Session Notes della Training Library di thedojo.gg («The Codex», le sessioni nei preferiti) — VOD review e ladder di Elijah («Equinby»). Testo integrale, nelle parole dell'autore.
Il matchup con Robin analizzato su VOD: tempo prima del primo Big Mom, Dead Man's Game, Shanks + Luna, gestione della vita. Attenzione: sul turno la fonte si contraddice (è segnalato nel punto esatto).
Mihawk versus Robin is a race between two very different resource engines. Mihawk wants to establish a wide, active board, pressure Robin with repeated 7k attacks, and use Shanks plus Luna to deny Robin’s defensive turns. Robin wants to ramp quickly, develop Teach and Big Mom ahead of schedule, heal through the early pressure, and eventually force Mihawk to fight through Giant-backed bodies and multiple large bodies.
The main lesson from the session is that the matchup is heavily shaped by tempo before the first 10-cost Big Mom turn.
The session’s strongest strategic conclusion is that Mihawk should generally choose second against Robin.
Why:
The matchup is still playable from other die-roll positions, but Mihawk’s first-player seat is much better for controlling Robin’s progression.
Mihawk cannot sit back and let Robin build a full healing board.
Robin’s leader banishes life rather than giving Mihawk cards, but Robin pays a real cost for its early setup:
The core Mihawk plan is:
Impact’s central observation was that Robin’s board, without Giant and without enough open DON!!, often folds to repeated 7k attacks. Robin can heal, but it cannot defend every attack if Mihawk is consistently asking for multiple cards.
Mihawk should use 7k attacks to create the most difficult defensive decisions.
Why 7k matters:
Mihawk should not default to:
The preferred goal is not merely “hit life.” It is to make Robin spend the exact cards it needs for its ramp, Teach, Big Mom, and Giant sequence.
If Mihawk has extra DON!! and does not need it for:
then it should convert the DON!! into a larger attack.
A 5k attack into Robin can be low impact. A 7k attack can force a real card exchange and accelerate the game before Robin’s healing engine comes online.
Robin’s goal is not to trade evenly in the early turns. It wants to ramp into large bodies fast enough that Mihawk’s normal midgame attacks become inefficient.
Robin’s best sequence is generally:
The most dangerous Robin high roll is a fast curve such as:
If this happens while Mihawk misses 6-cost development, misses useful one-drops, or gets Samurai stuck in hand, Mihawk can be overwhelmed.
Robin’s banish leader forces an unusual decision pattern. The opponent does not gain a card when taking life, so it is tempting to counter every banish attack.
The session’s conclusion was that this is often wrong.
Against Robin, Mihawk should usually:
The reason is simple:
Banish attacks matter, but board is still the deciding resource.
Mihawk must understand Robin’s strongest curve because it changes the entire matchup.
Robin’s ideal high-roll progression can include:
This is the sequence Mihawk should fear most.
Why it is dangerous:
Mihawk must punish the setup before it becomes complete.
The best tools are:
The session identifies Dead Man’s Game as a potentially important future inclusion if Robin becomes popular.
Robin’s strongest defensive turns frequently involve:
Dead Man’s Game can break that structure.
If Mihawk taps Robin’s key DON!!:
The group’s view was that one Dead Man’s Game can drastically change games that otherwise look unwinnable.
DMG is not just a generic event. Against Robin, it is often a direct answer to the deck’s survival mechanism.
The goal is:
Mihawk should not automatically Shanks plus Luna at the first possible opportunity.
The package is strongest when:
The ideal sequence is:
The session highlights that attacks should generally happen before Shanks when possible.
If Mihawk attacks first:
The basic sequence is: Attack first, then Shanks, then Luna.
Do not waste the opportunity to make your existing board attack before freezing the opponent’s side.
Mihawk’s strongest plan into Robin is frequently to develop more bodies rather than race to Shanks immediately.
Why:
A development pattern such as:
can be better than simply jamming Shanks at the first opportunity.
The goal is to create a board where Robin cannot:
The session also reinforces a sequencing principle for lists playing both Mihawk and Law:
Why:
This is not an absolute rule, but it is a useful sequencing default.
Perona is valuable against Robin because it can reduce the number of meaningful attacks Robin sends while also creating a resilient board body.
Perona is especially good when:
Oden is valuable when one character is the real problem.
Use Oden when:
The main difference:
Robin may include one-drop hate such as Mont-dor. This can punish Mihawk’s one-drop development and cause a blowout if it removes multiple searchers or Samurai targets.
However, the session’s conclusion is clear: Mihawk should not stop playing one-drops just because Robin could have Mont-dor.
