One Piece TCG: Deck Tech - Blue & Green Luffy and the Impel Down Gang (OP16)

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Today, we'll go over a deck that is pretty difficult to pilot but has been the talk of many One Piece TCG tournaments around the world: Blue & Green Luffy, the Luffy from the Impel Down Arc!

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Translated byJoey

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Revised byJoey

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Introduction

Another set, another Luffy, and this time it's a blue/green one centered around Impel Down. This version represents the prison break orchestrated by our favorite captain to save his brother from being executed.

In today's article, we'll see how UG Luffy works, including the perfect sequence of cards it needs. It is incredibly fun to pilot, though, as it can set up long turns and often untaps many DON!! in a row.

Luffy OP16, The Leader

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Monkey.D.Luffy OP16-022 is an Impel Down/Straw Hat Crew green/blue leader with 5000 power and 4 life. His effect activates in the main phase, once per turn: if your only characters in play are Impel Down characters, you may untap up to 2 DON!!.

The simplest approach is to treat Luffy as a leader that untaps resources, but the most important detail is his restriction. Decks with him can't just play random green/blue characters because one single non-Impel Down card will disable his main effect. Like so, his archetype is pretty tied to Impel Down cards. Only a few non-Impel Down cards will see play in these lists.

Luffy's effect also changes how turns go considerably. You may spend DON!! to play a card, activate the leader, and then still have resources to look for something, draw cards, defend yourself with an event, or set up another small play. You won't exactly accelerate, but make your plays smoother. Like so, this deck can set up lots of small plays, a lot more than it would usually be able to in each curve.

The Deck

The list below, which showed up at an event in the hands of a player called Espeon, uses an Impel Down core, including small characters that draw cards, pieces that return your characters to your hand, and blockers and finishers that will take advantage of the board you built throughout the game. You won't have to rush and attack your opponent straight away. Your best choice is keeping your board full so that you can activate your leader consistently and use all your DON!! on more than one action. Your turns will be bigger and bigger.

Here it is:

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Early Game

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Monkey.D.Luffy OP16-034 is one of the best openers for this deck. It costs 1 and lets you look at the top 3 cards in your deck and get an Impel Down card. With it, you can get practically any important piece in this list. Furthermore, if you spend 1 DON!!, you can give him power according to the characters with different names on your side of the board. This is great for a deck that naturally puts several different characters in play instead of just the same big body.

Emporio.Ivankov OP16-026 gives this idea some legs. It is a searcher that lets you look at the top 3 cards in your deck, get an Impel Down card, and also put in play a character that costs 2 or less from your hand. Like so, you can set up sequences with Monkey.D.Luffy OP16-034, Mr.1(Daz.Bonez) OP16-054, Mr.2.Bon.Kurei(Bentham) OP16-055), or Mr.3(Galdino) ST30-014. You'll be able to get cards and develop your board at the same time.

Mr.3(Galdino) ST30-014 plays a specific role in this list. You can tap it to give up to 2 tapped DON!! to 2 characters with 6000 power. This way, you'll be able to turn resources you've already used into combat pressure. As your leader untaps DON!! you've already used, cards that let you reuse tapped DON!! really fit the main game plan. At all times, the idea behind this list is to get as much value as possible from resources that other decks would have already used.

The Blue Base

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Mr.1(Daz.Bonez) OP16-054 and Mr.2.Bon.Kurei(Bentham) OP16-055 are small and simple, but they do a lot for this deck. They both draw a card when they come in and keep your hand full, as they essentially refill themselves. You'll put several small bodies in play but still have lots of resources to keep playing. Mr. 1 can also become a 5000-power attacker if you have 5 cards in your hand or more. Bon Kurei, on the other side, sets its power according to the enemy leader's power when it attacks, for just 1 DON!!.

These cards are important because you don't really want to spend your entire hand on your board and exhaust your resources. As your leader's effect lets you spend more DON!! in one turn, this deck needs to get cards constantly. Otherwise, you'll run out of resources quickly. Mr. 1 and Bon Kurei enter play, draw cards, are Impel Down characters, so they enable your leader's effect, and can also put pressure on the opponent when you already have a full board.

Mr.3(Galdino) OP16-056 is one of the most interesting things about this blue base. You can trash it to draw two cards and prevent an enemy character that costs 9 or less from attacking until their next end phase. Like so, you'll turn a piece on the board into another card and time. You'll also open space on the board but still respect your leader's restriction. In stalled matches, this effect will buy time for you so that you can set up your board. Furthermore, you can trash Mr. 3 after you attack to deal a lot of damage to the opponent's defenses, whether that means their hand, board, or life points.

Blockers and Reusing Resources

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Crocodile OP16-045 is a Blocker that costs 4 and has 6000 power. It also interacts directly with the small characters in this list. When it enters play, it lets you return one of your characters, as long as it costs 2 or more, to your hand and put in play an Impel Down character that costs 2 or less from your hand. Like so, you can reuse cards like Mr. 1, Bon Kurei, and Mr. 3 and still put a defensive body on the board in the end.

Miss Olive OP16-050 is similar, but it centers around drawing cards and looting. It is also a Blocker, has 6000 power, and, when it enters play, it lets you return a character that costs 2 or more to your hand to draw two cards and discard one. Considering this deck plays many great "enter play" effects, returning a card to your hand is not necessarily a bad thing. Oftentimes, this is precisely what will allow you to recycle an effect for the following turn.

Buggy OP16-048 is defensive, and its "enter play" effect will create some value for you.

When it enters play, if you're playing an Impel Down leader, it draws a card and puts in play a Prisoner of Impel Down OP16-042 from your hand. Then, once per turn, when the opponent attacks, you can use it to give Blocker to one of your Prisoners that turn. Because Prisoner of Impel Down OP16-042 has 6000 power, Counter +2000, and you can use as many copies of it as you'd like in your deck, it is quite flexible in this list. You can use it both defensively and to make your board quite solid.

Expensive Cards and Finishers

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Boa Hancock OP16-032 is the most expensive green card in this list and one of the cleanest ways to end matches. It costs 7, has 9000 power, is Unblockable, and, when it enters play, it prevents the opponent from resting one of their non-Monkey.D.Luffy characters until their next end phase. You can use it to lock down an important piece, prevent attacks, or get a Blocker out of the way, and Boa will still represent damage because it can't be blocked.

Portgas.D.Ace OP13-119 is the main non-Impel Down card in this deck, and you need to use it with this in mind. It gains Rush if you have 3 life points or less, and, when it enters play, it puts a rested DON!! on your leader. Then, you can return an enemy character that costs 5 or less to their hand. Because Ace isn't an Impel Down character, it is often better after you use your Luffy's effect or when you're about to end your turn. The immediate value it creates matters more than preserving your next trigger.

Let's Go!! To the Navy Headquarters!! OP16-038 is the best event in this deck. As a Counter, it gives +3000 to the leader, which would already be quite decent. The effect you can activate in your main phase, however, is what interacts with this list. With it, you can rest 6 DON!!, and, if you have 5 Impel Down characters with different names in play, set your leader and all your characters as active. With a full board, this card will allow you to put pressure once again after you attack, and the leader will help you pay for its cost.

Final Words

This is one of the best decks with the new set, but it does come with a drawback: you have to play the right sequences of cards to get the most out of it. You'll need to practice and practice, but it will reward you handsomely if you decide to master it. This is, in my opinion, a pretty important quality for meta decks. Like so, it's not just a bunch of expensive paper that gives you the win so easily, which is boring. You'll have to work for it instead.

What do you think? Tell us your thoughts in our comment section below.

Thank you for reading, and see you next time!