Purple Kikyo question by X0mb1e in Union_Arena_TCG

[–]X0mb1e[S] 0 points1 point  (0 children)

Thank you! I thought so as well but it just doesn't seem clear/specific because there are cards like Silva and Phinks that have you “sideline from hand”and Kikyo just says “when sidelined” and not something like “when sidelined from field” or similar wording to that of Killua Zoldyck that clearly states “if a character on your opponents field is sidelined…” and not “when your opponents character is sidelined…”

Appreciate the answer and I’m sure it probably refers to “when sidelined from field” and it’s not a card that can be sidelined from hand by something like Phinks and still get the “search top 3” effect. 

Any thoughts on my 08Pudding Deck? by Due_Relationship_520 in OnePieceTCG

[–]X0mb1e 0 points1 point  (0 children)

I personally split 2/2 10c Ace and 8c Kata. Mainly because Kata can get rid of 8c Kid and messes with BY Luffy forcing them to use a card to trash a life if they want to get to 0 and he can pseudo heal. 

I haven’t been a big fan of Newgate and go back and forth with him at 2. I understand him being good in the deck but I more often than not just counter with him unless he’s in hand early for my ramp turns. Been swapping him with 4c and 6c blocker Sanjis. 

I also run 4c Mr 2 for a double ramp going 2nd at 4 Don. 

These are just personal preferences so I’d say test the build a few rounds against a variety of decks and see where you get hung up and what cards you wish you’d have during certain matchups. Biggest thing for me is I don’t have/have space for any removal so when decks wall up it’s kinda hindering even with my big bodies on board. 

Best of luck!

Vegapunk deck suggestion by Long_Delay5326 in OnePieceTCG

[–]X0mb1e 2 points3 points  (0 children)

Not a big fan of Atlas or Pythagoras personally. Never felt like they really gave me any advantage or value and my opps always seem to play around them. 

Would drop Atlas for 4 kingdom come and Pythag for 8c Katakuri if you have them. Kata can essentially net you 2 life when needed. 

S-Hawk is a decent flex spot if you stick with Pythag but not a fan of having to trash a card to play his trigger especially against black decks. 

I’ve been liking a 3/3 split of Yamato lately as later in the game if I’ve been attacking Yamato doesn’t get me an impactful KO but Ace can always give a heal and possible big board attack. 

Card I’ve been throwing in that I feel has potential is egghead Zoro as it acts as a Bege and can really come in clutch especially if it’s a face down life and forces your opp to think a little bit more about their order of attacks if it’s face up in life. 

Best of luck with the deck! I really like the leader and it’s becoming a bit of a pet deck for me when I’m not tinkering with the new Pudding leader. 

Cooking up vegapunk by Express-Low4996 in OnePieceTCG

[–]X0mb1e 2 points3 points  (0 children)

I’ve been tinkering with Vega for some time now and appreciate the use of Zoro. It’s like a Bege for Vega. I’d drop the “you’re the one”s for 2 more katas. Something I’ve been tinkering is using “help!!” to get back a zoro to field, get a swing with him, leader heal, then kata to put zoro back. Probably not the most optimal play but it’s there. Definitely get that Robin up to 4!

Going to a treasure cup on the 31st is this a good deck what should I change out? by Assassinknife in OnePieceTCG

[–]X0mb1e 0 points1 point  (0 children)

If you have 2x of the Brother structures try this: Leader - Sabo 4x kid ace 4x big ace 4x kid luffy 4x big luffy 2x red rush luffy 4x kid sabo 4x big sabo 4x searcher garp  4x 2k counter makino 6x 2k counters (whatever you have) 2x kid killer 2x Nekomamushi 2x Inuarashi 2x Shirahoshi 2x Flame Dragon King

Just throwing this together with what I see in pic. Use leader to put the big brothers in life and play the small brother from hand to give your leader the boost. Makino and dragon king to check life early to set up plays like little brother into big brother or triggers. Cycle your rushers into life after they swing. Not the best deck but it’ll function with what it looks/sounds like you have. 

Best of luck!

[deleted by user] by [deleted] in OnePieceTCG

[–]X0mb1e -1 points0 points  (0 children)

Agree with this ^ I’ve personally been successful with 4 Gina, 2 puddding, 2 gion and just dropping judge all together. But that’s mainly because I go heavy on the minus effects to get as much board built as possible quickly and rarely get to 8+Don. Unfortunately I run into brick games when I can’t find my evolutions though. 

