Best OP10 Decks After Ban List – One Piece Card Game

Howdy! Bandai Namco has announced four card bans—Gecko Moria, Jinbe, Kingdom Come, and Ice Age—to curb some of the most problematic decks in the meta. This ban of 4 cards has left players both excited and uncertain about how OP10 will unfold and which Leader to main for tournaments.

With Black Rob Lucci and Black Yellow Monkey D. Luffy effectively out of the picture and Blue Doflamingo losing much of its early aggression, aggressive decks are likely to make a strong comeback, which might bring an anti-aggro meta, so decks like Green Bonney will see a rise.


Green Jewelry Bonney

Cards: 51
OP07-019
1
EB01-015
4
ST02-007
4
OP05-030
4
OP01-039
3
ST02-008
4
OP10-032
4
EB01-012
4
OP07-026
2
OP08-023
3
OP10-030
4
OP06-035
4
OP01-051
4
ST16-004
4
OP05-037
2

Green Bonney can be a frustrating opponent, thanks to her ability to rest an attacker. While this effect requires 1 Active Don, it significantly slows down the opponent’s offense and helps conserve the Bonney player’s Counter resources.

This deck thrives on a defensive game plan, stalling until high-cost threats come into play. Blockers and the 5-cost Carrot reinforce this strategy, buying time to either clear the board or shift into a more aggressive stance against the opponent’s Leader.

The Eustass “Captain” Kid + blockers are a core part of your Fortress Strategy, creating a wall that protects your Leaders and rested Character from the opposing player’s attackers, forcing them into removing Kid if they want to win the game. The 9-cost Shanks can KO a rested Character without needing to attack it, saving your attacks for their Leader.

The 7-cost Hody Jones is your primary aggressor, entering play, resting two Characters, and immediately attacking with Rush. Whether you focus on clearing the board or pressuring the opponent’s Leader depends on the game state.

Red Shanks

Cards: 51
OP09-001
1
OP01-006
4
OP09-002
4
OP09-011
4
OP09-014
4
OP10-011
4
OP09-015
3
OP09-005
2
OP09-013
4
OP09-009
4
ST15-002
2
OP08-118
4
OP06-007
3
OP09-004
4
OP04-016
2
OP10-019
2

Red Shanks’ Leader effect reduces the Power of 1 of the opponent’s Characters by 1,000, saving you from playing a Counter card. Making use if this effect every turn will save your resources, ensuring you stretch out games until your win conditions are online.

The Red Shanks deck has the control Character to KO an opponent’s Character, weakening their control on the field. Benn.Beckman, Edward Newgate, and Silvers Rayleigh are your go-to removal options to deal with mid-game threats.

Two 10-cost Shanks in this list, one empowers your control strategy, KOing a 10,000 Power or less Character. OP06 Shanks is a great answer for late-game win conditions. As for the OP09 Shanks, he can attack on the turn he’s played and will reduce the Power of all of the opponent’s Character for as long as he’s on the field, lowering their overall pressure and making them easier targets to KO.

Red Roronoa Zoro

Cards: 51
OP01-001
1
OP02-015
4
OP01-016
4
ST21-003
4
OP08-010
4
EB01-006
4
OP01-015
4
OP04-010
4
OP08-013
2
OP08-007
4
EB01-003
2
ST21-015
4
ST21-014
4
EB01-009
4
ST21-017
2

With Blue Doflamingo and Black Rob Lucci taking hits, they won’t be able to hold back Roronoa Zoro from unleashing his aggression on the meta! The Zoo version has been performing on online play, and we’ll if that translates to tournaments as well!

The aggressive Red Roronoa Zoro gives all your Characters +1,000 Power if you attach a Don to your Leader. You’re going wide on the field with the help of your Tony Tony Choppers, lining multiple attacks to aggro your opponents down.

Rush Characters are popular in this list too, making sure you keep attacking every turn to drop your opponent to 0 Life cards and go for the finisher attack.

Purple Monkey D.Luffy

Cards: 51
OP05-060
1
OP09-069
4
ST18-001
4
EB01-061
4
ST18-002
3
OP06-076
4
ST18-004
4
OP05-074
4
ST18-003
4
OP07-064
4
OP09-065
3
ST18-005
4
OP08-069
2
OP09-119
2
OP09-078
4

The ramp PLuffy remains one of the strongest options in OP10 meta, sacrificing Life cards to ramp 1 Don and playing your high-cost Characters on earlier turns. This deck makes use of {Straw Hat Crew} type Characters, using Zoro-Juuro and San Gorou for the extra draw option, adding resources to your hand.

7-cost Sanji controls the mid-game, resting an opponent’s Character and going for a Rush attack. However, if you prefer developing multiple Characters in one turn, then Luffy-Tarou is the play, cheating out a 5-cost or less Purple {Straw Hat Crew} type Character from your hand.

9-cost Monkey D.Luffy and 9-cost Charlotte Linlin are the late-game carries. Linlin gives you an extra Life card while removing an opponent’s 6-cost or less Character, whereas 9-cost Luffy can go for a Rush attack and draws you a card.

Red Green Trafalgar Law

Cards: 51
OP01-002
1
OP01-006
4
ST01-006
4
ST01-007
3
ST02-007
4
OP01-016
4
OP02-005
4
ST01-011
4
OP10-005
2
OP10-032
3
OP01-025
4
EB01-012
3
OP01-047
4
ST01-012
1
ST02-009
4
OP01-051
1
OP01-029
1

RG Law is one of the oldest decks in the One Piece card game, and it used to be one of the best competitive choices out there. However, as the meta evolved and new cards were released, RG Law struggled against the popularity and control power of Black decks.

