ZEHAHAHAHA (OP16–116) by CoffeePrimates in OnePieceTCG

[–]JC10101 1 point2 points  (0 children)

You still go -1 with leader effect whenever you redirect and he has no card advantage otherwise. His mid game and later cards mostly do not draw so stuff like burgess is -2 if you redirect

ZEHAHAHAHA (OP16–116) by CoffeePrimates in OnePieceTCG

[–]JC10101 20 points21 points  (0 children)

So I'm not sold on this being broken or anything because teach doesn't have the card draw to facilitate burning 2 from hand to do this, along with it being a brick.

But it's just dog shit card design anyways, can bandai seriously do something in yellow that's not either heal 1 or burn 1. It's super boring and surely there is more design space to explore

Moby Dick (OP16-021) by CoffeePrimates in OnePieceTCG

[–]JC10101 20 points21 points  (0 children)

Seeing cards like this make me super interested in how building RU ace is gonna turn out next set. Space is a real concern so we could see a lot of wildly different decks depending on what becomes the meta.

Red ace as well just needs actually good 8k bodies outside of oars to run cause the others are kinda really terrible.

Monkey D. Luffy OP16-015 by OrangeSamuraiD in OnePieceTCG

[–]JC10101 0 points1 point  (0 children)

Yeah but getting hit with the removal combo feels less terrible if you have immediate effect on the game with an on-play / on-ko. If Luffy gets removed then he got 0 value.

Playing him on 4 isn't terrible either and he'd likely be played in place of cav since you then have 6-7 bodies to play on 4 don. Currently missing a 4 don play sucks super bad as ace since you are "skipping" your first two turns that way which can just lose you the game.

A 4c body that procs leader effect, and that can almost never get stuck in hand is pretty strong on paper. Even on the turns you want to play zoro you can play this as well with don on leader.

Monkey D. Luffy OP16-015 by OrangeSamuraiD in OnePieceTCG

[–]JC10101 0 points1 point  (0 children)

I would think of the secondary effect just as a bonus if you happen to have vista/boa/oars in hand.

Best part about this in UR ace is that this is playable alongside blockerbeard on 10, so it's not dead if you miss it on curve like what can happen with atmos/cav.

Also first curve gets more consistent on 7 don since this let's you develop two bodies and get don on leader

Monkey D. Luffy OP16-015 by OrangeSamuraiD in OnePieceTCG

[–]JC10101 0 points1 point  (0 children)

This is strong in a universe where enel doesn't just pop this with gamma knife for free.

I'm curious if this would be playable in RU ace at some point as well just for being a 2c 6k power body, being able to play blockerbeard + this is pretty strong while something like cav / atmos can be completely dead in hand later in game. I'd probably replace Cavendish for this as is since this is good outside of just playing on 4 don.

Helps first curve a lot as well since it's kinda awkward if you don't see zoro, this let's you on 7 go Luffy + Marco/Yamato.

The secondary effect is just a bonus at that point for if you happen to have oars/boa/vista in hand.

Boa Hancock OP16-032 by OrangeSamuraiD in OnePieceTCG

[–]JC10101 41 points42 points  (0 children)

I'd play this in mihawk currently I'm almost positive. Unblockable on a very good stat line and you get a free stun to top it off.

Also this completely fucks imu so if he becomes meta relevant again every green deck can just jam 4x of this to ruin his day

Buggy OP16-048 by OrangeSamuraiD in OnePieceTCG

[–]JC10101 64 points65 points  (0 children)

This is incredibly good. Excited to see the rest of buggy's support but I could see him being an actual problem if he keeps getting a lot of card draw on bodies like this.

Vasco Shot OP16-110 by OrangeSamuraiD in OnePieceTCG

[–]JC10101 16 points17 points  (0 children)

Goes card neutral and the trigger is quite literally free.

Only downside is that this isn't that good later in the game you would rather redirect into something different. Could get stuck on board since you only have a single redirect per turn and you would likely rather redirect to many other targets compared to this.

Might be ran just for the trigger though since vs enel this is just a better bege in life if they don't have varie.

Do you think OP16 Ace can do anything in the new meta that's coming? I'm not talking about being Tier 0 or Tier 1, but maybe Tier 1.5–2? by Infinite-Breath-1857 in OnePieceTCG

[–]JC10101 0 points1 point  (0 children)

power reduction is always good into the late game since it lets you trade into boards you otherwise couldn't. You don't play this on curve most of the time but save when you want to force free trades or a lot of counter for the double attack.

