Red Trafalgar Law from OP14: The Azure Sea’s Seven is an aggressive deck that wants to keep the pressure on from the very start, planning multiple attacks to push damage and take Life cards as quickly as possible. By bringing together the Supernovas and Heart Pirates into one deck, Red Law focuses on shifting Power around the board to set up big swings that can quickly become overwhelming for the opponent to defend against.
In this guide, we’ll cover the general game plan of OP14 Red Law, including how the deck operates and the key cards it plays, breaking down how they work together to maintain pressure and close out games.
Leader

Red Trafalgar Law is a 5 Life Card Leader with 5,000 Power. His ability is locked to Supernovas and Heart Pirates type Characters. One per turn, during your turn, you can choose two of your Supernovas or Heart Pirates type Characters to swap their Powers. This can turn one of your low-power units into a stronger attacker, threatening to kill one of their rested Characters or taking a Life cards and can expend more of your Counter resources.
As long as you have a low-power Character in play like Basil Hawkins, you’ll have a potentially strong swing to pressure them.
Decklist















How to Play
Event Search

I Have a Plan to Take Down One of the Four Emperors!! lets you look at the top 4 cards of your deck to add a {Supernovas} or {Straw Hat Crew} type Character to your hand. You get to find cards you’re missing from your hand, like a mid-game development, a Rush attacker, or even a +2,000 Counter play.
1-cost Units



Killer is perfect in the early game, and the longer he sticks on the board, the more value you keep generating from him. Once per turn, Killer lets you attach a rested Don to one of your Characters or Leader, allowing for a stronger attack that forces more Counter resources. It also makes it easier for you to activate certain effects like Bartolomeo and X.Drake. Ideally, we want to keep Killer Active for as long as possible, so we’ll often favor swapping Power with another low-cost Character.
Luffy is an early searcher, looking at the top 5 cards of our deck to add a Supernova-type card to our hand. When he goes for the attack, Luffy gives a -1,000 Power reduction, making it easier for us to attack and KO a rested Character. Since Luffy has 0 Power, he’s not much of a threat when he goes for the attack, and this is where Leader Law’s effect comes into play, letting Luffy swap his Power with another Character to become an actual attacker, capable of forcing Counter resources.
Basil Hawkins is an early development that we’ll mainly use to swap Power with another high-power Character, turning him into an attacker. If your opponent decides to kill Basil Hawkins, we can look at the top 5 cards of the deck to play 1 {Supernovas} type Character with 2000 power or less other than [Basil Hawkins]. Since we run a lot of low-power Supernovas, finding one to develop won’t be too hard, and maintaining a low-cost Character that can be turned into a threat during our attack turn.

Makino is a +2,000 Counter Character that can be used aggressively when played on the field. Makino can give one of your Characters a +3,000 Power boost, perfect for enabling a stronger attack, especially when you’re trying to close out the game.
Makino can also enable one of your 2,000 Power Characters, like Cavendish or Urouge, to become 5,000 Power attackers and activate their effects.
Blocker Kid

Kid is a 5,000 Power blocker, capable of protecting you from one of the opponent’s attacks. We can also cheat out a 2,000 Power or less Supernovas Character from hand through Kid’s On Play effect, going wider on the field, and that 2,000 Power Character can later become an attacker. If we cheat out Cavendish, we can immediately use his Rush keyword to go for an attack.
In most cases, we’ll prefer to use Kid to launch an attack over keeping him active for the blocker keyword. We want to set up multiple attacks, so Kid will help us go for more aggressive turns unless we need to protect our Leader in the late-game to push for an extra turn.
Control Options

If Urouge has 5,000 Power when he goes for the attack, he can KO a 2,000 Power Character or less. This is usually useful to get rid of a pesky blocker on the field, and we can go for higher-power Characters using our Power reduction effects like X.Drake.
We’re easily pushing Urouge to 5,000 Power with the help of Leader Law’s Power swap effect.