This deck aims to flood the field Characters, so facing off against Black decks like Rob Lucci who can KO two of their Characters in one turn made it tough for RG Law to remain meta relevant, and it was pushed out of the meta.

However, we still see the deck show up in top cuts from time to time, and we’ll likey have many players picking up the aggressive Leader again.

Red Green Smoker

Cards: 51
OP10-001
1
OP04-032
2
OP05-034
4
OP10-004
4
OP05-030
4
OP10-016
4
OP10-005
4
OP10-032
4
OP10-011
4
OP10-030
4
OP09-009
2
OP06-035
2
OP01-051
4
OP04-031
2
OP09-118
2
OP10-018
4

Red Green Smoker has two effects, one can be activated during your opponent’s turn, while the other is activated during your turn. The effect during your opponent’s turn works only on {Punk Hazard} and {Navy} type Characters, giving them +1,000 Power. This is useful when the opponent is trying to KO them, the extra Power can put them out of threat range or demand fewer Counter cards from you. As for the other effect, if you have a Character with 7,000 or more Power, you can set two of your Don as Active. This enables you to make more plays in one turn or develop on the field and maintain your pressure with high-power attacks.

3-cost Sanji and 5-cost Smoker are powerful {Punk Hazard} Characters you can protect with your Leader effect. 3-cost Sanji only has 3,000 Power, but during your turn he gains +3,000 Power, becoming a 6,000 Power attacker. When KO’d 3-cost Sanji draws you a card, so you won’t be losing on resources. As for 5-cost Smoker, the Banish keyword means we’ll prioritize attacking the opponent’s Leader with him, forcing them to Counter the attack or trash a Life card. As for the second effect, it sets one of your Don as Active. Combined with your Leader effect, you’re gaining 3 Active Don for one explosive turn.

Black Marshal D. Teach

Cards: 51
OP09-081
1
OP09-089
4
OP09-095
4
OP09-090
4
OP09-091
2
OP09-088
2
EB01-048
2
OP09-086
4
OP10-082
4
OP09-083
2
OP09-093
4
OP09-096
4
EB01-051
4
OP09-098
3
OP10-098
3
OP09-099
4

Black Marshall D.Teach shuts down all your On Play effects, so you have to build it differently. We’re avoiding any card with an On Play effect, relying on Finger Pistol, Black Hole, and Doc Q to KO the opponent’s Characters. Marshall D. Teach can prevent opponents from activating their On Play effects, but you’ll have to trash a card to activate it. You’ll usually activate the effect on turns where you expect the opponent will want to use those On Play cards the most. This will completely shut them down from playing out their strategy, setting the stage for a powerful upcoming turn on your side. If they rely On Play effect to KO your Characters, then it can put them in an awkward situation.

The list has multiple cost-reduction cards to help put things in range to remove. Laboon and Van Augur are the best cost reducers in your list that also pose offensive pressure. Speaking of offensive pressure, Jesus Burgess is one of your toughest attackers. He can’t be KO’d by effects and will gain +1,000 Power for every 4 cards in your trash.

10-cost Marshall D. Teach is this deck’s strongest play, letting you negate the effect of the opponent’s Leader and one of their Characters. He’s also a high-power blocker, creating a wall to block one attack and protect your Leader.

Blue Black Usopp

Cards: 51
OP10-042
1
OP02-106
4
OP04-092
3
OP10-057
4
OP04-077
3
OP04-089
4
OP10-049
3
OP10-090
2
OP10-045
4
OP10-095
3
OP04-083
1
OP08-047
3
OP10-058
4
OP10-046
4
OP04-056
4
OP04-096
4

Leader Usopp synergizes with your {Dressrosa} type Characters, allowing you to draw a card whenever one of them is removed by an effect or KO’d. This allows players to use up more Counter plays since they’re guaranteed a draw engine within their Leader’s effect.

This deck is all about outvaluing opponents and keeping them from winning the board. 4-cost Roronoa Zoro and 7-cost Kyros to remove Characters from play. Developing a Character while also removing one of the opponent’s Characters is a great way to shift the game in your favor.

7-cost Rebecca is your strongest go-wide play, becoming an 8-cost through Leader Usopp’s effect, allowing you to activate her effect and cheat out two {Dressrosa} type Characters with a cost of 7 or less and 4-cost or less on the field. So we can play 7-cost Kyros to return one of the opponent’s Characters and 4-cost Characters like Roronoa Zoro, Cavendish, or Franky.

Some lists ran 2 copies of Gecko Moria for the added value, but since he’s banned, we’re sticking with Rebecca for the multiple Character development turn.

Red Yellow Belo Betty

Cards: 51
OP05-002
1
OP05-015
4
OP05-006
4
OP05-003
4
OP09-100
4
OP09-112
4
EB02-002
4
OP05-004
4
OP05-005
4
OP05-017
4
OP06-002
2
OP09-108
4
OP06-003
4
OP09-103
4

Belo Betty is an aggressive deck, using Trigger and Revolutionary Army cards as part of her game plan. She wants to go wide on the field, and with Emporio Ivankov and Trigger effects, you can easily have multiple Characters in play.

You then use Leader effect to give 3 of your Characters +3,000 Power, turning them all into a threat as they go for attacks. Karasu reduces the Power of one target, and if used on the opponent’s Leader, it can burn their Counter resources as they try to deal with your multiple attackers.

This is a glass cannon deck, focusing most of its resources on attacking the opponent’s Leader as your opponent tries to control your side of the field and slow you down.