Monday, September 14, 2026

OP17 Black/Yellow (Koala) Deck Profile

It looks like Koala will work with some new stuff from OP17 as the Leader is not restricted to Revolutionary Army. Unfortunately, the starter deck wasn't really an upgrade as we will be losing a lot of key cards we need for Koala. No idea why they've decided to make the deck like that. I guess it's for Sabo Leader, but Sabo got plenty of other cards that can be used than the starter cards.



OP17 Koala





How it Works?

The deck underwent a major rebuild as I've took out the RA engine and fit in Elbaph engine as the main Elbaph cards can increase the costs, letting our 2 drops to go for the Rush. The only 2 yellow cards will be our Life gain since Life gain will still be very important for this build. Instead of 8 drops, we will need 12 drops instead for the deck to work, 8 drop will only be for the Leader's effect for the draw power, whilst 12 drops will trigger the rest of the deck.


Increase Costs


1 of the cards actually don't belong in this section because of our Leader, so in the end, you only got 3 cards that can increase their costs so you could pull off some of the effects. Gerd's first effect will not work since our Leader is not Elbaph type, so you are only aiming for the second effect. The second effect works on play, you may trash 1 card from your hand, add one 8 cost or less except Gerd from your trash to hand. This is very useful as we can add any cards we want as long as we meet the cost requirements.

OP17 Saul will be the main Character we want on the field to trigger most of the card's effects. The first effect is this Character gains +12 cost. The second effect works on play, look at top 3 cards of your deck, reveal 1 Elbaph card and add it to your hand. Trash the rest. This is a nice search effect considering I am running a lot of Elbaph in the build.

Loki will be another card we want to play to the field thanks to the increase costs. The first effect is this Character gains +12 cost and if it's your opponent's turn, this Character gains 3k power. Having an 11k beat stick on your opponent's turn will be very useful as we can help to reduce the amount of counters to protect this card. The second effect works on play, KO up to a total cost of 4 or less. I am not running cost reducers so this might be difficult to target high costs.

Lastly, Pirates Docking 6 is 1 short being a 12 cost to trigger some of the cards in this build, but we can trigger the Leader's effect. Pirates Docking 6 gains +6 cost and the effect  works on play, you may mill 3 cards from your deck to play one 2 cost or less SH Character from your trash. I am running plenty of SH cards, so as long as 1 of them is in the trash, you will be able to play that card.

Life Gain


The only 2 yellow cards in the deck and both of them are our Life gain card so we can gain extra Life cards. EB04 Kizaru won't be difficult to trigger as we only start with 4 Life cards at the start. The effect works on play, if you have 2 or less Life cards, add the top card of your deck to top of your Life area.

OP12 Kuma will work well with the Leader's effect for a turn, but if you also have Loki in hand, I would choose Loki over Kuma, unless you need the Life gain. Kuma has 2 effects, the first effect works on play, you may trash 1 card from your hand, add the top card of your deck to top of your Life area. Then, this Character gains +2 cost until the end of your opponent's turn. The second effect works during your opponent's turn and on KO, add the top card of your deck to top of your Life area.

Draw


Draw power is very important as we need the draw to get the right cards as soon as possible. I am only running 3 OP17 Nami due to the lack of spaces as I need to fit other cards. The effect works on play, you may trash 1 Elbaph card from your hand to draw 2 cards. This shouldn't be difficult to trigger as majority of the cards are Elbaph supports.

OP17 Sanji is only a hand filter effect, but that hand filter effect will be very useful especially if you only have non counters in hand. Sanji's first effect is if you have a 12 cost or more Character, this Character gains 3k power. This will make our 2 drops more aggressive if we can get a 12 cost on the field. The second effect works on play, you draw 2 cards and trash 2 cards from your hand.

OP17 Luffy will help to play most of our low cost cards from the trash as well as being an 8 drop Character to trigger our Leader's effect. Luffy also gains Rush if you have a 12+ cost Character on the field. The effect works on play, draw 1 card and play one 2 cost or less Character from your trash.

Prevention


We've got 2 cards in this build who could stop your opponents from using stuff, although OP17 Chopper is mainly for the 2k counter as the effect will depends on the type of deck you are playing against. The effect works on play, if there is a 12 cost or more Character, 1 of your Character gains Unblockable for the turn.

OP17 Zoro will be very useful due to the amount of mill we've got in the build. The first effect will be like Sanji, if you have a 12 cost or more Character, this Character gains 3k power.  The second effect is if 1 of your Character is removed by your opponent's effects, you may place 3 cards from your trash to the bottom of your deck in any order instead. This is not once per turn, so the more cards you have in your trash, the more Characters you could protect against your opponent's effects.

Straw Hat Supports


The rest of the SH supports are also Elbaph cards which will work well with the rest of the build. OP17 Usopp is our 2 drop searcher as we don't have a 1 drop searcher currently. Usopp also has a power effect which is if you have a 12 cost or more Character, this Character gains 3k power, so we could have a beat stick on the field. The effect works on play, look at top 3 cards of your deck, reveal 1 Elbaph card and add it to your hand. Trash the rest.

OP17 Robin is another 2 drop where we can gain some power to have more beat sticks on the field just like Usopp which is if you have a 12 cost or more Character, this Character gains 3k power. The effect works on play, if you have a 12 cost or more Character, 1 of your opponent's Characters loses 3k power. Unfortunately, you do need a 12 cost on the field for the power reducer to work which is why I am not running a lot of copies.

Kong Gun is great as we need removals in this build to stop your opponent's attacks. The main effect is you may rest 6 DONs, if there is a 12 cost or more on the field, KO up to two 6 cost or less Characters. This will cost you 7 altogether. The counter effect is your Leader gains 3k power for the battle.

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