Sunday, June 2, 2024

EB01 Red (Whitebeard) Deck Profile

I'm not really sure if I can call this an update or not as it is optional to run Izo from EB01 set. The current build without Izo as we can check the deck list for Whitebeard decks. But just in case if anyone wants me to run EB01 Izo, here is a deck profile for this build. Personally I would wait until ST15 for Whitebeard Pirates support for Whitebeard, as OP08 is on the blue side of things. Maybe we do have a few, but ST15 will be a major update for the deck.


Rush


I've decided to run plenty of Rush Characters to make this build as aggressive as possible before we reach 0 Life from Whitebeard Leader's effect. Jozu have some requirements to gain Rush. You will need to give him a DON to work. If you have 2 or less Life and your Leader is Whitebeard Pirates type, this Character gains Rush. We need to get down to 2 Life to work, but during the late game, that extra Rush will come in handy.

OP02 Ace only works on play, reduce 2 of your opponent's Characters power by 3k this turn. Then, if your Leader is Whitebeard Pirates type, this Character gains Rush. So not only we get to reduce 2 of your opponent's Characters power, but we also gains Rush, meaning we could attack that rested Character, and if they are 10k beat stick, it means Ace will be hitting enough for 7k.

ST01 Luffy already have the Rush ability and not included in the effects like the other 2 cards. However, you will need to give him 2 DONs to work. When attacking, your opponent cannot activate Blockers during the battle. Basically if you know your opponent has 0 Life, you can just put all the DONs into Luffy and won't need to worry about Blockers stopping the attack.

ST10 Sanji works on play, if your opponent has a Character with 5k power or more, this Character gains Rush this turn. 5k power or more shouldn't be difficult to trigger for Sanji, but I guess the only downside to this card is that he cost 6 to play for a 6k beat stick. Although the extra Rush can come in handy sometimes when you are going for the aggressiveness for this build.

Power


The power cards or the cards that give power to your other cards depending on how you interpret power for the heading. OP01 Sanji has an activate main effect, you may add 1 card from your Life area to your hand. This Character gains 2k power this turn. Then, give this Character up to 2 rested DONs. Basically, we could make Sanji a 7k beat stick if we also include the DONs power which is not bad. Also we do want to trash our Life until we reach to 2 so we could trigger cards like Jozu's Rush ability.

Whitebeard have 2 effects. The first effect works on play, 1 of your Leader gains 2k power until the start of your next turn. Then, you cannot add Life into your hand using your own effects this turn. This is extremely useful as Whitebeard Leader will be adding cards at the end of your turn, mowing down your Life, so playing 9 drop Whitebeard will prevent that from happening. Plus we will have an 8k Leader during your opponent's turn, so they will need plenty of DONs to hit over 8k to make us use more counters from our hand. The second effect works when attacking, but just like ST01 Luffy, you will need to give him 2 DONs to work. KO 1 of your opponent's 3k power or less Characters. This could be handy with Ace's effect who reduces your opponent's Characters power.

OP02 Makino also have an activate main effect just like OP01 Sanji. You may rest this Character, 1 of your red 1 cost Character gains 3k power this turn. Thanks to Makino, our 1 drop Characters will become 5k beat sticks which will be enough against 5k Leaders, unless your opponents are running 6k Leaders. We are running plenty of 1 drop in the build, so Makino will have plenty of targets to choose from. However, since we are resting Makino, she will also becomes a target for your opponents as they do not want you to have low cost beat sticks.

Searchers


As we are running 2 different type of engine in one build, these searchers will definitely help as we are mainly running either Straw Hat or Whitebeard Pirates. OP01 Nami works on play, look at the top 5 cards of your deck, reveal 1 Straw Hat card other than Nami and add it to your hand. Then, place the rest at the bottom of your deck in any order.

Whilst OP03 Izo is on play, look at the top 5 cards of you deck, reveal 1 Whitebeard Pirates card other than Izo and add it to your hand. Then, place the rest at the bottom of your deck in any order. Unfortunately, the EB01 Whitebeard Pirates card is Izo which is why it is pretty much optional to run that card in the build or not as we won't be able to search himself.