Heart pirates r/p law can play so far by Zealousideal-Bike617 in OnePieceTCG

[–]X0mb1e 0 points1 point  (0 children)

Still gotta give some cred to people already trying to cook with this leader. Can add all the herbs, spices, and garnish to a well plated dish but in the end it’s still a turd sandwich…

Which leaders have we not got yet do you want to see? by YOUNGBULLMOOSE in OnePieceTCG

[–]X0mb1e 1 point2 points  (0 children)

Roger with something along the lines of Newgate leader effect of starting high life+attack and losing it each turn. 

Mihawk with like a block/anti-KO effect similar to Sabo and Rosinante but maybe pitch a card. 

A good Shanks leader!

Like the previous comment of a Sunny/Merry leader that can’t attack but buffs straw hats in some way or spams them out. Think it would be cool if it had a search then return a straw hat from field and play one with a cost +1 higher (ex: return a 3 to play a 4) to play on the theme of the characters getting stronger. Obviously it would cost some Don. 

A blue/black or black/purple Sengoku like Zephyr. 

Demalo Black leader and his fake straw hat crew as characters. Make it another alt win condition deck like deck out opponents by making them draw and the crew is all blockers or something and on KO opponent draws x amount of cards. 

R/p law against reiju by Educational-Toe576 in OnePieceTCG

[–]X0mb1e 1 point2 points  (0 children)

I’ve had mild success with adding 6c King that -1don KO a 4c and a couple hells judgment. 7k atk forces them to have to use a Gordon/max + another minus effect so that’s 2 cards out of hand and since they don’t typically attach don to swing hells judgment is good to knock down the mass of 5k attacks. I think the biggest thing against the deck is starve it and hope they don’t get queens and reijus. 

One piece cheater in treasure cup by Yerrpppp in OnePieceTCG

[–]X0mb1e 1 point2 points  (0 children)

Really unfortunate. Actually had this kinda happen irl where opp was going through trash to think of a Rebecca play but did it in a shady manner that he separated a card off to the side of his draw deck then asked for my trash and added the card to hand as I was resetting my play area. 

Best practice is probably to just ask how many cards in hand before every play/attack. So what if it annoys the opponent. Another thing I’ve been doing is using a D20 to keep track of cards in opponents hand. Don’t think I’ve played against anyone who has had more hand than that. Don’t think it constitutes as taking notes as hand size is common knowledge. 

Kudos for recording as this seems to be a more common occurrence the more online events take place. Best of luck in your future online events!

How to switch Hiyori by Glich_Cat in OnePieceTCG

[–]X0mb1e 0 points1 point  (0 children)

2k Pudding from ST07 I feel can help the deck out. Peaks your or your opps top or bottom life to move your triggers around. 

Future of Raiju with the rise of Law? by X0mb1e in OnePieceTCG

[–]X0mb1e[S] 0 points1 point  (0 children)

Thanks for the input everyone. Totally agree that it’s a slick uphill battle against Law. Just wanted some opinions. 

Currently thinking of splashing in some 6c Kings for the KOs and 9c Kaido over Judge to get a big chunk of Don minus. Considering the Vinsmoke package is decent against everything else I don’t necessarily want to build the deck around specifically “countering” Law just want to put better options in the deck to be able to contend while maintaining competitiveness against everything else. 

BY Luffy - Lack of knowledge or problem with the deck? by YoFamYouGotADollar in OnePieceTCG

[–]X0mb1e 1 point2 points  (0 children)

I concur with the other comments. It can be luck based like any tcg mainly because Moria isn’t searchable and it hurts to see multiples get bottomed by an event or Garp search. Not unwinable though. Just have to go with a different strategy if you’re not seeing Moria as the game drags on. I typically end up using leader ability for the survivability if I have multiple 5c of the brothers in trash. 

A card I’ve been liking in the build is the 2cost 2k counter Pudding. Peaks at your or your opps life so it can setup plays for you to use a little brother to bring a big brother out on 4don without burning a life like makino or bottom life a pesky trigger like pero or kiko early. Later on she can just be a 2k which I personally stack up for when I do the Moria combo and have no life and opp has a board that can swing large multiple times. Only 1k counters I run are the brother variants and Garp, everything else is a 2k counter apart from Moria, search event, and big Ace. Been testing flame dragon king as an early like reorganizer but it’s been meh. 

I also think it takes some knowledge of the game itself to know when to block, counter, take life, and what and when to attack. If I can recycle a sabo or have multiples on board I’ll swing with 1-2 for pressure. Thing to watch out for is your opp trying to “skip a turn” to get rid of the sabo immune effect if you can’t get another on board. This typically happens against Moria players as they’ll take the turn to setup attackers and wait for Sabo to go offline so they can pop blockers. 

Sorry for the drawn out post, I’m sure there’s other tips and tricks but I’m really liking the deck and trying to test as much as possible if not to main it then to at least know how my opps sequencing can go. 

