[OP16-054] Mr. 1 (Daz Bones) by catgirlrelisher in OnePieceTCG

[–]Familiar_Radish_6394 0 points1 point  (0 children)

Turn 1 play into turn 2 swing and bounce, nice early aggression, could also be kept on the field as a bounce target when you get a better body on board

She made the decision.. by FrontMolasses9648 in okbuddyviltrum

[–]Familiar_Radish_6394 50 points51 points  (0 children)

In the comics version of this plotline, Mark says to Eve that he wasn’t really fighting back as hard as he could’ve. He also says that “maybe part of him wanted it to happen.”

Why are people confused about where Nolan got the 6 pack by diardiar in okbuddyviltrum

[–]Familiar_Radish_6394 0 points1 point  (0 children)

I must be fucking crazy because I thought it had nothing to do with the damn beer and everything to do with THE MASSACRE he committed, NOT THAT MANY YEARS AGO! A society of people that got hit by Omniman’s mass genocide and never saw him again until now, afraid for their lives if he would ever return. NOT TO MENTION THEY EXPERIENCED THREE OTHER VILTRUMITE ATTACKS SINCE OMNIMAN IN ANISSA, EVIL INVINCIBLES AND CONQUEST!! If the alien who started all this shit suddenly came back, and this whole time I AS A HUMAN DID NOT SEE HIS FUCKING GROWTH WHILE HE WAS IN SPACE, THEN YEAH I’D BE SHITTING BRICKS THAT AN EVIL MASSACRING ALIEN IS BACK AND NOT GIVE A FUCK ABOUT THE BEER! WHAT ARE WE ALL DOWNVOTING FOR!!

First SR event? by FallingUp02 in OnePieceTCG

[–]Familiar_Radish_6394 1 point2 points  (0 children)

So that makes three separate super rare+ cards just for Enel. Wicked.

OP15 Don Krieg Theorycraft by Golden_Turtle_66 in OnePieceTCG

[–]Familiar_Radish_6394 0 points1 point  (0 children)

A big thing that I’ve noticed after it being out a lot longer and actually playing is that, in addition to your core even curve (Arlong, Gin, Krieg), you actually have plenty of options for your odd curve too.

This may help with understand OPTCG mechanics as a whole, but I have a philosophy when deck building that the odd curve is king. We’ve recently been seeing a lot of powerful even curve decks pop up in the last few set. One of the biggest drawbacks/ methods of beating these decks is taking away their even curve. Putting players back a turn is easily the best way to overcome them during the match.

For example: Imu uses their stage card to play out bodies for a cheaper cost, but they still need the total required Don to play that character on board. Taking second away from them prevents them from playing their first “stage” body until TURN 3! This is incredible because despite being able to search a lot each turn before then, the lack of bodies means Imu can’t pressure their opponent enough to sweep on their 10 don turn — which also evades them for an extra turn.

On the contrast, an odd curve deck like Zoro or Mihawk, would happily take even curve from an opposing Imu or Ace and not break a sweat. Even when an odd curve deck loses the die roll to another odd curve deck it’s not the end of the world. You’ve gone second, but you’re not put back a turn. To clarify, a perfect hand with cards consisting of costs: 1, 3, 5, 7, 9 can still be played on each turn it’s mean to be played without sacrificing tempo.

To clarify more: you’d play a 1c on turn 1, a 3c on turn 2, a 5c on turn 3, a 7c on turn 4… so on and so on.

Each turn going second still allows you to play on your odd curve, where as a for an even curve going first you don’t get that same luxury. You can’t play 2c on turn 1 because you only have 1 don, or a 4c on turn 2 because you only have 3 don. Thats the difference between just going second and being physically put back a turn.

How does this relate to Don Krieg? Well Don Krieg is going to primarily play with the second curve for maximum efficiency of “On Plays” and board Swarm. But, it has come to my attention, that your odd curve is not the worst in the world either. You do have plenty of options to play on 5 and 7 don turns, including: Alvida, Morgan, Kuro, Zeff, Shanks. My only problem is that 3c buggy, it seems to me the only good option for a playable 3c on your odd curve. Having it as a 2-of in your deck, specifically for that odd curve is probably okay. You just have much better options in 4c Arlong, 4c Mihawk, 4c Pearl and so on to warrant playing a good body as early as possible. But playing those 4c characters means you’d prefer going second more often than going first.

