Sabo did get a starter deck, but I wouldn't say the new cards were the upgrade for the deck as you will be losing too much stuff. Instead, OP17 set did gives some improvement for Sabo and that constant power can make the stuff from OP17 so much better. Although, the 1 main problem for me is cramping everything into the build, so I have to skip some cards due to lack of room.
OP17 Sabo |
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Leader Character (48) Event (2) |
How it Works?
Thanks to Elbaph engine, we could make our 2 drop Characters into deadly beat sticks, combined with Sabo's effect who can power up the field. You will need to play 1 of your increase cost cards or Luffy to trigger Sabo's effect which is very simple to do, and then our 2 drop will be able to as much power as possible.
Increase Costs
Just like my Koala build, 1 of the increase cost will not work because our Leader is not Elbaph. This card will be Gerd, so we will be only aiming for Gerd's second effect which works on play, you may trash 1 card from your hand, add one 8 cost or less Character except Gerd from your trash to hand. This can pretty much add any Characters we want in this deck as I am not running more than 8 cost.
OP17 Saul will be very important as this is a card we want to see as soon as possible, so we can trigger both the Leader and our Character'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.
Docking 6 is another card where we can trigger our Leader's effect as soon as it hits the field, but most importantly, the cards could work with our 2 drop in this build. 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.
Loki will be a backup to Saul as if Saul gets removed, we would have another card that could trigger the Leader and the Character's effects. The first effect is this Character gains +12 cost and if it's your opponent's turn, this Character gains 3k power. The 11k power during your opponent's turn is really useful as it will makes it harder to remove Loki from the field. The second effect works on play, KO up to a total cost of 4 or less. As there are no cost reducers, this would be difficult to trigger.
Searchers
We do have access to 2 more searchers, but no Garp as Garp doesn't work with this kind of build who we are focusing on 2 drops. OP01 Nami is mainly to search for the SH cards which this deck runs a lot of. The effect works on play, look at the top 5 cards of your deck, reveal 1 SH card except Nami and add it to your hand. Then, place the rest at the bottom of your deck in any order.
OP17 Usopp can become a 5k beat stick if you have a 12 cost or higher on the field which is really useful, combined with Sabo Leader, making a 6k beat stick to use to swing with. The effect works exactly the same as Saul which is on play, look at top 3 cards of your deck, reveal 1 Elbaph card and add it to your hand. Trash the rest.
Draw
The draw power will play a major role in the build because of how we need specific cards to make the deck work. OP17 Nami works on play, you may trash 1 Elbaph card from your hand to draw 2 cards. This won't be difficult as I am running plenty of Elbaph cards in the build.
OP17 Sanji can also becomes a 5k beat stick if we've got a 12 cost or higher on the field, and combine with our Leader's effect, Sanji could become a 6k beat stick. The second effect works on play, you draw 2 cards and trash 2 cards from your hand. This is just a hand filter effect, so you won't gain anything, but at least you could try and get the cards you need and don't need.
OP17 Luffy is the only 8 cost in the build as the other Characters can increase their costs for the 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
Not much for the prevention, I do want to run more Chopper in the build, but due to the spaces, it was hard to increase the number of copies. Chopper's effect would work perfectly in this build who focuses on power. 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 can protect our Characters as well as being another 5k beat stick if we have a 12 cost or higher on the field, and combined with the Leader's effect, you could go for 6k instead. The 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 is a bit different than normal even if I am using Elbaph. OP17 Robin is another card that can become a 5k beat stick if we've got a 12 cost or higher on the field. The effect works on play, if you have a 12 cost or more Character, 1 of your opponent's Characters loses 3k power. The power reducing can work very well as we don't have a major beat stick who could take out 12k Characters.
OP17 Jinbe can work very well with Sabo's Leader. The effect is if you have a 12 cost or higher Character, this Character gains Blocker and 3k power. So this will means we would have a 5k Blocker, but combined with Sabo's Leader, and you can easily get a 6k Blocker on the field. You also have Luffy and Docking 6 who could play Jinbe from the trash if we need a Blocker.
ST01 Brook is still in the rotation along with OP01 Nami, and Brook can be very useful. The effect works on play, attach 2 rested DONs to your Leader or 1 of your Characters. You mainly want to attach the DONs to your Leader, so we can trigger the Leader's effect, otherwise, you could choose 1 of your Characters, so we can hit for more power.
Bad Manners is another card that is still in the rotation, and this is the only Event I am running in the build. The counter effect is you may trash 1 card from your hand, your Leader or 1 of your Characters gains 3k power for the battle. The trigger effect is 1 of your opponent's Leader or Characters loses 3k power for the turn. The 3k power for the turn can work really well with our Leader's effect who can power up the field, making your opponents needing DONs to hit our cards.
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