12 Ivankov is in the build since I am running plenty of 2 drops, and with the right cards, you could play the 2 drops for free. 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 will need to rely on Kaya to pull this effect off. The second effect works when attacking, once per turn, draw 1 card if you have 6 or less cards in your hand. To be honest, not as important compare to our other cards, but still decent as a backup.

ST12 Mihawk is a Character that targets our Slash Characters, which is why I want to keep this build running Slash Characters. The effect works on play, if you have 2 or less Characters, play one 4 cost or less Muggy Kingdom or Slash attribute Character except Mihawk from your hand at rest. The rest wouldn't matter as you could bounce Mihawk back to hand to untap that Character.

OP13 Law is a 6 drop compare to our other 2 cards who cost 3 to play to get another Character to the field. Law has 2 effects, the first effect is if you have 1 or less Life cards, this Character gains Blocker. So we can attack with Law, then, untap him with the Leader's effect and have a Blocker ready during your opponent's turn. The second effect works on play, you may return 1 of your Characters to the owner's hand to play one 5 cost or less Characters from your hand at rest. Just like Mihawk, we can use our Leader's effect to untap that Character, so your opponents won't be able to target our rested Characters.

Untap


The 2 main untap cards that can work very well with our Leader's effect. OP15 Brook being a Slash Character means we can add this card to our hand with our searcher. Brook has 2 effects, the first effect works on play, rest 1 of your opponent's cards. The second effect is an activate main, you may trash this Character, if your Leader is SH type, untap 1 of your 8 cost base or less Characters. Combine with the Leader's effect, you can make that 1 Character to attack 3 times in a turn.

OP13 Luffy would be ideal with our Leader's effect as we've got the Double Attack keyword, wiping your opponent's Life area in one go if they don't block the attacks. The effect works on play, untap 4 DONs, then, you cannot play Characters with base cost of 5 or more this turn. The cost restrictions won't matter too much for this build as I am running plenty of low costs.

Prevention


The cards that can stop your opponents, but 1 of them won't be played unless you really need to. ST30 Buggy is really useful as I am running plenty of 6k power Character that Buggy can protect on top of being a Blocker. The effect is if your 6k base power Character would be removed from your field by your opponent's effects, you may rest this card instead.

PRB02 Zoro is mainly for the 2k counter unless you need a Blocker on the field to stop your opponent's attacks. The effect works during your opponent's turn, if this Character would be rested by your opponent's Character's effect, you may rest 1 of your other Characters instead.

OP08 Carrot is another card we want to target with our Leader's effect. The effect works on play or when attacking, up to 1 of your opponent's rested 7 cost or less Characters cannot become active during your opponent's next Refresh Phase. This is not once per turn, so as long as you've got ways to untap Carrot, we could stop your opponent's attacks easily, unless they are playing high cost Characters.

The Supports


The supports of the deck, OP12 Perona is our main searcher to search out Slash Characters, but for other cards, you will need to rely on the draw power. The effect works on play, if your Leader have the Slash attribute, look at top 5 cards of your deck, reveal up to 1 Slash attribute Character or 1 green Event and add it to your hand. Then, place the rest at the bottom of your deck in any order.

EB03 Kaya works extremely well with Ivankov, so we can guarantee to play a 2 drop Character to the field, plus, you can also bounce Kaya back to hand to reuse the effect. 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.

ST30 Luffy will be mainly for the Rush, so we can use our Leader's effect as soon as possible, creating multiple attacks. Luffy has 2 effects, the first effect works on play, you may rest 1 of your DONs, this Character gains Rush. This will cost you 5 DONs altogether. The second effect works when attacking, rest 1 of your opponent's Blockers. You can rest any type of Blockers with this effect, and this is not once per turn, so if your opponent has multiple Blockers, you could easily rest those cards.

Events


I am only running these 2 Events, but ideally, you want to run as much Characters as possible, so you can pull off the Leader's effect. Dead's Man Game is just a cheaper version of Hody, but also have counter effect which can protect your Leader. The main effect is you may rest 3 DONs to rest up to total of 2 of your opponent's Characters or DONs, costing you 4 altogether instead of 7 like Hody.  The counter effect is our Leader gains 3k power for the battle.

I'll Go All Out is an Event version of Carrot as we don't have removals, so we need to slow down your opponent's attacks. The main effect is you may rest 2 DONs, 2 of your opponent's rested 7 cost or less Characters will not become active during your opponent's next Refresh Phase. This will only cost you 3 DONs altogether, slowing your opponent's attacks. The counter effect is your Leader gains 3k power for the battle.

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