Wednesday, April 10, 2024

OP06 Red/Purple (Law) Deck Profile

Law build is back with some upgrades, and unlike some builds, we do have a lot of upgrades from OP06 set even for a non OP06 deck. instead of just 1 new card to the deck. The deck style is the same as last time where we focus on removing your opponent's Characters whilst filling up the board. But at the same time we also need to managed the DONs as we don't want to have very few DONs to only play 1 card per turn.


Power Reducers


We will have plenty of power reducers to reduce your opponent's Characters power, so Law Leader can remove those Characters with ease as we only need to hit the magic number 3k to work. OP01 Otama have a very simple effect which works on play. Reduce 1 of your opponent's Characters power by 2k this turn. 2k might not be a lot but if your opponents only have 5k beat sticks, this will be in range with Law Leader's effect. Plus she's also a 2k counter which can be handy to protect your Characters/Leader if you don't need her on play effects.

Both Max and Gordon has the exact same effect, so there is no point splitting these two separately. The effect is an Activate;Main effect so we could wait until your opponents have Characters on the field. The effect is you may place this card at the bottom of the owner's deck to reduce 1 of your opponent's Character power by 3k. 3k is very nice to have especially when a lot of builds run 6k beat sticks in their deck as well as 5ks. Only downside with these two cards is that they do not have any counters power we could use.

OP05 Fire Fist is another power reducer card. The effect is very simple, reduce 1 of your opponent's Characters power by 4k. Then if you have 2 or less Life, KO 1 of your opponent's 0 power or less Characters. Personally I don't care about the second part of the effect as we don't have a lot of power reduces to go down to 0 as our main aim is reducing your opponent's Characters power down to 3k. Reducing your opponent's power by 4k means we can target 7k beat sticks, although most main cards are literally 8k beat stick or above, so we might need a second power reducer to try and remove those cards. The Trigger effect is the same as the main effect, so we could reduce one of your opponent's Characters from hitting your cards.

Ramp


Now we talk about the purple style of the deck, ramping up the DONs, because if you are using Law Leader's effect, he will cost you 3 DONs, and 3 DONs is a lot in this game if you don't have the ramp to recover the losses. OP05 Kid is a Blocker with an effect that works during your turn and only once per turn. When a DON on your field is returned, add DON as active. This will means Law's Leader effect will cost you 2 DONs instead of 3 as we will be able to recover 1 thanks to Kid's effect.

Ain's effect is very simple, on play, add 1 DON as rest. She's a 5k beat stick, but only downside is that she doesn't have a Counter, however, we will be mostly playing her for the ramp as well as the beat stick power in order to hit your opponent's Characters/Leaders.

Sachi & Penguin works the best if you have low DONs. On play, if you have 3 or less DONs on your field, add 2 DONs as rest. It is very easy to get 3 or less especially if you are constantly using Law's Leader effect to spam some Characters in play, plus we also have some Characters who also return DONs back to the deck and not only the Leader effect. Plus being another 5k beat stick will help to hit against your opponent's Leader/Characters.

ST10 Bepo is a card I definitely want on the field as the effect works on play/when attacking making him very handy to use. The effect is if your opponent has more DONs on their field than you, add 1 DON as rest. Bepo is your main ramp, as the other ramp cards mainly work on play except Kid. Plus it is very easy to trigger Bepo effect even if you go first or second, it will not matter as long as we can return DONs back to deck lowering your DONs numbers.

Draw Power


I saw a lot of Law builds only run Reiju, but knowing my luck, drawing Reiju only to increase my hand size is difficult, so I've added ST04 Queen in the build so that we have 2 cards who can provide the draw power in this build. Law will burn a lot of cards in your hand as we don't really run any high drop Characters, mainly just 4 cost or less in this build. Anyway 4 drop Reiju works on play, if the number of DONs on your field is equal or less than your opponent's field and you have 5 or less cards in your hand, draw 2 cards. 5 or less is very easy in Law build as you burn quite a lot of your hand if you include Law's effect to play extra Characters in your hand.

ST04 Queen is another 6k Blocker like Kid so for defensive wise, we wouldn't have any problems. The only problem is that they are 5 drop Blockers, and if you use Law's effect early, getting to 5 DONs might be difficult without your ramp cards. Anyway Queen's effect works on play, by returning 1 DON, draw 2 cards and trash 1 cards in your hand. Unlike 4 drop Reiju who will be +2 in your hand, Queen only +1 in your hand, but I still think it is good enough to filter the deck and draw the cards we need as soon as possible.

Blockers


Two more Blockers in this build, so in total we have 4 different Blockers, but this is just a coincidence that I am running this many Blockers in one deck. I guess it means we will have both defense and offense capabilities. Shuraiya's effect works when attacking/on block, once per turn, this Character becomes the same power as your Leader until the start of your next turn. A lot of the Leaders in the meta requires a DON to trigger their effects, making Shuraiya power bonus really effective as we could have a beat stick during our turn when we used the on block effect.

At first I was thinking of running ST05 Uta along with ST10 Law, but the meta has changed and people getting massive hand size is very easy these days, so Law is more effective than Uta when it comes to the effect. The effect works on play, by returning 1 DON, if your opponent has 7 or more cards in their hand, trash 2 cards from your opponent's hand. This shouldn't be too difficult to do unless you draw Law in the late game where your opponents only got 4-5 cards in their hand.

Others


Here are the two other cards which aren't related in any other section. Although I could put Kamazo with Kid as the effect only works when your DON is returned. Zoro is just a 3 drop Rush so nothing to expand on there. Kamazo is a 5k beat stick with 2k Counter, so very handy for both defense and offense. The effect is like Kid where when your DON on your field is returned, KO up to 1 of your opponent's 2 cost or less Characters. There are a lot of builds who will run 2 cost or less in their build either to trigger their on play effects or use those cards for something else, so Kamazo will have plenty of targets to choose from.


Deck List




OP06 Law



Explanation

The most important thing about this build is the timing to use Law Leader's effect. I really don't like using the Leader's effect if my opponents have 0 Characters on the field. You will only be losing 3 DONs just to play 1 Character. Although if those Characters are important, then that is a different story. Plus rushing to use Law's effect can hurt your plays in the long run especially the important 5 drops who we want on the field as soon as possible.

We do have the ramp in the deck to recover the lost 3 DONs once we used Law's effect, plus we have other cards in this build who also needs to return DONs to the deck to trigger their effects, so if you draw your ramp card, especially Bepo and Shachi & Penguin, they will be tremendous help to let your play your Characters on your next turn.


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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.