Why:
The correct response is to acknowledge the risk, not cripple your own curve trying to avoid it.
Big Mom is Robin’s central stabilizer.
Against Big Mom, Mihawk must ask:
Mihawk should not assume Big Mom is removable immediately. If Giant is live, attacking into Big Mom may simply trade Mihawk’s biggest attack for Robin’s best defensive event.
Borsalino plus Giant is one of Robin’s best defensive lines.
It can:
Mihawk’s response is to avoid allowing Robin to enter this defensive posture with a real attacking board.
If Robin has:
then Mihawk can be in danger.
If Robin has:
then Robin is only delaying. Mihawk can continue developing, pressing life, and wait for the right Shanks or DMG turn.
Mihawk should not automatically preserve life against Robin.
Take early banish hits when:
Counter when:
Mihawk should focus on getting Robin to one or zero before the full healing engine begins.
Robin can recover life, but every heal has a cost:
Repeated 7k attacks make Robin choose between:
The goal is to make every defensive choice bad.
A hand is not good simply because it has Samurai and a one-drop.
Against Robin, Mihawk wants:
A hand containing one one-drop plus Samurai can still be a mulligan if everything depends on Otama finding exactly the missing body. The hand may look structurally close, but it is not functional enough if one search whiff means the whole curve fails.
Robin wants to prioritize:
Robin cannot keep a hand that only looks good on the 10-DON!! turn. It needs a functional early progression because Mihawk’s 7k pressure can make an unprotected Big Mom turn too late.
Practice these scenarios:
Practice these scenarios:
Elijah in ladder sceglie fra Law + Yasopp e Mihawk + Perona: tre Decken, tre Boat, Law/Bepo, mirror, Enel e Robin.
This ladder session is Elijah working through the practical reality of OP17 Mihawk rather than presenting a fixed final guide. The main focus is the unresolved choice between the Law plus Yasopp build and the Mihawk plus Perona build, with live games used to evaluate mirror performance, Enel, Robin, and a range of fringe ladder opponents.
His starting conclusion is nuanced:
The session also sharpens several practical conclusions:
Elijah’s working view is that Law plus Yasopp is the stronger all-field version.
The build’s advantages:
The Law build’s weaknesses:
Elijah repeatedly notes that the Law version can develop “fail rate” when it does not have enough one-drops to Samurai or pick up with Law. This is one reason he does not want to cut too many small bodies or 2ks in the shell.
The Mihawk plus Perona build is the mirror-focused option.
Its advantages:
The Mihawk plus Perona build’s weaknesses:
Elijah’s evaluation is not that one shell is unquestionably better. It is: Law plus Yasopp is likely better into the field. Mihawk plus Perona is likely better into the mirror.
The correct submission depends on whether the event is expected to be a Mihawk-heavy top-table tournament or a broad field full of Enel, Robin, Sabo, Kaido, and rogue decks.
Elijah is firmly leaning toward three Vander Deckens.
Why three is enough:
The old high-value Decken pattern was:
Elijah believes competent opponents now prevent this pattern more often. Therefore, three copies provide enough access without overloading the deck.
Elijah is very clear that he wants three Boats.
Boat matters because it:
He does not want to play fewer than three Boats.
Elijah’s current list was playing three Shanks, which made him nervous in some ladder games.
With four Shanks:
With three Shanks:
Elijah was not fully settled, but the session shows the practical cost of lowering Shanks count: the deck becomes less willing to use Shanks as discard fuel and less able to trust its deck velocity.
Elijah is personally lower on Stun Bonney than much of the ladder.
Why he is skeptical:
He sees cases where it is strong:
But he does not believe Bonney alone automatically wins the mirror.
Elijah’s view depends on which mirror shell dominates.
If the expected mirror is Law plus Yasopp:
If the expected mirror is Mihawk plus Perona:
Elijah is worried that the Mihawk plus Perona build will remain common enough that cutting Luna entirely is dangerous.
Elijah discusses one-cost Zoro as an unusual flex option.
Potential uses:
Why he is unsure:
Elijah sees it as a possible meta call, not a standard inclusion.
One of Elijah’s clearest ladder findings is that Law/Bepo has been underwhelming in the mirror.
Why:
Elijah’s central question is: What does Law/Bepo actually do that Shanks plus Vander Decken plus Luna does not already do better?
He currently sees Law/Bepo as potentially better outside the mirror than inside it, but he is not yet convinced it is necessary.
Law/Bepo may still have merit outside the mirror because it:
Elijah does not rule it out. He simply sees far less mirror impact than expected.

The ladder session reinforces that the mirror is not only about bomb timing. It is about using 7k attacks to strain a deck with limited 2k density.
