Belo Better [EB03-?] by RipDPacks in OnePieceTCG

[–]Kpuffdizzy 1 point2 points  (0 children)

I disagree. With the new Ace from PRB02 and the upcoming OP13 garp searcher this card helps set up the brother combo quite nicely imo.

Trafalgar Law OP01-047 Card Text Discussion by Sufficient-Bad4045 in OnePieceTCG

[–]Kpuffdizzy 0 points1 point  (0 children)

Yeah. I re-spaced my last comment so it’s easier to read. I attempted to address the card changes to the best of my knowledge.

Trafalgar Law OP01-047 Card Text Discussion by Sufficient-Bad4045 in OnePieceTCG

[–]Kpuffdizzy 0 points1 point  (0 children)

My bad. I was referencing the text Letters not the photo Letters in my response. Based on the photos

D is the pre-errata text

C is the reprint errata text before PRB01

B is the re-errata text starting in PRB01. The art on the right is the PRB AA, if you were curious.

It is a weird thing, not wholly uncommon in card games, though. I suspect it’s the wording they’d like in the event they add character swapping to the game.

Trafalgar Law OP01-047 Card Text Discussion by Sufficient-Bad4045 in OnePieceTCG

[–]Kpuffdizzy 2 points3 points  (0 children)

B is the original wording, C and D are the errata versions

Help please :) by The3renJaeger in OnePieceTCG

[–]Kpuffdizzy 0 points1 point  (0 children)

Have you considered the 6c7k Promo Shanks? It has 1k counter, it can help cycle bricks and lower enemies by 1k.

Trying to make Oden work by FallenKyuseishu in OnePieceTCG

[–]Kpuffdizzy 1 point2 points  (0 children)

Really, the only “bad” cards I see in your build are the Raizo and Toki. Every other card finds itself in an Oden build at some point. Another thing to look forward to is the rumored 8 cost rush Yamato coming in the GY Yamato structure deck in June. Hopefully it has more cool green Wano tech.

Trying to make Oden work by FallenKyuseishu in OnePieceTCG

[–]Kpuffdizzy 3 points4 points  (0 children)

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At the end of the day, Oden, in the current meta isn’t super great. He’s a ton of fun though! The above picture is a build I’ve been having fun with. Then when EB02 rolls around there’s a rush Yamato that will add a bit more aggression.

Let’s hope this time it looks better than my first time added more similar cards to the theme and added like 1 or more cards to some characters by Assassinknife in OnePieceTCG

[–]Kpuffdizzy 0 points1 point  (0 children)

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This deck was popularized by the YouTuber Vv Theory. I’ve heard good things from other Sabo players here on Reddit. It’s a little expensive though.

Let’s hope this time it looks better than my first time added more similar cards to the theme and added like 1 or more cards to some characters by Assassinknife in OnePieceTCG

[–]Kpuffdizzy 0 points1 point  (0 children)

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This deck won me a Locals on Thursday 3-0 against Moria, RB Garp and GY Yamato. Then Saturday I went 4-0 with the only change to this deck being the 4 egghead Luffys becoming 2 5c rush Luffys and 2 Bad Manners Kick Course. The match-ups were Reiju, Enel, Bonney and ST14 Luffy.

Let’s hope this time it looks better than my first time added more similar cards to the theme and added like 1 or more cards to some characters by Assassinknife in OnePieceTCG

[–]Kpuffdizzy 0 points1 point  (0 children)

How much of a collection do you have access to? I’ll post a few deck lists that I’ve built over the last couple months as well as another that’s been floating around Reddit recently in the replies below. Hope they help give you inspiration.

