Metafy β Β«OP17 Mihawk Ultimate GuideΒ» β testo integrale, capitolo per capitolo, nelle parole dell'autore.
Trascrizione verbatim dalla guida di Raphterra.
Hi all! I'm Raphterra, the world's number one Green specialist!
I have been playing Green since I started playing OPTCG way back in OP07, creating the gameplay bibles for Green Bonney, Green Mihawk, and Blue Green Luffy. This dedication to Green has made me a multiple-time National Champion and a multiple-time Asia Finalist, with countless tournament tops to my name.

This is the Ultimate Guide to Green Mihawk in OP17, a meta where he is seen as the number one contender for the format's BDIF title. The early phase of this meta is a format where you either play Mihawk or play a deck that can contend against Green Mihawk.
This guide is designed to help you understand and master Green Mihawk in the OP17 meta: every card you should consider in deckbuilding, the gameplay concepts and fundamentals you need to master, and matchup strategies for the meta and the field.
In this guide, you will learn:
Main Section β Deck Core and Deckbuilding Fundamentals
| ID | Nome | Note |
|---|---|---|
| OP14-020 | Dracule Mihawk (Leader) | "Green Mihawk", soggetto della guida |
| OP17-022 | Shanks | "10C Shanks", cuore del combo core |
| OP06-033 | Vander Decken IX | "Decken" nella combo Shanks Decken Luna |
| OP08-036 | Electrical Luna | "Luna" nella combo Shanks Decken Luna |
| β | 6+5 | Gioco da 6 costi + 5 costi (non una singola carta) |
| β | Green Bonney | Citato solo come altra gameplay bible dell'autore |
| β | Blue Green Luffy | Citato solo come altra gameplay bible dell'autore |
Trascrizione verbatim dalla guida di Raphterra.

OP17 is the strongest Mihawk has been yet, mainly due to the addition of one of the strongest cards printed in the game: a 10C Boss with the Slash attribute, 10C Shanks (OP17-022).
Shanks OP17-022 β 10 cost, 12000 power, attributo {Slash}, CHARACTER, "The Four Emperors/Red-Haired Pirates". Testo della carta: Rush (This card can attack on the turn in which it is played.) / On Play Set up to 2 of your DON!! cards as active. Then, rest all of your opponent's Characters.
The deck is now built around 10C Shanks. He has a 12k statline and the Rush keyword, combined with one of the most powerful On Play effects in the game: resting all of your opponent's characters.
This game showcases the power of 10C Shanks's rush keyword combined with a 12k statline!
These are the two main synergy tech cards added to Green Mihawk to make the most of 10C Shanks' effect.
Electrical Luna OP08-036 β 3 cost, EVENT, Minks. Testo della carta: Main All of your opponent's rested characters with a cost of 7 or less do not become active during your opponent's next refresh phase. / Trigger Rest up to one of your opponent's characters.
3C Electrical Luna (OP08-036)
Vander Decken IX OP06-033 β 2 cost, 2000 power, attributo {Ranged}, CHARACTER, Fishman/Flying Pirates, COUNTER +1000. Testo della carta: On Play You may trash a <Fishman> type card from your hand or trash a "Noa's Ark" from your hand or field: K.O. up to one of your opponent's rested characters.
2C Vander Decken (OP06-033)Purple Yellow Robin.
The Green Zoro starter deck released in OP16.5 brought Green two gamechanging Slash cards: 1C Kinemon and 5C Oden.
Kin'emon ST32-001 β 1 cost, 2000 power, attributo {Slash}, CHARACTER, "Land of Wano / The Akazaya Nine", COUNTER +1000. Testo della carta: On Play You may rest 1 of your (Slash) attribute Leaders or DON!! cards: Draw 2 cards and trash 1 cards for your hand.
1C Kinemon (ST32-001)An early game, low-cost Slash draw and filter card for Green. Slash Leaders can use it for 1 DON!! in the early turns, when the Leader doesn't need to attack yet.
Kouzuki Oden ST32-002 β 5 cost, 6000 power, attributo {Slash}, CHARACTER, "Land of Wano/Kouzuki Clan", COUNTER +1000. Testo della carta: On Play Draw 1 card. Up to 1 of your opponent's Characters with an original cost of 6 or less cannot be rested until the end of your opponent's next End Phase.
5C Oden (ST32-002)One of the best value cards in the game: a 5C Slash 6k body with a counter that, On Play, draws a card and freezes an opponent's character with 6 base cost or less.
Perona OP12-034 β 1 cost, 2000 power, attributo {Special}, CHARACTER, "Muggy Kingdom/Thriller Bark Pirates", COUNTER +1000. Testo della carta: On Play If your Leader has the <Slash> attribute, look at the top 5 cards of your deck and reveal up to 1 <Slash> attribute card or up to 1 green Event card and put it in your hand. Then, place the rest on the bottom of your deck in any order.
1C Perona (OP12-034)
Otama OP07-022 β 1 cost, 0 power, attributo {Special}, CHARACTER, "Land of Wano", COUNTER +2000. Testo della carta: On Play Look at the top 5 cards of your deck, reveal up to one green {Land of Wano} type card other than [Otama] and put it into your hand. Then, place the rest of the cards on the bottom of your deck in any order.
1C Otama (OP07-022)Green's 1C Wano searcher. Since 1C Kinemon and 5C Oden both have the Wano subtype, it only makes sense to include a Wano searcher, as long as we have enough Wano cards worth including in the deck.
You Can Be My Samurai!!! OP01-055 β 1 cost, EVENT, "Wano Country / Kozuki Family". Testo della carta: Main You may rest 2 of your Characters: Draw 2 cards.
1C You Can Be My Samurai (OP01-055)
Kawamatsu OP12-023 β 5 cost, 6000 power, attributo {Slash}, CHARACTER, "Fish-Man/Land of Wano/The Akazaya Nine", COUNTER +2000. Nessun testo di effetto sulla carta.
5C Kawamatsu (OP12-023)
Coffin Boat OP14-039 β 1 cost, STAGE, "East Blue/The Seven Warlords of the Sea". Testo della carta: On Play If your Leader is [Dracule Mihawk], draw 1 card. / End of Your Turn If your Leader is [Dracule Mihawk], set up to 1 of your DON!! cards as active.
1C Coffin Boat (OP14-039)Of course, Green Mihawk wouldn't be complete without his dedicated stage!
These consistency package cards give Mihawk a lot of searching and draw, giving you fairly consistent access to your mid to late game curve and utility events. Sometimes the raw draw power can overwhelm opposing decks that don't generate as much card value.
This game shows how raw card advantage can carry a deck, even when running weird cards! (P.S. do not run 9C Zoro!)
Green Mihawk shines in its go-wide capability with mid game 6k statline characters, and Green has multiple 5-cost options we can slot in depending on what you are looking to tech against.
5C Oden - Already covered in the prior section. He has the best card value among the 5-costs and fits the deck's searchers by being both Wano and Slash type.
5C Yasopp (OP17-031)The latest 5C powerhouse from OP17, a card that does a little bit of everything!
5C Perona (OP14-033)Mihawk's classic tempo 5-cost since she was released.
5C Freeze Bonney (OP07-026)Green's timeless curve disruption tech card. She often takes up tech slots in metas with key on-curve plays to stop.
These are our Slash mid game go-wide enablers. They have great synergy in Green Mihawk because we already run a variety of 5C characters with strong On Play effects, usually stopping attacks from opponents and generating card value.
7C Hody Jones (OP06-035)7C Hody Jones is used as a surprise late game finisher or as a mid game control tool.
This one shows both the strength and weakness of Hody Jones. Excellent as a late game closer, but very risky to use in the mid-game.
10C Shanks is a strong boss card, but having more options is always nice, for the games where you don't draw 10C Shanks, or just to make your late game plays less predictable, since most players will expect 10C Shanks on the 10 DON!! turns.
10C Law Bepo (ST24-004)10C Shanks may have dethroned 10C Law Bepo as Green Mihawk's go-to boss card, but 10C Law Bepo is as reliable as ever as a secondary option.
Decken). 10C Law Bepo lacks 10C Shanks' immediate offensive impact, but he is a single-card control and defensive play with his freeze and lock effect and his Leader buff effect.
Sadly, aside from 10C Law Bepo, the rest of the classic Slash boss cards are difficult to justify in OP17, given how prevalent the Green Mihawk Mirror is in the meta.
This one shows how 10C Law Bepo is still a very good card, and also how 7C Shanks is hard to justify in the current meta.
Green Mihawk's Leader ability gives him 3 extra DON!! every turn that can be used to play events, so a Mihawk list wouldn't be complete without our event options, and we have quite a lot of options in OP17!
The following tech cards are mostly based on preference or on which decks you are trying to tech against, and Green has a wide variety of tech events in this regard!
All of the following options have On Play effects if you want to use them on your turn, but can also be used as a 3k counter for your Leader if you don't need their On Play effect.
1C For Fun (OP14-037)A cheap KO event that KOs any rested character with 7k base power or less, and you can even rest your 1C characters, leader, or stage to pay its cost.
A rest event you can use to implement the starve gameplan from the get-go, resting early to mid game characters from Elbaf Aggro and Purple Yellow Robin.

