Saturday, April 6, 2024

OP06 Green/Yellow (Arlong) Deck Profile

With the new Fishman/Merfolk supports, we can also revive Arlong for the deck. Just like Hody, Arlong can spam a lot of Characters, but we also got the access to yellow cards which makes this build even better. The deck will have access to plenty of Trigger effects since Arlong can play Trigger cards for free, so we will easily save up a lot of DONs to use for your other Characters, or even power up those Characters with your untap DONs.


Resting


We have 4 cards in the build who are able to rest your opponent's Characters. Starting with OP01 Izo with a simple on play effect. Rest 1 of your opponent's 4 cost or less Characters, mainly so we could stop Blockers or target rest Characters so we could KO them. Izo also comes with 2k counter, so if you need to protect the Leader/Characters, he will come in handy.

The only downside with Kuroobi is the lack of power, but we shouldn't worry too much as we can give him some DONs so Kuroobi could hit magic number. The on play effect is if your Leader is East Blue type, rest 1 of your opponent's Characters. Arlong is East Blue making this effect very handy. Not to mention, unlike Izo we can rest any Characters we want. The Trigger effect is play this card, allowing us to stop 1 of your opponent's attacks.

OP06 Arlong rest effect comes from the Trigger effect. The main effect is a different effect, but still related to rested cards. The Trigger effect is the same as Izo's on play effect. Rest 1 of your opponent's 4 cost or less Characters. Now you could use this effect or add him to your hand to try and trigger the on play effect, since the Leader will be able to play Arlong for free. The on play effect is you may trash 1 card from your hand, 1 of your opponent's rested Leader cannot attack until the end of your opponent's next turn. This is a very strong effect especially against Leaders with when attacking abilities, so we could slow them down for a turn.

Finally the last key card, Hody. This deck is very aggressive and by adding Hody we can go full assault against your opponents. He has Rush which is a plus side for a green card, but the on play effect makes Hody very strong. The effect is rest up to total of 2 of your opponent's Characters/DONs, then add 1 card from top of your Life to your hand. You do lose a Life, but being able to rest Characters and DONs on top of Rush ability makes that cost all worth it, especially when we are trying to take out the opponents.

Fishman Supports


Not much Fishman support for the deck as we mainly focus on Trigger characters, but the rest of the cards will still be handy for the build. OP03 Hatchan is a vanilla card with a Trigger effect, if your Leader is East Blue type, play this card. This is so we could build up a board, I know he's only 4k power base, but we can use DONs to make Hatchan a nice beat stick against your opponents. Plus he also have 2k counters, so even if you don't plan on playing Hatchan, that counter power will be handy to protect your Leader/Characters.

OP06 Camie is a standard searcher. On play, look at the top 4 cards of your deck, reveal 1 Fishman/Merfolk card other than Camie and add it your hand. Then, place the rest at the bottom of your deck in any order. The only Merfolk card is Camie, so we will mainly be searching for Fishman cards, especially the one with Trigger effects so we can play those cards for free using Arlong's Leader effect.

Vander Decken is a removal, the effect works on play, you may trash 1 Fishman card from your hand, or 1 Ark Noah (which we don't run), from your hand or field to KO 1 of your opponent's rested Characters. Just like Kuroobi, we could KO any Characters as long as they are rested (this shouldn't be hard to do). But we only run a few Fishman cards in the build, so you may struggle to use Vander Decken effect.

The Life


As we have part of Yellow in the Leader colour, we might as well make use of the Life area with these effects. Kiku only works on KO, if your opponent has 3 or less Life, add 1 card from top of your deck to the top of your Life. This will give your opponents some annoying choices, either defend the 6k beat stick, or give you the free Life gain since hitting 3 or less is very easy to do. The Trigger effect is if your opponent has 3 or less Life, play this card. Even if you can't trigger this effect, I wouldn't worry about it since Arlong let us play Kiku without paying the full 4 cost.

Hiyori will be used in a lot of builds where we can utilise her effect. The effect works on play, you may add 1 card from top or bottom of your Life to your hand to add 1 card from your hand to the top of your Life. We are running a lot of Trigger Characters in this build, so it will all about luck if you draw a Trigger Character from your Life or not and replace them with a Trigger Character from hand. Most of the time, we will want to trigger some of the Trigger effects, so placing them on top will be really helpful.

Triggers


Now we are going further back when the game was at the beginning line with these two cards. Both cards have the exact same Trigger effect which is you may trash 1 card to play this card. OP04 Sanji is also a Blocker so we can stop your opponent's attacks which is the only thing he does in this build.

Cracker on the other hand only works if you give him a DON. If you have less Life than your opponent, this Character gains Double Attack and 1k power. This is also a continuous effect so as long as you can keep your Life low, Cracker will be a 6k beat stick on your opponent's turn, whilst during your turn, he is a 7k beat stick with Double Attack putting a threat to your opponent's Life. Not to mention, we can easily play him using Arlong's Leader effect.

Straw Hats


OP04 Sanji is not a Straw Hat, but Vinsmoke Family which is why I put Sanji in a different section compare to these 2. But if you have read/watch One Piece, you will know why OP04 Sanji is different. Anyway, we move on to the 2 Straw Hats in the deck. OP06 O-Nami only works on play, 1 of your Leader/Character gains Banish this turn. Now if we combined that Banish with Cracker Double Attack, we would be able to pull the same combo with Yamato Leader and O-Nami, forcing your opponents to use Counters or they will lose 2 Life for nothing as Banish send those cards to trash without triggering any effects. The Trigger effect is what I am mainly after, KO 1 of your opponent's 5 cost or less Characters. We do have rest, but resting is not enough as your opponents can easily use Counters to save those Characters, but when it comes to KO, they will need to replace the field with new Characters, reducing the amount of attacks they can do.

Lastly, we move on to the OP06 secret rare Zoro. I really like Zoro effect and combined with Hody we will have a deadly finisher combo. Zoro have 2 effects, the first effect works when attacking, by paying 1 DON, you can untap this Character. The second effect is an Activate Main, by paying 2 DONs, you can untap this Character. So Zoro will be able to attack 3 times at the cost of 3 DONs. Hody cost 7 DONs to play, so if you play Zoro first, then Hody next turn, you will be able to rest any Blockers that could stop Zoro attacks from finishing off your opponents this turn.


Deck List




OP06 Arlong



Explanation

With this build, I've went with a full Character line up and most of the build is filled up with Trigger Characters so we can play those Characters for free using Arlong Leader's effect. It will also be easier to go for a full swing attack against your opponents without the Event cards stopping you from filling up the field. Although I am thinking to replace O-Nami with ST07 Brulee, so we have 2 different Blockers to stop your opponent's attacks. I only want Nami in the deck for the Trigger effect, I don't really care about the main effect even though its Banish.


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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.