Ive been running a garphat list too Id swap the stage for the draw event cause worst case it is a draw and best case set up a sanji pop Its hella fun either way always enjoy garp
Ah, I see it now, it's called "I Have My Crew." Actually a pretty solid choice. I guess the only issue is that you need to play it the same turn you plan to drop Sanji, whereas Stage can be setup a turn before. But that Draw 1 is SUPER valuable. I'm gonna try out your recommendation!
Two things: I'm 99% sure issho effect allows garp minus the cost of a 10 cost character to 6 cost. Also have you tested the navy stage for a little bit of extra neg?
Yup, I mention exactly that in the vid 👍 By attaching one Don to Issho, you can bring a 10c down to 6c. Have not tested the stage tbh. That's an interesting idea honestly, definitely clutch when you're just a little short of getting those big enemy units into range of your KO's 🤔
Have you thought about finding room for the other 1 drop Nami? Its easy to remove, but every turn its on the field you can attach a rested Don, so you get the Garp effect without using your active Don.
In my previous Garp builds, I've definitely tried to take advantage of Rested Don attachment effects. The problem with Don Nami is that she is not searchable by Searcher Nami. Personally, if I were to try to fit more Rested Don effects into this build, I would use the 2c Luffy from OP1. He attaches two Rested Don to himself, so you can trigger Garp's effect twice off of him. He's also searchable. And can swing at the opponent's life if you want him to
Wow i'm surprised there is no Black Nico robin here for the massive cost reduction. Personally any Garphat list I cook up runs her just because a Ice age every turn she is unanswered just does so much work for my testing. Are you considering teching in any of the Animal kingdom pirate cards coming out in OP08, like maybe the 2k counters or Jack? Jack being basically a 11 cost means he also can hold up Frankie's anti KO effect better than others as he has to be reduced more to go below frankie's threshold.
Thanks for watching! I personally felt Nico Robin was a little too slow when I tested her, especially since you need an 8+ already on board. I feel Issho gets the job done himself. But I do like your suggestion of Jack, he certainly compliments the cards that want high-cost characters, and also works really well with Garp's leader ability. Would definitely test Jack for an OP8 build!
@WillofDDT one more thing to consider about Jack is he helps you if your on the Odd Don curve, as he is not only the 7 cost play, but also sets up a combo with a follow up play with Either of the 8 costs you run. For issho for example he allows you to not only hurt your opponents hand on play but also allow Jack to KO a 6 cost or less on your 9 Don turn while filtering a card in hand if you play issho., ANd, if your playing moria next turn you can actually use Jack to put Hina or Rebecca into your trash thanks to the draw and trash effect the previous turn, use gecko to do the combo, and off of hina's reduction allow you to to kill a 8 cost or if you brought back a Rebecca and a 2k brook from your trash, even a 10 cost if your fighting a purple ramp deck like pudding (thanks to Garp knocking then down a extra 2 from the brook attach.) He just allows so many swing plays while also being such a fat body to get rid of so he is able to be a pretty constant enabler for the straw hats. That's what I found in my testing anyway. Personally think it might actually make this leader more of a sleeper threat. But whether or not you go down that route I wish you luck on your locals journey into 0p08 my guy.
@@Starocean56 Phenomenal explanation! I didn't need more convincing to be honest, but as you explained it more I'm sold beyond the shadow of a doubt on Jack being an auto-include for this deck. It makes a lot of sense, and I'm excited to update this build for OP8!
You need 5c Luffy ST01-012, has Rush and by giving 2 Don!! Opponents can't activate blockers when attacking. He is a powerhouse for a red deck. 10c Luffy ST10-006 is similar, got Rush, when attacking if the opponent activates a blocker, K'O an 8000cp character.
Yeah unfortunately there's a lot of cards that we just don't have space for in this build because it's meant to be a KO Effect focused build. I'd love to throw rush cards in here, but the deck space is just too tight If you want to see a Red/Black leader who abuses Unblockable Luffy and has some other Rush cards, check out the Red/Black Sabo Deck profile we uploaded a few months ago!
Sure, but you could attach 2 Don to any unit to achieve the same thing. Luffy himself isn't helping the primary goal of the deck. Neither does the Franky that I've included in this list to be fair - but at least Franky has counter. 5c Luffy does not have counter and doesn't really aid in either cost reduction or KO. I don't think it's a great fit for this list personally. But if I had to cut something to make room for Luffy, I think I'd cut Franky. I will admit, having an Unblockable Rush is always nice to have for the end game. But mid-game, I do think establishing the Zombie Luffy is more important for this deck's playstyle
I agree, the rush luffy has no synergy at all. If you want to play a rush character, I think kid and killer is better. On 8, you can theoretically play moria, revive k&k und red brook, attach two don to him from brook and seing for a big number.
@@gentlemanzgi3512 Absolutely, Moria into a Rush unit from grave feels really good, and is a play I would do with R/B Sabo all the time. But unfortunately this deck just doesn't have the space 😔
Ive been running a garphat list too Id swap the stage for the draw event cause worst case it is a draw and best case set up a sanji pop
Its hella fun either way always enjoy garp
Which event are you talking about? Is it one of the cards from the Starter Deck?
