Blue Purple Vinsmoke Reiju Deck Guide OP08

The Blue Purple Reiju is one of the easiest decks to build and start playing OPTCG, it has an extremely tough matchup against the popular R/P Law, but it can hold its own against the rest of the meta. We’re trying to use our Don effectively to activate our Vinsmoke Family Characters and cheat their higher costs on the field.

Decklist

How to Play

Leader

Leader Vinsmoke Reiju is a draw engine, one per turn, if you return a Don during your turn, you get to draw a card. This synergizes with what this deck is trying to do, return Don to play higher-cost Characters.

The Kingdom of Germa stage is the most important card in this deck and having it early into the game makes it extremely easy to set up your game plan. Once per turn, you can trash 1 card from hand to draw a {GERMA} card. We want to trash cards we can bring back from the trash, so 4c Vinsmoke Reiju, 5c Vinsmoke Niji, or 7c Vinsmoke Ichicji are great targets for the Kingdom of Germa.

The smaller Vinsmoke characters are needed in our hand so we can play them, return 1 Don, and play their higher-cost versions. Its important to play their higher-cost version from the trash to maximize the value we get from the deck, but we might find ourselves in scenarios where we must play their higher-cost version from hand.

The higher-cost Vinsmoke Characters are where our game plan lies. Cheating them out through their lower-cost versions creates a stronger field presence for less Don commitment. Each turn we play one of the Vinsmoke Characters our Leader will draw us a card, creating resource value generation.

Vinsmoke Reiju is another resource value card, drawing us two cards on the turn she’s played. Vinsmoke Niji can either KO a 2-cost or less Character or return a 4-cost or less Character to the owner’s hand. We’re usually going for the return a 4-cost Character, weakening the opponent’s field.

As for Vinsmoke Ichiji, he’s our strongest Vinsmoke out of the three, capable of reducing the Power of one of the opponent’s Characters by -2,000 and gaining Rush. So we’re making one of their Characters vulnerable to our attackers and immediately presenting a 7,000 Power attacker on the field.

We have two ways to build a wide field of Characters and create an aggressive turn. Porche can draw us a 1 {Foxy Pirates} Character and play a 4,000 Power Character. This means we can play any of our three low-cost Vinsmoke Characters and activate their effects to play their higher-cost versions. Porche is more suited for the early/mid game, to put us ahead of the opposing players as we plan our future turns.

Vinsmoke Judge is our deck’s strongest play, letting us play 4 {Germa 66} type Characters with different names and 4,000 Power or less from the Trash. This means we can play the low-cost Vinsmoke Characters Reiji, Niji, and Ichiji and then activate their effects to play their higher-cost versions. In one turn, we’re developing 4 Characters to switch the game in our favor.

We’re planning to play Vinsmoke Judge as early as possible, so turn 5 or 6 is usually the sweet spot. This means we need to be mindful of the number of Don we’re returning. If we’re going first, we can activate one Vinsmoke Character’s effect so we can remain at 8 Don on turn 5. If we’re going second, we can activate two of our Vinsmokes and we’ll have that 8 Don on turn 5.

Since we’re returning Don, we can use Black Maria to get back that Don and not have to worry about the Vinsmoke Judge turn. This lets us activate more than one Vinsmoke Character during the first couple of turns. Black Maria is also a 2,000 Counter card so she can be used defensively.