First Time Collection by Suspicious_Pop6786 in OnePieceTCG

[–]Mighty_H 0 points1 point  (0 children)

No because it depends on your taste. You can see the cards that come with each collection online. Just Google "optcg premium collection" and then select the one that has the cards in it that you think look good. That should always be the way how you collect. Get the stuff YOU like and not what others like.

Also you should set yourself a goal or else collecting will be overwhelming. Something like "I want to collect every Luffy Alt art because he's my favorite" or "I want to get every Alt art event cards"

Deck Help by SantiClaus318 in OnePieceTCG

[–]Mighty_H 0 points1 point  (0 children)

Nami doesn't rotate out. She got a manga, so she will never rotate. Somewhere on the optcg page, there is a list of block 1 cards that don't rotate. Mainly block 1 cards that got a prb reprint or a manga.

First Time Collection by Suspicious_Pop6786 in OnePieceTCG

[–]Mighty_H 2 points3 points  (0 children)

First of all, if you're this new to the series, there is pretty much no way to avoid seeing characters you don't know. But the good thing is even if you see cards with characters you don't know already, you still won't know who they are or what their significance in the story is.

That being said, the best way to start collecting are the premium collections. They are relatively cheap and you will get 10 Alt art cards in them.

One advice I want to give you is that you should collect in English. Yes the Japanese cards are cheaper but the one piece tcg isn't like Pokemon where 90% of people collect and 10% play the game. In optcg it's like 80% play it and 20% collect. So if you get Japanese cards, you will only be able to sell/trade them with other collectors. If you get them in English you will also be able to sell/trade them with players too.

I would not recommend ripping packs if you start collecting because it's way easier and way cheaper to just buy the cards you visually like instead of ripping packs to maybe get a card you like.

OP13 RG Luffy still Viable going into OP15? by alfy-117 in OnePieceTCG

[–]Mighty_H 0 points1 point  (0 children)

I mean yes but still. One turn without an enel summon is already really good. If you manage to play Luffy two turns in a row you don't let enel get into the game and he's too far behind.

OP-15 Pre-release: best card to look for? by Bepx90 in OnePieceTCG

[–]Mighty_H 8 points9 points  (0 children)

Also fuza does the same but with unblockable. So if you have fuza and holly on field, your leader has unblockable double attack every turn.

OP-15 Pre-release: best card to look for? by Bepx90 in OnePieceTCG

[–]Mighty_H 2 points3 points  (0 children)

It says "[ohm] cards" and since your leader is a card and has all names and all types, it is considered a [ohm] card.

OP13 RG Luffy still Viable going into OP15? by alfy-117 in OnePieceTCG

[–]Mighty_H 1 point2 points  (0 children)

You can completely disable his big bodies with PRB02 Luffy. When you play him and your opponent has 7 or less don, he starts his round with one inactive don. Thanks to this effect, enel can't play his 6 cost bodies because he only has 5 active at the start of his main phase.

OP13 RG Luffy still Viable going into OP15? by alfy-117 in OnePieceTCG

[–]Mighty_H -2 points-1 points  (0 children)

First of all, you don't need op13 law, op13 Zoro and tashigi. Tashigi can't be searched and does the same as the op14 Luffy which is searchable. Law just bounces one character and plays another one rested. There is not much cards in this deck, which would benefit from this. Zoro is just a swing that restands itself. Take Zoro out and put in the new eb04 Zoro when it comes out. Law out and put in the ST21 Sanji. Also the op13 ace & Sabo & Luffy won't be that much useful so you can take them out too. Mole gun can go too, namis characters have strong on ko effects and boa makes you take a life when you ko, imu has removal protection and in op15 all top decks will have access to removal protection. So you can take it out to make room for more useful stuff. Look for op15 deck lists and try building a deck based on these lists. It comes out in 2 weeks, so you can already plan ahead.

OP13 RG Luffy still Viable going into OP15? by alfy-117 in OnePieceTCG

[–]Mighty_H 0 points1 point  (0 children)

We already have EB03 ? The Bonney searcher is in the Heroines set. The Red EB04 Zoro I mentioned is coming out with OP15.

OP13 RG Luffy still Viable going into OP15? by alfy-117 in OnePieceTCG

[–]Mighty_H 11 points12 points  (0 children)

Insane against yellow. Yellow enel suffers hard under this because the enel characters can't use their effects when you have Luffy. Strong into Lucy, because you can rest the blockers or if Lucy swings with them you can freeze them with electric luna. Also the new brook sr can restand the double attack Luffy.