Ah, I see it now, it's called "I Have My Crew." Actually a pretty solid choice. I guess the only issue is that you need to play it the same turn you plan to drop Sanji, whereas Stage can be setup a turn before. But that Draw 1 is SUPER valuable. I'm gonna try out your recommendation!
Great to see this. I have been thinking about having it as my second deck. Especially because Red is getting so many great heavy drops.
Absolutely, some of these new red boss monsters are looking absolutely insane 💀
Two things: I'm 99% sure issho effect allows garp minus the cost of a 10 cost character to 6 cost. Also have you tested the navy stage for a little bit of extra neg?
Yup, I mention exactly that in the vid 👍 By attaching one Don to Issho, you can bring a 10c down to 6c.
Have not tested the stage tbh. That's an interesting idea honestly, definitely clutch when you're just a little short of getting those big enemy units into range of your KO's 🤔
Have you thought about finding room for the other 1 drop Nami? Its easy to remove, but every turn its on the field you can attach a rested Don, so you get the Garp effect without using your active Don.
In my previous Garp builds, I've definitely tried to take advantage of Rested Don attachment effects. The problem with Don Nami is that she is not searchable by Searcher Nami.
Personally, if I were to try to fit more Rested Don effects into this build, I would use the 2c Luffy from OP1. He attaches two Rested Don to himself, so you can trigger Garp's effect twice off of him. He's also searchable. And can swing at the opponent's life if you want him to
The music that starts around the 5 min mark is pretty overwhelming. I can barely understand what you're saying.
Ah geez, my bad 😬. Video editing error. Thanks for pointing it out
Wow i'm surprised there is no Black Nico robin here for the massive cost reduction. Personally any Garphat list I cook up runs her just because a Ice age every turn she is unanswered just does so much work for my testing.
Are you considering teching in any of the Animal kingdom pirate cards coming out in OP08, like maybe the 2k counters or Jack? Jack being basically a 11 cost means he also can hold up Frankie's anti KO effect better than others as he has to be reduced more to go below frankie's threshold.
Thanks for watching!
I personally felt Nico Robin was a little too slow when I tested her, especially since you need an 8+ already on board. I feel Issho gets the job done himself.
But I do like your suggestion of Jack, he certainly compliments the cards that want high-cost characters, and also works really well with Garp's leader ability. Would definitely test Jack for an OP8 build!
@WillofDDT one more thing to consider about Jack is he helps you if your on the Odd Don curve, as he is not only the 7 cost play, but also sets up a combo with a follow up play with Either of the 8 costs you run. For issho for example he allows you to not only hurt your opponents hand on play but also allow Jack to KO a 6 cost or less on your 9 Don turn while filtering a card in hand if you play issho.,
ANd, if your playing moria next turn you can actually use Jack to put Hina or Rebecca into your trash thanks to the draw and trash effect the previous turn, use gecko to do the combo, and off of hina's reduction allow you to to kill a 8 cost or if you brought back a Rebecca and a 2k brook from your trash, even a 10 cost if your fighting a purple ramp deck like pudding (thanks to Garp knocking then down a extra 2 from the brook attach.) He just allows so many swing plays while also being such a fat body to get rid of so he is able to be a pretty constant enabler for the straw hats.
That's what I found in my testing anyway. Personally think it might actually make this leader more of a sleeper threat. But whether or not you go down that route I wish you luck on your locals journey into 0p08 my guy.
@@Starocean56 Phenomenal explanation!
I didn't need more convincing to be honest, but as you explained it more I'm sold beyond the shadow of a doubt on Jack being an auto-include for this deck. It makes a lot of sense, and I'm excited to update this build for OP8!
You need 5c Luffy ST01-012, has Rush and by giving 2 Don!! Opponents can't activate blockers when attacking. He is a powerhouse for a red deck.
10c Luffy ST10-006 is similar, got Rush, when attacking if the opponent activates a blocker, K'O an 8000cp character.
Yeah unfortunately there's a lot of cards that we just don't have space for in this build because it's meant to be a KO Effect focused build. I'd love to throw rush cards in here, but the deck space is just too tight
If you want to see a Red/Black leader who abuses Unblockable Luffy and has some other Rush cards, check out the Red/Black Sabo Deck profile we uploaded a few months ago!
@@WillofDDT 5c Luffy ability triggers Garps ability. So you get -2 into character. So you won't be losing out on K'O.
Sure, but you could attach 2 Don to any unit to achieve the same thing. Luffy himself isn't helping the primary goal of the deck. Neither does the Franky that I've included in this list to be fair - but at least Franky has counter. 5c Luffy does not have counter and doesn't really aid in either cost reduction or KO.
I don't think it's a great fit for this list personally. But if I had to cut something to make room for Luffy, I think I'd cut Franky.
I will admit, having an Unblockable Rush is always nice to have for the end game. But mid-game, I do think establishing the Zombie Luffy is more important for this deck's playstyle
I agree, the rush luffy has no synergy at all. If you want to play a rush character, I think kid and killer is better. On 8, you can theoretically play moria, revive k&k und red brook, attach two don to him from brook and seing for a big number.
@@gentlemanzgi3512 Absolutely, Moria into a Rush unit from grave feels really good, and is a play I would do with R/B Sabo all the time. But unfortunately this deck just doesn't have the space 😔