One Piece TCG

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One Piece TCG: Belo Betty Deck Guide - A Red and Yellow Aggro List!

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Do you want to catch your opponents off-guard and win games incredibly fast? This full guide on Belo Betty will teach you everything you need to know about Aggro archetypes and its best cards!

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переведено Joey

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рассмотрено Joey

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Introduction

In TCGs, aggressive strategies that focus on putting pressure on the opponent and winning as fast as possible have existed for a long time. In One Piece TCG in particular, one of the lists that best represents this archetype is the one that uses Belo Betty (OP05-002) as its leader, as well as her revolutionary army! Its game style is direct, aggressive, and highly synergistic, with many cheap cards - it's the type of deck that will leave your opponents stunned.

If you enjoy explosive cheap, beginner-friendly decks that either win or die trying, then check out this deck guide!

Belo Betty in the Anime and the Manga Series

“Will you die? Or will you fight? Choose your own fate!”

- Belo Betty

With this riveting quote, Belo Betty introduced herself to the One Piece universe as the commander of the East Revolutionary Army. Her Akuma no Mi allows her to inspire and make those who listen to her stronger - which is just like her ability in the TCG. There's no time to hesitate: with her, even the weakest character becomes a true titan on the board.

A Leader or a General?

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Belo Betty (OP05-002) is a red leader with 5000 power, 4 life, and the Revolutionary Army card type. Her main effect is simple and lethal:

[Activate: Main] [Once Per Turn] You may trash one {Revolutionary Army} card from your hand: Up to 3 {Revolutionary Army} type Characters or Characters with a [Trigger] gain +3000 power during this turn.

With this ability, even your "weak" characters will be able to attack as if they're the real threat in their own arcs.

In the current meta (with the new set, EB02), Belo Betty (OP05-002) is well positioned, as she is great against the most dominant new leader, Monkey.D.Luffy (EB02-010). Furthermore, the spoilers from OP12 reveal that new {Revolutionary Army} cards in yellow, led by Koala, will come soon, and these could make Belo Betty's deck even stronger.

As this list mainly uses cards from OP05 onward, it won't be affected by the next rotation. It will still be available on casual and competitive tables for a long time.

The List

There are many interesting ways you can play this leader. The one we'll explore today focuses on a solid line of {Revolutionary Army} characters, using DON!! efficiently, and putting at least one character in play every turn. At the end of this article, we'll show you a few other interesting cards you can add to this deck and make it your own!

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Main Strategy

Game Plan: The Revolution Is Now

This is an Aggro list, with some Swarm elements. Your goal is simple: fill your board with characters and use your leader's ability to turn them into real threats.

This way, you'll force your opponent to pick between losing life or spending defensive resources. The goal is to make it short and win before your opponent can stabilize.

Game Phases

Early Game (Turns 1 and 2)

This phase is incredibly important for our game plan. At this point, we'll start setting up our aggressive strategy. The card you need to look for on these turns is Belo Betty (OP05-015) - she'll be an attacker in the future with your leader's ability, and, when she goes into play, she'll find the piece you need to complete your attack line.

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Raise Max (OP06-016) and Koala (OP05-006) are future attackers too, but they can also nerf an enemy character, more specifically their power. In this list, you'll find many other cards that interact with this sort of effect, and that's why they're on it.

Another great card for this phase is Bartholomew Kuma (OP05-011), which can remove characters with up to 2000 power from the board. If you combine it with the cards above, which can nerf enemy characters, you'll be able to remove bigger characters. Finally, this list also plays Revolutionary Army HQ (OP05-021), a Stage that lets you trash a card in your hand and draw one of the top three cards in your deck. With it, you'll be able to fix your hand and prepare for your next turns.

Avoid using your leader's ability on these early turns if you don't have a lot of attackers. You should wait for the best time to set up an explosive turn.

Mid Game (Turns 3 and 4)

At this point, you'll start putting pressure on your opponent with the cards on your board, all while also putting two characters in play at the same time. Finding an Emporio Ivankov (OP05-004) is critical. You can even play it on the turn you get 4 DON!! and trash a card just to put a Karasu (OP05-005) or a Lindbergh (OP05-017) into play. This way, you'll be able to put a lot of pressure on the opponent on the following turn.