Removals


Here we have 2 removals for the deck, well 3 if we also includes 9 drop Whitebeard, however, we are rarely running power reducers aside from Ace, so you will rarely KO high power Characters. OP03 Marco have 2 effects. The first effect works on play, but on your turn only. KO 1 of your opponent's 3k power or less Characters. I guess the only reason why the on play effect is on your turn because of the on KO effect. On KO, you may trash 1 Event from your hand to play this card from your trash to field rested. This is not once per turn, so as long as you've got Events in your hand, you could keep reviving Marco from the trash.

OP05 Robin only works on play, KO 1 of your opponent's 1k power or less Characters. 1k power or less will be a bit difficult but there are some cards out there who will have 1k power or less like EB01 Bon Clay, or 0 power Characters who have some niche effects.

Whitebeard Pirates


Now for the rest, these cards only works with Whitebeard Pirates cards, well EB01 Izo also works with Wano as he is from Wano. Izo have 2 effects, the first effect works on play, add 1 rested DON to 1 of your Leader/Characters. This doesn't matter too much, but would definitely help to hit magic number. The second effect works on your opponent's attack. You may trash 1 card from your hand, if your Leader is Whitebeard Pirates or Wano type, reduce 1 of your opponent's power by 2k this turn. This will hurt your opponents especially when we have a 6k Leader, but this effect can also protect your Characters from getting hit which is very handy.

OP02 Marco is a Blocker with an on KO effect. You may trash 1 Whitebeard Pirates card from your hand, if you have 2 or less Life, play this card from your trash rested. This is similar to OP03 Marco but you do need 2 or less Life to work like Jozu's effect. At least he's not once per turn so you can keep reviving him as much as you want, but being a Blocker at rest doesn't feel like it's worth the cost unless its the final attack of your opponent's Characters.

Events


Here are the Events and they are all Straw Hat cards, so they can easily be searched using OP01 Nami's effect. Plus, they are all counter cards, as we need to use counters to stop our opponents from attacking the Leader. Radical Beam counter effect is 1 of your Leader/Character gains 2k power this battle. Then, if you have 2 or less Life, that card gains another 2k power. Basically, if we want to use Radical Beam fully, we need to get down to 2 Life so we can have that 4k power bonus. The trigger effect is 1 of your Leader/Characters gains 1k power this turn. This power bonus last for 1 turn, so you could make Whitebeard Leader a 7k base power, meaning your opponents will need some DONs if they have 6k power or less Characters on the field.

Bad Manners cost 0 to play, the counter effect is you may trash 1 card from your hand, 1 of your Leader/Characters gains 3k power this battle. The trigger effect is reduce 1 of your opponent's Leader/Characters by 3k this turn. This could be handy as it could reduce 1 of your opponent's attacks, just like EB01 Izo.

Lastly we have Guard Point and the counter effect is 1 of your Leader/Character gains 3k power this battle. This is very much like Bad Manners, but you won't need to trash a card, instead, you will to pay for that 1 DON. The Trigger effect is the exact same as Radical Beam. 1 of your Leader/Characters gains 1k power this turn. So if you manage to see this in your Life area, we could let Whitebeard Leader become a 7k power base.


Deck List


 

EB01 Whitebeard



Explanation

Playing Whitebeard is like playing with a timer. Every end of your turn, you are 1 turn away of being killed, but this is why we need to play counters as soon as possible to stop the Life from becoming low very early. It is also why I am running plenty of Rush Characters so we can attack as soon as they are on the field. I am debating whether to add OP01 Zoro, but he does lack counter, and if we have too many non counter cards, we will have problem with the defences. 

I am also running 1 drop rush engine where we rely on Makino to power up the 1 drop, so they can become some nice beat stick against your opponent's Leader. Remember, as we are losing Life and the end of our turn, we have to go aggressive as much as possible to try and finish off your opponents before they finish you off.


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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.