Blue Yellow Nami OP11 Deck Guide – One Piece Card Game

Blue Yellow Nami is an exciting deck to play in OP11, combining the draw capabilities of the deck with multiple control options that ensure you can win late games.

The OP11 Leader Blue Yellow Nami mixes the draw value and control into one deck, keeping the opposing player from taking over the field while continuously working the draw engines to keep having resources to play.

When we mention Nami in the One Piece card game, we automatically think of the Blue Nami, which adopts a completely different playstyle than the traditional deck. A playstyle that the majority of the community isn’t fond of too much, so she usually gets a bad reputation. The new Blue Yellow version plays differently and has a fun control strategy that aims to make it to the late game, where it relies on big bodies to start winning.


Leader

OP11-041

Blue Yellow Nami is a 4-Life Leader with two effects. The first is a draw engine that activates once per turn, during your turn, whenever a card is removed from either your or your opponent’s Life. If you have 7 or fewer cards in hand, you draw 1 card.

This means we want to keep our hand at 7 cards or less to maximize the effect. Since it only triggers on our turn, we’ll usually activate it when we attack the opponent’s Leader and take a Life card. But if we can’t damage the opponent for the extra draw, we can self-damage with cards like Zeus to get the draw anyway.

Nami’s second effect requires attaching a Don!! to her and only activates on the opponent’s turn (once per turn). When they attack, you can trash a card from your hand to give Leader Nami +2,000 Power, making it harder for their attacks to land on a 7,000 Power Leader. This lets us play more cards with no Counter effects, since we can later trash them for the +2,000 Power to protect our Leader.

Characters without Counter effects tend to be stronger, either in raw Power or effects. Normally, the lack of Counter is a drawback, but Blue Yellow Nami removes that downside—letting us run powerful Characters that can still be used for the +2,000 Power gain on Leader Nami.

Blue Yellow Nami Decklist

Cards: 51
OP11-041
1
OP03-048
4
OP06-106
2
OP11-106
4
OP03-102
4
ST17-005
4
EB02-026
4
OP11-054
4
ST20-001
4
OP08-047
4
OP03-123
4
OP11-118
4
OP10-112
2
OP06-119
4
OP04-056
2

How to Play

Early Plays

ST17-005
EB02-026

The 2-cost Marshall D. Teach has been crushing it in Blue Doflamingo, and it can work in this deck, placing 1 card from your hand at the top of your deck to give 2 rested Don to your Leader or one of your Characters. You often want to attach the Don to your Leader, going for higher Power attack and ensuring you can activate her defensive effect during your opponent’s turn.

Although you’re losing a card in your hand to activate Marshall D. Teach‘s, it can play into the deck’s strategy, keeping your hand under 8 cards to draw more cards through Leader Nami‘s effect.

We’re also running Marshall D. Teach in this list to synergize with 9-cost Sanji, placing a high-cost Character at the top of our deck, which 9-cost Sanji can cheat out.

3-cost Vivi is mainly for the extra card draw, drawing two cards if you have 5 cards or less in your hand. With 2,000 Power only, she won’t be attacking much of anything, and we’ll mainly keep her Active for Characters like Jozu to return to our hand.

2-cost Control Cards

OP03-048
OP11-106

Nojiko and Zeus are low-cost Characters that can be used to remove a 5-cost Character from the field.

Nojiko returns a 5-cost or less Character to the opponent’s hand, so they get to keep the card, but at least it won’t be used as an attacker during their upcoming turn. Additionally, since Nojiko is returning a Character instead of KOing, it can remove the likes of 4-cost Borsalino and 5-cost Sabo with KO immunity.

As for Zeus, it adds a card from the top or bottom of your Life card to your hand to KO a 5-cost Character. So you are sacrificing a Life card to activate this effect, but KOing a Character and triggering Leader Nami‘s draw effect is usually worth it.

Blockers

OP11-054
ST20-001

5-cost Nami and 5-cost Charlotte Katakuri are 6,000 Power blockers, making them great for protecting your Leader from incoming attacks. Nami’s effect lets you draw 3 cards and place 2 from your hand on either the top or bottom of your deck. This means you gain a card while also controlling your upcoming draws—either setting up future turns or tucking cards you don’t need to the bottom.

If you’re planning to play Sanji next turn, you can place two cards on top of your deck, ensuring that the second card from the top is the Character you want to cheat out with Sanji’s effect. While playing Nami on Don!! 7 or 8 isn’t always ideal, the setup can lead to a huge swing by developing two big bodies in a single turn.

Charlotte Katakuri, on the other hand, reveals the top card of your Life Area and gives a rested Don!! to either Leader Nami or one of your Characters. This adds more Power to your attacks, and if the Don!! is attached to your Leader, it sets up Nami’s effect to gain +2,000 Power on your opponent’s turn—helping you fend off an attack.

Control Cards

OP08-047
OP03-123

Jozu has to return one of your Characters to return an opponent’s 6-cost or less Character, so we’ll need to have a low-cost Character in play (Vivi, Nojiko, or Zeus), we’re fine with bouncing back to our hand. Although your opponent gets to keep the card in their hand, they have to use Don to play it back on the field, which will slow them down and help put them behind in the game. The Character we bounced back to our hand can be used as a Counter or replayed for its effect.

