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One Piece TCG Review: OP15 - Adventure on Kami's Island Leaders

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Today, we'll finally review the latest One Piece TCG set, Adventure on Kami's Island. Let's go through all the new leaders!

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One Piece TCG Review: OP15 - Adventure on Kami's Island

In today's article, we'll go through all the new leaders in OP15 - Adventure on Kami's Island as well as a leader from EB04 released between OP14 and OP15.

So, without further ado, let's go!

Jewelry Bonney

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Jewelry Bonney EB04-001 is an Egghead/Bonney Pirates, Special, red/yellow leader with 5000 power and 4 HP. She works really well with strategies centered around managing your life pile. Her main ability activates when you have 1 HP or less and sets her power to 7000 on the opponent's turn, which will make it really hard for them to put pressure on you.

On your turn, she does something else. First, she can nerf an enemy character by giving them -1000 power if you have 2 HP or more. You can also use her to draw cards from the life pile and get closer to 1 HP so you can use her other effect and take advantage of all of these nerfs and buffs in combat.

A decent Bonney list must balance her aggressive and defensive sides, which won't be that difficult. She is quite similar to Monkey.D.Luffy OP13-003 at his peak. She is quite consistent at first, and, as the match goes on, you'll be able to take advantage of her defensive effect. You won't struggle to get the hang of her, but you'll have to time your strategies just right throughout the game.

Krieg

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Krieg OP15-001 is an East Blue/Krieg Pirates red/green leader with 5000 power and 4 HP. Like we've seen it happen several times before, he seems absurd by himself, but his support cards are not that great. His standout ability activates on the opponent's turn and nerfs the entire enemy board by giving them -2000 power if you only have East Blue characters in play and if he has at least one DON!! attached. This will certainly disrupt many strategies and attacks and make things more favorable to you.

On your turn, you can also use him to rest an enemy character with 2 or more DON!! attached. Like so, you'll be able to punish "heavy" strategies and open some space to set up decent attacks. A Krieg list will be able to attach DON!! to enemy characters as well, so you won't struggle to use this ability. Unfortunately, though, this leader rewards builds that focus solely on East Blue cards, and, as we don't have too many of them to play, particularly since some rotated out, he won't be that great.

Still, he could still be quite fun and budget-friendly, particularly with other East Blue pieces that disrupt the enemy board as well.

Lucy

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Lucy OP15-002 is a Dressrosa/Revolutionary Army red/blue leader with 4 HP and 5000 power. His first effect reminds me of Portgas.D.Ace OP03-001: When he attacks and when the opponent attacks, you can discard any number of events and stages in your hand to give him +1000 power for each card you discarded this way. It's a pretty important ability because it turns "bricked" cards into a buff that can be pretty decisive in blocks or attacks.

His second effect shapes the rest of his list: once per turn, if you used an event that costs 3 or more, you may draw a card. Like so, every relevant play in this list will reward you with resources in some way. You'll spend your hand to do a lot on your turn, but this leader will refill it.

So, Lucy OP15-002 is actually not that straightforward. Obviously, you want to draw a lot of cards with him, and, believe me, against slow decks you'll certainly go through your entire deck. But his other effect, which buffs him, adds another layer to his lists. You can play them almost like all-in strategies, spending your entire hand to deal more damage, or play them as the most defensive lists you own.

Naturally, the best thing you can do with him is to balance all of his effects. You should know the best time to use your cards to attack or defend yourself and how to do it, as well as how to take advantage of the many cards you'll draw.

Brook

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Brook OP15-022 is a Slash, Straw Hat Crew green/black leader with 4 HP and 5000 power. His first effect changes a game rule: you won't lose on the spot if your deck runs out of cards. Instead, you'll only lose at the end of the turn. Nonetheless, according to the rules, you'll lose at the end of the turn anyway, even if you somehow put some cards back into your deck.

You can use his other effect once per turn to send four cards from the top of your deck to your trash pile. If your deck runs out of cards in this process, this effect also lets you untap one of your characters. Like so, Brook is not exactly about filling your graveyard. Instead, you'll have to add up a lot of numbers. You'll spend the entire match thinking about how many cards you still have left and how you can mill them, as well as how many cards you still must mill to enable your effects and if you can already win.

