Its been a while since ST21 Luffy got some supports even though there are new Straw Hat cards, but not for red. The old stuff mainly rotated out for this build, however, there are some SH stuff that are kept for the rotation, so I guess you don't have to change too much with the build.
ST31 Luffy |
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Leader Character (41) Event (5) Stage (4) |
How it Works?
There are a lot of cards you could cramp in this build, but I've kept it mainly SH build because of our 2 searchers who only search for SH, so I didn't really want to add too many non SH cards. Your main aim is to attach DONs to your Leader so your Leader can attach DONs to your Characters, which is why I've decided to max ST31 Thousand Sunny as that Stage card can constant attach rested DONs to our Leader, so you don't have to rely on ST21 Luffy anymore.
Rush
The one thing you won't be short of is Rush as I am running a fair amount in the build, making your opponent needing counters early rather than preparing the defences. ST21 Zoro is a card that would need to rely on our Leader's effect to pull off the Rush ability. You will need to attach 2 DONs onto Zoro in order to gain Rush. The main effect works on KO, play 1 red 6k power or less Character except Zoro from your hand. There are a few choices you can play, but it will depend on if you can get those cards to the hand.
ST31 Sanji is another card like Zoro where we need to rely on our Leader's effect to attach DONs onto the card to pull off the Rush ability. Just like Zoro, you will need to attach 2 DONs, making Sanji into a 5k beat stick. The effect works on play, draw 1 card and play one 5 cost or less SH Character except Sanji from your hand. There are a few targets you can choose, but just like Zoro, it will depends on what is in your hand.
ST21 Luffy has the Rush ability automatically unlike Zoro and Sanji, so you won't need to worry about pulling off the Leader's effect first. The effect works when attacking, attach 1 rested DON to your Leader or 1 of your Characters. If you don't have any other ways to attach DONs to your Leader, then, we need this card, otherwise, you can also attach DONs to your Characters to hit more power.
ST31 Luffy has a requirement to gain Rush which is needing 3 attached DONs on the field. This is easy to pull off as you only need to attach a DON to your Leader, so your Leader can attach 2 rested DONs to your Characters. The effect works on play, for every SH card on your field, 1 of your opponent's Characters loses 1k power for the turn. The effect specifically says card, so this will also include our Stage and Leader card, which can reduce your opponents Characters by a lot.
OP07 Dragon is another card that has Rush so we don't need to do anything with the DONs. The effect works on play, attach 2 rested DONs to your Leader or 1 of your Characters. The attaching DONs will be useful as you could attach the DONs to your Leader and your Leader could attach 2 DONs to your Characters, so technically, you could be able to attach 4 or more DONs in a turn with Dragon's on play effect.
OP09 Roger cost 10 to play which will use up all your DONs if you don't have Luffy or Sunny on the field to attach DONs to your Leader. The effect is when your opponent activates Blocker, if either you or your opponent has 0 Life cards, you win the game. The fact that you only need Roger on the field for the effect to work which makes the effect very strong, especially if your opponent is running plenty of Blockers.
Power
The power cards are great as we could swing for more power on top of our attached DONs. OP10 Sanji is a nice 3 drop we could play. Sanji has 2 effects, the first effect works during your turn, this Character gains 3k power, making Sanji a 6k beat stick. The second effect works on KO, draw 1 card. Both effects will not be bad, you either swing for a lot of power, or get the draw power.
OP11 Franky is very good, but also depends on the type of decks we are playing against. If you play against decks who uses a lot of Events, then, you want to play more Franky in the build, but otherwise, 2 copies can be enough as we have 2k counter. The effect works once per turn and during your turn, when your opponent activates an Event, all of your Characters gains 2k power for this turn. This is why if you are playing against Events build you want to run more Franky to get the power bonus off.
OP10 Chopper is a Blocker and could work well with both ST21 Zoro and ST31 Sanji's effect. The effect works during your opponent's turn, this Character gains 2k power, making a 6k Blocker. I guess the only downside will be cost 4 to play which is why you want to play Chopper with an effect, otherwise, the 2k counter will be useful.
I've added EB04 Zoro as a support of the deck, although, I didn't want to run a lot of copies because of the amount of high cost we've got in the build already. Zoro has 2 effects, the first effect works on play, your Leader gains 2k power until the end of your opponent's turn. This is the main effect we are after, so our Leader could have good defence as well as offense power. The second effect is an activate main, if your opponent has 8k power or more Character, this Character gains Rush Character. This might be difficult to do as you won't always guarantee that Rush Character ability.
Searchers
As you know, OP01 Nami is allowed in this rotation format, so we can guarantee to have at least 1 SH searcher in the build, so altogether, you will have 3 different searchers, Nami and Sunny will be more important to get in the opening hand than Garp. Nami works on play, look at the top 5 cards of your deck, reveal up to 1 SH card except Nami and add it to your hand. Then, place the rest at the bottom of your deck in any order.
OP13 Garp can only search for mid to high cost Characters, but on the bright side, you will be able to search for non SH cards to your hand. The effect works on play, if your Leader is Sabo, Ace or Luffy, look at the top 4 cards of your deck, reveal 1 card with cost 3 or more and add it to your hand. Then, place the rest at the bottom of your deck in any order. Although, there are a few 2 cost or less cards in this build that you won't be able to search with Garp, but can with the SH searchers.
ST31 Sunny is an important Stage card to get in your hand, if you can get this card in your opening hand, you will easily set up the Leader's effect. Sunny has 2 effects, the first effect works on play, look at the top 5 cards of your deck, reveal up to 1 SH card and add it to your hand. Then, place the rest at the bottom of your deck in any order. We can also look for Sunny itself, but pretty pointless as we can only have 1 Stage on the field. The second effect is an activate main, you may rest this Stage, attach 1 rested DON to 1 of your Luffy cards. We do want to target the Leader, but if you can attach DONs to your Leader, then, you could target other Luffy cards in this build.
Straw Hat Supports
The rest of the supports can be searched with our SH searchers. ST21 Sanji has a 2k counter we can use, but the effect could work well with our SH beat sticks. The effect works on play, choose 1 of your SH Characters with 6k power or more and your opponents cannot activate Blockers when the chosen Character attacks for this turn. Although, you can use Sanji on our lower power Characters as long as they get the DON bonus to make the numbers into 6k power.
Bad Manners is just like OP01 Nami where the card is not rotated out, so can be useful in the build, especially when there are a lot of non counters. The counter effect is you may trash 1 card from your hand, your Leader or 1 of your Characters gains 3k power for this battle. The trigger effect is reduce 1 of your opponent's Leader or Characters by 3k for this turn. Both effects will be really useful.
Mole Pistol will be better to activate on your turn than your opponent's turn as we can attached DONs to our Characters to meet the requirements. The effect is reduce 1 of your opponent's Characters power by 5k for this turn. Then, if you have a Character with 6k power or more, KO 1 of your opponent's 2k power or less Characters. The trigger effect is activate this card's main effect. If you want to use this during your opponent's turn, you will need to play a 6k beat stick or higher on the field, or get OP10 Chopper.
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