OP13-040A weaker version of 3C Electrical Luna, but it comes with the safety option of being usable as a 3k counter for defense.

OP12-037It used to be the staple lethal enabler event for Green Mihawk, but in OP17 it has seen less play because 10C Shanks can rest blockers and fill the role of 1C Dead Man's Game.
Before we proceed to the sample builds, let's review some deckbuilding requirements and deckbuilding costs for Green Mihawk in OP17.
running 4 of each.
6C Law and 6C Mihawk both have pros and cons.
Most players agree that 5C Oden and 5C Yasopp are staples for the deck because they replace themselves upon play in addition to their board control effects. The difference is usually which extra 5-costs to play, and it's usually a choice between 5C Freeze Bonney and 5C Perona.
Ace.

| Qty | Card | ID | Cost | Power |
|---|---|---|---|---|
| 1 (Leader) | Dracule Mihawk | OP14-020 | β | 5000 |
| 4 | Otama | OP07-022 | 1 | 0 |
| 4 | Perona | OP12-034 | 1 | 2000 |
| 4 | Kin'emon | ST32-001 | 1 | 2000 |
| 4 | Vander Decken IX | OP06-033 | 2 | 2000 |
| 4 | Kawamatsu | OP12-023 | 5 | 6000 |
| 4 | Yasopp | OP17-031 | 5 | 6000 |
| 4 | Kouzuki Oden | ST32-002 | 5 | 6000 |
| 4 | Trafalgar Law | OP13-031 | 6 | 6000 |
| 4 | Shanks | OP17-022 | 10 | 12000 |
| 4 | You Can Be My Samurai!! | OP01-055 | 1 | Event |
| 4 | The Billion-fold World Trichilocosm | OP06-038 | 1 | Event |
| 3 | Electrical Luna | OP08-036 | 3 | Event |
| 3 | Coffin Boat | OP14-039 | 1 | Stage |
β¦ deck statistics bar chart
This is a good starting point for the deck. It goes for maximum consistency in getting the Shanks Decken combo for the late game, and it's good for familiarizing yourself with how the deck plays. I suggest using this as your starting point, then changing the deck based on your preference.

| Qty | Card | ID | Cost | Power |
|---|---|---|---|---|
| 1 (Leader) | Dracule Mihawk | OP14-020 | β | 5000 |
| 4 | Otama | OP07-022 | 1 | 0 |
| 4 | Perona | OP12-034 | 1 | 2000 |
| 4 | Kin'emon | ST32-001 | 1 | 2000 |
| 3 | Vander Decken IX | OP06-033 | 2 | 2000 |
| 2 | Jewelry Bonney | OP07-026 | 5 | 6000 |
| 4 | Kawamatsu | OP12-023 | 5 | 6000 |
| 4 | Yasopp | OP17-031 | 5 | 6000 |
| 4 | Kouzuki Oden | ST32-002 | 5 | 6000 |
| 4 | Trafalgar Law | OP13-031 | 6 | 6000 |
| 4 | Shanks | OP17-022 | 10 | 12000 |
| 1 | Law & Bepo | ST24-004 | 10 | 11000 |
| 3 | You Can Be My Samurai!! | OP01-055 | 1 | Event |
| 4 | The Billion-fold World Trichilocosm | OP06-038 | 1 | Event |
| 3 | Electrical Luna | OP08-036 | 3 | Event |
| 2 | Coffin Boat | OP14-039 | 1 | Stage |
β¦ deck statistics bar chart
This is the modified version of the list above, teched harder for the mirror. It includes 5C Freeze Bonney to freeze the DON!! and 10C Law Bepo for the turns where you don't have 2C Decken to take out 10C Shanks.

