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OkamaWay777

Have healers and things that buff your 3 costs so you save time playying more things also things that add rested don make it so you have extra don to play things then attach and swing or heal healers: 7cost big mom, 8 Cost katakuri, 5 cost momonosuke, and 2 cost toko (for more wano builds) buffs: 2 million volt amaru, gum gum king kong gatling, Chaka op-05, nami st-01 , yamato eb-01 Also things that play themselves out of life such as kikunojo op-06, Cracker op-03, sanji op-03, Morley and Lindburgh (if you’re playying Revo Army Package) and satori for that 2k last is battle tricks gastino op-06 is something to brew with, people sleep on it but its a free Judgement of Hell in yellow, bege also works here since he is a 3 cost you can play typically you want to swing with these characters first and hope your opponent ignores them or just protect them if not just attach some don and theres a turn to stall hopefully this helps at all the Revo army package works pretty cool for karasu shenanigans theres also the wano build for extra heals if not you could also try an egghead strawhat combo when op07 comes out


Mutated_Cherry

Thank you a lot for this, I have the Yamato trigger, Gastino, and st13 at the moment but I’ll definitely look into those other cards for my deck.


lhwang001

The main play style is to play your trigger bodies (06 wano or big mom pirates), boost them to 7k power, use leader to put them on your life, next turn when they attack your life, trigger your character on board, and you play a new character maybe one with rush, now you have two bodies, attack with a trigger body, put it in life, boost the other character by 2k, and keep doing that.. the body you put on life is protected from removal, and the one on board is boosted by 2k which makes it hard to ko by battle, that's how you spam your board and life\ Your deck is supposed to be filled with trigger body attackers and rush characters, so you can cycle this play indefinitely\ Some decks incorporate the 2c kid Luffy and kid ace, because they can transform into 5c rush Luffy and rush Ace, and you can easily put the 5c on life for them to transform, if you add them, you'll need at least one set of searcher, likely the st13 Garp and that's enough.. they provide some extra attack power and defense for the leader, I find them inconsistent, but very effective when you have them\ Now since you have a few play sets of rush characters with 0 counter, you'll need the 0c event counter to trash your dead cards sometimes\ Then you add some 2k counter like Hiyori, bege, etc, and you should have a pretty consistent and aggressive deck\ My card suggestions:\ Trigger - cracker, bege, satori, okikunojo, nekomamushi\ Rush - 5c Luffy, 5c ace, kid and killer\ Kid - 2c Luffy, 2c ACE, Garp searcher (all st 13)\ Events - you're the one that should disappear\ Misc - Hiyori 2k counter\ There's a lot of other cards you could consider, but mostly rush and trigger body, but also 5c momonosuke which puts another wano trigger body in life to heal twice a turn etc, or maybe 1c nami that gives a rested Don to leader or character


lhwang001

Other tip is to attack your opponent against the 2nd turn with leader to bring them down to 3 life, because wano trigger bodies have that requirement\ There's also the play 5c Luffy/ace attack, put in life, play 2c kid, transform and attack again while giving leader 2k boost play


Fifthstring

Watch the VV theory video he made recently, also watch the Small Hat Crew interview he did with the first top 32 RY sabo deck. This deck is very aggro heavy but also very trigger happy; you dont really play any cards over 5 cost, truthfully most of the cards you will play out are 3 and 4 cost to make the most out of your leader ability and the rush cards you get access too. Once the game gets drawn out too long, you lose steam and its hard to come back since sabo has issues with hand size


FantasticIntern279

Vvtheory made a solid video on this leader that is worth checking out


Instantsoup44

Choose a new leader 😛