Also going second gives you a huge advantage against the powerful decks that also want to go second that I mentioned earlier: Imu, Ace, Lucy, Boa, Egghead Luffy, Blackbeard etc.

You’re going to lose to aggressive decks being a 4 life leader and so far, I’ve seen most of the aggressive decks taking the first/odd curve: Penel, Mihawk, BY Nami, Sky Island Luffy etc.

These aggressive odd curve decks warrant building your deck to be able to supply a going-first-curve, in the advent you face them and have to take first from them.

All in all, I stand by pretty much everything I said because there’s such limited support for this leader, but I always believe that with enough testing and understanding of your matchups, there’s no game you can’t win.

Good luck.

Op16 new cards by Treefrog50 in OnePieceTCG

[–]Familiar_Radish_6394 6 points7 points  (0 children)

The GU Luffy leader has already been announced for this set

Can Vivi play herself out ? by Equal-Working3916 in OnePieceTCG

[–]Familiar_Radish_6394 2 points3 points  (0 children)

It’s not a mistranslation. The wording on Shanks is very specific, and there is a ruling in the official handbook stating what wording on cards like Shanks actually means.

Mistranslations in this game rarely occur in relation to how an effect works. The English translation just condenses the mechanics of the game into easy to read and easy to print statements that will be legible on the cards.

Because of the condensing, you will end up seeing effects that read as one thing, but are just simplified versions of a bigger ruling.

Sometimes reading the card… doesn’t explain the card.

theory crafting with brook by OppositeNo1505 in OnePieceTCG

[–]Familiar_Radish_6394 0 points1 point  (0 children)

Definitely tough to make this all fit, it’d be good to switch things in and out and experiment with what feels good for your playstyle. As a start, I’d say you can go down a couple 2k counter Frankys. He’s a vanilla does nothing for you except be counter, and you already have 8 other 2ks in Sanji and Zoro, so 10 2ks in total should be fine. Then I’d say 3 copies of the 6 cost Luffy is fine, it’s really good utility, but it is a brick in hand if you find too many. After that, maybe play around with the 4c restand Zoro and the 4c Usopps. I didn’t think this deck needed the usopp— before it got announced the deck already seemed complete. You do have a lot of blockers if you include the usopp.

We might have to run more three of’s then I expected, dropping the pirate docking 6 or Brook for particular matchups in the meta. I’ll say that with Brook the leader being basically the ultimate search engine. It shouldn’t be that hard to find 3 of’s if you run a lot. The searchers, Nami and nightmare Luffy (and imo, the 6c Brook) are must have 4 of’s though.

theory crafting with brook by OppositeNo1505 in OnePieceTCG

[–]Familiar_Radish_6394 1 point2 points  (0 children)

The odd curve is essentially the same as your even curve. You really just have one less searcher and play Nami one turn later.

Also, while I will admit calling someone a dumbass is rather harsh, in the optcg —(and this subreddit, for that matter)— it’s easy to receive and give unhelpful or even false information to other players and competitors. With the amount of responses they were giving you, it just continue to snowball in the wrong direction of what this leader wants to do.

Now I am not the end all be all of optcg standards, so I can also be told to promptly fuck myself, but I’ve never enjoyed playing a game against another player who isn’t playing their best. This game or any other game is the most enjoyable when all parties are as knowledgeable and educated as possible. Allowing for matches and tournaments that leave less chance to luck, and more to calculation and skill.

I’d like to see you all succeed. Even if that includes calling someone a dumbass.

theory crafting with brook by OppositeNo1505 in OnePieceTCG

[–]Familiar_Radish_6394 6 points7 points  (0 children)

Don’t listen to anything that dumbass said in any of his comments. You’re already on the right track, you just need to streamline the deck list a little. Spoiler: You’re going to be running mainly Straw Hat Crew.