| Qty | Card | ID | Cost | Power |
|---|---|---|---|---|
| 1 (Leader) | Dracule Mihawk | OP14-020 | β | 5000 |
| 4 | Otama | OP07-022 | 1 | 0 |
| 4 | Perona | OP12-034 | 1 | 2000 |
| 4 | Kin'emon | ST32-001 | 1 | 2000 |
| 3 | Vander Decken IX | OP06-033 | 2 | 2000 |
| 4 | Kawamatsu | OP12-023 | 5 | 6000 |
| 3 | Perona | OP14-033 | 5 | 6000 |
| 3 | Yasopp | OP17-031 | 5 | 6000 |
| 4 | Kouzuki Oden | ST32-002 | 5 | 6000 |
| 3 | Trafalgar Law | OP13-031 | 6 | 6000 |
| 2 | Dracule Mihawk | ST32-003 | 6 | 7000 |
| 4 | Shanks | OP17-022 | 10 | 12000 |
| 1 | Law & Bepo | ST24-004 | 10 | 11000 |
| 3 | You Can Be My Samurai!! | OP01-055 | 1 | Event |
| 4 | The Billion-fold World Trichilocosm | OP06-038 | 1 | Event |
| 2 | Electrical Luna | OP08-036 | 3 | Event |
| 2 | Coffin Boat | OP14-039 | 1 | Stage |
β¦ deck statistics bar chart
This is a sample Hybrid list with 6C Mihawk and 6C Law, and it is my most preferred variant of Green Mihawk because it has a backup plan in case the early game doesn't go well, like when I don't draw any early searchers or my opponent clears my weenie board.
From my testing, this variant is the most consistent one, and the one I feel confident enough to bring to a big event, because there is less chance that a bad opener automatically leads to a loss.

| Qty | Card | ID | Cost | Power |
|---|---|---|---|---|
| 1 (Leader) | Dracule Mihawk | OP14-020 | β | 5000 |
| 2 | Otama | OP07-022 | 1 | 0 |
| 4 | Perona | OP12-034 | 1 | 2000 |
| 2 | Kikunojo | OP14-023 | 1 | 2000 |
| 4 | Kin'emon | ST32-001 | 1 | 2000 |
| 3 | Vander Decken IX | OP06-033 | 2 | 2000 |
| 4 | Kawamatsu | OP12-023 | 5 | 6000 |
| 4 | Yasopp | OP17-031 | 5 | 6000 |
| 4 | Kouzuki Oden | ST32-002 | 5 | 6000 |
| 4 | Trafalgar Law | OP13-031 | 6 | 6000 |
| 4 | Shanks | OP17-022 | 10 | 12000 |
| 2 | You Can Be My Samurai!! | OP01-055 | 1 | Event |
| 3 | The Billion-fold World Trichilocosm | OP06-038 | 1 | Event |
| 4 | I Never Bother to Remember the Faces of Trash | OP14-038 | 1 | Event |
| 2 | Electrical Luna | OP08-036 | 3 | Event |
| 4 | Coffin Boat | OP14-039 | 1 | Stage |
β¦ deck statistics bar chart
This is the recent variant that gained popularity in the West, using four copies of 1C Trash Event for better board control and to improve the matchups against PY Robin and Elbaf Aggro.
I like this variant from testing too, but I still prefer the Hybrid Law + Mihawk variant for its mid game consistency. Perhaps a combination of the two variants will work, but I need to do more testing!

Here is a quick tech-card cheatsheet that you can use as reference when preparing your decklist for your events!
Ultimately, most of the core cards stay the same across lists, and the core is strong enough to bring you success as long as you play well!
Main Section Gameplay Fundamentals
Trascrizione verbatim dalla guida di Raphterra.
Searching & Playing 6C Law vs 6C Mihawk:Late Game (10 DON!!+)Other Card Combos & UsageNever Give Up!Final Tip: Assess the Misplay!Most decks want to go second to reach their own power turn or to deny the opponent's.
If you're uncertain about a matchup, take second if you win the dice roll. Reaching your 10C Shanks turn as soon as possible is never bad.
Your ideal hand has 1C Perona and 1C Kinemon. This opener lets you search and draw for cards to fill your curve, and it sets up future plays such as 1C You Can Be My Samurai or 6C Law.
In this section, I list the common decisions and plays you make in each phase of the game, along with the concepts related to those decisions and plays.
In the early game, you should generally be searching and drawing for your mid game curve.
When deciding which card to play first among Kinemon, Perona, Coffin Boat, and Otama:
.**** dopo "from our Leader." β probabile residuo di formattazione markdown non renderizzato dalla fonte.as "Whifftama", since she is the searcher most likely to miss a search in the deck, which usually has only 12 to 16 search targets for Otama.
You Can Be My Samurai can snowball hard if you can cast multiple copies throughout the game! However, be careful not to cast it carelessly in the early game.
Against some decks, you may want to implement a full or semi starve gameplan, meaning you don't hit their Leader so you don't give them hand cards, and instead direct most of your attacks at clearing the board.
One of your goals in the mid game is to assemble and set up your combo pieces for the late game: 10C Shanks, 3C Electrical Luna, and 2C Vander Decken plus fish food (either 5C Kawamatsu or more copies of 2C Vander Decken).
In the mid game, you generally want to go 6+5 (shorthand for a 6-cost plus a 5-cost) on consecutive turns, with the 6-cost being 6C Law or 6C Mihawk and the 5-cost being one whose On Play gives some sort of value (stun, freeze, draw). Thankfully, we have a lot of options here!
Most of our 5-costs are strong, and with multiple copies in hand, you need to decide which one to play first. Here are some guidelines:
This game showcases the raw power of consecutive 6+5 turns! (apologies for the mic fan)
5C Oden's value comes from stunnning key mid-game characters. In the OP17 meta, his most valuable targets are:
sometimes they also use 6C Jozu.
5C Yasopp is primarily used to rest characters and then attack big into them through your Leader ability. He's very good at this because if you don't have 1C Coffin Boat, you can rest Yasopp himself with the Leader ability and he restands himself at turn end.
5C Perona can win games on her own with a strategy I call "Perona Spam", which just means playing multiple copies of Perona, or bouncing and replaying her repeatedly with 6C Law.
She is primarily used to freeze the opponent's DON!! on key turns, but she can also freeze rested bosses in the late game. Her primary uses in the OP17 meta:

Now that we've covered the 5-costs, let's cover our two mid game go-wide enablers! As I mentioned before, I like having both in the deck so I can adapt to more situations.
Their full pros and cons are in 6C Law vs. 6C Mihawk (Chapter 2). Here, let's discuss which one to prioritize when you have to choose in your searches, or when choosing which one to play from your hand.
to counter without using their combo pieces as counters.
This is a good showcase of the general gameplan of Green Mihawk, from the ideal starting hand to the ideal late game.
The 6+5 play is the ideal mid game play, developing two bodies while usually drawing cards and/or stunning the opponent's attackers. However, you don't always need to go 6+5. In some cases, you just want to play one 5-cost and allocate DON!! for other purposes. Let's look at some examples:
The late game is where you become a combo deck and execute one of the strongest combos in the game: Shanks Decken Luna. The combo develops a 12k Rush character, takes out a rested boss card, and freezes the rest of the board.
[Card image row on green background, three cards side by side:]
Vander Decken IX (ID?) β 2 cost OP06-0332000 powergreen characterFishman/Flying Pirates. Effect text begins "You may return 1 of your <Cost 7 or more> ... hand or 1 hand a 'Vander Decken IX' from your hand or field to ... K.O. up to one of your opponent's leader or character(s)"
Electrical Luna (ID?) β 3 cost OP08-036green event"BLZ ZAAAP!!!" artworkMinks. Effect text begins "[Main] All of your opponent's rested characters with a cost of 7 or less do not become active during your opponent's next refresh phase." / "[Trigger] Rest up to one of your opponent's characters."Let's look at some of the alternative plays you can make in the late game.
These are 10C Shanks plays for scenarios where you don't necessarily need the 4-card combo.
You have to recognize scenarios where 10C Shanks is NOT the ideal play, which is actually more common than you'd expect. Here are some of those scenarios:
If you encounter these scenarios, analyze whether there are better plays than the Shanks Decken Luna combo. Here are some examples:
Law Bepo does a bit of everything the Shanks Decken Luna combo does. He freezes a character (one-turn removal, similar to Decken), buffs the Leader (weakening a wide board, similar to Luna), and develops an 11k body on board.
Another 6+5 is still a strong late game option, especially with 6C Law.
Use the rest of your DON!! for attacking the Leader and setting up lethal, attacking the board to clear it, or even playing events like 3C Electrical Luna for more stall.
This is a very flexible play for defense, offense, or simply developing the board if you want to save your Shanks Decken Luna for a future turn.
If you don't have a 6+5 play, 5+5 is still viable. You don't establish blockers and you have fewer DON!! for attacks, but you can usually still stop multiple attackers:
These are just examples to keep in mind for your late game plays. Once again, do not get tunnel-visioned into always doing Shanks combo turns in the late game.
Remember, your opponent does not see your hand. All they see is how many open DON!! you have left.
Poke with small attacks and see how the opponent reacts. Check for 2k counters, check if they defend their board, check if they take life, then adjust based on what they do. For instance:
10C Shanks makes our late game lethal turns very strong: we can bypass all blockers, we have a 12k Rush character, and between 10C Shanks' On Play and our Leader ability we get 5 additional DON!! to allocate for the rest of our attacks.
This one showcases the Play-Over Don tick alongside some techs: 1C For Fun, 1C Trash Event.
1C For Fun and 1C Trash Event are the cards most commonly misplayed in this deck if you're not counting carefully.
They can rest not only DON!! but any card, including characters, stage, and Leader, to use their On Play ability. Carefully count the cards you need to rest when executing these combos, especially if you plan to use both in a single turn:
Note: There may be scenarios where it's worth resting attackers to activate 1C For Fun, if it means removing a high-value target on board like 4C Saul or 5C Pirate Docking 6.
No matter how bleak the situation is, never give up. Green Mihawk has 1C Perona, 1C Kinemon, and 1C You Can Be My Samurai to dig through the deck for late game answers. When combined with 6C Law, Counter Events, and Freeze effects, we can stall while digging through the deck and we might just find a way to win.
This one showcases how Mihawk can recover from mediocre early game and misplays, as long as you never give up and keep trying to find the way to win.
Green Mihawk has a lot of decision points throughout a game, and it's very easy to misplay.
Always find the misplay and improve from there! The misplay can be in the play itself or in the deckbuilding phase. It's very, very rare to have a game where you could not have done something better!
Continue to next page β
Main Section Continuous Improvement
Trascrizione verbatim dalla guida di Raphterra.

β¦ Tier List β immagine da cardkaizoku.com, le carte mostrate sono i Leader avversari (art "SAMPLE")
| Tier | Leader |
|---|---|
| Favored | Kaido |
| Slightly Favored | Nico Robin Β· Enel Β· Luffy & Ace Β· Rocks.D.Xebec Β· Boa Hancock |
| Even | Dracule Mihawk Β· Sabo Β· Monkey.D.Luffy |
| Slightly Unfavored | Portgas.D.Ace |
| Unfavored | (vuoto) |
Green Mihawk is the centerpoint of the OP17 meta. Coming in strong as one of the best decks in OP16.5 and then receiving a new and shiny boss card in 10C Shanks, OP17 has become a bit of a "play Mihawk or counter Mihawk" kind of meta.
Even then, in my opinion there is no true counter to Mihawk, as even the supposed counter decks feel manageable with the right gameplan.
In a way, with Mihawk being the "best" deck of the meta, he is more difficult to play now, because he has a huge target on his back, with many decks teching to counter you and studying the matchup well.
That being said, the raw power of Green Mihawk in OP17 is still very strong. He has been doing very well in tournaments, and he is probably the most reliable Leader to play if you want to top consistently in your tournaments, assuming you follow the correct gameplan.
Matchup Strategies β Matchup Strategies vs The Meta
| ID | Nome | Note |
|---|---|---|
| OP14-020 | Dracule Mihawk (Leader) | "Green Mihawk"; anche nella tier list (Even, mirror) |
| OP17-022 | Shanks | "10C Shanks", la nuova boss card di OP17 |
| OP17-058 | Kaido (Leader) | Tier list β Favored |
| n/d | Nico Robin (Leader) | Tier list β Slightly Favored; ID non indicato nella fonte |
| OP15-058 | Enel (Leader) | Tier list β Slightly Favored |
| n/d | Luffy & Ace (Leader) | Tier list β Slightly Favored; ID non indicato nella fonte |
| OP17-039 | Rocks.D.Xebec (Leader) | Tier list β Slightly Favored |
| n/d | Boa Hancock (Leader) | Tier list β Slightly Favored; ID non indicato nella fonte |
| OP13-004 | Sabo (Leader) | Tier list β Even |
| n/d | Monkey.D.Luffy (Leader) | Tier list β Even; ID non indicato nella fonte |
| OP16-001 | Portgas.D.Ace (Leader) | Tier list β Slightly Unfavored |
Trascrizione verbatim dalla guida di Raphterra.


