Introduction
In today's article, we'll explore Lucy OP15-002, from OP15 - Adventure on Kami's Island. The Lucy list below centers around events and is usually quite "claustrophobic" in OPTCG, but, for the first time, it is performing quite well.
So, we'll go over how you can build this list and how it works. We'll also show you how you can use all of these different events and how to play this list efficiently.
The Leader - Lucy (OP15)

Lucy OP15-002 is a Dressrosa/Revolutionary Army red and blue leader with 4 HP and 5000 power. Its first effect is just like Portgas.D.Ace OP03-001's effect: when it attacks and when the opponent attacks, you may discard any number of events and stages from your hand to give this card +1000 power for each card you discard this way. It's a pretty important effect, considering it turns cards that are dead in your hand into ways to improve your attacks and blocks.
Its second effect indicates how the rest of this deck should be built. Once per turn, if you used an event that costs 3 or more, you may draw a card. This means every relevant play in this deck rewards you with some type of resource. You'll spend the cards in your hand every turn, but your leader will refill them.
So, Lucy OP15-002 is actually not that straightforward. This list is all about drawing lots of cards, and believe me, against slow decks you'll often go through all of it, but your leader's other ability, which lets you buff it, makes everything a lot more complex. You can play this archetype as an all-in strategy, taking lots of risks and playing your entire hand to deal damage. You can also play it very defensively, building an impenetrable wall that nothing can get past. Obviously, the best choice is balancing the two sides of the coin when it comes to your leader's ability. We'll show you how to use your cards in attacks and blocks in the best way and time possible, and also how you can take advantage of the many cards you'll have in your hand.
The Deck
The list below was built by MichaelArtress, who took it to a tournament in the United States and won the entire thing with a 6-0. Obviously, it plays lots of Dressrosa cards, particularly events. They'll be your main card draw/buff engines.
Here it is:
Early Game

First, we have Viola OP15-040 and Rebecca OP15-053, which will get Dressrosa cards for us, and then we have Leo OP15-052, which protects our cards from being removed through effects. All of these cards are great early on. They make this strategy more consistent and resilient and protect our board. Rebecca, in particular, can become a blocker later on if you attach some DON!! to it, so it won't be dead in your hand either.
Dressrosa Kingdom OP15-057 is a pretty good stage in the early game. If you're playing a Dressrosa leader, it draws a card, which will already keep your hand fresh. Afterward, when the opponent attacks, you can tap it and discard an event or stage to give your leader or a character +2000 power in that battle. It is very similar to Shanks OP12-008 in terms of making our board more resilient.

Cavendish OP10-045 is perfect in turn 2 if you're playing in even turns. This card allows you to fix your hand when it attacks: you'll set up your main plays with it and look for counters. It's easily one of the most important cards in this list. As for Sabo OP10-049, it enters play in turn 2 as well, but it's a +2000 Counter and a way to protect our small bodies from removals. It lets you return your characters to your hand when they would be removed, so the opponent will have to remove it first, and you can use it as a Counter later on.
In the first few turns, you'll set up your main game plan with searchers and attack with Cavendish OP10-045 as much as possible. You'll get a lot of cards and fill your hand.
Events

Fo...llow...Me...and...I...Will...Gui...de...You OP10-059, a horrible name, I know, is an event and a searcher. It lets you look at the top 5 cards in your deck and get a Dressrosa character from among them.
And no one else can have it! It's our memento of him! OP15-054, a somewhat less terrible name, is a lot broader. It lets you draw two cards and discard one, then put in play a Dressrosa card that costs 4 or less. Or you can use it to simply return a stage to its owner's hand, which is situational but perfect against Imu OP13-079.

