This channel will mainly consist of One Piece TCG Content. I've been playing this game since around OP-02 and enjoy it a ton! Looking to spread informational content as well as gameplay so people can learn how to become better.
Not sure if my comment got deleted but this "hybrid" list suffers from 22 non counters, only 6 targets for momo. Your play style is rush so the momo and big mom are out of place. With only 1 copy of "youre the one" and a lot of dead cards in hand i see you dying fairly quickly if you dont see your 1 blocker
Great statement. I agree that the playstyle is rush. The Momo and Big Mom are 1 of's because they are not meant to be used consistently. They more so provide an alternative line of play in the event we have them in hand and can produce a better option. They aren't really meant to be a "you're the one" because that is more along the lines of a clutch card or a necessity card, which they aren't. You also do not die very quickly with this deck due to the defensive nature of the deck through the leader skill. The biggest learning curve with Enel is knowing when to take timely damage and what life you feel comfortable leaving your opponent at while draining their resources. Knowing how to do those properly mitigates the risk of dying quickly.
@Reikouh I get all that but the rush part of the build is what you'll see the most, dying fast is possible even with enels leader ability. If you don't see the control aspect of the deck or your counters you will get put in a position where you will waste all your counters early on. I've played multiple games where I don't see a single shirahoshi. Bricking with enel is as real as any other deck unfortunately
I would agree that not seeing timely removal really hurts this deck. Bricking is very possible just because of the amount of non counters and top end that is required to run. I wouldn't really say I disagree too much with what you're saying.
@Reikouh I think the deck is just waiting for 10 drop ace. Enel is good when you see your triggers and removal, I tried something similar to your build with 2 momo and big moms, but the ratios always conflict, if I go the control route I end up seeing my rush part of the deck mid game and I can't keep board control. Thats why I feel you either go full rush or full control. You don't run into inconsistencies, regardless when the deck works it works and bieng able to drop big mom then go rush next turn is a suprise factor your opponent won't be expecting. That's the good part of your build
Great Content man. Keep it up! I am having a lot of problems against Katakuri. Even if I rush him down, once he gets to 10 cost mom, I always lose. Any other tips against Kata please. And after June, what will be the replacement for Reject?
Hey great questions. I think the key to the Kata matchup right now is Raigo. Being able to immediately deal with their threat is very important. A sample play to counter your opponents big mom would be Raigo for 6 don and then play the event for 4 don to play a rush Enel. That would be an optimal combo since we remove one of their big threats and we establish a lasting threat of our own. In addition, once reject is ban I think we definitely up the count of raigo.
Thanks man! For mulligan I try to prioritize having at least 1 top end (preferably enel or yamato) and a 5 cost removal unit or a reject. It's really important we can deal with our opponents mid game and establish some of our own pressure. As for using Hiyori, I've pretty much always taken top life. I don't believe there is a right or wrong with the choice since no knowledge of the cards at the start of the game are known.
Starting hand I am looking for at least 1 top end, and ideally a 5 cost unit of sorts (preferably a removal one). Seeing Enel on curve is very nice and then another top end on the 9/10 don turn.
Your content is solid, but your audio balance for intro/outro and your content is horrible. Intro/Outro are louder than they should be, and your content audio is many decibels too soft. Please adjust for future videos. Again, I enjoyed the content, but hate bursting my ear drums after you're done talking for your outro.
Hmm, I can understand the utility of it but in terms of applying pressure I think Ace fits the role better. It's good to get a quick jab at our opponent but Kata most likely won't stick around very long as it is very removable by a lot of leaders in the meta. The top life check can be nice but I don't the impact will be huge
@@Reikouh Took first place in the Swedish Nationals with the deck. Changed 2 crackers for 2 hiyori and 1 big mom 7c for another ”dissapear” event. Finals should be out later with commentary
Got 1st place in the Swedish Nationals with this deck. Changed 2 cracker for two more Hiyori and 1 linlin for ”dissapear” event. The deck is super smooth. Videos of the event should soon be posted on youtube
Most important cards for you in the matchup are 8 drop Kata and 9 drop Yamato. I usually don’t swing if they are at 3 life. I just develop a big body and then pass until I’m in a good spot to where I can finish them with big numbers or drain there resources enough to finish the next turn.
Bodies on board, while removing a body, is not the same as a thunderbolt. For example, if you go against Saka and he drops a Kuzan, that Kuzan you can now drop Sabo on the turn after, and the next turn he has to drop more cards to remove him, the same with R/P Law dropping 5-cost Kid or B:Y dropping 5-cost Luffy. Just some examples.
Very good question and I would say my answer is very similar to @yurrrdeath9402 . I have thought about thunder bolt as well as a cheaper removal option. The only downside is that you aren't building momentum off that removal alone since we aren't developing the board. In a meta/game with a lot of removal upon playing characters, it's extremely important to develop a body every turn past 5/6 don, otherwise it feels very easy to fall behind. Sabo is a more expensive removal option but it causes our opponent to expend resources and have an answer to get it off the board.
Hey, just wanted to say I seriously appreciate all the positive attention this video has gotten. I will be making an updated EB01 list very soon with detailed reasons for everything as well as some information on new matchups to consider. Definitely keep the questions coming and stay tuned.
Thank you for compliment. As for Eb01 RP law matchup, I'll definitely go into more detail in another video but for now I think it really depends on your build. I've been running a shotgun version of enel so very fast tempo and just push face to make them keep up. A more traditional build of enel, I would say make use of your 6k units to use up there 1 drop -3k's so that your big bodies are safer from removal late game. And whenever you can swing into a unit or KO one do it. I might take a semi BY Luffy approach and let them chill at 2-3 life and just focus only on their units to deplete resources.
Wow, everything explained very clearly. Especially that you give examples for each matchup helped me a lot to create an EB01 Enel list. I swapped 1xGedatsu 1xHiyori 1xMomonosuke 1xKikunojo for 2xFlampe and 2xRaigo. I'm not sure yet if I should play the new 4 cost event for Enel. What changes are you going to make?
Hey really appreciate this comment. I'll be making an updated vid for EB01. I'm messing around with two versions of the deck right now, one built around the 4 cost event and the other a more standard list. For me Gedatsu is a staple 4 of since it's one of the best forms of removal against 5 life leaders. I'm thinking of taking out 7 drop Big Mom and changing ratios for events.
Vs Gecko and reiju the mulligans look pretty similar. Getting at least 1 searcher in my opening hand and at least 1 bottom decking card. Bot deck against those 2 leaders is very powerful and helps to slow them down rather than KO. I would say a cost reducer such as the stage or even a helmeppo/tsuru early game can really help to bounce annoying targets early.