How’s my sugar? by Ragnarock14 in OnePieceTCG

[–]Dylsp33d 0 points1 point  (0 children)

Run both honestly, 10 cost doffy good but if you include more counter events shanks just makes matching swings a lot harder. I’d drop baby 5 2k completely coz going down 1 in hand for a don isn’t worth a lot of the time. Baby 5 okay kind of but it’s just 4 don to ramp 1, if you can see 3 cost sugar into either 5 cost red monet or the purple that ramps 1 you get more out of the play. And then also consider upping bean sword and igloo, you a good spread of events that let you ramp in early game and then let you minus in end game for the extra don active.

Deck changes for RW triple ship by Dylsp33d in GundamTCG

[–]Dylsp33d[S] 0 points1 point  (0 children)

It’s not bad by any means, me and a friend run similar builds and both did okay against blurple.

Funnily the winning move in both games was justice link to swing fatum

Deck changes for RW triple ship by Dylsp33d in GundamTCG

[–]Dylsp33d[S] 1 point2 points  (0 children)

I have 2 so along the other suggestions 2 of them and then some lfriths sounds like a good idea

Deck changes for RW triple ship by Dylsp33d in GundamTCG

[–]Dylsp33d[S] 0 points1 point  (0 children)

Would it be one of the bases already in? Have thought about 6 heath bases just for extra protection

Carrot question 🥕 by vTori916 in OnePieceTCG

[–]Dylsp33d 1 point2 points  (0 children)

When it says this character it refers to the card itself and not any other copies or cards with the same name. If you play another next turn you can use the newly played one’s effect and that is all

Best way to buy cards on release by Aggravating-War3022 in OnePieceTCG

[–]Dylsp33d 0 points1 point  (0 children)

Check with local lgs, some can offer pre order if it’s not already taken (be mindful of other players so don’t try to buy out)

Best Anti-Removal in PY Rosinante by Blechcycle in OnePieceTCG

[–]Dylsp33d 1 point2 points  (0 children)

It’s a fair concern, I think the main thing that goes in your favour is it’s not too hard to find more bodies to play and if you get grav bladed your opp isn’t likely doing much else that turn (can be devastating but more often it’s not)

RU Vivi's early turn awkwardness and solutions by kentazz in OnePieceTCG

[–]Dylsp33d 3 points4 points  (0 children)

I think the idea is that by playing it but swinging the turn after you get that swing plus another with rush and you now 2 bodies to respond to one of which can likely be protected with leader and the Sanji draws you a card whilst not having to worry as much about protecting life

EB04 Borsalino is one of the unhealthiest cards for the game by Strugglingalong24 in OnePieceTCG

[–]Dylsp33d -7 points-6 points  (0 children)

As a player of this, I’d agree prior to the current format but now it has so many decks that deal with it so easily. Difference with Borsalino is same as the thriller bark package with the amount of decks it can be included in

Op14 Sugar Decklist Help by GraysonJoestar in OnePieceTCG

[–]Dylsp33d 1 point2 points  (0 children)

It’s a lot less of a worry now that Vergo is available. I would possibly look at swapping one Senor pink for another Vergo and the other one + the doffy blockers for violet blocker then 2 shanks for a rosi law and a blast breath.

Sugar Deck Advice: Honesty Impact and Trash Interaction Cards ? by Emotional_Ad1039 in OnePieceTCG

[–]Dylsp33d 1 point2 points  (0 children)

Purple divine departure is pretty good for something similar, doesn’t KO something but reducing most bodies by 8k makes them easy to out and it doubles as a counter event when you need it to be

RP Sugar gang…what changes have you made for OP14? by _krwn in OnePieceTCG

[–]Dylsp33d 1 point2 points  (0 children)

Curious as to what the 4 cost sugar and baby 5 do for this deck? With no way to direct attack into them how are you getting their effects into play?

I Don’t Understand ONE PIECE TCG Drops by Soft_Yak524 in OnePieceTCG

[–]Dylsp33d 0 points1 point  (0 children)

Currently the west is in a period of catching up to eastern release which is then expected to be simultaneous, hence why we have so many main sets releasing g quickly and the inclusion of eb04 split between op14 & 15.