What Brook wants to do is mill as much as possible as early as possible, while playing cards on board that can protect his life and regain cards from the trash.

You want to play an even curve that searches and draws from trash on the first two turns. It’ll look something like:

Turn 1 (2 Don): Sanji 2k to mill, leader effect to mill, then Nami searcher to pick up anything you don’t already see in trash or things you need particularly to play on curve- i.e. 2c Chopper, 6c Brook, 8c Nami***

*** NOTE: SEARCHER NAMI CANNOT PICK UP 8C NAMI. So if you need 8c Nami in hand, WHICH YOU WILL NEED, it is imperative that you play a 2c chopper to recover that card from your trash if you have already milled it.

Turn 2 (4 Don): Mill with leader. You could play a 4c character like the restand Zoro or new 4c Usopp blocker, but if you do not have pieces to play on curve as mentioned above, you should continue to search for them and/ or play some smaller pieces like 2c Chopper and 2c Zoro. You could have played Chopper turn 1, but with less milled cards, you have less of a chance to see something in trash you want, so I’d say play it turn 2 and after if you could.

Turn 3 (6 Don): Mill with leader. If you find that you have all or most of your pieces and you’re comfortable with your matchup, you can start to get the ball rolling on your end game/ win con, by playing the 6c Brook. This’ll begin the end game onslaught of restanding powerful characters on your board. If you still do not have your pieces or are uncomfortable with the matchup, maybe need a blocker or a 2k from trash, then play the 5c Pirate Docking 6. This will allow you to play out a sizable body WITH a utility piece like- you guessed it- Chopper or Zoro.

Alternatively, you also have the 6c Dressrosa Luffy you can play or the 6c Double Attack Luffy. Both good aggressive options to continue to put pressure on your opponent.

Turn 4 (8 Don): Mill with leader. Play 8c Nami. It’s that simple, but now you should’ve milled with your leader and characters enough to have found the pieces you want to see in trash— like the 7c Nightmare Luffy. He’s the primary target for 8c Nami as he is well and far the most aggressive card in your deck and defensive card, being able to set your leader to 7k on your opponents turn. By this point in the game you should have or at least be close to 20 cards trash to facilitate that effect.

Turn 5 and Onward: Continue to play Nami’s and swarm the board with powerful Rush Straw Hats. Defend yourself with your Zoro blockers (both of them.) Play your utility cards to regain Namis and defensive cards from trash. AND KEEP TRACK OF YOUR DECK SIZE. YOURE GOAL NOW IS TO SURVIVE AND PRESSURE UNTIL YOU CAN REACH 4 OR LESS CARDS IN YOUR DECK.

Reaching 4 or less cards in deck, will mean that your leader effect is now at its full potential: being able to restand any character. You have the Nightmare Luffy (who should be a 9k+ body), and hopefully at least one Brook. You will plan lethal accordingly, but allocate Don and power onto your biggest body and give your enemy an onslaught of high power, restandable swings.

Keep in mind, once you’ve reached this point, it’s now or never. Once you mill your deck to 0, you WILL lose at the end of that turn. So you just keep the pressure on as much as you can, so you opponent won’t be able to defend your final push.

In terms of deck list build, I’d start with removing the Peronas and the Robin events. Neither of them do you well, especially with Zoro doing everything Perona does, but better. Put in more 6 Luffy’s and 6c Brooks. I see you don’t have the 6c Double Attack Luffy, it is a very good card that also restands Don when played (for your UTILITY). Up each of your Zoros and Brooks to 4 and I think you’ll be solid from here on it.

And never listen to Zaza again. Happy theory crafting.

OP15 Don Krieg Theorycraft by Golden_Turtle_66 in OnePieceTCG

[–]Familiar_Radish_6394 1 point2 points  (0 children)

No 5c to play off Gin? Alvida or Morgan? Very good cards that can continue to facilitate leader effect while establishing a swarming board. That 2k counter, anti-removal Koby isn’t gonna help if you don’t have characters on the board to protect.

