It will be up to you if you want to upgrade Nami with OP17 set or not. The current Nami build is already strong enough without the upgrades, but it's not like the cards from OP17 will be expensive for this build if you already got the current cards. The card I've also added is not OP17 Pudding as we do have a lot of non Trigger cards in the build compare to other yellow decks.
OP17 Nami |
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Leader Character (50) |
How it Works?
As you can see, I am running OP17 Stussy in the build as Stussy combined with our Leader's effect could provide the ultimate defence, and also making sure your opponents needing DONs to hit our Leader. OP17 Pudding won't be needed because we've already got a lot of draw power, but we do want to maintain 7 or less, so we can constantly draw new cards with our Leader's effect.
Life Gain
These cards are still the same as my previous build as they are the main Life gain card for the deck. OP15 Zoro is a 4 cost Life gain card we can use as soon as he hits the field. The effect works on play, you may trash 1 card to add the top card of your deck to top of your Life area.
EB04 Kizaru will take a bit longer because of our Leader's effect unless your opponents power up their cards to hit our Leader. But, we do have cards like Zeus who can reduce our Life area even if your opponent doesn't hit our Leader. 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.
EB03 Robin works very well with our Leader's effect as we will be able to trigger the draw when we play Robin to the field. Robin has 2 effects, the first effect works on play, you may trash the top card of your Life area, if your Leader is SH type, add up to 2 cards from top of your deck to top of your Life area. The first effect will automatically trigger your Leader's effect if you have 7 or less cards in hand. The second effect works during your opponent's turn and on KO, you may deal 1 damage to your opponent.
OP16 Blackbeard can help to set up some trigger effects in this build, but I am not running a lot. The effect works on play, look at top 3 cards of your deck, add 1 card to top of your Life area. Then, place the rest at the bottom of your deck in any order. The trigger effect is negate the effect of 1 of your opponent's Characters this turn. Then, KO 1 of your opponent's 5 cost or less Characters, acting as an extra removal if we needed.
Draw
Not much for the draw power as we are mainly relying on the Leader's effect to draw into these cards. OP16 Mr 3 has a nice activate main effect which is 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. Not only, you could draw, but you would be able to stop 1 of your opponent's attacks, slowing your opponents down.
PRB02 Marco is a 6k Blocker and the effect works on KO, draw 2 cards. It is very simple, but also very effective as we can block your opponent's attacks whilst increasing our hand size if we need more cards.
OP13 Whitebeard is another Blocker, 12k Blocker to be exact, so this will be able to stop a lot of attacks without getting KO. The effect works on play, draw 2 cards and trash 1 card from your hand. Then, attach up to 2 rested DONs to your Leader and 1 of your Characters. The attaching DONs means we won't need to worry about not triggering the Leader's effect during your opponent's turn as Whitebeard cost 10 to play.
Removals
A slight changed to the removals as I've added Rayleigh to the build. OP11 Zeus is 1 of our cards who can remove our Life cards, so we can trigger the Leader's effect. The effect works on play, you may add the top or bottom card of your Life area to your hand to KO 1 of your opponent's 5 cost or less Characters.
EB03 Nami can attach DONs to your Leader which is very useful if you have exactly 5 DONs, so you don't need to worry about leaving 1 active DON for the Leader. Nami has 2 effects, the first effect works on play, attach 1 rested DON to your Leader. Then, if your opponent has 3 or more Life cards, add the top card of your opponent's Life area to their hand. The second effect works on KO, you may turn the top card from your Life area face up to play one 6k power or less Character from your hand.
OP14 Rayleigh will only works if your opponent has 3 or less Life cards which is not difficult to do, unless your opponents are playing Life gain build. The effect works on play, if your Leader is multicoloured and your opponent has 3 or less Life cards, KO 1 of your opponent's 7k base power or less Characters. Also, being a 6k beat stick, you could play Rayleigh with Nami's effect to reduce your opponent's field. The trigger effect is activate this card's on play effect.
Thriller Bark Pirates Supports
The OP14 TB Pirates engine where you can use these cards as a discard fodder, so you could trigger their trigger effects and play these cards from the trash except Moria. Kumacy, Dr Hogback and Perona has the exact same trigger effect which is play one 4 cost or less TB Pirates Character from your trash rested. Dr Hogback does has a main effect which works on KO, play one 4 cost or less and a Trigger Character except Dr Hogback from your trash.
Perona is very useful as with the right timing, you can easily stop 1 of your opponent's attacks. The effect works on play or on KO, 1 of your opponent's 6 cost or less Characters cannot attack until the end of your opponent's turn. With the TB Pirates Trigger's effect, you will also be playing Perona at rest, so your opponent may not want to attack until with the last Character.
Moria is a card that can give you option to either fill up the field or set up the Life area depend on what you need. The effect works on play, select one 4 cost or less TB Pirates Character from your trash and play it or add it to top of your Life area face up. You could set up the trigger effect or fill the field. The trigger effect is play one 4 cost or less Character from your trash. This trigger effect lets you play any 4 cost, so you have a lot of choices in this build to choose from depending on what you need.
Other Supports
The rest of the supports are simple. OP06 Hiyori is mainly needed to trigger our Leader's effect as well as setting up some trigger effects we could use. The effect works on play, you may add the top or bottom card from your Life area to hand to add 1 card from your hand to top of your Life area.
OP17 Stussy is optional, but I am running her to provide more defensive options in stopping your opponent's attacks along with Mr 3. Stussy has 2 effects, the first effect works on play, 1 of your opponent's 6 cost base or less Characters cannot attack until the end of your opponent's turn. The second effect is an activate main, you may rest 3 DONs and this Character, 1 of your opponent's Characters cannot attack until the end of your opponent's turn. If you have enough DONs, you could use both of the effect at the same time, stopping 2 of your opponent's attacks instead of 1.
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