Elijah repeatedly favors attack patterns such as:
Why 7k matters:
Elijah’s goal is often to “2k-check” the opponent repeatedly rather than offer a sequence they can answer with one event, one small counter, or a free block.
Elijah came away impressed with Perona.
In one Enel game, Perona remained in play and attacked several times because Enel could not clear it cleanly. Elijah noted that if Perona had been any other 5-cost body, it would have been removed immediately.
Perona’s value:
This finding makes the Mihawk plus Perona shell more attractive than its abstract theory suggests.
Elijah gives a concise theory of stuns:
Stunning too early is often wasted value. The opponent untaps, and the body attacks later anyway.
Before playing Luna, Stronger, Perona, Oden, or another stun, ask:
If none of these are true, the stun may be a tempo-negative action.
Elijah’s mirror decisions are based on projected game length, not merely the number of rested bodies.
When choosing between attacking board and face, ask:
The number of rested bodies alone should not decide the line.
Elijah becomes more cautious about Samurai on turn three.
Why Samurai on three can be bad:
Samurai is more attractive on turn four when:
Elijah’s practical advice:

Elijah finds Enel harder now than in OP16.5 when playing the Law plus Yasopp version.
Why:
This is no longer a matchup Mihawk can treat as routine. It requires tighter counter management and better recognition of Enel’s board texture.
Elijah is willing to take some early hits, but he specifically thinks about the future swing distribution.
A useful question is: Will there be enough attacks above 6k before my 10-DON!! turn that taking this 6k now is actually dangerous?
If the answer is no, taking can be correct.
If future attacks are mostly 6k or smaller:
However, when Enel has a wide one-drop board and repeated 6k attacks, Mihawk must be more careful. The total number of swings can become more dangerous than the individual attack size.
A major Enel lesson from the session: Do not attack Enel for 5k if you have unused DON!! and no reason to keep it open.
A 5k attack can be Mamaragan’d efficiently.
When Enel Mamaragans a 5k:
If Mihawk is not using the DON!! for:
then it should increase the attack size to 6k or 7k and force a more expensive response.
Elijah is very clear that multiple Ohms change the matchup.
Against triple Ohm:
In the session, Elijah says that he would normally avoid Samurai’ing large bodies, but against a board like triple Ohm, he may Samurai them because they are unlikely to survive either way.
Elijah is willing to play around hand-rip Law if his hand has a critical vulnerability.
Counter early if:
Do not overplay around Law if your hand is redundant. Losing an Oden and Mihawk is bad, but not necessarily worth giving up too much life or hand if you still have functional follow-up.
Elijah sees Perona as excellent against Enel because it is hard to cleanly remove.
Yasopp is good when:
The general priority is:
Elijah’s expected winning sequence is often:

Elijah prefers going first into Robin, particularly when using the Law plus Yasopp shell.
Why:
Robin’s strongest start is approximately:
If Robin executes this while Mihawk misses six-cost development and small bodies, the matchup can become extremely difficult.
Elijah thinks Robin is harder without Law plus Yasopp.
Yasopp helps because:
Law helps because:
Against Robin, Elijah wants to attack for real numbers, especially when low-rolling.
If the DON!! is not needed elsewhere:
Elijah specifically notes that Mihawk may prefer 6-cost plus 5-cost development repeatedly over rushing Shanks. Robin struggles when Mihawk reaches a board of multiple attackers and can present five or more swings.
Elijah identifies a major Robin mistake: attacking Mihawk’s life with characters too aggressively.
Why it is risky:
Robin needs to be careful. If it attacks life but does not remove board, it may simply give Mihawk the hand it needs to assemble Shanks, Decken, Luna, and Law turns.
Even though Elijah prefers Mihawk, he is clear that Robin can create an almost unwinnable start.
The dangerous situation is:
In those games, Mihawk can lose not because the macro plan is wrong, but because Robin has combined acceleration, hand disruption, trigger value, and a major healing threat before Mihawk is online.
Elijah repeatedly returns to the importance of knowing the opponent’s counter distribution.
Against decks with limited 2k density:
He calls this “2k-checking.”
The goal is to create a turn where the opponent needs more 2ks than their deck is likely to have.
Elijah’s rule is not “always leave DON!! for events.”
Leave DON!! open when:
Do not leave DON!! open merely because you want the opponent to counter. If the DON!! is unused and a larger attack prevents Mamaragan, forces a 2k, or advances lethal, attach it.
Elijah’s practical framework:
Protect the body when:
Let the body die when:
Elijah’s late-game plan is often:
He emphasizes that players should calculate whether the game ends next turn or requires another turn.