OP14-020
β¦ Cheat sheet β "OP17 CHEAT SHEET | OP14 MIHAWK VS MIRROR" (Raphterra Β· ONE PIECE CARD GAME Β· metafy)
| Sezione | Contenuto |
|---|---|
| MACRO GAMEPLAN | GO WIDE, ADAPT LATE β DRAW CARDS AND GO WIDE EARLY-TO-MID GAME, THEN ADAPT YOUR LATE-GAME PLAN BASED ON THE COMBO PIECES YOU'VE DRAWN. |
| GENERAL TIPS | - CONTROL THE BOARD EARLY-TO-MID GAME USING YASOPP TO REST AND PICK OFF 6K CHARACTERS. - ADJUST YOUR LATE-GAME STRATEGY BASED ON WHICH COMBO PIECES YOU HAVE IN HAND. - PLAY AGGRESSIVELY TOWARD LIFE IF YOU CAN CHAIN ELECTRICAL LUNAS TO FREEZE THE BOARD. - IF YOU LACK BOARD-FREEZE TOOLS, CLEAR THE BOARD AND PLAY FOR A LONG GAME INSTEAD. |
| MULLIGAN PRIORITY | Perona Β· Kinemon ST32-001 Β· SAMPLE β ID illeggibile |
| MATCHUP DIFFICULTY | EVEN |
| IDEAL TURN ORDER | GO SECOND |
| CORE CARDS | WIN CONDITIONS (4 carte) Β· TECH CARDS (2 carte) β ID illeggibili |
| OPPONENT'S KEY CARDS | WATCH OUT (4 carte) Β· RESPECT (1 carta) β ID illeggibili |
Your goal in the early game is simple: draw as many cards as you can and search to fill out your curve.
Follow The Early Search Ladder from Chapter 3: 5C Oden first, then 6C Law or 6C Mihawk, then your late game combo cards (10C Shanks, 3C Electrical Luna, or 5C Kawamatsu as Decken fodder) once you already have a relatively good hand.
This is very important in the early game, especially on the 3 to 4 DON!! turns. If you have You Can Be My Samurai, your instinct will be to use it immediately to draw cards, but consider the following factors before playing it.
By being patient with your 1C You Can Be My Samurai, you accomplish the following:
You can play 1C You Can Be My Samurai immediately if:
Before we dive into the board control battle, which will be a long discussion, we first need to discuss assembling your combo pieces for the late game.
Throughout the mid game, you will be searching with 1C Perona and countering on defense, and it's very, very important to prepare for the late game.
Your goal in the mid game is to limit your opponent's board and take out 6k characters to get ahead in the resource battle.
Board or Life? The common mid game question is whether to attack the board or life. The short answer: if there are rested 6k bodies to attack, attack them and try to clear the board.
Before we go further, I want to talk about the opening phase of the mid game: the 5 DON!! turn.
The 5-Cost Target: The 5C character you put down on the 5 DON!! turn will, most of the time, either get rested by 5C Yasopp and attacked into, or get stunned by 5C Oden. With this in mind, here are some pointers for the 5 DON!! turn:
Here are some of the important pieces in the mid game of the Green Mihawk Mirror, and how they factor into this battle.
5C Yasopp is the most important 5-cost in this matchup, for the following reasons:
5C Perona is quite strong in the mirror as well. She's a sticky character that maintains board presence while stopping your opponent's 5C characters from attacking.
In theory, 5C Oden is one of the highest value cards in the game, but in the mirror he's surprisingly the least impactful card to play, especially at 5 to 7 DON!!.
5C Freeze Bonney is most impactful in the mid game at exactly 5 DON!!, freezing your opponent's DON!! to stop their 6 DON!! go-wide play.
This one shows the utility of Freeze Bonney in the endgames of the mirror. (P.S Do Not Starve Mihawk, I did not do this intentionally)
1C For Fun is a great card for getting ahead in the board control battle, as it can secure the kill on a rested 5C character, most ideally 5C Yasopp.
Counter, Then Kill: Attack the rested character with 6k or 7k attacks to make your opponent counter, then kill it anyway with 1C For Fun.
The 8k Check: If you are attacking and your opponent does not have 8 rested cards (cards include the Leader, characters, and stage, by the way), you can attack for 8k and require at least 2 counter cards to protect a character.
Finally, the most important factor to keep in mind in the mirror's mid game is 3C Electrical Luna.
Consider saving cards in hand instead of going too wide, and perhaps allocating the DON!! to offense if that fits your gameplan better.
The late game is a battle of combo pieces. The main combo pieces are 10C Shanks, 3C Electrical Luna, and 2C Vander Decken + any Fishman card.
Ultimately, you can follow these general guidelines for the late game:
It can be very scary if you don't win before running out of 3C Electrical Lunas and you let their board survive, since they can suddenly go for lethal with 8k+ attacks and 10C Shanks.
The Always Rule: ALWAYS preserve your 2C Vander Decken + Fishman cards in hand to take out your opponent's 10C Shanks.
If you don't have 2C Vander Decken, you have a few options for answering an opponent's 10C Shanks:
This game showcases the strenght of 10C Law Bepo in the mirror, in games where you do not have the complete combo pieces in hand.
This one showcases me needing to rely on bombing my opponent's Shanks with big attacks.
The Yasopp Factor - As I mentioned in the previous section, 5C Yasopp surviving into the late game is very strong, because he can restand 10C Shanks at end of turn. Your opponent then needs 10C Shanks + Decken to clear it, and if they miss a 10C Shanks or 10C Law Bepo turn, you are likely to just win the game, because your 12k body stays on board to wreak havoc.
Once you run out of combo cards, the game becomes a battle of controlling your opponent's board just enough to survive the following turns while setting up lethal.
Before ending this section, I want to emphasize that you have to read the game state and recognize how far you are from lethal. Here are some pointers:
This one shows me adapting my gameplan in the mid-game as soon as I read that I cannot survive a prolonged battle.
If you really have no lethal and don't have the necessary combo cards either, you have to play to your outs and hope your opponent also doesn't have the ideal hand. It's an important skill to realize when you can no longer afford to play around certain threats, and instead bet on your opponent not having them in hand. Some examples:


OP09-062
β¦ Cheat sheet β "OP17 CHEAT SHEET | OP14 MIHAWK VS OP09 ROBIN" (Raphterra Β· ONE PIECE CARD GAME Β· metafy)
| Sezione | Contenuto |
|---|---|
| MACRO GAMEPLAN | DENY THE LINLIN TURN β REST THEIR CHARACTERS AND MAINTAIN BOARD CONTROL TO MAKE THEIR 10C LINLIN TURN LESS EFFECTIVE. |
| GENERAL TIPS | - USE 5C YASOPP TO REST THEIR BOARD EARLY-TO-MID GAME, HITTING INTO 4K BODIES TO LIMIT THEIR BOARD BEFORE THEIR 10C LINLIN TURN. - TAKE THEIR EARLY BANISH ATTACKS IF IT MEANS PRESERVING COMBO CARDS IN HAND. - TAKE OUT 10C LINLIN WITH A 10C SHANKS BOMB ATTACK OR A 2C VANDER DECKEN COMBO. - IF THEY'RE HOLDING A LOT OF CARDS FROM PLAYING 3C PUDDING, PIVOT TO 7K ATTACKS ON LEADER AND RACE FOR LETHAL. |
| MULLIGAN PRIORITY | Perona Β· Kinemon ST32-001 Β· SAMPLE β ID illeggibile |
| MATCHUP DIFFICULTY | EVEN |
| IDEAL TURN ORDER | GO SECOND |
| CORE CARDS | WIN CONDITIONS (2 carte) Β· TECH CARDS (2 carte) β ID illeggibili |
| OPPONENT'S KEY CARDS | WATCH OUT (4 carte) Β· RESPECT (1 carta) β ID illeggibili |
This matchup comes down to preparing for the opponent's 10C Linlin turn. They can usually ramp to play 10C Linlin one turn earlier, and we want to prepare for this power turn.
The key to preparing for the 10C Linlin turn is understanding the following:
With this, keep the following in mind for their 10C Linlin turn:
This one showcases the power of Freeze Bonney in the Robin matchup, especially if you can freeze dons for consecutive turns.
With these pointers, our main goal in the early to mid game is to build a board, ideally with 5C Yasopp, to rest their 4k characters and hit into them. The gameplan seems simple enough, but some complications make the journey less smooth in this matchup.
Robin will usually only attack with their Leader in the early to mid game, using Banish attacks, and leave their characters active as they build a board of 4k characters for their 10C Linlin turn. This means your hand size will be limited throughout the game, and you have to work with what you manually draw from your deck.
I mentioned that we generally want to rest and attack into the board most of the time, so a common question arises: should we skip free attacks to the Leader if there are no characters to hit? In theory, skipping Leader attacks prevents any chance of characters coming out from triggers. Here are my thoughts:
Yasopp OP17-031 β costo 5, 6000 potenza, tipo Red-Haired Pirates
I Never Bother to Remember the Faces of Trash OP14-038 β evento costo 1, testo: "You may rest 2 of your cards. Draw 1 card. Then, rest up to 1 of your opponent's Characters with 7000 base power or less." / "Trigger: Up to 1 of your Leader gains +3000 power during this battle."
Our main tools for controlling the board are 5C Yasopp and 1C Trash Event. It's pretty straightforward: we rest any 4k characters on board and hit into them.
Hitting 4k characters sounds simple, right? However, one character is quite annoying to deal with: 4C Oven. 4C Oven has an On KO effect that plays another character from trash, so KOing it won't solve the problem. Here's how to deal with 4C Oven:
their ramped 10 DON!! turn.
For a smooth late game, you generally want as many copies of 10C Shanks as possible (2x is ideal, but more is always welcome) and at minimum one pair of Decken + Fishman fodder.
The 8 to 9 DON!! Linlin: When the first 10C Linlin drops, you will usually be at 8 to 9 DON!!, due to their ramp Leader ability.
The Double Linlin Threat: The best case for Purple Yellow Robin is playing two consecutive 10C Linlins. While this seems scary, it's not all that dire.
On their first 10C Linlin turn, there are two possible scenarios:
On the opponent's second 10 DON!! turn, their best case is playing another 10C Linlin, so they now have two 10C Linlins on board. This is where your collected combo cards come in: 10C Shanks and 2C Vander Decken + Fishman fodder.
Shanks β costo 10, 12000, Red-Haired Pirates
Electrical Luna OP08-036 β costo 3, evento, Minks; testo: "All of your opponent's rested characters with a cost of 7 or less do not become active during your opponent's next refresh phase." / "Trigger: Rest up to one of your opponent's characters."
Trafalgar Law OP13-031 β costo 6, 6000, Heart Pirates/Supernovas
Kouzuki Oden ST32-002 β costo 5, 6000, Land of Wano/Kouzuki Clan
Perona β costo 5, 6000, Thriller Bark Pirates
Assuming the plan goes well, the rest of the game should be relatively smooth. Take out the remaining 10C Linlin with a bomb attack from Shanks or with 2C Vander Decken.
Not every game in a card game goes to plan. Here are some scenarios where it goes wrong:
Sometimes, Robin also bricks, if they miss out on key cards even if they get good triggers.

Portgas.D.Ace OP16-001 β LEADER, 5000 potenza, attributo SPECIAL, 5 LIFE, Whitebeard Pirates, colore rosso. Testo: "[Activate:Main] [Once Per Turn] Up to 1 of your [Monkey.D.Luffy] Characters or up to 1 of your Characters with a type including "Whitebeard Pirates", with 8000 power or more, gains [Rush] during this turn."

β¦ OP14 MIHAWK VS OP16 ACE cheat sheet
Intestazione: OP17 CHEAT SHEET | OP14 MIHAWK VS OP16 ACE (loghi RaphTerra, ONE PIECE CARD GAME, metafy)
| Riquadro | Contenuto |
|---|---|
| Leader mostrati | Portgas.D.Ace OP16-001 5000, 5 LIFE (rosso) e Dracule Mihawk OP14-001? 5000, 5 LIFE (verde) |
| MACRO GAMEPLAN | RACE TO LETHAL β PLAY AGGRESSIVE AND RACE WITH A WIDE MID-GAME BOARD, THEN CLOSE OUT WITH 10C SHANKS. |
| GENERAL TIPS | - GO WIDE AND AGGRESSIVE WITH 6C LAW WHILE KEEPING THEIR 6C CHARACTERS STUNNED WITH 5C ODEN. - COUNTER OUT OF ATTACKS THAT ONLY REQUIRE 1 CARD TO COUNTER. - HOLD COUNTER EVENTS FOR THEIR 8C NEWGATE TURN TO PREVENT THE DOUBLE ATTACK FROM CONNECTING. - DELAY PLAYING 10C SHANKS IF YOU CAN AFFORD TO, SO THEY CAN'T DISCOUNT AND PLAY 10C NEWGATE OFF IT. |
| MULLIGAN PRIORITY β ALWAYS KEEP | Perona costo 1, 2000 Β· Kinemon ST32-001 costo 1, 3000 |
| MULLIGAN PRIORITY β NICE TO HAVE | Kouzuki Oden ST32-002 costo 5 Β· Trafalgar Law OP13-031 costo 6, 6000 |
| MATCHUP DIFFICULTY | SLIGHTLY UNFAVORED |
| IDEAL TURN ORDER | GO SECOND |
| CORE CARDS β WIN CONDITIONS | Kouzuki Oden ST32-002 costo 5 Β· Shanks costo 10, 12000 |
| CORE CARDS β TECH CARDS | Jewelry Bonney OP07-026 costo 5, 6000 |
| OPPONENT'S KEY CARDS β WATCH OUT | Marco costo 6 Β· Edward Newgate costo 8 Β· Edward Newgate costo 10 |
| OPPONENT'S KEY CARDS β RESPECT | Edward Newgate? costo 10 β carta rossa parzialmente coperta dall'artwork di Mihawk nell'angolo |
Red Ace is a matchup where, if your opponent draws all the tools they need, there is not much you can do. Their game-winning pattern is 6C Marco into 8C Newgate, then spamming consecutive 10C Newgates.
Kouzuki Oden ST32-002 β costo 5, potenza 6000, CHARACTER verde, tratto "Land of Wano/Kouzuki Clan"
Trafalgar Law OP13-031 β costo 6, potenza 6000, CHARACTER verde, tratto "FILM/Supernovas/Heart Pirates"
The gameplan in this matchup is straightforward, nothing special: go aggressive with consecutive 6+5 turns, stunning one of their attackers every turn with 5C Oden and setting up 6C Law as a late game blocker.
Marco β costo 6, potenza 8000, carta blu/azzurra
Edward Newgate β costo 6, potenza 10000, immagine "SAMPLE"
Edward Newgate β costo 10, potenza 12000, immagine "SAMPLE"
Another critical decision is your first 10 DON!! turn.
5C Freeze Bonney is the best tech card in this matchup, for two reasons:
Note: Gameplay videos are to follow, surprisingly I don't face Red Ace a lot on the sim. Most of my games against it are at the tabletop.