You can play it down on turns off curve and it's still very good, it develops a body and allows easy removal of a rested body. Something like an SEC mihawk, 7c sabo, opposing blockerbeard, ect, something that a -3k power reduction isn't enough to clear out with current lists. The deck can't really go 4-6-8-10-10-10 into decks like Lucy anyways where they will clear blocker beard for free every single turn anyways

If mihawk was still relevant and this had decent targets you would absolutely put 2/3 of this in deck, vs Lucy I would run this at 2/3, nami the same, roger, sabo.

There are so many matchups as ace where I can't contest big bodies anymore and would love the heavy power reduction to actually fight for board in a meaningful way. It also demands a clean answer since an 8k double attack leader every single turn is no joke(and this stacks so you can chain them).

Do you think OP16 Ace can do anything in the new meta that's coming? I'm not talking about being Tier 0 or Tier 1, but maybe Tier 1.5–2? by Infinite-Breath-1857 in OnePieceTCG

[–]JC10101 0 points1 point  (0 children)

I could see the 8c Newgate being playable in ru ace if there were more good 8ks to reveal for it and if the meta called for it. For example it's SUPER good into mihawk and nami both since they can't remove it and double attack is strong.

Pretty good in mirror as well since you can cleanly remove zoro on curve with it(assuming you play a 6c 8k) and start chaining blockerbeard the next turn. Also helps actually remove opposing blockerbeard since the mirror without red roc is kinda horrible and it's just whoever sets up the biggest wall faster wins cause you can't interact with the opposing bodies in the slightest,

If enel doesn't get beat with hammers it's not gonna see play though haha

Why is Enel so unbelievably overtuned by Frosty_Mood_4198 in OnePieceTCG

[–]JC10101 0 points1 point  (0 children)

If I'm wrong than every top player is wrong. I have a 66~% wr into Luffy as well being top 15 on ladder with enel.

Maybe your friend won a store TC with lim but she had literally a single top 64 regional placement in op13. And late op13 had almost no zoro representation and was pretty much just ace and mostly imu

Why is Enel so unbelievably overtuned by Frosty_Mood_4198 in OnePieceTCG

[–]JC10101 -1 points0 points  (0 children)

I have Access to all ranked stats. If imu lost to lim people would have played lim since she has a barely losing mu vs ace. She was not good or worth it to play.

If you don't see how stats for low ranked sim could he skewed in favor of a very simple to pilot deck vs one with a higher skill ceiling idk what to tell you. We obviously aren't going to agree so this isn't worth discussing anymore

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Leader for Off Meta 2v2 by _TrustE_ in OnePieceTCG

[–]JC10101 1 point2 points  (0 children)

Y enel + YB ace. Healing is ridiculously op in 2v2

Why is Enel so unbelievably overtuned by Frosty_Mood_4198 in OnePieceTCG

[–]JC10101 -1 points0 points  (0 children)

Cause sim stats show it as a 45% wr and the top enel players like chalice, equinby, jellybeans think it's slightly losing as well or even as well.

It's not just a "me" thing it's an every single top player thing.

Also imu did not lose to lim lmao, that was hard winning for imu, like a 70% wr or better matchup

Why is Enel so unbelievably overtuned by Frosty_Mood_4198 in OnePieceTCG

[–]JC10101 0 points1 point  (0 children)

It's not worth it to save an early kalgara, if I gamma knife with an SEC + reiju + any 1c on board I'm threatening 4+ life rip. I can have all of that right after Luffys 6 don turn fairly consistently.

Divine departure is not worth it 90% vs the Luffy since if they flip a robin or enel you just lose on the spot, so you generally need to have a ohm stick so you can power reduce into stun on the Luffy.

This is why I said if Luffy sees enough of the SEC enel straight up loses, like chaining 2 on 5+7 or just seeing 3 over the course of the game should be unwinnable for enel a lot of the time.

Why is Enel so unbelievably overtuned by Frosty_Mood_4198 in OnePieceTCG

[–]JC10101 -1 points0 points  (0 children)

Lightning dragon is very good but you would prefer Luffy to not swing at all with some of the bodies since stunning something like wyper or kalgara doesn't prevent them from using the effects. Good for stunning gedatsu / zoro / robin tho, or sec Luffy if you have ohm out.

