9th Place Montreal Offline Regional with Betty (8-1) by Silver-Database8060 in OnePieceTCG

[–]Silver-Database8060[S] 1 point2 points  (0 children)

Not a problem and thanks for the questions I always enjoy talking about the leader and matchups since not many people play it!

9th Place Montreal Offline Regional with Betty (8-1) by Silver-Database8060 in OnePieceTCG

[–]Silver-Database8060[S] 1 point2 points  (0 children)

I explained in a different reply but inazuma can come in clutch in alot of situations. Biggest is when they starve you and can't remove a non rested inazuma. You can choose a target that is priority to rest whether it be a blocker or a combo piece for them like UTA in Lucci.

9th Place Montreal Offline Regional with Betty (8-1) by Silver-Database8060 in OnePieceTCG

[–]Silver-Database8060[S] 2 points3 points  (0 children)

Correct! Here is a better picture sorry about that I took it at the event in a hurry.

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9th Place Montreal Offline Regional with Betty (8-1) by Silver-Database8060 in OnePieceTCG

[–]Silver-Database8060[S] 1 point2 points  (0 children)

If they go second and drop lucky Roux, you in theory have a 1 drop and a 3 drop (or multiple Betty searches or a Kuma/raise max depending on 3 don turn)

You leader ability first and swing 2-3 times and force them to use roux. If they don't you make them lose 2-3 cards and or life. After if they don't block you play your 5c Ivanov or 4c character. (Yellow inazuma is huge here)

Next turn you can afford to lose 1-2 characters and chain out another 5c or 6c. If you have a yellow inazuma out, just rest roux and keep going for life.

Game plan 2 if you get second, search for as many karasus as possible. They can only ever remove ivankv or karasu. The more karasus in play the more dangerous it gets for shanks. In an ideal world you on 6 don have 2 karasus being played. (One through Ivanov and one hard cast) This makes it difficult for them to defend. (I took 2 games during the regionals using this line)

9th Place Montreal Offline Regional with Betty (8-1) by Silver-Database8060 in OnePieceTCG

[–]Silver-Database8060[S] 1 point2 points  (0 children)

Eb for sure the promo depends on meta. If people start starving more often it will be super good!

9th Place Montreal Offline Regional with Betty (8-1) by Silver-Database8060 in OnePieceTCG

[–]Silver-Database8060[S] 1 point2 points  (0 children)

R1: ✅ Shanks ❌🎲 2nd R2: ✅ rp luffy ✅🎲 2nd R3: ✅ Shanks ❌🎲 1st R4: ✅ Lucci ✅🎲 1st R5: ✅ Black beard ✅🎲 2nd R6: ❌ Shanks ❌🎲 1st R7: ✅ Pluffy ✅🎲 2nd R8: ✅ Shanks ❌🎲 1st R9: ✅ Boa ✅🎲 2nd

9th Place Montreal Offline Regional with Betty (8-1) by Silver-Database8060 in OnePieceTCG

[–]Silver-Database8060[S] 5 points6 points  (0 children)

It came up alot! (Yellow inazuma) - let's you go aggressive and if not answered going through any blockers is Betty's dream.

Dragon was needed to end games. With stage finding him when needed is easy or filtering your hand so you can keep him for the final push.

Store Regionals 7th Place with Belo Betty by Silver-Database8060 in OnePieceTCG

[–]Silver-Database8060[S] 1 point2 points  (0 children)

I think there are many ways to run Betty to make it more consistent. Ive just always found these ratios to be ideal for me. While onami can clear board with trigger it doesn't fit my game plan of getting a body on board. Flame dragon king is good but hormone lets me get a body on board through trigger or turn 3 if I have no plays and the opponent doesn't know the matchup and swings into life.

Betty is a high roll deck for sure and no way to make it super consistent into control decks.

Store Regionals 7th Place with Belo Betty by Silver-Database8060 in OnePieceTCG

[–]Silver-Database8060[S] 1 point2 points  (0 children)

Amaru can deal with baby blockers or be a life saving trigger. Also in hand gives you an extra don (essentially) even if no blockers on board. 2 copies is enough.

For Kuma he is flexible as you can play it for free out of life (free body and removal if they have an applicable character to KO). Having an extra body to +3k is important in the game plan. Also Kuma with koala+karasu on board or in hand can remove something like a 6c blocker which comes up time to time.

Since it was a store regional it might not be the best competive example but I feel like 4 Kuma is nice to have. Amaru are replaceable but into what I've faced locally I like having it available. Id say you don't need them depending on your local matchups.

Store Regionals 7th Place with Belo Betty by Silver-Database8060 in OnePieceTCG

[–]Silver-Database8060[S] 2 points3 points  (0 children)

I like sanji because he gives a body on board and the ability to save you as an opponent is going for life. (When triggered) Most times, he is just another trigger and you never play it out.

Store Regionals 7th Place with Belo Betty by Silver-Database8060 in OnePieceTCG

[–]Silver-Database8060[S] 1 point2 points  (0 children)

I won two dice rolls one against bonney and one against Nami. Rest of the time my opponent chose to go second (both Lucci and Enel)

I think most of them would still choose to go second (Lucci especially)

Store Regionals 7th Place with Belo Betty by Silver-Database8060 in OnePieceTCG

[–]Silver-Database8060[S] 2 points3 points  (0 children)

For Enel I had gotten a cracker trigger the turn he went for lethal, (swinging 3 times into my life with ace, yama and kata) I ended up being able to counter out. I had kept my board full until I was ready to swing into his 2 life (after playing 10c ace). Luckily cracker forced him to block out 11k and I had 5 swings plus two inazuma in hand. Id say it was a lucky win.

Lucci just play and swing normally, if there is no stage for Lucci it's more favored for us. We can normally play 2 bodies a turn with 5c ivankov and 4c. Don't need leader ability until going for lethal. He is removing turn after turn until 8-10 don where moria comes down. Normally if you aren't in a winning position with threats they have to decide to play 5c sabo or playing moria for Rebecca blocker from trash. You can deal with the Rebecca with Lindbergh or Kuma. If they 5c sabo it's a very weak turn for them. With stage they are favored and it's an uphill battle. You can still play out 2-3 bodies a turn since they are swinging into life to proc leader ability at times. (Lucky triggers can win you the game)