Reiju is a deck that feels like she should be good, but couldn’t quite become meta. When the bans were announced, some thought that this deck would be tier 0. I believe that this is largely due to the fact that Reiju as a deck has always been that 1 step away from being meta in Japan in OP08, gated mostly by RP Law. Once RP Law disappeared it felt like the possibilities for this deck were endless, but it hit another wall in Black Yellow Luffy.
Regardless, the deck has a lot of power, and while I won’t say that I can solve the Black Yellow Luffy matchup, I think the deck has lots of potential build in a direction that can be very powerful. Reiju will still beat bad BY Luffy’s so I believe she is still a great pick for this coming OP08 meta.
The Ultimate One Piece Card Game Guide LethalThe following article is a section from The Ultimate One Piece Card Game Guide, brought to you by Kai and Cross on the Caliber Team.
Lethal
This is a subsection in the category ‘Attacking.’
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After reading this section, you will be able to:
Know when to go for Lethal
Spread your Don!! effectively to maximize the opportunity for Lethal
Outline
1.1When to go for Lethal
1.1.1 Do I need to go for Lethal?
1.1.2 Is it viable to go for Lethal?
1.1.3 Will I get a better chance later?
1.2 Spreading Don!!
1.2.1 Equal Power
1.2.2 Power Staircase
1.2.3 The 1 Life Exception
1.2.3.1 The Math
1.2.4 ‘Threatening’ Lethal for Board Control
1.3 Extra Remarks or Exceptions
1.3.1 Hand Read
Introduction
How the game is finished is just as important as how the game is played out in the mid-game. There have been countless times where the opponent had the perfect amount of Counter to survive your last attack, throwing a game that had the potential to be yours. Compared to attack sequencing and Don!! allocation for board control, Lethal calculations are a whole subset of knowledge that is necessary to ensure that the chances of victory are maximized.
‘Lethal’ is the term used for the killing blow on the opponent’s life to end the game. This means that the opponent is pushed to a point where they have not enough life, and Counter in hand to defend the flurry of attacks that have been established. If the spread of Don!! is miscalculated and inefficient, it allows the opponent to get away with countering less to maintain a relatively healthy amount of resources to push back in the following turns. Knowing why Don!! would be allocated in different ways when going for Lethal, and moreover, identifying opportunities to choose not to push for Lethal is key to improving this skill.
Guide
20m
Free
One Piece Fundamentals - How To Take Life(Damage)(Zoro knows how to take damage effectively)
At the GenCon TCG Tournaments in Indiana, I learned some new card games for the first time in a while. One of the games in particular, Dragon Ball Super Fusion World(a new version of the DBS card game), was a little confusing for me to wrap my head around at first. Me and Jackson Hoang were playing against each other (https://twitter.com/ClydeTCG/status/1687882080372264960?s=20) and we had no idea what was going on! Everything was Rush Zoro(all the units had rush lmao), we started with like 8 life, we were able to awaken(go super-saiyan) at like 5 life, and we had no idea what to do with all this information. I decided that I was going to take the One Piece approach of taking life/defending and managed to barely squeak out the game against Jackson, even though I had the worst deck.
I thought about that game and how I played One Piece after, and realized that how you take life is directly linked to winning or losing the game! Obviously everyone loses once they are attacked at 0 life, but an attack you decided to take damage from(or defend) at the start of the game, or at 4 life, or at 3 life, etc. may be one of the primary causes of you winning or losing that game.
Guide
9m
Free
The Ultimate One Piece Card Game Guide: Practice (ikailakai)The Ultimate One Piece Card Game Guide Section by Kai (@ikailakai on all platforms).
Outline
1.1 Practice, an Introduction
1.1.1 Aimless Games
1.1.2 Focused Practice
1.2 Practice: 1 Player
1.2.1 Seeing Both Sides of the Matchup
1.2.2 Customizing Your Practice
1.2.3 OPTCGSim
1.3 Practice: 2 Player
1.3.1 Open Hand Play
1.3.2 Key Tips for Effective Two-Player Practice
1.3.3 Utilizing Tournaments
1.4 Practice: 3 Player
1.4.1 Why Three-Player Practice Works
1.4.2 How to use Three-Player Practice
1.4.3 More Than Three Players
1.5 About Coaching
1.6 Closing