Friday, July 5, 2024

OP07 Purple (Foxy) Deck Profile

Personally, I think the support for Foxy Pirates is incomplete, but if there are more support for Foxy, then it has potential to be a meta contender. There's plenty of control cards similar to Green style preventing your opponents from attacking, and since purple also have KO Characters, it would feel like a better control deck than green overall. But that is only if Foxy Pirates get more support, not bad for a fodder Character at all.


Ramp


We will start with the key part of the deck and that is the ability to ramp cards. You will be returning plenty of DONs, thanks to Foxy Leader's effect, so we need to recover those DONs to play high cost Characters. Itomimizu is one of the key card we should have on the field. The effect is an activate main effect. Once per turn, if your Leader is Foxy Pirates type and you have no other Itomimizu on the field, add 1 DON as rest. We only need 1 on the field, and the other copies can be used for counters unless this Character get removed from the field.

Gina is a 1 drop Character, but only works with a certain requirements. The effect works on play, if your Leader is Foxy Pirates type and the number of DONs on your field is equal or less than your opponents, add 1 DON as rest. She won't be a very good turn 1 play, but at least she have a 2k counter to use if we have Gina in hand.

OP07 Chopper is a Foxy Pirate Character and yes he did became a member for a short moment in the anime. Chopper is a Blocker with an on play effect similar to Gina. If the number of DONs on your field is equal or less than your opponents, add 1 DON as rest. The only difference is that we don't need Foxy Pirates Leader to make this effect work which does expand on different builds who needs the ramp.

Monda is a different type of ramp card, the effect is like Itomimizu where we don't need to have certain amount of DONs for the ramp effect to work. The effect is you may trash this Character, if your Leader is Foxy Pirates type, add 1 DON as rest. He is not bad for a 2 drop ramp card, and we can use the effect straight away if needed.

Prevention


We have 2 different prevention abilities, but both of them work against your opponents. Capote works on play, by returning 1 DON, if your Leader is Foxy Pirates type, 1 of your opponent's 6 cost or less cannot attack until the end of your opponent's turn. If we combine Capote with Foxy Leader, we can easily prevent 3 of your opponent's cards from attacking, so we won't be needing to take too much damage.

Pickles on the other hand protect your Characters, specifically Foxy Pirates Characters. If the number of DONs on your field is equal or less than your opponents, your Foxy Pirates type other than Pickles cannot be KO'd by effects. This will help to protect our key cards like Itomimizu and Foxy (who I will explain later). Both of those cards will provide the key constant ramp for this deck.

Foxy Pirates Supports


Now the rest of the Foxy Pirates supports for this build, and what I am most surprised is the captain of Foxy Pirates, Foxy, usually Bandai will make a SR version for the captains for the deck, but not this time. Foxy have 2 different effects, the first effect works during your opponent's turn. If your Leader is Foxy Pirates type, reduce all of your opponent's Characters by 1k. Now if you can get 2 Foxy on the field, we could reduce your opponent's Characters by 2k, and 2k is a lot of power lose when it comes to attacking your cards. The second effect is an activate main effect, once per turn, add 1 DON as rest. Now we could get 2 Foxy to double the ramp effect as this is not restricted unlike Itomimizu.

Porche on the other hand is a searcher with an additional effect. On play, by returning 1 DON, look at the top 5 cards of your deck, reveal 1 Foxy Pirates among them and add it to your hand. Then, place the rest at the bottom of your deck in any order and play one 4k power or less purple Character from your hand. The best thing about the last effect is that it is not Foxy Pirates restricted, so as long as that purple Character fit the power requirements, we could play that card for free. Also, the search effect is not Porche restricted, so as long as we've got cards to play from our hand, we could add Porche to hand and play another Character.

Beam Sword is an Event Counter, but will cost you 2 DONs to play, so you will need to leave at least 2 DONs untap if we want to play this card. The counter effect is by returning 1 DON, 1 of your Leader/Characters gains 2k power this battle. Then, rest 1 of your opponent's Characters. We actually got a similar card for the Counter and it is called Colours Trap, but a little bit weaker than Beam Sword, however only cost you 1 DON to play rather than 2. The rest effect will come in handy especially when we can rest any Characters, so we don't need to worry about your opponent's high power Characters. The Trigger effect is add 1 DON as active.

Blockers


The Blockers that will be stopping your opponent's attacks, however they do have additional effects like OP05 Kid. The effect works on your turn and once per turn, when a DON on your field is returned, add 1 DON as active. Now I don't know if that extra DON will be useful, but at least we can reduce the cost when we use Foxy Leader's effect. So instead of returning 3 DONs, it will be 2 DONs instead as we gain 1 DON as active.

OP07 Sanji can be used in a lot of decks because of his effect. However, I don't know why they didn't called this card Stealth Black instead as we are missing Stealth Black for Germa 66 deck. It is very strange to me, but oh well. The effect is if you have 2 less DONs on your field than your opponents, reduce this Character in your hand by 3. Very easy to do in builds like this deck, so we can easily play Sanji for 3 DONs instead of 6.

ST10 Law works on play, by returning 1 DON, if your opponents have 7 or more cards in hand, trash 2 cards from their hand. I do like Law's effect, especially when we focus on stopping your opponent's cards from attacking, making them gain hand size, unless they replace those cards. Although during the late game Law will be useless since I doubt your opponents will have 7 cards by that time, but early to mid games where they get all the search and draw power, he is very effective.

Extra Supports


The two cards that won't be related, but can act very useful support for this build. ST04 Kaido might be a bit difficult to play if we constantly return DONs back to the deck, but we do have plenty of ramp to get the DONs back to play high cost Characters. The effect works on play, by returning 5 DONs, KO 1 of your opponent's 6 cost Characters. This Character gains Rush. So not only we can KO your opponent's Characters, we also gains Rush, having that 10k beat stick to swing at your opponents straight away will be very handy for 9 drop Character.

Jet Gatling is the 0 cost Event Counter for purple, and the counter effect is the same as any other colours. You may trash 1 card from your hand, 1 of your Leader/Characters gains 3k power this battle. The Trigger effect is the same as Beam Sword, add 1 DON as active.


Deck List



OP07 Foxy



Explanation

To trigger Foxy Leader's effect, you will need to get at least 3 Foxy Pirates Characters on the field to stop your opponent's cards from attacking. It is also why we have a lot of low cost Foxy Pirates, so we could play those cards easily. But most of them are ramp cards, so you may waste their effects if we don't have the right timing to play those Characters. Unfortunately, we don't have a turn 1 play in this deck.

Although what we really want is to wait for your opponents to have beat stick on the field, so we could target those cards with Foxy Leader's effect. I don't think returning 3 DONs early will do much, unless you want the ramp from some of the cards effects. Pickles will play a major role in the build as he protects your Foxy Pirates from KO effects, so you will be safe as long as you have equal or less than your opponents.


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