Wednesday, April 24, 2024

OP06 Blue/Yellow (Ace) Deck Profile

The way I've built Ace will be the same way that I did with Black/Yellow Luffy. Mostly Yellow cards with a splash of blue, as the blue side of things doesn't really suit Ace style. Maybe when we get new Whitebeard Pirates cards in OP08, I could try a complete new build with more blue cards involve. But right now, I can call this mostly yellow deck more than blue/yellow build.


The Three Brothers (Kid)


Just like Black/Yellow Luffy, we are using the same line up for the deck as Ace Leader let us put 5 drop Characters on top of the Life, allowing us to trigger these kids effects much more easily. Kid Sabo is an Activate:Main effect, you may trash this Character to reveal 1 card from top of your Life. If that card is a 5 cost Sabo, play that card. If you do, 1 of your Leader gains 2k power until the end of your opponent's turn.

Kid Ace and Luffy also have the same except except you play 5 drop Ace for kid Ace, and 5 drop Luffy for kid Luffy. Personally these cards should be really easy to do thanks to Ace Leader being able to look at the top card of your deck to add 5 drops to your Life, so you won't have to rely on cards like Hiyori to place those cards at the top of your Life. Also if you do use multiple of these card's effects, you will have a nice power up Leader for both attack and defence plays.

The Three Brothers (Adult)


Now we will talk about their adult forms. Two of them trashes your Life cards, but shouldn't cause to much of a trouble if you use Ace Leader's effect first so you do not lose a Life when you use two of those cards. One of them is ST13 Sabo who works on play, you may trash 1 card from the top or bottom of your Life to KO 1 of your opponent's 5 cost or less Characters, This is just a nice removal to have for the build.

ST13 Ace is just a card that gains Rush. The effect works on play, if you have 2 or less Life, this Character gains Rush. I do not think it would be too difficult to trigger the Rush ability as we do have plenty of ways of trashing our Life without your opponents attacking your Leader.

ST13 Luffy is an Activate:Main effect. Once per turn, this Character gains 2k power until the start of your next turn. Then, if you have 1 or more Life, draw 1 card and trash 1 card from top of your Life. This would mean we will have a decent draw power and beat stick card all by sacrificing the Life. Luckily this is an Activate:Main effect so we can use Ace Leader first to search for a 5 drop for the Life, then use Luffy effect to trash that 5 drop, so we do not lose any Life in total if we ended up using Luffy's effect for the draw and base power.

5 Drops


The three brothers aren't the only cards that are 5 drops as we also got these 3 cards to increase the chances of placing these cards in the Life. All of them will have 2k counter. Satori only have a Trigger effect which is you may trash 1 card from your hand to play this card. But at least he is a 5k beat stick unlike the other two 5 drops we have in the build.

OP06 Tsuru works on play, you may trash 2 cards from your hand, your opponent returns one of their Characters to the owner's hand. The downside is that this effect lets your opponent chooses. On the bright side, we can return any Character regarding of it cost, so if your opponents only have 1 high cost Character in play, then Tsuru will becomes really effective, but if your opponent have multiple Characters in play, then it is not the best choice to play Tsuru and save her in hand for 2k counter.

ST13 Yamato have Rush with an on play effect. Look at all your Life, place 1 at the top of your deck and the rest back in your Life area in any order. The best thing about this effect is that we could check for any 5 drops so we could use Ace Leader's effect, put it on the Life face up and then use other cards to get that 5 drop in hand. Or we can check to see if we can use the kid forms to play their adult forms in play from their effect and power up the Leader. Either way, I think it is a win win situation.

Three Brothers Supports


Personally, I think these 3 cards works the best with Ace Leader. Obviously Garp comes in the same starter deck as Ace so of course he will work with the ST13 stuff, but the other 2 cards are from the booster set. OP03 Sanji only works when attacking, but you need to give him 2 DONs to work. You may add 1 card from top or bottom of your Life card to your hand. Add 1 card from top of your deck to top of your Life. This way, we could bypass Ace Leader losing that face up card at the end of turn, and gain a Life instead. It is a win win situation, plus Sanji will be a 5k beat stick easily enough to take down most of your opponent's cards.

OP06 Hiyori is another card that lets you place the 5 drops three brothers on top of your Life without needing to use Ace Leader's effect. However, she also works like OP03 Sanji where we could gain a Life by swapping the face up card with face down cards. The effect works on play, you may add 1 card from top or bottom of your Life to your hand. Add 1 card from your hand to top of your Life. Both of these cards can make you plus your Life instead of just searching for the three brothers.

ST13 Garp is just a searcher. The effect works on play, look at the top 5 card of your deck, reveal one 5 cost or less Sabo, Ace or Luffy and add it to your hand. Then, place the rest at the bottom of your deck in any order. For this build, we mainly want the 2 drops as the 5 drops will need to stay in the deck so we can play those from the Life area.

Optional Cards


These 3 are optional, well maybe not OP06 Pudding as her effect is very good against the meta. Pudding works on play, your opponent returns all cards in their hand to their deck and shuffles their deck. Then, your opponent draws 5 cards. The more searching they do, the better Pudding would be as you could easily ruins what they would play and draw 5 random cards. Of course, if your opponent has 4 or less cards, then I don't think it would be worth it unless you know what are those 4 cards would be, and if they would put a threat on their turn.

One card we rarely see in deck is Sanji's Pilaf. We know Sanji's Pilaf is mainly good in Nami deck as we could deck thin, however, you will not need to hard cast this card from your hand as we are running OP06 Hiyori who can place Pilaf into the Life area to get the 2 draws. The main effect is just Pot of Greed, and for anyone who doesn't know what Pot of Greed does, it is draw 2 cards. But this will cost you 3 DONs to play whilst Pot of Greed is free. This is why we will only be aiming for the Trigger effect which is activate this card's main effect. Allowing us to get a decent hand size to draw the cards we need for the build.

Amaru is a nice Event card where we can go for the final push for game. The main effect is 1 of your Leader/Characters gains 3k power this turn. Then, if you have 1 or less Life, rest one of your opponent's 4 cost or less Characters. This way we do not need to worry about Blockers stopping your attacks. The Trigger effect is you may trash 2 cards from your hand to add 1 card from top of your deck to top of your Life. Now since we are running Sanji's Pilaf as our main draw power, it might be worth using this Trigger effect to gain a Life so we can trash that Life using either 5 drop Sabo or Luffy's effect, or just gain an extra Life so we can survive longer in the game.


Deck List




OP06 Ace



Explanation

For the blue card pool, there aren't much choices that could help this deck. You could use the blue events to remove your opponent's Characters, but some of those Events cost a lot of DONs, and you will need at least 2 DONs to use the Leader's effect. What I like about this build is the way to gain Life making full use of Ace Leader's effect. Face up cards will only last a turn, but unlike ST13 Luffy Leader, that face up card won't be returned back to deck if you decide to swap the card around.

To do this you will need Hiyori or Sanji in hand, I prefer Sanji over Hiyori as Hiyori only works on play, whilst Sanji works when attacking. One is one time use only and the other can be use multiple times as long as they stay on the field. Of course, your opponents won't be so nice to give you a free Life every turn, so they will definitely target Sanji who is only a 3k base power. It is up to you if you want to waste counters to protect Sanji, but I wouldn't recommend this unless you really need it.


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A former VG Blogger who is trying a different card game blog, expanding the blog rather than focusing on one card game. Wanting to get the blog popular, start recruiting authors and then go from there.