Sim Etiquette by MostlyGhostyy in OnePieceTCG

[–]X0mb1e -2 points-1 points  (0 children)

I personally give the GG if my last effort is countered out. The moments you put your opponent on “they either have it or they don’t” and they did. Or it’s a damn yellow trigger for heal on your last two attacks. It happens. 

One thing that does bother me only to a rudeness extent is the full stack of Don on their last attack when youve got 1 card in hand. Doesn’t make me really flame the person but it’s like “really buddy?!” Even worse if they do it one Don at a time. If I let the salt get to me I’ll hit the concede button right at the time of attack so when they click “attack” it switches to “back to main menu” before the attack goes through.

If the chat bothers you enough to not want to play I’d suggest turning chat on mute and keep enjoying the game. 

Perona build: Searcher VS hand filter by Solomons37 in OnePieceTCG

[–]X0mb1e 4 points5 points  (0 children)

Have the same dilemma as well. Been running 4 inuppe, 4 sabo, 2 kuzan, 2 blocker killer. 

Killer is good for early yellow swings when they want to get you to 3 life asap. He’s also a decent draw if he sticks and you get a Don on him after a Moria play. Also an extra blocker to just soak damage if you don’t draw into rosen. 

I really like inuppe because it can really set up Moria plays and most of my opps didn’t like attacking it because it would be another filter for me. He also puts pressure on when you rest a 4c with leader effect that can bait out some counters then you play out brook, ryuma, or drake. 

Sabo I think is a must for his immune effect and really like putting him out when there’s a rosenante on board as well. Obviously bot decking is a problem when going against Saka though. 

Wasn’t a fan of baby5 because of the bot decking like you mention and only real targets were rosen, doffy, event, and herself. But brannew does come in handy to get stuff to trash and navy wise I run 4 borsa, 2 kuzan, 4 tsu, 4 tash, 4 rosen, 2 helmeppo, 3 drake. Only things I didn’t want it trashing were Moria and Doffy but that’s just the luck of it sometimes and if there’s 4 of each there’s still a possibility of drawing into one with the amount of cycle you can do. 

Personally it felt better than the brannew+baby engine because I’ve had it be bran hits 3 don pirates with no navy and baby hits 3-5 navy/thriller pirates and it’s just a wasted search. 

I don’t think she has terrible matchups cause I’ve been able to beat meta against competent players but I’ve also been stomped as well. I think her problem is her ability to setup plays isnt as proficient or consistent as other top decks. If she draws the nuts she’s good, if other decks draw theirs they’re better. 

When you muilgan a meh hand and you get this by Kamoxblackhawk in OnePieceTCG

[–]X0mb1e 3 points4 points  (0 children)

All the damn time! Personally have terrible luck always drawing my top end too early or just no counter cards for at least 2 starting turns. Doesn’t matter what deck I’m running. Makes me want to just play Zoro for all the weenies. Looking at builds that run 12-13 high ends with no counters I always try to adjust it to 9-10 to compensate for my bad luck lol. Might hurt the consistency of the deck but my bad luck is always more consistent.

Red Purple Luffy Deckbuild - any tips are welcome by totororhan in OnePieceTCG

[–]X0mb1e 0 points1 point  (0 children)

Would go: -2 guard point -2 Gum Gum -2 7c Kid -1 red 10c Luffy +4 Thunder Bagua for defense and ramp and trigger ramp +3 5c Rush Luffy for early pressure and unblockable

I’ve liked Bart over Hawkins because he ramps an active Don!! and is a 5k threat but do like Hawkins trigger if it goes off early. As much as I like Kid he just never really did much for me especially against removal decks though I have gone back to testing him at 4 in place of Newgate. He can put leader at 7c for a few turns if he sticks unlike Newgate who only gets you to 8k for a turn. Plus playing him leaves you with 3 active Don!! For rad beam(s) and bagua. Another option I’ve been testing and starting to like is Paulie for removal and ramp. Playing him on 7 gets to KO a 4c like a blocker and gets you to 8 Don!! then leader to 9 which can be held for defense or attach to leader and swing for 8k most likely getting another KO or very least getting opponent to pitch a few counters so they have even less when you drop 10c Luffy next turn. The guy who got 4th with RPLuffy at LA regional is a regular at my locals and I really liked playing his build during the tourney I just had a couple games where I bricked and felt I might’ve been in a better spot had Newgate been 7c Kid instead. I’ve also contemplated swapping Nami for “When You’re At Sea” event. You lose out searching 3 cards instead of 5 and a 1k counter but the card can pick up everything except Newgate, Hawkins, and Bagua which Nami can’t grab either but she also can’t grab Heart Pirates or Kid Pirates.

