Your videos are very informative and helpful to both new and seasoned players. The fact that you also include how each deck works against another deck is very nice! Keep ip the good work; I hope we can see you making a video of many more leaders!
The only thing I disagree with is the rp luffy matchup. Maybe it's because my list is a little different than standard but purple luffy is one of my favorite matchups. If I was In a tournament I'd be thrilled to play against as many purple luffy decks as possible.
Thank you very much for this video! But I'm struggling to see how I have the advantage against Zoro, the majority of the players usually just rush me down with everything and if for some reason I'm close to dying they will just Diable Jambe for game with 1 character or using 2 for 2 characters and ngl it's been really annoying. Also next week I have to play the final set of my LGS' league and it's against a Zoro player and I don't know what to do, got any tips?
Sure :) I'll give you a more detailed response than I did in the video If you go first, turn 3 should be where you either drop Wire or use Luffy's effect and drop Ulti + Page One. If you don't have either, then keep 1 don for Blast Breath (or if you didn't draw Blast Breath add that don too) and add the rest of the don to Luffy and swing for life. They should have Curly Dadan on their field or 2 1 cost characters. Turn 4, they have 4 don to use. They attach 1 to Zoro, swing for 6k, you use a 2k counter or block. Most Zoro players will want to build their board up, so they'll probably use 1 don to play another character. Then, they attach the remaining 2 and either hit you with 2 5ks or 1 6k. You counter 1 of them and (if 2 attacks) take the other. Turn 5, you're at 3-4 life. If you have a 6k blocker in hand, you attack their rested character with Luffy and then play the blocker. Now, they have to invest an extra don into each swing in case you decide to block it. If you played Page One and Ulti, then swing with both and make them lose life or hand resources. They may try to target these with attacks. If they do, don't worry too much about it. Turn 6, they have 6 don and 1-2 characters. 1 don to Zoro and they swing. Counter it, don't block. 1-2 don goes to either playing more characters (or if they're worried to saving for events). 3 don gets divided up between the characters. Block one. If you have the resources, add a counter on top and keep your blocker. Worst case scenario, you lose a life which brings you to 2-3 life. If you're at 2, it's because you played Page One and Ulti, so they should be hurting for hand resources or life. Turn 7, You drop 7c Kid and go up to a 6k leader. If you don't have Kid, you play mid game bodies or blockers. You take out their character(s) they attacked with. Turn 8, worst case scenario, they have 2 characters and 8 don. 1 goes to Zoro. This turn can go many different ways, but let's say they have Diable Jambe, since that's what you're worried about and let's say they have rush Zoro in hand. They play Zoro (4 don left), attach 3 and use Diable Jambe. That's a 9k attacker, so you either take it and drop to 1 life or you use event + 2k counter. Let's say you take it. You then can counter the rest of the attacks that turn. You're at 1 life (worst case), but you've got kid out or they are hurting for resources. You can A. Play another 7c Kid and go up to 7k. B. Go all in on their life and finish the game (if they're hurting for hand resources and don't have much life left) C. Take out their characters + maybe poke a little. In any of those situations, you should be in a good position for next turn. If they have another Diable Jambe, they could do it, but you have to be hit twice to lose and you should be able to deal with whatever they throw at you. Obviously, there's a ton of variance depending on what each of you draw, but your deck should have all the tools you need to deal with the rush. Just don't ramp too much and you should end up okay. Hopefully, this helps you imagine the game plan a little easier. Also, keep in mind most Zoro players only run 1 Diable Jambe, but if they're running 2, that's an extra dead card in hand they can't counter with. Keep their board light and be ready with counters + blockers as needed.
Hey there! Here are the timestamps:
0:00 - How the Luffy Deck Works
1:07 - What Cards Are NEEDED
2:02 - Recommended Cards and Substitutions
6:51 - Tips
8:12 - How to Beat Luffy Decks
8:31 - Matchups: R/Y Belo Betty
10:06 - Matchups: Red Zoro
10:40 - Matchups: R/G Law
11:05 - Matchups: Yellow Katakuri
11:40 - Matchups: B/Y Queen
12:12 - Matchups: B/B Sakazuki
12:40 - Matchups: Yellow Enel
13:08 - Matchups: Mono Purple Luffy
13:23 - Matchups: R/P Luffy
13:53 - Matchups: Green Uta
14:19 - Thank you so much for 4k subscribers!
