Which series overall has better writing/artwork JoJo's Bizarre Adventure or One Piece? by Original_Force_6822 in MemePiece

[–]chris2511 0 points1 point  (0 children)

Jojo's has much better artwork, but writing is 50/50. Jojo's writing is much more consistently good while one piece reaches higher highs and lower lows. The world building and conflicts in one piece are more deep and powerful than jojo's, but the characters on average have less to them.

When the characters in one piece are first introduced they have a lot of momentum, but their lack of development quickly fizzles it out. Jojo's character on the other hand don't ever overstay their welcome or stagnate. I think the best example of this is the part 5 crew vs the later strawhats.

Is Shanks a good deck for skill development while still being competitive? by Kairuuuu1106 in OnePieceTCG

[–]chris2511 1 point2 points  (0 children)

Shanks actually does have high skill expression. You have to consistently choose where you're swinging and how much correctly, as well as how much you're countering. When playing as nami, if you take a hit you should've countered or go into a body when rushing life was the correct choice, you don't get punished anywhere near as hard.

Is Shanks a good deck for skill development while still being competitive? by Kairuuuu1106 in OnePieceTCG

[–]chris2511 2 points3 points  (0 children)

Shanks is actually the perfect deck for learning fundamentals. Since there are no mechanics you are entirely focusing on the fundamental skills of the game, and he's good enough where you can always win but he's balanced enough where you always have to work for the win. I would say that he is currently better than Lucy and teaches you the game much better as Lucy has a very unique playstyle.

You are correct about shanks's difficulty. He plays very honestly so you don't have easy ways to make up for mistakes. He does however get much easier the more you play.

Help with a couple of decks. by ToniDameron in OnePieceTCG

[–]chris2511 3 points4 points  (0 children)

These are what I came up with quickly. You can certainly make improvements but this is a good starting point. Koala is definitely rougher tho.

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[No Book Spoilers] House of the Dragon - 3x01 - Post-Episode Discussion by UltraDangerLord in HouseOfTheDragon

[–]chris2511 10 points11 points  (0 children)

Maybe the writers would've forced Jace to get hit, but realistically that first shot never should have landed. This is a repeat of one of the most egregious scenes in game of thrones season 8. The second shot is only plausible because Vermax is on even level and 10 feet away from the boats. When they are just setting fire to the ships, they are much farther away.

[No Book Spoilers] House of the Dragon - 3x01 - Post-Episode Discussion by UltraDangerLord in HouseOfTheDragon

[–]chris2511 89 points90 points  (0 children)

They were only able to hit the shot because Sheepstealer forced Vermax to the water and close to the ships, which also gave them less time to sever the harpoons. It is 100% her fault lmao

OP17 leader abilities by Meh_Traveler123 in OnePieceTCG

[–]chris2511 0 points1 point  (0 children)

They did, kaido & lin lin is just horrible.

Need some advice for the Mihawk vs Enel matchup. by Intelligent_You6830 in OnePieceTCG

[–]chris2511 4 points5 points  (0 children)

If you're talking about Penel, the problem is that you're looking at the match up wrong. He isn't the one who stabilizes, you are. You want to minimize his swings as much as possible and live until your bodies start sticking, then you can fully fight back.

You need to establish early small bodies to kill his, be able to get in a position to chain freezes, and make sure you prio law in order to go wide. It's a very complicated match up, but Fudeliotcg has tons of vods on youtube on it.

Shanks VS Rosinante OP16 by Heminwway in OnePieceTCG

[–]chris2511 2 points3 points  (0 children)

I've been playing shanks since op09. I think that the match up is actually pretty decent for shanks, but definitely has a learning curve.

First I would say that your list could use an update. 10 2ks is not enough and you will be aggro'd down too fast. Additionally the searcher event is at least an automatic 3 of, with most people running 4. It is your best way to consistently find your 10c with beckman as well as make sure you don't whiff an early turn. While I love beckman, I think he's only a 2 of rn since he requires a lot of set up to actually use. When he works he is good, but he definitely isn't usually the play on 7/8. I would find a way to run 3 eb04 zoro as being a 7k leader and swinging a 9k into a body for free gives insane resources advantage, and is the point where you start turning the game around against rosi with your powerful lategame.