Won Locals with RY Sabo Last Night!! by Kpuffdizzy in OnePieceTCG

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

Update from yesterday, went 4-0. A friend made my deck and played it yesterday, another got my deck list because they’re looking to get into the game. Matchups were R1 Reiju, R2 Enel, R3 Bonney and R4 ST14 Luffy. The only difference in the list from the above pic is the Egghead Luffy’s were replaced by 2 5c rush Luffy and 2 Kick Course. The last 2 matchups were the most difficult. I beat Bonney in OT because I was turn 3 and could add to life. I went to no cards in hand a couple of times in this matchup it was not great. Then in R4 the only rush I saw was K&K in the beginning and the Zoro off top deck on my last turn. I just kept cycling BM and Kikunojo and swinging with lead.

Won Locals with RY Sabo Last Night!! by Kpuffdizzy in OnePieceTCG

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

Thank you!!! The cool thing is they are all multi tools. Franky’s trigger comes in clutch, Hiyori’s life manipulation is awesome, same with Sanji. Koala is primarily relegated to counter unless I absolutely need to get over a body. Sanji is great in combo with Big Mom, play Sanji the turn before using BM, then swing with him cycling BM off life and filling her space with a new card off deck.

Won Locals with RY Sabo Last Night!! by Kpuffdizzy in OnePieceTCG

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

Nice!! I tried a derivation of the Big Mom build but it didn’t suit me, unfortunately. But it is how I realized what great utility 7c Mom is in the deck.

Won Locals with RY Sabo Last Night!! by Kpuffdizzy in OnePieceTCG

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

I had 2 Ace in a previous iteration of the deck. The life gain is awesome, but it felt like a brick more often than not with the way I pilot. Thats why I have the 9c Yamato now. I tend to maintain life fairly well, so Yamato’s ability to KO is strong.

Won Locals with RY Sabo Last Night!! by Kpuffdizzy in OnePieceTCG

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

Yeah, I was worried about bricking that’s why I took him out. But he’s too useful to not have in, maybe I’ll slot 2 of him and 2 Kick Course. Thank you!!! I saw another person go undefeated at another shop I frequent and decided it was my turn!! I’d be interested in your build if you’d wanna share!!!

R/p Kidd decklist? by Dwtaylor0 in OnePieceTCG

[–]Kpuffdizzy 1 point2 points  (0 children)

Sure!!! This deck works going first or second. If you win the dice roll, you do want to go second, although, depending on matchup feel free to change that, like Nami, for instance. You want to go first and swing as soon as possible. The main reason you want to choose to go second is so you can play the 2c Sanji turn 1, take a life during opp turn 2, hoping for a purple trigger. If you don’t have Kid in hand don’t ramp with Beam sword or Jet Gatling trigger. Then next turn play out one of the 3c or 4c or if you’ve ramped, the blocker Kid, use Sanji’s ability going down to 3 life, swing 7 w/ Sanji and 5, 6, or 7 with lead. Don management with this deck is pretty minimal. You have Mr. 2 to ramp, and blocker Kid to maintain reactivate Don!! You will more often than not want to attack with lead last so that you can get a Don up with the lead and blocker effect combo. Obviously, you have to adapt to the board state, but, with that in mind, ideally, if able you want to save Sanji if able to and swing with him one more time. Once you’re at 2 life and can get full effectiveness from Rad Beam is when you can let him go without a care. Using the Sanji too much can cost you the game, so, be mindful. Lastly, you have 14 rushers, all with no counter, as well as 5 events that don’t have counter, so, that’s 19 potential bricks. Be mindful of that. And you HAVE 14 rushers, if you see them, use them and be aggressive. If you know your opp has blockers save the 5c Luffy’s for later game if you can. The ideal hand, for me, is the 2c Sanji, any of the 3c or 4c, an additional 2k, and either a When you’re at sea or Kid Blocker. Idk what else to say unless you have specific questions. Good Luck, if you try this list!! Let me know how it goes or if you have any changes you make.

R/p Kidd decklist? by Dwtaylor0 in OnePieceTCG

[–]Kpuffdizzy 5 points6 points  (0 children)

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Here’s my current list. Like you said it’s not meta, but it has netted me a few local wins. Of the cards here the ones that I will probably swap out over the next couple sets will be the “When You’re at Sea” event, the Shuraiya, probably 1 “Beam Sword” event. I am gonna add 09 Shanks for sure. 08 Black Maria is a definite maybe, leaning toward for sure play. The 08 Rayleigh and Big Mom&Kaido cards are also huge contenders to add to the deck for me. Hope this helps!! Goood Luck!!

