Introduction
In today's article, we'll discuss a leader that seems quite straightforward at first but, in practice, is actually quite complicated, as you need to manage your resources really well to get the most out of him. We're talking about Dracule Mihawk OP14-020, one of the most popular One Piece characters, the self-proclaimed strongest swordsman in the world, and the owner of many impressive swords.
Let's see how this deck works, its main strategies, and the tech cards it uses.
Dracule Mihawk, the Leader

Dracule Mihawk OP14-020 is a green Slash leader with 5 life and 5000 power. Because he is "the strongest swordsman in the world" in One Piece, he also gets +1000 power against Slash leaders, which, by itself, already affects many matchups.
His main effect states that, once per turn, when you tap one of your cards (including characters, Stages, and DON!!) and if a character that costs 5 or more is in play, you may activate up to 3 DON!!, but afterward you won't be able to play any characters. So, you will do more than just play bodies on curve and attack with this leader. You'll put something big in play, reset your turn, and, from then on, turn this untapped DON!! into pressure through buffs and events.
The coolest thing about Mihawk is that his effect only seems "expensive" until you realize all his lists are built around tapping cards. Some cards will give you something back when you tap them, and other cards protect themselves or the rest of the board. This leader needs more than just an expensive card and beaters: the rest of the deck needs to be built around tapping cards and getting something out of this. It is not a "good stuff list" exactly. Instead, it is more consistent.
The Deck
The list we'll see today was built by a player called Jc Samson, who won a tournament in the Philippines with it. What I really like about it is that it combines the pretty popular Supernova base with the niche Mihawk kit we got in OP14. This combination made this strategy more consistent, but it didn't make it too linear.
This deck doesn't "play by itself". On the contrary, it rewards you if you understand the right time to speed up and the right time to hold on.
Here it is:
Initial Setup

Early on, you'll focus on being consistent. Jewelry Bonney ST02-007 is still one of the best ways to stabilize your hand in green lists centered around Supernova cards. Kid & Killer ST24-002 will help you keep searching for your main pieces and is useful later on when you need to be defensive. As for Perona OP12-034, it is particularly great in this strategy because it finds for you a Slash card and a green event. It will help you get most of your characters and also access the most defensive part of this deck.
This initial setup with lots of searchers is critical because this deck needs its expensive plays (the ones that cost 5 DON!! or more) as early as possible and can't stumble on the way there. Overall, you don't really want to waste a turn in any TCG, but this is even more true with this list. You must spend your first resources setting up your following turns, focusing on your leader, and getting options for him.
Protection and Board Management

This list is all about tapping cards to activate effects, and one of the most interesting things about it is the way it turns "rest" abilities into protection. Laboon OP15-035 protects characters that have 7000 base power or less from enemy effects if you tap two cards. Tashigi OP14-029 does something similar, but on a different scale: you'll prevent a removal if you tap one of your cards. In many decks, this would be too big of a burden, but in this one, tapping cards is just a way to manage your resources.
This strategy will make your opponent quite uncomfortable because all their attempts to deal with the board will have to break through a defense that is built to survive the most common battles in the game. Decks like this, which can stretch turns with their leader, make opponents quite uncomfortable when they also play this type of protection.
The single copy of Coffin Boat OP14-039 is also quite welcome. This Stage draws a card when it enters play and also untaps 1 DON!! at the end of the turn. It's discreet but will keep your hand going and open some space so that you can defend yourself on the opponent's turn. It's also a great card to tap whenever you need to activate other effects.
The Bits

Jewelry Bonney OP07-026 and Carrot OP08-023 disable rested enemy pieces, which is quite valuable in this list because one of its main game plans is to control the enemy board constantly. These characters will allow you to develop your board and also stop enemy attacks at the same time.
Smoker OP10-030 also fits this idea. It costs 5, has decent stats and Banish, and also activates 1 DON!! in the main phase. This means it is one of the best ways to enable this leader and still keep up the pace. You'll keep playing your turns and get value out of your cards with this character in play.
As for Trafalgar Law OP13-031, it actually enables some complex strategies. When it enters play, it returns one of your characters to your hand and puts another character in play tapped, as long as it costs 5 or more. Like so, you can use it to recycle searchers, reuse On Play effects, or fix your board/hand. You'll need to think carefully before using it, but you'll always unlock an array of options after you do.
The Top of the Curve

The most expensive cards in this list do the same thing all the other cards do, but on a bigger scale. Shanks OP14-027 is great because it interacts directly with the leader. When it is tapped on your turn, either because you attacked with it or because you used your leader's effect on it, it lets you tap an enemy character with 7000 base power or less. Afterward, on the opponent's turn, it also nerfs all enemy characters by -1000 power. It is both a big body and a control piece that makes a lot of sense with the rest of the list. You can stack its effects, too.
[Dracule Mihawk OP14-119]] was made for this deck and also sums up the entire archetype really well. It lets you disable an important enemy piece whenever it is tapped on your turn and is also quite defensive, as it lets you discard a card to give your leader or another character +2000 power. This card attacks, disables enemy pieces, and protects your own, all while interacting with the rest of this list.
Law & Bepo ST24-004 is a very solid piece when you already have control of the board. It taps an enemy piece, prevents it from untapping, and can also buff your leader if your opponent has any rested pieces. Considering this deck constantly taps enemy characters, this card is perfect.
The single copy of Hody Jones OP06-035 is a finisher in this list. Rush and 8000 power stand out in any deck, but this card also rests enemy characters or DON!! when it enters play, so it will probably break the opponent's defense as soon as you play it. Oftentimes, Hody will end the game for you, as it will prevent the opponent from playing blockers or events.
Strategies
Early on, you must filter your cards with searchers to set up the best plays for the following turns. Often, your best turn 1 is simply making sure you have Jewelry Bonney ST02-007, Perona OP12-034, or Kid & Killer ST24-002 and setting up your next plays. This leader is incredibly strong, but, if you have the cards that activate him, you'll truly be all set.
Later, you'll start to annoy your opponent with tempo plays. Jewelry Bonney OP07--026 and Carrot OP08-023 disable the board. Soon, you'll be able to just ignore it and attack your opponent directly.
Smoker OP10-030 will make some turns very efficient, and Trafalgar Law OP13-031 helps you manage your resources. Laboon OP15-035 and Tashigi OP14-029 disrupt enemy removals. As the enemy board becomes weaker and weaker, this Mihawk list starts soaring, and victory becomes inevitable.
In the late game, your big pieces will take over. Shanks OP14-027, Dracule Mihawk OP14-119, Law & Bepo ST24-004, and Hody Jones OP06-035 will end the game quite easily, without forcing you to do something unnatural for this list. This, to me, is one of the best things about it. The late game doesn't contradict the early game. It will do the same thing, but better and bigger: rest pieces, disable enemy cards, and reuse resources.
Final Words
Dracule Mihawk OP14-020 was expected for a long time, and many players were happy to see it performing well. It has remained relevant even after new sets came out. Furthermore, it's not expensive like blue and red Ace and purple Enel, so it's quite accessible.
What do you think? Tell us your thoughts in our comment section below.
Thank you for reading, and see you next time!













— Comments 0
, Reactions 1
Be the first to comment