X.Drake is a massive attacker in the mid-game, and perfect for our low-power units to swap with him and make use of his 7,000 Power. He can protect our Supernovas type Characters from getting removed by an opponent’s effect, making sure we get to keep a presence on the field. However, we are giving our Leader a -2,000 Power reduction, so we should be wary of activating this effect if the opponent has multiple attacks lined up.
If we attach a Don and go for an attack with X.Drake, we can reduce a Character’s Power by 2,000
Low-Cost Rushers


Cavendish is a 2-cost, 2000 Power Supernova Character that gains the Rush keyword if it becomes a 5.000 Power Character. This should be an easy task for us with our Leader Law’s effect, or even Makino, turning Cavendish into a Rush attack.
As for the 3-cost Roronoa Zoro, he immediately joins and is ready to attack, aiding us in pressuring the opposing player. If need be, we can even swap his Power with another one of our high-power Characters to go for an even stronger swing.
High-cost Rushers


The 7-cost Zoro is an 8,000 Power Rush attacker, perfect to put a win condition on the field that reduces the Power of one of the opponent’s Characters by 1,000, making them easier for you to attack and kill if need be.
As for the 9-cost Law, the 10,000 Power is almost impossible to counter out of, and with his Rush keyword, we’re putting an immediate threat on the board that’s too tough for the opposing player to remove.
When your opponent attacks, 9-cost Law lets you trash 2 cards from your hand to swap the Power of your Leader and 1 of your Characters. This is usually used to protect your Leader from one of the opponent’s attacks, trashing the cards you least need to make sure your opponent doesn’t get an attack through.
In some rare cases, you might swap the power of your Leader with a low-power unit to keep it alive from an attacker. We usually go for this if we need an additional attacker and we’re not at risk of losing the game.
+2,000 Counters


We already covered Makino, so I won’t mention her here. Bartolomeo is a low-cost Blocker, but requires attaching 2 Don to him. As for Sanji, we can use him on one of our Straw Hat Crew, like Roronoa Zoro, to dodge blockers, perfect if the opponent is down to 0 Life cards and we need to set up the final swing.
Mulligan Tips
Going First: 1-cost searcher, early 1-cost Characters (Luffy, Killer, Hawkins), X.Drake.
Going Second: early 1-cost Characters (Luffy, Killer, Hawkins), 4-cost Kid, X.Drake.
General Tips
- Play aggressively. Your goal is to put your opponent low on Life cards and have your Rush attackers try to close out the game.
- Use your Leader effect. Make sure to develop your high-power Character before going for your Law effect. Even if our high-power Character can’t attack, we can still swap its power with one of our low-cost Characters to go for a heavy attack.
- Attack rested Characters when you can reduce their Power. Ideally, we want to attack their Leader, but when possible, we can weaken their side of the field if we have X.Drake and 8-cost Zoro’s Power reduction.
Other Cards to Include




- The 1-cost Nami works similarly to Killer, giving your Leader or one of your Characters a rested Don for a stronger attack.
- Divine Departure can be used as a Counter Event to protect our Leader from an attack with its 3,000 Power boost. Or, we can use it during our turn, resting 5 Don to KO an 8,000 Power or less Character, usually great if there’s a win condition we must remove or a blocker.
- Trafalgar Law is a tough Character to remove, and when he goes for the attack, he can reduce the Power of an opponent’s Character by 2,000.
- Gol.D.Roger keeps the Rush attacks going! His 13,000 Power Rush attack is the strongest in this deck and hard for most decks to Counter. We usually wait to play Gol.D.Roger until you or the opponent are at 0 Life cards, making their Blockers useless. If the opponent uses a Blocker while Gol.D.Roger is in play; they’ll automatically lose the game.
Closing Words
Red Trafalgar Law is a fun deck to pick up, swapping the Power of his Characters to enable stronger swings that force more Counter resources from the opposing player. This deck thrives on aggression, but can also attack rested Characters with the help of power reduction, making it harder for the opponent to protect them.