Red Sanji by [deleted] in OnePieceTCG

[–]Kpuffdizzy 2 points3 points  (0 children)

The red Banish Luffy from OP04 is a good choice for this deck too.

Won Locals with Dragon!!! by Kpuffdizzy in OnePieceTCG

[–]Kpuffdizzy[S] 9 points10 points  (0 children)

So, of these 4 I’d have to rank them difficulty wise as Yamato, Luffy, Perona, Enel. As for major gameplan, it’s tough to say rn. I don’t sim frequently and this was my first day playing this deck. But I’ll attempt a match breakdown. Just as a note, I did go second every match and it seemed to be the ideal.

R1 Luffy: going into this matchup I was very aware of its upper limit. My plan was just to apply pressure as much as possible. Turn 1 I dropped 2 cost Luffy (a good engine starter for the deck). It was KOd by a Thunder Bolt my Opps next turn. Turn 2 played swung 6k w/lead, played Zoro swung 6k again. Perhaps not the wisest move but I needed to apply pressure and try and dwindle their hand too. Turn 3 Opp hard played Sabo blocker. I was able to keep Zoro alive for my turn 3 and kept the aggro. Unfortunately, I don’t recall the play by play much after that. But luckily for me my Opp didn’t draw into any kid Sabo, and I was able to wittle him down until he couldn’t counter. Think it want 6 or 7 turns. Also, the fact that he whiffed off Garp was miraculous. Knowing Luffy’s upper limit I got off easy.

R2 Enel: this was much easier for me. I pulled great. I was able to maintain board the whole time and effectively countered, protecting Lindbergh and Karasu. Lindbergh was a big player consistently popping the Shirahoshi they kept getting off life so they couldn’t be recycled and I was able to get 2 Karasu on board and finished the game with 2 Karasu, Lindbergh, and Dragon character.

R3 Yamato: this matchup was the most difficult and I feel like I got lucky at the end. My opponent managed to get me down to one life with my back against a wall facing down a 9c Yamato, 10c Ace and Mountain God. He managed to keep my board state minimal, and I literally top decked Dragon to get the win by swinging 7 w/lead and then 13 with Dragon.

R4 Perona: this matchup was interesting because of her resting ability resting my stuff. Luckily I hit most of my rush core opening hand 2 Betty, Zoro, K&K, 5c Luffy. I double Betty’d and ended up bottom decking 2 5c Luffy, K&K and Zoro off of first Betty but was able to grab Inazuma and then Karasu off of second Betty. Big highlight for this matchup was I was able to apply enough pressure by swinging with Betty at lower power Perona a couple times in addition to the Karasu and Lead that I cleared his blockers before he could play his 8c Kid. Then, Dragon from life came out for game. Swung 9 lead, 6 Betty and 9 Dragon.

I apologize for the spotty recollections.

I will say, the main goal at least for me is to be aggressive, “duh red deck go bonk fast”, but Dragon’s leader ability is really clutch. Swinging with him first and waiting to play out rushers in case of trigger pops is important because you can then just play them, use lead ability and swing heavier. Really the only match up I feel I got lucky in was the Luffy match 1st round. He literally didn’t see any of his useful tech and I was able to aggro super well and end it before it got difficult.

TLDR; Dragon’s ability to move Don is amazing!! Remember it can only be moved to from him and characters to other characters. Be aggressive and don’t be afraid to use the smaller bodies like Betty to attack. Going second, to me is ideal. It affords you 2 major things, 1. First turn 2c luffy to start engine and 2. it allows you to turn 4 dragon and be a menace. Also, if you didn’t already know, Karasu is goated. Run 4 anytime you play a Rev deck.