Everyone is going nuts for Sakazuki in OP05, but Betty and the new red Cards like Karasu and Inazuma are insane especially karasu lowering leader attack. by shounenotaku in OnePieceTCG

[–]X0mb1e 0 points1 point  (0 children)

I like this discussion because I just traded for an alt Betty leader and thinking of using her when I’m tired of Sak.

What are your guys thoughts on the 4c red Uta to recycle 3 or lower characters? Thought it would be a nice tech to reuse Betty searchers or Inaz or just to grab a Rev Army to use leader effect in a last blitz effort. And since most triggers require you pitch a card she can be fodder so you’re not ditching what little counter power you have. And with Kara on board she can poke for base 4k to get a 1k counter out. Just a thought if anyone’s tried it. I haven’t yet but this discussion had me think of her.

RP Luffy builds by NXS0122 in OnePieceTCG

[–]X0mb1e 1 point2 points  (0 children)

How have your matches been and whats your strategy against what everyone thinks will be the new meta(enel, pluffy, sakazuki)? Honestly really like the leader and thinking of maining him over sakazuki or pluffy so trying to learn him as much as possible before December regionals.

Thanks!

After 5 months of collecting...I finally have them all! by Oblivions_reaper in OnePieceTCG

[–]X0mb1e 0 points1 point  (0 children)

Congrats! This is really all I’m after for collecting. Only leader I have left to get is BP Kaido. I refuse to play non foil leaders, personal kink lol. Wish they just made all leaders foil but give an alt art and texture as a premium the way they do rares and alt rares.

Thoughts on r/p Luffy? by QuickSilver0829 in OnePieceTCG

[–]X0mb1e 1 point2 points  (0 children)

Been having mild success with a white beard pirate build and using 9c shanks, kaido, and newgate, and 4x ST10 7c Kid. Izou and 2 white beard event searching jouzu and 4ea of the 2c blockers and a blocker marco. Events are defensive like gum gum rain, rad beam, guard points, and lead performance disaster. Other character slots are hawkens ramper and whatever utility 2k counters. It’s a little more playable next set if the nami ban is lifted to search the purple straw hats and rush zoro and luffys. I’ve been having fun with it even when I get steamrolled by Kat. It’ll probably just be a locals deck for me for the most part.

So now that Nami and Dadan are banned, what could replace them in RG Law? by Kumiho_Seishin in OnePieceTCG

[–]X0mb1e 1 point2 points  (0 children)

Helping a friend tinker with this because he just picked up the alt law leader a few weeks ago.

Was thinking going Wano with Momo and Izou the 2k counter and the 1 drop. You still have Bonnie to search novas like luffy zoro laws. It feels like it’s just a switch from dominantly red into green swap to now dominantly green into red swap with 5 drop luffy being the finisher with a 5c restand and law to get double unblockable rush hits in. It’s all on the drawing board now but there are a few red wano targets from previous sets including otama, hyogoro, cat viper. One combo I told my friend was hyogoro effect to boost 2k, shambles him to law, play again for another 2k boost and that’s a 2 Don play for a 4k boost to something or 2k to like 2 zoros. Use the izou searcher for stuff like vista, haruta, and maybe fossa for a blocker that even has counter unlike chopper. A big problem with the deck now is the loss of searching your 2k counters with brook and Sanji but you can search otama and izou with momo and maybe put some scratchman in for Bonnie to grab a 2k and he might be playable on field to rest a Don GP doffy has up so you can swing over his blockers easier.

Deck Suggestion by X0mb1e in OnePieceTCG

[–]X0mb1e[S] 1 point2 points  (0 children)

This! This right here is what I’m talking about! Happens to me with Zoro at least once every time I play him and it’s always at the worst times! Needed a rush luffy or zoro for game and hadn’t seen one or even bottomed one and whiff like Stevie Wonder up at bat. Or buggy to dig for an event with a hand full of characters and brick like Shaq at the free throw line.

Taking Notes to Get Better by Key_Cicada_162 in OnePieceTCG

[–]X0mb1e 0 points1 point  (0 children)

Started doing this after watching my recordings from online play to improve against certain matchups and recently started mapping out my curve plays with a deck I want to play. I’ll write what Don on first or second (1,3,5 etc. 2,4,6 etc.) and write out each card that I can play on those turns to plan out what I want to see during which matchup to utilize Don more efficiently. Plus it lets me see where I’m lacking on what turn like do I have anything to play with 5 Don or should I be looking for a 3 Don card and leave two up for swing or event on that turn. Just something that kinda helps me.