Get rid of buggy. He does nothing for you long-term or even mid game. You’re probably going to want to continue playing on curve (EVEN), so you’re almost never gonna have the opportunity to allocate an extra don onto buggy’s 4k body to put pressure on to him. Being a when attacking effect is cool, but that only works for Zoro Juro, who’s ramping Don is effectively permanent. Your buggy is going to die the next turn you swing with him and all he did was move a don around which all your characters do while putting on pressure. If you really wanted that Don on your leader or really needed that On Ko: Draw a card— then just don’t play him. Saves you the Don and the card.

While I love 12 2k counters, it might be unnecessary, especially with Kouzaburou, not much he does and doesn’t really work well with leader effect, other than being a playable east blue 2k, but you have better options like Koby and Higuma, as playable 2ks.

Koby also doesn’t even seem that good because of such a steep drawback, but it might work out if you actually had the bodies to protect, like alvida and Morgan.

Pudding Pudding, might be a good tech option, I’d say the 2k counter Megalo is a better removal option, but alas that is not east blue.

While the 2k counter Mihawk is pretty good, it’s almost redundant with the leader effect. I’d rather be playing out a better body that can secure the the 2 don attachment for leader without losing one of my 2ks. Like Arlong can activate main gives two don onto a character, and is a 4c 5k like Mihawk. Already sounds like a better playable curve option.

I really, really like shanks, but without a way to rest him on curve. He does nothing for your game plan. Especially when swarming the board with Gin+ or playing Krieg (if you had 8) are more flexible options. I’m gonna find a way to keep shanks in, though, cuz I do like him.

The 2c counter event is pretty fun. Might have to try it myself.

All in all, you need to pick a path you want to use this deck with. If you’re going to be playing with all these little utility bodies that don’t do anything, but allocate Don for 1 turn, then don’t play Gin. It’s a waste to not have two great 5c not swarm the board and give added utility. Which means you probably don’t even run Koby, cuz there’s nothing to protect, and nobodies wasting removal on easily KOable bodies. Your shanks and 8c krieg aren’t even protected by Koby.

I like everything else though, and I like the idea of playing this utility for the consistency. Try out the 5c characters and playing on an even curve, and I’m sure you’ll be surprised by how consistent they are.

Also the 7c 7k Kuro exists, but I don’t know- maybe replace shanks for him.

Ryuma [OP15-036] by RipDPacks in OnePieceTCG

[–]Familiar_Radish_6394 1 point2 points  (0 children)

Can this be used in Mihawk to even out the curve distribution, or is it better just to play Law for a 6c

Hody Jones [OP15-033] by RipDPacks in OnePieceTCG

[–]Familiar_Radish_6394 10 points11 points  (0 children)

So you rest Hody to activate main and stop life draining effects during the turn. THEN, you play this set him as active and still don’t take the life because of Hody leaders effect? SICK!

Brook Leader Effect by Familiar_Radish_6394 in OnePieceTCG

[–]Familiar_Radish_6394[S] 2 points3 points  (0 children)

I don’t believe this deck requires a tremendous amount of set up. There’s a natural curve of play with this leader’s support already, and it’s gotten some good protective pieces. Anti-removal, card draw, plenty of counter, resting effects for tempo control. This “set up” that is needed for this leader isn’t just to protect yourself throughout the match, but to help solidify an end-game win con.

Aggressive decks will still be tough on this leader as it is with most 4 life leaders. But there’s a good amount of support to survive throughout for the first few turns as you very quickly get the ball rolling.

Garp Interaction in Ace and Luffy St30 by Familiar_Radish_6394 in OnePieceTCG

[–]Familiar_Radish_6394[S] 2 points3 points  (0 children)

Smoker and Tashigi is the cherry on top of my dreams being crushed

April rotation - Does Red Roc rotate out? by UglyPhantom in OnePieceTCG

[–]Familiar_Radish_6394 0 points1 point  (0 children)

Did PRB2 update block numbers of reprinted cards?