8-cost Charlotte Katakuri‘s On Play effect lets you add 1 Character with a cost of 8 or less to the top or bottom of the owner’s Life area face-up. This can remove one of the opponent’s Characters from play, and although you’re giving them a Life card, it does weaken the field presence. However, 8-cost Katakuri can also place one of your own Characters in your Life area. This gives you an extra Life card to protect your Leader, making sure your opponent can’t win the game too easily.

OP11-118

8-cost Monkey D. Luffy is a Rush Character, getting to attack the turn he’s played. When he attacks, you can trash a card from your hand to return a 4-cost Character to your opponent’s hand. While this isn’t always the best trade-off—you’re losing a card while your opponent keeps theirs—it still reduces their board presence. But if you’re bouncing a blocker, Luffy’s effect becomes incredibly valuable, clearing the way for more aggressive attacks.

Luffy also attaches a rested Don!! to your Leader or one of your Characters. This means if you play him on Don 8, you’ll still be able to activate Leader Nami’s effect on your opponent’s turn, thanks to that rested Don!!.

Life Card Trash

OP10-112

On Play, you can rest 8-cost Eustass “Captain” Kid to trash the opponent’s top Life card, putting them in a riskier spot to lose to your attacks and bleeding them from resources. We’re also trigger Leader Nami’s effect, so if we have 7 cards or less in our hand, we’ll draw a card.

At the end of your turn, if your opponent has 2 Life cards or less, you can draw a card and then trash another from your hand with Eustass “Captain” Kid‘s effect, filtering your hand for better cards.

Two Big Plays

OP06-119

9-cost Sanji is arguably the strongest play in this deck—provided you have a high-cost Character like Monkey D. Luffy or Eustass “Captain” Kid at the top of your deck. Cheating out an 8-cost Character with Sanji instantly puts two high-Power threats on the field, both of which will act as win conditions. Plus, since the cheated Character’s effect still activates, you’re generating even more value from the play.

To ensure Sanji cheats out a high-cost Character, you have a couple of setup options. If 2-cost Marshall D. Teach is on the field, you can use his effect to place a Character from your hand on top of your deck before playing Sanji. Alternatively, you can set up with 5-cost Nami on the previous turn, placing a Character as the second card from the top—perfect for 9-cost Sanji to bring into play.

Events

OP04-056

We’ll save Gum-Gum Red Roc for high-cost Characters that none of our other cards can remove. This can remove an important Character for your opponent, buying enough time to plan your winning turn. Since it’s place the Character at the bottom of the opponent’s deck, we don’t have to worry about a KO immunity.


Mulligan

  • 2-cost Marshall D. Teach, 5-cost Nami, and Sanji are great when they work together to get to that 9/10 Don power turn.
  • Jozu and Monkey D.Luffy are control cards we often want to have in hand.

Turn-Based Gameplay

Going First

  • Turn 1 (1 Don): 
  • Turn 2 (3 Don): Vivi or Marshall D. Teach.
  • Turn 3 (5 Don): 5-cost Charlotte Katakuri or 5-cost Nami. You can also play Nojiko or Zeus to remove an opponent’s 4-cost Character.
  • Turn 4 (7 Don): 5-cost Nami (Sanji set up)+ Nojiko or Zeus if your opponent has 5-cost or less Character. Or Jozu and return an opponent’s 6-cost or less Character to their hand.
  • Turn 5 (9 Don): 9-cost Sanji to cheat out an 8-cost Character. Or Monkey D.Luffy, 8-cost Charlotte Katakuri, or Eustass”Captain”Kid.
  • Turn 6 (10 Don): Monkey D.Luffy, 8-cost Charlotte Katakuri, or Eustass”Captain”Kid. Or Sanji if the top card in your deck is a high-cost Character.

Going Second

  • Turn 1 (2 Don): Marshall D. Teach.
  • Turn 2 (4 Don): Vivi or Marshall D. Teach.
  • Turn 3 (6 Don): Jozu and return an opponent’s 6-cost or less Character to their hand.
  • Turn 4 (8 Don): 5-cost Nami (Sanji set up)+ Nojiko or Zeus if your opponent has 5-cost or less Character. Or Monkey D.Luffy, 8-cost Charlotte Katakuri, or Eustass”Captain”Kid.
  • Turn 5 (10 Don): 9-cost Sanji to cheat out an 8-cost Character. Or Monkey D.Luffy, 8-cost Charlotte Katakuri, or Eustass”Captain”Kid.

Other Cards to Include

OP06-047
ST03-009
  • Pudding can lower the number of cards in the opponent’s hand, cutting down on their resources. You’ll often play her if your opponent is holding on at least 6 cards in their hand, but if they have more than 6 cards, then Pudding is a premium play.
  • 7-cost Donquixote Doflamingo returns a 7-cost Character the opponent’s hand, helping to put them behind on the field.