If the game ends next turn:
If the game requires more than two turns:
Mihawk remains one of OP17’s strongest decks because it rewards card tracking, matchup knowledge, disciplined attack sizing, and correct late-game planning. The player who identifies the opponent’s counter thresholds, maps a two-Shanks kill, and uses their one-drops and searchers efficiently will gain more from the deck than a player simply copying the strongest list.
VOD review condotta da Elijah su piĂą mazzi: Sabo vs Mihawk, Robin vs Rocks, Mihawk vs P Enel e vs Ace Luffy, e un metodo generale per leggere vita, carte, board e DON!!.
This session is a broad VOD review led by Elijah. Rather than staying on one deck, he reviews several games and uses them to teach a universal decision-making framework:

Elijah sees Sabo versus Mihawk as a matchup that should favor Sabo when the Sabo player understands the race.
The reason is structural:
The core conclusion:
This is not just a matchup-specific lesson. Elijah uses it as a model for how players should analyze every matchup.
Before deciding whether to clear board, push life, or develop, ask:
Elijah believes Sabo should generally choose second into Mihawk.
Going second matters because:
A Sabo player who accidentally chooses first gives up a meaningful structural edge.
Elijah’s preferred Sabo progression against Mihawk is not to rush out Saul on the first available turn.
If Sabo goes first, he prefers something closer to:
Why this is better than Saul on 5:
Saul is powerful, but fragile.
Elijah sees Saul as a card that:
Saul is not always the best immediate play. If Sabo has no second Giant or no follow-up body, playing Saul too early can create a bottleneck where Mihawk removes it and Sabo loses its entire plan.
Loki is more resilient than Saul.
Loki is often preferable when:
Loki’s advantage is that it can often attack without immediately collapsing the board plan. Saul frequently has to remain active because it is too important to lose.
A key Elijah lesson in this matchup is using Zoro to survive the Mihawk Shanks plus Decken turn.
Mihawk’s intended 10-DON!! turn often involves:
Sabo’s answer is often Zoro.
The Sabo player should:
Elijah’s core idea is that the Sabo player may need to “dump the hand” to protect Zoro.
Why that can be correct:
Elijah describes a stronger Sabo sequence when the player finds two Giants:
This line is stronger because it forces Mihawk to spend its control tools on multiple different threats. Sabo does not need every body to live. It needs enough of the board to remain active after Mihawk spends its big turn.
Elijah identifies both draw issues and gameplay mistakes.
The Sabo player:
By the time the player used Gravity Blade, clearing Mihawk’s board may have delayed defeat, but it did not create a realistic winning route.
This is an important distinction: A play can prevent you from losing immediately without helping you win.
Gravity Blading Mihawk in that spot gave Sabo more time, but Sabo was already too far behind to use that time productively.

Elijah sees Robin versus Rocks as a difficult matchup for Robin, but more playable than Sabo versus Rocks.
Robin’s general plan is unusual:
At face value, starving Rocks seems strange because Rocks draws two cards every turn. However, Robin’s plan is not to win instantly through starvation. The plan is to make Rocks develop without gaining life resources, then punish the board once it turns.
Elijah strongly supports Robin going second into Rocks.
Reasons:
Elijah highlights a major fundamental rule: Resolve the smallest search first, then resolve the larger search.
Why:
For example:
The only exception is when the player is uncertain whether they will use every search effect. If you know you will use all of them, start with the smallest one.
Elijah likes preserving the card that allows Robin to double-ramp efficiently on the 6-DON!! turn.
The logic:
A player should not discard this setup piece too casually just because another card looks playable now.
Elijah is skeptical of Smoothie in many Rocks positions.
Smoothie is best when:
Smoothie is weaker when:
The proposed Robin plan against Rocks is:
The theory is that Rocks eventually runs low on cards because:
Elijah acknowledges this plan is not fully solved. Rocks can simply develop more cards, keep major bodies standing, and wait until it has multiple 10-cost developments plus Shikis and Newgate. This is why Robin versus Rocks remains a matchup requiring more testing.
Elijah spots a missed opportunity to play 10-cost Big Mom earlier.
The key lesson: If you have enough life, enough hand, and the opponent has limited ways to punish the board, play the major threat before it becomes too late.
In the reviewed line:
Instead, delaying the Big Mom gave Rocks more room to build its own board.
A Robin player in the session describes playing Borsalino as a key survival piece.
Borsalino matters because:
Elijah agrees that Borsalino is extremely strong, but notes that Robin list space is tight. The deck has many attractive options:
The key deckbuilding question is not whether a card is good. It is whether it is better than the card it replaces.