Monkey.D.Luffy OP17-079 β LEADER, 5000, {Strike}, 5 LIFE, nero, tratti "Elbaph/The Four Emperors/Straw Hat Crew". Testo: "All of your Characters with a cost of 12 or more gain [Blocker]. (After your opponent declares an attack, you may rest this card to make it the new target of the attack.)" β immagine "SAMPLE"
β¦ Vs. Black Luffy cheat sheet
| Riquadro | Contenuto |
|---|---|
| Difficulty | Even. It can go either way depending on draws and the dice roll, but it's slightly favored for Mihawk on average. |
| Turn Order | Go Second, to give them 1 less hand card and to steal their ideal curve. You can also play 10C Shanks the fastest when going second. |
| Mulligan | 1C Perona, 1C Kinemon. If you have a good hand: 5C Oden, 5C Yasopp, 10C Shanks. |
| Win Condition | 10C Shanks |
| Cards to Watch Out For | 8C Luffy, 1C Chopper, 2C Zoro |
| Tech Cards | 1C For Fun, 1C Trash Event |
| Macro Gameplan | Keep attacking and controlling the board, aiming for a full board clear on your 10C Shanks turn. |

β¦ VS. BLACK LUFFY cheat sheet
Intestazione dell'infografica: OP17 CHEAT SHEET | OP14 MIHAWK VS OP17 LUFFY (loghi RaphTerra, ONE PIECE Card Game, metafy)
| Riquadro | Contenuto |
|---|---|
| MACRO GAMEPLAN | SET UP FOR SHANKS β KEEP ATTACKING AND CONTROLLING THE BOARD, AIMING FOR A FULL BOARD CLEAR ON YOUR 10C SHANKS TURN. |
| GENERAL TIPS | - ALWAYS HIT INTO RESTED CHARACTERS WHEN AVAILABLE, BUT DON'T SKIP A FREE ATTACK ON THEIR LEADER IF NOTHING'S RESTED TO HIT. - PRIORITIZE TAKING OUT THEIR 12-COST CHARACTERS WITH 10C SHANKS, 2C VANDER DECKEN, OR 1C FOR FUN TO WEAKEN THEIR BOARD BEFORE ATTACKING INTO IT. - ALWAYS ASSUME THEY'RE HOLDING 8C RUSH LUFFY IN THE LATE GAME, AND PREPARE DEFENSES IF THEY'RE THREATENING LETHAL. - RESPECT THE THREAT OF UNBLOCKABLE FROM 1C CHOPPER WHEN SETTING UP LETHAL DEFENSE. |
| MULLIGAN PRIORITY β ALWAYS KEEP | Perona costo 1, 2000 Β· Kinemon ST32-001 costo 1, 2000 |
| MULLIGAN PRIORITY β NICE TO HAVE | Kouzuki Oden ST32-002 costo 5 Β· Shanks costo 10, 12000 (SAMPLE) |
| MATCHUP DIFFICULTY | EVEN |
| IDEAL TURN ORDER | GO SECOND |
| CORE CARDS β WIN CONDITION | Shanks costo 10, 12000 (SAMPLE) |
| CORE CARDS β TECH CARDS | For Fun OP14-037 costo 1, EVENT Β· [Card: ...Better ... Remember the Taste of Trash (nome parzialmente [ILLEGGIBILE]) (ID?)] costo 1, EVENT |
| OPPONENT'S KEY CARDS β WATCH OUT | Monkey.D.Luffy costo 8 (SAMPLE) Β· Roronoa Zoro costo 2 (SAMPLE) Β· Tony Tony Chopper costo 1 (SAMPLE) |
| OPPONENT'S KEY CARDS β RESPECT | Tony Tony Chopper costo 1 (SAMPLE) |
Nel riquadro in alto a sinistra della cheat sheet: la carta Leader Monkey.D.Luffy 5000 {Strike} 5 LIFE (SAMPLE) sovrapposta a Dracule Mihawk 5000, Leader verde. In basso a destra, illustrazione di Mihawk che tiene una mano di carte.
Yasopp OP17-031 costo 5, 6000
Perona costo 1, 2000
Kinemon ST32-001 costo 1, 2000
For Fun OP14-037 costo 1, EVENT
[Card: ...Better ... Remember the Taste of Trash (nome parzialmente [ILLEGGIBILE]) (ID?)] costo 1, EVENT
Your main goal in this matchup is board control. They are the aggro deck in this matchup, while you want to stall their aggression as you ramp up to your 10C Shanks turn. If you reach your 10C Shanks turn relatively healthy, you can clear the board and then lethal them within a few turns.
A common question in this matchup is whether to run a full starve strategy. In theory, starving an aggro deck is ideal, since it makes the board easier to clear.
themselves with a draw, such as 2C Zoro or 2C Sanji, and I can rest and attack into them with 5C Yasopp or 1C Trash Event in future turns. Otherwise, I almost always take my free Leader attacks.
Kouzuki Oden ST32-002 costo 5, 6000, tratto "Land of Wano/Kouzuki Clan"
Yasopp OP17-031 costo 5, 6000, tratto "Red Haired Pirates"
Perona costo 5, 6000, tratto "Mogia Kingdom/Thriller Bark Pirates"
The gameplan in this matchup is quite simple: go 6+5, either using 5C Oden to freeze their 6C Loki or 4C Saul and then attacking rested characters to limit their aggression, or using 5C Yasopp to force rest a 2-cost and attack into it.
They will likely play 4C Saul and 6C Loki on curve as their Giants. 6C Loki is the one to watch out for, because he can clear all your 1C characters from the board.
Counter With Care: You generally want to counter 5k or 6k attacks if you already have a good hand, but preserve a 2C Vander Decken + Fishman fodder pair, because you'll need them to take out 6C Loki or 8C Luffy later on. Multiple Vander Decken + Fishman pairs help a lot in this matchup.
Nel frame: partita su simulatore, log di gioco a sinistra (menzioni di Shirahoshi (OP05-082), Roronoa Zoro (OP17-093), "Trash Demonic Aura Nine-Sword Style Asura Dead Man's Game (OP12-037)"), sovraimpressione "Mihawk Fish + Zoro: 6-1 / Shanks Cope: 3-2", chat YouTube sulla destra, webcam di Raphterra in basso a destra con scritta "CULT LEADER RAPHTERRA" e "metafy.gg/@raphterra". Pulsante "Guarda su YouTube".
Reach your 10C Shanks turn and turn the game around!
Your ideal 10C Shanks turn is playing 10C Shanks, taking out their Giants with Shanks' attack and 2C Vander Decken, then attacking their weakened board with the rest of your attackers.
In the late game, if you successfully clear their board and/or whittle down their hand, Black Luffy will usually start going for big bomb attacks to lethal you as soon as possible. 6C Law, 5C Oden, and counter events are great for defending.
Keep in mind the following tools they have when going for lethal:
Nel frame: partita su simulatore, log di gioco a sinistra (menzioni di Dracule Mihawk (OP14-020), Dracule Mihawk (ST32-003), "Rest Dracule Mihawk", "Activate 1 Don", "Can't play Cost 1 Or More Characters for the Turn!", "Draw 1 Card"), sovraimpressione "Mihawk Fish + Zoro: 5-1 / Shanks Cope: 3-2", chat YouTube sulla destra (commenti: "whats the zoro in the fish build?", "1c or 9c", "ouhhh spicy", "how ya enjoying fish so far", "ussop, saul, loki, luffy?", "second curve, 4 Saul 6 Loki 8 rush Luffy", "Oden is huge into loki, but for fun + 7c shanks is also good to remove saul/gerd"), webcam di Raphterra in basso a destra con scritta "CULT LEADER RAPHTERRA" e "metafy.gg/@raphterra". Pulsante "Guarda su YouTube".