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Protect your key pieces, as your opponent will most likely focus on them when they attack.

You can also use the other Emporio, Emporio.Ivankov (OP06-003), to get characters from the top of your deck or put a Koala (OP09-103) in play. She'll protect you, but also let you put two characters in play at once.

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Then, if you have 2 or more characters in play at this point, you can use your leader's ability and attack either your opponent's life or their important characters.

Karasu (OP05-005) is critical, as it nerfs an enemy leader or character, and, as such, lets you attack them with "weaker" characters and force your opponent to raise their defenses. On the other side, Lindbergh (OP05-017) can remove characters when it attacks. Combined with the other debuffs in this deck, you'll be able to use it to remove important enemy characters, all while you attack!

End Game (Turn 5 Onward)

Now, it's time to end the game. Keep filling your board and attacking again and again. To catch your opponent off-guard, you can play Morley (OP05-016), which can't be blocked, and the pair Inazuma (OP05-003) and Monkey.D.Dragon OP07-015, which both have [Rush] and are excellent for decisive attacks.

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If the game goes on for a bit longer than you'd want it to, stop, take a breath, and try to calculate what you need to do to end it. If your opponent has cleared your board, you'll have to be patient and rebuild it. Then, look for a window to attack one last time.

Pros

- This list is very explosive, as it leans on cheap characters.

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- It can debuff characters with Karasu (OP05-005), so your opponent will have to work harder to defend themselves.

- It puts constant pressure on the board, and forces your opponent to spend their resources.

- Finally, it plays many characters with [Trigger] directly on the board, so your opponent won't be sure when and how they can attack your life.

Cons

- This deck needs a good opening hand, and you'll often have to mulligan.

- It is vulnerable to mass removals, particularly against black decks.

- If you can't put enough pressure on the opponent early on, the later turns will be complicated.

Mulligan

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Try to get the best opening hand possible when you mulligan. These are the cards you want:

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Matchups

Favorable

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Monkey.D.Luffy (OP05-060): The enemy leader won't be able to activate their ability as easily, as they'll have to consider their life total and avoid putting themselves in a vulnerable position. Take advantage of this and make them play on your terms. Pay attention to the turns your opponent saves one or more of their DON!! - in these situations, try to set up an attack with 9000 power or more.

Monkey.D.Luffy (EB02-010): This leader needs time to create an advantage. They usually play lots of searchers and set up a Sanji & Pudding (EB02-035). Push forward and don't let this card stay in play if you can.

Nami (OP03-040): Against Nami, you'll have the advantage. Just fill your board and attack as many times as you can. Try to attack with 6000 or more on the first few turns, then aim for 9000 or more to get at least two cards from their hand.

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Unfavorable

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Rob Lucci (OP07-079): This leader can, very easily, remove your characters. As soon as possible, destroy their tapped Brook (EB01-046) and put pressure on them by playing two characters at the same time and making sure you win all your trades.

Jewelry Bonney (OP07-019): This is a defensive list that can handle your attacks very easily. You'll need to plan each attack thoroughly and always attack with your strongest character first.

Shanks (OP09-001): This is another control list. Try to avoid attacks with 5000 power - this is crucial. Lucky.Roux (OP09-015) is your biggest enemy in this match.

Alternative Cards

A few alternative versions of this list use more characters with Trigger so you can access them directly from your life. Keep in mind that characters with Trigger, regardless of which type, also get the power buff from your leader.

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Final Words

Belo Betty is one of the most explosive leaders in the meta right now. Her deck is very cheap and performs really well. It is perfect for beginners because it is incredibly easy to build and do reasonably well with it, but it is difficult to master. The next few sets will also give us some interesting pieces for it.

This deck rewards your focus and boldness with devastating wins and turns that will make your opponent sweat.

Have you ever faced this leader? How did it go? Tell us your thoughts in our comment section below.

Thank you for reading, and see you next time!

Do you think Belo Betty can dominate your local meta?

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