So, a list with him will center around discarding your entire deck and setting up an attack turn so long and so powerful that it defeats the opponent on the spot. It's definitely a combo strategy.

Rebecca

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Rebecca OP15-039 is a blue Dressrosa/Wisdom leader with 5 HP and 5000 power. She is also quite peculiar because she can't attack. This, by itself, already forces us to think of different ways to play her, similar to what we do with Nefeltari Vivi OP03-001 and even Rebecca OP04-039.

Her main ability states that, once per turn, you can tap her and return a Dressrosa character to your hand to play a Dressrosa character that costs exactly 3 - and we mean exactly. Like so, with Rebecca, you must focus on reusing On Play effects, keep your hand going, and play lots of "average-sized" bodies on the board. Other leaders win because they alone impact the board considerably. Rebecca forces you to use the rest of your deck to win.

This detail, by itself, already pushes this deck into a specific game plan. It's not a pure aggro list because you can't attack with Rebecca and put pressure on the opponent with her. It's not a traditional control list either because it will develop the board and attack quite often. It is more of a midrange tempo strategy. It will win the game by making the opponent's options worse bit by bit and reusing the same efficient, cheap strategies.

Returning a character to your hand, at first, might seem like a drawback. Nonetheless, you'll be able to use this mechanic to reuse search effects, take advantage of a certain body in the following turns, or set up other play lines, so it won't be that bad. It will be quite helpful in this list and will actually set it apart from the others.

Enel

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Enel OP15-058 is a Special, Sky Island purple leader with 5 HP and 5000 power. He's cool and quite standard, but what really matters is his first effect, which limits the way we can build decks for him. With him in your deck, your DON!! deck only has 6 cards instead of 10, so this is the first leader in the game that changes how many DON!! you have when the game starts.

His other effect only works from turn 2 onwards. Once per turn, you can use it to get up to 1 DON!! from your deck and set it as active, then get up to 4 rested DON!!. Next, you can attach up to 4 of these rested DON!! to one of your characters. Instead of setting yourself up to get to 10 DON!!, like other purple lists, this Enel works with less DON!! in a very efficient way. You'll "limit" yourself to these 6 DON!! artificially, but you'll get them earlier than usual and will be able to use them really well.

Before you ask: yes, this strategy works. It's probably the best OP15 strategy, in fact. Enel OP15-058 lists are aggressive and fun, even though you'll have to learn how to work with 6 DON!! straight away, which can be counterintuitive.

We must also note that any card that disables effects, like Marshal.D.Teach OP09-093, won't disable this Enel. This effect applies a deckbuilding rule, not something that only works when Enel is in play, so effects like that don't affect it.

Monkey D. Luffy

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Monkey.D.Luffy OP15-098 is a Sky Island/Straw Hat Crew yellow leader with 5000 power and 5 HP. His effect states that, whenever one of your Sky Island characters with 6000 power or more is removed by the opponent, you can prevent that and get the top card from your life pile instead. You can use this to prevent both removal effects and combat, so it's a pretty cool leader if you like "reactive" control strategies. This effect won't prevent removals exactly, but it will force opponents to accept that most of their answers will give us value back as cards.

Monkey.D.Luffy OP15-098 rewards consistent deckbuilding centered around Sky Island beaters. He isn't about complex plays but rather stable game plans that center around the board and always having resources throughout the match. Please note that this effect also doesn't work just once per turn or once per character. You use it as long as you have cards in your life pile.

Final Words

Another Luffy will be hard to swallow, particularly considering that the next Starter Deck and the next set will also bring us Luffys. The community is well aware of this. After all, some characters, like Brook, have only gotten one leader version. We still don't have a Franky leader either.

Other than that, these leaders are mechanically interesting, and they're worth at least one deck. Krieg is quite unexpected and could become quite strong. Sabo and Enel will most likely dominate the meta.

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

Thank you for reading, and see you next time!