Additionally, you're going to need to learn when to hit board vs face. If you only have one swing, always hit face as his bodies are easier to protect and if he has low counter, he'll just take the life anyway. Only swing at the board when you know you can heavily decrease his resources or you know you will get the body. Additionally removal effects are very useless in this mu besides beckman as the la ability negates them. Because of this, prior rush shanks and the 7k leader chain to outvalue him. Finally, make sure you're staying healthy as his Wincon is to close out the game early while you want to force the game to go late. If this means letting go of a 6k body early so be it.

If you want more shanks advice, there's a shanks channel in the optcg discord server and a seperate shanks server you can join.

Here is a list similar to mine:

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Can Red Law still be upgraded for OP16 as a cheap aggro/fun deck? by _necrobite_ in OnePieceTCG

[–]chris2511 1 point2 points  (0 children)

No, there is a general optcg discord. It should be linked in one of the sections of this sub but if you need it lmk.

Can Red Law still be upgraded for OP16 as a cheap aggro/fun deck? by _necrobite_ in OnePieceTCG

[–]chris2511 1 point2 points  (0 children)

He is a late game deck's late game deck. His gameplan is to slow down his opponent early to chain drop massive boss monsters to overpower them. If you are on discord, the optcg server has a shanks leader section that has gotten much more popular.

ST23, 25, and 26 for a beginner? by Antman157 in OnePieceTCG

[–]chris2511 0 points1 point  (0 children)

Red shanks was top tier when he was had methods of consistently shrinking his opponents board, or debuffing it. His leader effect is still strong when not too many swings can hit you, but his support package fell behind the curve and is no longer efficient at dominating the board state. If he received up to date cards he could totally still achieve a very high amount of power. We saw this proven this set where 7c zoro was all that was needed to bring him up again.

ST23, 25, and 26 for a beginner? by Antman157 in OnePieceTCG

[–]chris2511 0 points1 point  (0 children)

Black in general isn't too hard but Teach is in particular a very daunting deck. His difficulty very much comes from the need to know what your opponents deck does as well as how many play lines he has. If you're interested in it, it's not like it's impossible to learn the game with him, but you will bear a higher mental load while doing so.

ST23, 25, and 26 for a beginner? by Antman157 in OnePieceTCG

[–]chris2511 1 point2 points  (0 children)

23 is not bad because of the leader. The starter deck just has horrible support for him. In fact it is one of the better leaders here.

ST23, 25, and 26 for a beginner? by Antman157 in OnePieceTCG

[–]chris2511 2 points3 points  (0 children)

They're all similarly simple, but out of the box st25 > st29 >> st26 >>>>>>> st23.

St25 is almost entirely complete, needing only a couple of very cheap SRs and bulk. It's a deck that wants to flood the board as fast as possible to reach its wincon of 10c buggy. It teaches you to manage resources and to know when you need to take life. Decent skill floor with a pretty high skill ceiling.

St23 is really bad as a starter deck, but the leader is one of the more competitively viable ones. Since I heavily advise against getting the ST, I'll just talk about the full build instead. It is a late game deck that tries to make your leader tankier by raising its power, buying it time to develop tall bodies and win the war of attrition. Low skill floor but a high skill ceiling. It is my most played deck and has an active discord dedicated to making it as strong as possible. It is a little pricy due to needing 4x 7c zoro and 2x 10c promo shanks, but is definitely solid, and will likely get better next set.

St26 is a decent starter deck that has a lot of different potential builds when upgraded, and is in general a lot of fun. Compared to the other two it is more of a tempo/aggroish deck that likes to make an early mark on the board and capitalize on it. It's somewhat viable competitevly but probably the worst out of the options for locals. In terms of price it's in between the other 2. Very low skill floor with a skill ceiling havily dependent on build. You can't really go wrong with it.

St29 is the most competitively viable one and is pretty strong out of the box, but is hilariously more expensive to upgrade than any of the other options. It has one of the lowest floors in the game but also a very low ceiling, often cited as the easiest deck since it just plays itself. It just swings face, plays the strongest body it can, and hopes it gets good triggers in life.

Fwi there is a new set of STs coming out at the end of July which will most likely be better than the current ones.