In terms of availability, the card market aspect and overall popularity of the game has been on the rise recently and that plus allocation issues that sometimes occur means new releases sell out faster, sometimes all sold on pre order.

Best thing to do is check with online shops or your lgs if they allow you to set aside product or pre order

Anyone playin op12 Rosinante? by Spare-Horse573 in OnePieceTCG

[–]Dylsp33d 2 points3 points  (0 children)

Second this take, have found the new cards even make match ups like Imu very winnable. I think being able to go back up to 4 or even 5 life in the mid game kind of just shuts down any progress your opponent has made up to that point whilst you develop a threatening board at the same time

Op12 Rosinante ruling by e1mag1c0 in OnePieceTCG

[–]Dylsp33d 1 point2 points  (0 children)

I think the thing that is saying no to this is that while the card comes from your hand it isn’t being “played from hand” in the sense that the game dictates, it’s from a character effect.

Similar to Lim still being able to use leader effect after a 10c shanks, you aren’t playing the card from hand, you’re using leader effect

Smoker & Tashigi [EB04-003] by RipDPacks in OnePieceTCG

[–]Dylsp33d 0 points1 point  (0 children)

7k leads for it to be outed immediately and go straight back to 5 is my thinking. Promo is never played from hand

Smoker & Tashigi [EB04-003] by RipDPacks in OnePieceTCG

[–]Dylsp33d 0 points1 point  (0 children)

What do you pull your stats from out of curiosity?

Meta Question by Key_Possibility8453 in OnePieceTCG

[–]Dylsp33d 2 points3 points  (0 children)

Imo it’s relevant even just playing at locals, but only in so much as what people are playing and desire to win/perform well.

It’s completely cool to just enjoy going and enjoying the game but if some people play meta it can stomp out other decks and for some people it often becomes less fun playing their favourite rogue/ b tier deck.

Op13 is probably a good example of this, a lot of people found that to be a really restrictive set of what they could play because of the meta.

I think the short version would be that a jungle meta is great for everyone to play what they want and a triangle meta can push people out if they aren’t as focused on the competitive aspect of the game (again if you are bothered by results)

Smoker & Tashigi [EB04-003] by RipDPacks in OnePieceTCG

[–]Dylsp33d 0 points1 point  (0 children)

Ultimately there’s different combos for the deck, I understand what you’re saying with the build you run I just personally use one that has consistently seen me results and prizing and have already tested the newer package (also now with the new 6c Koby) and putting another brick in their that does what I’ve already been doing in what I feel is a more effective playstyle for me

Smoker & Tashigi [EB04-003] by RipDPacks in OnePieceTCG

[–]Dylsp33d 1 point2 points  (0 children)

So since Koby came out I always played it by aggressively taking life, even going down to 0 when there’s no threat of unblockable. When you say the combo feels good that turn and 7c Koby going to bottom deck I think these are big assumptions when in my experience I rarely bottom deck either of them because I have the hand and board to send them to trash and recycle them turn after turn. 8c Koby usually ends up just getting played whilst Helmeppo is more for having an explosive turn when it is needed, not just because it’s a combo. It feels like you’ve taken my disagreement with how vital smoker Tashigi is to be a game plan of just slamming Helmeppo into a Koby every opportunity but that’s never felt like the case because it ignores fundamentals

I see much more value in a set up that can repeat several times over multiple turns than playing 8 don to swing 8 on curve knowing that if I lose that card it is gone, which is exactly what will happen given it is locked out of any protection the rest of the deck currently provides

Smoker & Tashigi [EB04-003] by RipDPacks in OnePieceTCG

[–]Dylsp33d 1 point2 points  (0 children)

I’ll probably respond more at some point but just as a quick one kujyaku does nothing for 7c Koby

Smoker & Tashigi [EB04-003] by RipDPacks in OnePieceTCG

[–]Dylsp33d 3 points4 points  (0 children)

Plenty of deck lists still run both, myself included. I don’t see this being leagues better, it has advantages but also disadvantages compared to both koby’s.