I believe with magellan and Paulie, Katakuri is a pretty good matchup for Pluffy. Once you go wide and mess their curve, Katakuri is pretty much dead
The kind of video ive been looking for
Your videos are very informative and helpful to both new and seasoned players. The fact that you also include how each deck works against another deck is very nice! Keep ip the good work; I hope we can see you making a video of many more leaders!
😭this is such a sweet comment! Thank you!!
Curious to try this build of purple Luffy without the Magallan. Thanks for the advice and matchup plays styles to look out for 💪
Good luck! Hope it serves you well!
The only thing I disagree with is the rp luffy matchup. Maybe it's because my list is a little different than standard but purple luffy is one of my favorite matchups. If I was In a tournament I'd be thrilled to play against as many purple luffy decks as possible.
Would love to know the tech cards you're running if you feel up to sharing c:
Thank you very much for this video! But I'm struggling to see how I have the advantage against Zoro, the majority of the players usually just rush me down with everything and if for some reason I'm close to dying they will just Diable Jambe for game with 1 character or using 2 for 2 characters and ngl it's been really annoying.
Also next week I have to play the final set of my LGS' league and it's against a Zoro player and I don't know what to do, got any tips?
Sure :) I'll give you a more detailed response than I did in the video
If you go first, turn 3 should be where you either drop Wire or use Luffy's effect and drop Ulti + Page One. If you don't have either, then keep 1 don for Blast Breath (or if you didn't draw Blast Breath add that don too) and add the rest of the don to Luffy and swing for life.
They should have Curly Dadan on their field or 2 1 cost characters.
Turn 4, they have 4 don to use. They attach 1 to Zoro, swing for 6k, you use a 2k counter or block. Most Zoro players will want to build their board up, so they'll probably use 1 don to play another character. Then, they attach the remaining 2 and either hit you with 2 5ks or 1 6k. You counter 1 of them and (if 2 attacks) take the other.
Turn 5, you're at 3-4 life. If you have a 6k blocker in hand, you attack their rested character with Luffy and then play the blocker. Now, they have to invest an extra don into each swing in case you decide to block it. If you played Page One and Ulti, then swing with both and make them lose life or hand resources. They may try to target these with attacks. If they do, don't worry too much about it.
Turn 6, they have 6 don and 1-2 characters. 1 don to Zoro and they swing. Counter it, don't block. 1-2 don goes to either playing more characters (or if they're worried to saving for events). 3 don gets divided up between the characters. Block one. If you have the resources, add a counter on top and keep your blocker.
Worst case scenario, you lose a life which brings you to 2-3 life. If you're at 2, it's because you played Page One and Ulti, so they should be hurting for hand resources or life.
Turn 7, You drop 7c Kid and go up to a 6k leader. If you don't have Kid, you play mid game bodies or blockers. You take out their character(s) they attacked with.
Turn 8, worst case scenario, they have 2 characters and 8 don. 1 goes to Zoro. This turn can go many different ways, but let's say they have Diable Jambe, since that's what you're worried about and let's say they have rush Zoro in hand.
They play Zoro (4 don left), attach 3 and use Diable Jambe. That's a 9k attacker, so you either take it and drop to 1 life or you use event + 2k counter. Let's say you take it. You then can counter the rest of the attacks that turn.
You're at 1 life (worst case), but you've got kid out or they are hurting for resources. You can
A. Play another 7c Kid and go up to 7k.
B. Go all in on their life and finish the game (if they're hurting for hand resources and don't have much life left)
C. Take out their characters + maybe poke a little.
In any of those situations, you should be in a good position for next turn. If they have another Diable Jambe, they could do it, but you have to be hit twice to lose and you should be able to deal with whatever they throw at you.
Obviously, there's a ton of variance depending on what each of you draw, but your deck should have all the tools you need to deal with the rush. Just don't ramp too much and you should end up okay. Hopefully, this helps you imagine the game plan a little easier.
Also, keep in mind most Zoro players only run 1 Diable Jambe, but if they're running 2, that's an extra dead card in hand they can't counter with. Keep their board light and be ready with counters + blockers as needed.
Hey the link to your discord is broken
Ah there shouldn't be a link. I don't have a discord anymore. Where did you find it so I can go remove that?
@@WafflesTheAsianYenbear oh its on your youtube page