Just Watch Me, Ace!!! OP15-021 costs 4, but you can play it for less if you have four or more events in your trash pile. It nerfs an enemy character by -3000 power in the main phase and the counter step. By itself, it is already great. With Fire Fist OP05-019 and Fire Fist OP15-020, Roger, and other cards in this deck, it solves problems that most cards, by themselves, couldn't. It's an efficient event and a way to cheat the numbers, somewhat.
The new Fire Fist OP15-020 is great in long matches. It gives your leader +3000 for one turn and -8000 to an enemy character until the end of the opponent's next end phase. It also lets you knock out something, usually the same card you nerfed, if you discard two cards. This by itself is already great, but considering Sabo OP15-046 activates a Dressrosa event in your hand when it enters play, it is even better. This is the main combo this deck plays, particularly because Sabo lets us put a big blocker in play.
As for the old Fire Fist OP05-019, it is still excellent because it nerfs something by -4000 power for just 2 DON!!, and that is great in this deck. Because this deck already plays big events, using a cheap piece to remove something with your other cards is quite elegant.

I really like Barrier-Barrier Pistol OP10-060 in this list as well. Instead of just knocking out something by nerfing its power, it puts a character with 6000 power or less at the bottom of its controller's deck. This is perfect with cards like Koala OP05-006, which nerf the enemy board. In many cases, this will be more valuable than a regular removal, particularly against pieces with K.O. triggers and decks that fill the graveyard. For instance, the yellow Thriller Bark kit and Imu OP13-079, which are quite popular in the meta right now.
Sabo OP15-046 is one of the most important cards in this deck precisely because it easily gives you a lot of value. Instead of using DON!! on events, you can just play this Sabo. It costs 7 and has 9000 power and blocker as well. So, it will be a big blocker on your board and let you do something else, like draw cards, remove something, or set up a tempo play. The best part is that most of the expensive events this list plays also interact with your leader and draw cards, so this Sabo will create an absurd amount of value at once. You'll be able to use your DON!! very efficiently with these cards.
Strategies
In the early game, I believe this list is quite similar to other lists that rely on heavy setups. You want Viola OP15-040, Rebecca OP15-053, Dressrosa Kingdom OP15-057, and an event that sets up the rest of your curve. You don't really want to play your entire hand too early just to protect yourself against a bit of damage. You'll survive and set up hands, in particular separating the events you'll use to protect yourself and the events you'll use in the following turns. Often, the best way to use your leader in the first few turns is to turn an irrelevant event in that particular matchup into attack/defensive buffs.
In the mid-game, you'll attack with Cavendish OP10-045 to filter through your deck and play Sabo OP10-049 to tax enemy removals. And no one else can have it! It's our memento of him! OP15-054 is a pretty strong way to draw cards and develop the board at the same time. From here on out, this Lucy list is almost a toolbox midrange strategy. Each character enables the next event you play, and each event improves the next battle. That's the best part to me: setting up turns and progressing your main game plan instead of just reacting to what the opponent does.
In the late game, Sabo OP15-046, Fire Fist OP15-020, Barrier-Barrier Pistol OP10-060, and Gol.D.Roger OP09-118 will help you end the game. This deck plays lots of expensive events, so drawing cards with your leader will still be relevant. You won't have to worry about drawing a bad card and losing if the match lasts longer than it should. Furthermore, you can use your events to buff your attacks and your defenses, so only a few cards will be dead in your hand. This is something I really value in TCGs like this one, which heavily center around the cards in your hand.
Final Words
Lucy OP15-002 is one of the most interesting leaders in OP15 to me precisely because it's not straightforward. I believe this makes it quite fun. You'll have to do more than just fill this list with events to set up a giant attack or an impenetrable defensive wall. The idea is to find balance as you play your events, draw cards, set up combat, and more. You'll use some cards to get your events out of your hand without getting behind and still draw a lot of cards.
We're talking about a leader that has performed really well in Japan and is starting to yield some results in the West. It has a lot of strengths and even has space for different variants.
What do you think? Tell us your thoughts in our comment section below.
Thank you for reading, and see you next time!













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