The Mihawk versus Enel review focuses on life management, attack sizing, one-drop management, and how to avoid giving Enel high-value Mamaragan turns.
Mihawk’s overall plan is:
Elijah gives a highly transferable counter framework.
When deciding whether to take an early 6k attack, ask:
His conclusion is that Mihawk should generally be willing to take the first two attacks, including a 6k attack, unless there is a specific hand structure or lethal concern.
The logic:
Elijah does not ignore hand-rip Law completely.
Counter early to avoid Law only when:
Do not overplay around Law when your hand has redundant pieces.
If the opponent can rip one Oden and one Mihawk but you still have functional curve and board development, that is annoying but not necessarily worth sacrificing multiple life cards or counters early.
A major correction in the Enel review is not leaving DON!! unused while attacking for only 5k.
If Mihawk is not using its remaining DON!! for:
then it should increase the attack size.
Why:
A 5k attack into a ready Mamaragan may be worse than a 6k or 7k attack that forces real resources.
The rule:
Elijah sees triple Ohm as a board that must be respected.
If Enel has multiple Ohms:
Normally, Elijah would not Samurai major bodies in the matchup. But against triple Ohm, the board can be so hostile that extracting the draw immediately becomes reasonable.
The concept is: If a body is certainly dying, convert it into value before it dies.
The standard development is Mihawk plus Oden.
The goals are:
The Enel player can remove one body. The Mihawk player wins by forcing Enel to answer several bodies over multiple turns.

Elijah considers Ace Luffy a low-play-rate deck that is deceptively easy to beat once the opponent understands its list construction.
Its major weakness is extreme lack of counter.
The deck effectively plays:
Elijah’s simplified matchup rule is: Attack Ace Luffy with repeated 7k swings and it dies.
He states that the deck can fold to one 6k attack followed by several 7k attacks because it cannot meaningfully protect life through normal counter.
Against Ace Luffy:
This is a tournament-level scouting lesson: If you know a deck’s counter distribution, you know which attack sizes actually matter.
Mihawk should:
Elijah critiques a line where Mihawk skipped two face swings.
The issue was severe because Ace Luffy does not have the counter density to survive. Every missed 6k or 7k attack is a missed opportunity to exploit the deck’s main structural weakness.
Mihawk cannot reasonably starve Ace Luffy and then clear its board like it might against a smaller-body deck.
Reasons:
If Mihawk has unused DON!! and is not spending it on Boat, Samurai, development, or events, it should attach the DON!! and make a larger face attack.
Elijah spends substantial time explaining why counter decisions should be based on the entire future turn cycle, not the immediate attack.
The wrong question is: “Can I counter this attack?”
The correct question is: “If I do not counter this attack, what future attacks become impossible to survive, and what do I gain by taking the life now?”
Taking early life is usually correct when:
Counter early when:
Elijah explains card value through future exchanges.
Example:
The player must compare:
A recurring example involves Franky.
If countering with Franky means you still have a workable Pink turn or another playable line, that can be correct.
But do not counter with Franky and then pass with no development if playing Franky was your only meaningful turn. That is a disaster because the card was not merely a counter. It was your entire board development.
The rule: Do not spend your only playable card as counter unless you know your remaining hand still has a functional turn.
Elijah’s most transferable teaching segment is his framework for determining whether each deck wants the game to be long or short.
Ask:
If your deck has the early stat advantage, you usually want to shorten the game.
Ask:
If the opponent’s late-game package is stronger, you need to pressure before it arrives.
Do not focus only on the visible threat.
Examples:
Once you know whether the game should be fast or slow:
Elijah’s session is fundamentally about playing the matchup, not playing the card.
The core lessons are:
A tournament-ready player should be able to explain, before their first attack each turn, whether their objective is to race, stabilize, starve, protect a key body, or force lethal. When that answer is clear, the best line becomes much easier to find.
Le sei sessioni che il Codex raccoglie. Nel sito: la 1 (Q&A di Impact del 17/09) è nella pagina di Impact; la 4 (Impact, deep dive del 31/08) coincide con gli appunti della video-lezione di Impact; la 5 (samsansOP, 28/08) coincide con le note di samsansOP. Qui ci sono le altre tre, più l'indice originale.
Raccolta delle 6 sessioni della Training Library contrassegnate con il cuoricino (Preferiti). Testo copiato integralmente dalle Session Notes. Estratto il 18 settembre 2026.
INDICE — 1) Theory Session, 17 set 2026 · 2) Vod Review, 9 set 2026 · 3) Ladder Grind, 3 set 2026 · 4) Deck Breakdown, 31 ago 2026 · 5) Deck Breakdown, 28 ago 2026 · 6) Vod Review, 27 ago 2026