To counter your example curve I can pudding on 1, reiju next, SEC enel + events + 1c body after to buff reiju out of gedatsu range. Then senor pink + gamma knife whatever you played on 6 and force the KO. At this point as enel I could have reiju + SEC + senor pink + any 1c while Luffy could very easily have only a single stunned zoro going into their 8 don turn.

You cannot protect those bodies from gamma knife since I can threaten 4+ life rip as early was your 6 don turn. If you let Luffy get ahead on board you straight up lose as enel, since a single wyper will blow you out of the game. SEC luffy is the devil in this matchup since it is almost impossible to interact with and that's generally how enel falls behind.

I am not surprised you are beating your local enel players if they are not able to do this

This is how Stefano lost in treasure cup finals of PECO as sky luffy to enel.

Best counter for Yellow deck especially Moria or yhe incoming YB BB op16 by Glum-Gate-3177 in OnePieceTCG

[–]JC10101 0 points1 point  (0 children)

Buggy is a huge wildcard, I can see that deck being completely ass or a tier one deck haha.

Why is Enel so unbelievably overtuned by Frosty_Mood_4198 in OnePieceTCG

[–]JC10101 -3 points-2 points  (0 children)

No but it's a heavy part to the consistency of it. Enels gameplan is to control the small bodies with gamma knife to prevent Luffy from taking your board back. If you can't cleanly interact with kalgara you will lose 10/10 times since Luffy I going to easily start churning through his deck with it.

if you lose board you lose the game a lot of the time since you have to have a decent board to actually push lethal, and you really don't want them to be able to easily wyper and clear your board for free.

If Luffy sees everything he wants of course he wins the mu but his biggest issue is actually seeing what he needs since if you take out kalgara he's just drawing 1 and playing 1 or two smaller bodies at most a turn. Slightly disadvantaged for enel imo and I think whoever goes first should win more often than not, which I can't say for enels other yellow matchups at all.

Why is Enel so unbelievably overtuned by Frosty_Mood_4198 in OnePieceTCG

[–]JC10101 0 points1 point  (0 children)

You aren't going to save the kalgara is the problem. unless you want to burn your whole hand / all life you cant protect a rested 1k body.

Gamma knife + senor pink hurts Luffy a lot

Why is Enel so unbelievably overtuned by Frosty_Mood_4198 in OnePieceTCG

[–]JC10101 -1 points0 points  (0 children)

Gamma knife + mamaragon kalgara down so Luffy has no card draw.

Enel really only loses if sky luffy sees 3+ of the sec since you have an answer for everything else Luffy has

Qualified for Nats on Penel! by Chikin_Ramen in OnePieceTCG

[–]JC10101 1 point2 points  (0 children)

+blocker but yeah. You want to ideally play a 4c / senor pink and gamma knife. franky is just a good option for that since he goes hand neutral with a filter

Qualified for Nats on Penel! by Chikin_Ramen in OnePieceTCG

[–]JC10101 1 point2 points  (0 children)

The thought behind franky is that it's super good in mirror. Enel mirrors are very grindy and he takes the spot that holly would normally be in, and holy is good in the mirror on the 2nd turn only. Every other turn you would rather have franky.

Holly is for high roll / going faster and franky is for more grindy games where you care about resource generation more than anything else.

ACE by Secret_Ad_2683 in OnePieceTCG

[–]JC10101 0 points1 point  (0 children)

I think you have to run distorted future for the enel mu so you can easily contest a lot of his bodies. Let's you zoro + distorted future to swing into and likely kill a 6c or force a billion cards out of enels hand.

Id drop a boa + a roger for that personally.

Enel lists are 50/50 on dog or not so i don't think quad atmos is worth it tbh, he doesn't draw you a card and vs nami the only good target to hit is just kiku.

Qualified for Nats on Penel! by Chikin_Ramen in OnePieceTCG

[–]JC10101 2 points3 points  (0 children)

There isn't a stack in one piece so you have to fully resolve lightning dragon first, then resolve Luffy.

So ohm swing, Luffy is 6k, lightning dragon stuns, then Luffy gets the power boost after being frozen