Sabo β LEADER, 5000, {Special}, rosso/nero, artwork con Sabo e fiamme. La carta Γ¨ tagliata dalla cattura: nome, tratti, LIFE e ID non visibili.
| ID | Nome | Note |
|---|---|---|
| OP14-020 | Dracule Mihawk (Leader) | Immagine carta intera a inizio matchup Mirror. 5000, <Slash>, 5 LIFE |
| OP09-062 | Nico Robin (Leader) | Immagine carta intera a inizio matchup Purple Yellow Robin. 5000, <Strike>, 4 LIFE |
| OP17-022 | Shanks | ID leggibile nel log di gioco del video "Mirror 3 Rest Event" |
| OP13-031 | Trafalgar Law | ID leggibile nel log di gioco del video "Mirror 3 Rest Event" |
| OP17-031 | Yasopp | ID leggibile nel log di gioco del video "Mirror 2" |
| OP12-034 | Perona | ID leggibile nei log di gioco dei video |
| OP01-055 | You Can Be My Samurai!! | ID leggibile nel log di gioco del video "Mirror 2" |
| OP07-022 | Otama | ID leggibile nel log di gioco del video "Mirror 2" |
| ST32-002 | Kouzuki Oden | ID leggibile nel log di gioco del video "Mirror" |
| OP06-033 | Vander Decken IX | ID leggibile nel log di gioco del video "vs PY Robin" |
| OP17-111 | Charlotte Mont-d'or | ID leggibile nel log di gioco del video "vs PY Robin" |
| OP17-109 | Charlotte Pudding | ID leggibile nel log di gioco del video "vs PY Robin" |
| β | 10C Shanks | Citata nel testo; ID non leggibile nei banner |
| β | 10C Law Bepo | Citata nel testo |
| β | 3C Electrical Luna | Citata nel testo e nei banner |
| β | 2C Vander Decken | Citata nel testo e nei banner |
| β | 5C Kawamatsu | Citata nel testo e nei banner |
| β | 5C Jewelry Bonney (Freeze Bonney) | Citata nel testo e nei banner |
| β | 5C Kouzuki Oden | Citata nel testo e nei banner |
| β | 6C Law | Citata nel testo |
| β | 6C Mihawk | Citata nel testo |
| β | 1C Kinemon | Citata nel testo e nei banner |
| β | 1C Otama | Citata nel testo e nei banner |
| β | 1C For Fun | Citata nel testo e nel banner |
| β | 1C Billion-fold World Trichiliocosm (1C Billion Fold) | Citata nel testo e nel banner |
| β | 1C Trash Event | Citata nel testo |
| β | 10C Linlin | Citata nel testo (matchup Robin) |
| β | 4C Oven | Citata nel testo (matchup Robin) |
| β | 1C Gum Gum Giant | Citata nel testo (matchup Robin) |
| β | 3C Pudding | Citata nella cheat sheet (matchup Robin) |
| β | 8C Teach | Citata nel testo (matchup Robin) |
Trascrizione verbatim dalla guida di Raphterra.
Dear Readers,
This section is still WIP, I need to play and record more games against these matchups, but unfortunately ladder is quite filled with mostly the meta decks.

Macro Gameplan:

Macro Gameplan:

Macro Gameplan:

Macro Gameplan:
| ID | Nome | Note |
|---|---|---|
| OP14-020 | Dracule Mihawk (Leader) | Il proprio Leader (Green Mihawk) |
| OP17-022 | Shanks | "Shanks 10", boss card; "Shanks attack", "Shanks Decken" |
| OP08-036 | Electrical Luna | "Luna", freeze del late game |
| OP06-033 | Vander Decken IX | "Decken", rimuove Shiki |
| ST32-002 | Kouzuki Oden | "Oden" / "5C Oden", freeze su Captain John e su King |
| β | 6+5 | Gioco da 6 costi + 5 costi (non una singola carta) |
| OP17-040 | Edward.Newgate | "6C Newgate" (Blue Rocks) |
| OP17-048 | Shiki | "Shiki" (Blue Rocks) |
| OP17-044 | Captain John | "Captain John" (Blue Rocks) |
| EB04-031 | King | "6C King" (Purple Kaido) |
| n/d | Noro Noro beam (2C) | Evento/personaggio da 2 costi di Purple Kaido; ID non indicato nella fonte |
| n/d | Boa Hancock (Leader) | Avversario "Blue Yellow Boa Hancock"; ID non indicato nella fonte |
| OP17-039 | Rocks.D.Xebec (Leader) | Avversario "Blue Rocks" |
| n/d | Luffy & Ace (Leader) | Avversario "Red Green Luffy and Ace"; ID non indicato nella fonte |
| OP17-058 | Kaido (Leader) | Avversario "Purple Kaido" |
| n/d | Edward.Newgate (Leader) | Avversario "Red Newgate"; ID non indicato nella fonte |
| n/d | Monkey.D.Luffy (Leader) | Avversario "Red Green Luffy"; ID non indicato nella fonte |
| β | 2ks | Carte con counter 2000 (non una singola carta) |