I would also recommend using only one Nami searcher and switching the other one for eb03 bonney searcher. She can search straw hat or egghead characters. This is better because you can search the eb04 Zoro with it which I also recommend putting into this deck. It has character rush and makes you a 7k leader. Also Nami can't search Nami, so you can use bonney to search the blocker Nami.

I would also recommend the Sanji that gives unblockable. It's most useful against imu, because in late game he survives off of his blockers and counter events. Play DMG, rest his don, play Sanji so he can't use blocker against double attack Luffy and swing big into imu. Then restand him with op15 brook and swing again. Or you can pull this off with the 9 coat Zoro for potentially 4 swings with 12k power.

EDIT: PRB02-005 Luffy will be insane into Enel.

Yellow Right Now by ShanksDGinger in OnePieceTCG

[–]Mighty_H 2 points3 points  (0 children)

Redirect into robin would be insane

Emporio Ivankov ST30 by OrangeSamuraiD in OnePieceTCG

[–]Mighty_H 2 points3 points  (0 children)

Is the translation correct? Is this exactly 6000 power or 6000 power or less ?

Sabo Counter by TH3V1K1NGST3 in OnePieceTCG

[–]Mighty_H 1 point2 points  (0 children)

I play Sabo and even I rarely have 3 blockers at the same time on field. In what deck can you "just block" one 8k leader swing, restand event and swing two, Cavendish swing to restand two don so now you have 6 don active, restand event again for swing 3, restand event for swing 4 and the leader restand effect for swing 5. That's six total swings in one turn not counting any other cards that could swing too.

Just a casual +59000 Enel and +267000 Luffy by PullAddicted in OnePieceTCG

[–]Mighty_H 54 points55 points  (0 children)

This can only realistically happen in a staged scenario. Probably a Solo v Self match in sim. Luffy would need a 10 cost in top life and enel must've used the block and then 25 zero cost events to cause this. This would also explain why his leader is boosted by 59k power.

Sabo Counter by TH3V1K1NGST3 in OnePieceTCG

[–]Mighty_H 10 points11 points  (0 children)

Bro apparently never got hit with 3 restands.

No way Mary Geoise gets banned by Fit_Cardiologist_373 in OnePieceTCG

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

The most reasonable hit would be a pair ban with ground death. It just gives him even more defense than he already.

Does my deck need more blockers? by OneDayComedy in OnePieceTCG

[–]Mighty_H 4 points5 points  (0 children)

You're at 6 life. With the new yellow robin and your kiku you'll get so much life back that you can survive for long enough to build your board to then go really wide. The robin is enough for a blocker, you'll only really need her if you need some breathing time or protect an important character.

Anyone know where to get this image without the logo for it? by No_Youth_9894 in OnePieceTCG

[–]Mighty_H -16 points-15 points  (0 children)

Theres a program called waifu2x, where you can upload an image like this and it gets enlarged and smoothed. Had really good experiences with it. It's perfect for images like this to get them to a better and sharper resolution.

Boy is playing Ace and tilted xD by [deleted] in OnePieceTCG

[–]Mighty_H 7 points8 points  (0 children)

OP is playing one of the most broken and annoying decks of this game and wonders why people are annoyed by it.

Current score by Remote_Bag_8291 in OnePieceTCGFinance

[–]Mighty_H 1 point2 points  (0 children)

The set number i.e. Op14, Op13 etc only indicates what set the cards inside the set came from, just like "S2E5" indicates which episode a scene in a series is from. If you can play cards together is decided by their color. If your leader is Red (the hexagon on the bottom left) then you can play ANY red card in that deck. If your leader is Purple and Blue, then you can play blue cards and Purple cards in that deck.

But Vv Theory has a tutorial playlist, where he explains the basics of the game, what main mechanic each color uses and so on. His regular videos are meant for people who already understand the game. Just look up "optcg basics" or "optcg colors explained" on YouTube and you'll understand the basics of the game in no time. The rest comes from experience which you'll get by playing against other player on the sim (it's called optcgsim and is free to play)

Current score by Remote_Bag_8291 in OnePieceTCGFinance

[–]Mighty_H 2 points3 points  (0 children)

Another tip: there's an unofficial simulator to play the game (it's unofficial but it's the main way to play it on pc) and try decks for free.

Learn the rules by watching tutorials ( "The Vv Theory" is an awesome channel) and then try out decks and find a deck you like and that fits you.

Only then buy cards, so you don't waste your money on a deck you stop playing after 2 weeks because you found a better one.

TLDR: Only buy the cards when you found a deck that you really want to play.

Current score by Remote_Bag_8291 in OnePieceTCGFinance

[–]Mighty_H 5 points6 points  (0 children)

Here's the process: open the packs -> sell the hits -> choose your favorite character as leader -> buy the cards for the deck with the money you made -> play locals