Monday, April 1, 2024

OP06 Red/Yellow (Belo Betty) Deck Profile

We do have a few new cards for Revolutionary Army, but you won't need all of the new cards. I think I will keep this build a rush build, so we can win as we would sacrifice hand size. I am not sure if I should post a second deck with Blockers so we could balance out both offense and defensive capability, not need to worry about using Counters to protect the Characters from being attacked, since the one main weakness is the lack of defensive capabilities.


Removals


We only got 2 removals in this build which is a low number, but we mainly focus on the aggression instead of the control side of things. OP05 Kuma works on play, KO 1 of your opponent's Characters with 2k power or less. This shouldn't be too difficult to do as we have plenty of power reducers in the build to use Kuma's on play effect. The Trigger effect is if your Leader is multicoloured, play this card, letting us filled up the board with ease.

Lindbergh works a bit different as his effect works when attacking. If this Character has 7k power or more, KO 1 of your opponent's Characters with 3k power or less. Just like Kuma, we shouldn't have problem KOing low powers, and reaching 7k power is very easy, we could use DONs, or the Leader's effect to power up Lindbergh. The Trigger effect is you may trash 1 card from your hand, if your Leader is multicoloured, play this card. We will be sacrificing a card in our hand to play Lindbergh, but getting a body down on your opponent's turn means we will lose that summon sickness.

Power Reductions


Now to trigger the removals we need these cards to low the power of our opponent's Characters. Karasu have 2 effects, the first effect works on play, if your Leader has Revolutionary Army type, reduce 1 of your opponent's Leader/Characters by 1k this turn. The second effect works when attack, if this Character has 7k power or more, reduce 1 of your opponent's Leader/Characters by 1k this turn. I wouldn't underestimate the 1k reduction, if you managed to have 2 Karasu on the field, you could reduce your opponent's Leader by 2k, which makes your Characters can finish off your opponents more easily.

Koala only works on play, if your Leader has Revolutionary Army type, reduce 1 of your opponent's Leader/Characters by 3k this turn. 3k makes your removals more easier to hit the magic number compare to Karasu 1k power. But I would rather use Karasu on the Leader over the Characters. On top of the effect, Koala also has 2k counter, and for a low hand size deck, having 2k counters will be very useful to protect your Leader/Characters.

Lastly we move on to Raise Max who is just a promo Gordon, but way cheaper to have for budget players. The effect is Activate Main, you may place this Character at the bottom of the owner's deck, reduce 1 of your opponent's Leader/Characters by 3k this turn. Another 3k reducer like Koala making your removals being able to remove your opponent's Characters.

Free Play


I like how the cards we play for free is just Ivankov and his moveset. OP05 Ivankov is an Activate Main effect, if this Character has 7k power or more, play 1 Revolutionary Army type Character with 5k power or less other than Ivankov from your hand. What I do like about this effect is that we can give him 2 DONs to trigger the effect, especially during the turn we played him. So we won't be wasting Betty's Leader effect on a Character with summon sickness unless you got no more DONs left to use.

Now we move on top OP06 Ivankov who is a 5 drop to play, and the effect works on play unlike his OP05 version. On play, look at the top 3 cards of your deck, play 1 Revolutionary Army type Character with 5k power or less. Then place the rest at the bottom of your deck in any order. Looking at the effect, this means we can play OP05 Ivankov as OP06 doesn't have except Ivankov allowing us to spam the board in one turn. Of course it does means 2 of our Characters will have summon sickness, but we will be ready to attack on our next turn.

The only Event in the deck, Emporio Energy Hormone, it has a Counter effect which is 1 of your Leader/Characters gains 3k power this battle, then play 1 Revolutionary Army type Character with 5k power or less from your hand. Not only we get to protect our Leader/Characters, but being able to play a Character on your opponent's turn can really set up some deadly attack, you could also play Karasu to trigger his on play's effect to reduce 1 of your opponent's Characters power. The Trigger effect is play 1 Revolutionary Army type Character with 5k power or less from your hand. Personally, you won't be needing the Counter if you see this Trigger effect as we want to fill up the board with this build.

Revolutionary Army


Now, here are the rest of the Revolutionary Army supports. OP05 Inazuma is very simple, if you have a Character with 7k power or more other than this card, this Character gains Rush. This is so we can do more attacks on top of the Characters we have on the field. It is also very easy to get 7k power, you either give your Characters some DONs or use the Leader effect.

Then we have the searcher Betty. The effect works on play, look at the top 5 cards of your deck, reveal 1 Revolutionary Army type card other than Belo Betty and add it to your hand. Then place the rest at the bottom of your deck in any order. Well she's a searcher, but also we can make Betty into a beat stick thanks to the Leader's effect who can make her hit the magic number.

Triggers


Now we move on to the only Yellow cards of the deck, and all of them will have a Trigger effects that will be handy for this build. OP04 Sanji is a Blocker with a Trigger effect. You may trash 1 card from your hand to play this card. Unfortunately you do lose a card in your hand, but Sanji being a Blocker means we can completely stop 1 of your opponent's attacks.

Satori is mainly in the deck for Trigger effect. I wouldn't even play him for 5 DONs since there are better cards to choose from. The Trigger effect is just the same as Sanji. You may trash 1 card from your hand to play this card. I wouldn't worry too much if we got Satori in our hand as Satori got 2k Counter we can use to protect the Leader/Characters.

Lastly we got Kiku from OP06 set. The effect works on KO, if your opponent has 3 or less Life, add 1 card from top of your deck to top of your Life. This will put some pressure for your opponents. They will either take the 6k beat stick or use Counters to protect their Leaders, or you gain a Life, dragging the game a bit longer. The Trigger effect only works if your opponent has 3 or less Life, play this card. This is very strong if your opponents play multicoloured Leaders with 4 Life as 1 attack means we can trigger this effect. But it is luck base and you might see Kiku at the wrong time.


Deck List




OP06 Betty



Explanation

What we need is to be aggressive with this build but also need to protect from our Characters from KO'd, since one board wipe can really affects our plays. I think it will take some times to play this deck as you need to plan how to attack and  when to use the Leader's effect, minimising your Characters losses from your opponent's attacks. This deck weakness is losing Characters and having low hand size thanks to the Trigger effects who forces you to trash card in your hand to play those Characters.

But if you can get any of the Ivankov on the field, you can start spamming the board easily, especially having the new Ivankov really helps dramatically being able to play cards from the deck instead of hand. Plus he's being a Revolutionary Army will means we can power him up with the Leader's effect. Betty's search effect will play a key role as to finish off your opponents, Karasu is one of the key card as we would be able to reduce your opponent's Leader power. The more power you can reduce, the easier the Characters can finish off your opponents.


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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.