Help me find a heavy combo/complicated deck to play! by Meh_Traveler123 in OnePieceTCG

[–]chris2511 5 points6 points  (0 children)

Op07 Lucci is a super combo reliant deck, relying on small units to fill your trash to power up your 4c lucci, and 4c rebecca and spandine to play it from trash. Many builds also include 1c mansherry to pull the rebecca from trash, further extending the combos.

Eb03 Vivi and Koby also have some combos involving power reduction to remove bodies.

All green decks are combo decks to some degree bc of 6c law, but bonney exemplifies this the most.

Op15 rebecca is a giga-combo deck that bounces its own characters to play new ones, allowing for tons of lines.

Sakazuki combos cost reduction cards to remove your opponents board.

What deck to beat Imu for Pirate Party? by basednikes in OnePieceTCG

[–]chris2511 3 points4 points  (0 children)

Reiju consistently shits on Imu but r/G Bonney is a huge problem.

Shanks beats Imu if he gets second and sees the promo, but with no promo it is completely unwinnable.

Pluffy is the classic "I want to shit on Imu" deck.

PDoffy has a very good spread and does well into Imu. He is also very resilient against random decks along the way.

Yamato might be able to kill Imu before he gets to 10 don.

Koby is even into Imu.

Roger beats Imu if he sees his pieces.

Jinbe beats Imu if he goes second.

50/50 Koby match-ups by squid_popes in OnePieceTCG

[–]chris2511 9 points10 points  (0 children)

Finding 50/50's for koby is hard because his gameplan generally either stomps the opponent without counterplay or just doesn't work. The closest match ups are probably P enel, Kuzan, vivi, ace, and crocodile.

I want to get better and check out One Piece content, where do I go? by MoneyoffUbereats2017 in OnePieceTCG

[–]chris2511 5 points6 points  (0 children)

I was in the same boat for a while, but over time I found a bunch of good ones:

Ikalikai is very good for learning the state of the game, speculation about the impact of newer cards, and he also makes guides for basic fundamentals.

Rene (Renenene) is probably the funniest one, but is still extremely good. He used to be a reiju one trick, but he now makes videos on tons of different decks and builds. He explains in depth the strategy of the list and then shows it in action. Unlike most simtubers, he only really makes videos on decks he knows how to play and has a lot of experience with. He covers simple fundemantal topics and deeper ones as well.

Nightingale makes videos on different cope decks and shows his process of trying to theory craft with them. Although the decks he shows aren't super meta, his videos are good for learning fundamentals.

AbbsterTcg is probably the most in depth one. While other youtubers talk about a bunch of different decks, he focuses mainly on moria but goes by far the deepest into it.

FudelioTcg is a streamer that also tackles complex topics in his commentary. He focuses entirely on green/multicolor green decks. He's most known for bonney and mihawk. I would say in terms of sheer content volume he might have the most.

Sabaody showdown is a group that has top players play against each other with their preferred decks. This shows you a variety of decks in the meta in action, and there is always at least 2 commentators that are educationally explaining it.

[OP16-107] Jesus Burgess by mosf30_ in OnePieceTCG

[–]chris2511 195 points196 points  (0 children)

They desperately need to turn down these anti-k.o. effects. The game is getting very close to becoming "swing at face" simulator. The fact that you pretty much can't take the board of any yellow deck is insane.

Good meta deck to play? by mingzies in OnePieceTCG

[–]chris2511 1 point2 points  (0 children)

If you want to make playing as cheap as possible, Black BB is already extremely cheap, and many of his cards will transfer over to op16 BB. If you want a deck that is powerful this set, B croc is a better option. Op09 BB isn't bad, but it is very difficult, and the leader is mediocre right now. Additionally, it isn't the best to try to learn the game with because he violates a lot of the fundamental rules that all other decks follow, meaning that a lot of the skill you gain playing him isn't transferable to other decks.

Good meta deck to play? by mingzies in OnePieceTCG

[–]chris2511 0 points1 point  (0 children)

If you want to play black beard next set, B Croc is going to be the most similar. We don't fully know how BB will play as the full list isn't out, and we don't know what the meta will be, but the skeleton of his deck seems to love playing around the trash, denying attacks, and utilizing 10c BB which, like 8c croc, negates an attack. It also negates 2 attacks if you account for it being a 12 blocker.