Purple Enel has been crushing the competitive One Piece Card Game scene early in the OP15 meta. This deck plays very differently from most strategies. It caps at a maximum of 6 DON!! and relies mainly on its 6-cost Enel characters to carry the game. However, thanks to its built-in ramp mechanic, the deck can activate powerful effects that normally come with a deramp drawback without actually falling behind.
Purple Enel has already established itself as a strong presence in the meta, and we’ll likely be seeing plenty of it in tournaments. Learning what the deck does is key to understanding its strengths and overall win condition. In this guide, I’ll break down the deck’s overall game plan, what it’s trying to accomplish, and how the cards synergize with each other. Let’s get started!
Leader

Purple Enel is a 5 Life card Leader that changes the rules of the game, restricting you to a total of 6 Don in your Don deck, which might seem like a massive drawback, but many cards in this deck will play around that game rule.
After turn 1, you can activate your Leader Enel’s effect to ramp 1 Active Don and 4 Rested Don. Then, you can attach 4 rested Don to one of your Characters in play. Ene’s effect speeds up our upcoming turn and makes sure we’re not punished for deramping in the early game. Getting to attach up to 4 rested Don to a Character means we can use low-power Characters as attackers, turning them into a threat and even forcing the opposing player to clear them.
Purple Enel Decklist














How to Play
1-cost Characters
1-cost Characters are important in this deck to develop an early attacker on the field. Although those characters have low power, your Leader Enel can give them Don through his effect, turning them into a threat for the turn that can force Counter resources from the opponent.

Charlotte Pudding looks at the top 3 cards of your deck and lets you draw a Sanji or an Event. We’re running the +2,000 Counter Sanji and the deck is full of events, so Pudding can be useful as an early development to find you a card you need for the later stages of the game.



On Play, Ohm, Satori, and Shura let you return a Don to draw a card. So you’re developing a low-cost Character while still maintaining your hand size. The -1 Don doesn’t hurt us in the early stages of the game thanks to our Leader’s effect, making sure we can still hit 6 Don at turn 3.
Ohm gives a -1,000 Power reduction to an opponent’s Character, which can come in handy to put a Character in range for Lightning Dragon or to at least weaken it enough for your attackers to threaten to KO it.
When attacking, Satori looks at the top 2 cards of your deck and lets you put them at the top or bottom of the deck in any order, which can come in handy for finding the cards you need faster.
As for Shura, if you have 6 or less Don cards, he gains the Rush keyword, so we can immediately use him as an attacker by attaching Don to him through Leader effect.
Holly Aggression

Holly is a turn 2 development that acts as an aggressor in this deck. It has 4,000 Power, so not much of a threat here; however, when in play, Holly gives the Double Attack keyword to itself and to Ohm. The Double Attack keyword means we’ll be prioritizing attacking the opponent’s Leader, threatening to take 2 Life cards, or at least, forcing them to expend a lot of Counter resources.
Additionally, Holly sets the base power of all of your Ohm Characters to 6,000 during the opponent’s turn, which means they have to get rid of Holly first if they want to clear a 1-cost Character.
Enel Carry


If you have 6 or less Don cards on your field, Enel and Enel cannot be removed from the field by the opponent’s effects and will gain a +2,000 Power boost, making them your main win condition in the late-game. Since we’re maxed at 6 Don, we’ll always have both 6-cost Enel’s effects active, forcing the opponent to either ignore them or commit high-power attacks to deal with them.
Enel‘s Activate: Main effect lets you return 1 Don and trash a card from your hand to gain the Blocker keyword, putting his 10,000 Power to use immediately. Usually, we’ll want to activate this effect on the turn they’re played, and later on, we’ll only activate it if we choose not to attack with Enel, and instead keep him Active to block an attack.
As for Enel, his On Play effect lets you return 1 Don to look at the top 5 cards of your deck and add 1 to your hand. You do, though, have to trash a card afterward, so you’re basically treating it as a way to filter your hand for better cards. You’re developing a 10,000 Power Character that you’ll continue to use for its heavy hits throughout the game, and you get to replace a dead card with a better one. If you happen to have too many Enel cards in your hand, it’s reasonable to trash one of them and keep Events in your hand.
Events


Lightning Dragon is a 0-cost Event that returns 1 Don and draws us a card, so we won’t be losing on card resources when playing it. Then, you can choose a rested 6,000 Power or less Character and keep it from becoming Active, essentially shutting it down from attacking you on the upcoming turn. This slows down the opponent’s aggression, buying you more time until you can plan a winning turn.
We have multiple ways to reduce the Power of an opponent’s Character, so we can combine them with Lightning Dragon to target higher-power characters.
By resting 5 Don, Divine Departure lets you reduce the Power of an opponent’s Character by 8,000, making it easier for you to KO through an attack or use a removal play to deal with. Divine Departure can also be played for its counter effect, giving your Leader or one of your Characters a 3,000 Power boost.



Mamaragan, El Thor, and Lightning Beast Kiten all have unique main effects, which we might use depending on the state of the game. However, when it comes to their Counter effect, they’re all the same, letting you give a +2,000 Power boost to your Enel card. So, you’re essentially using their Counter effect to protect your Life Cards or even to protect a rested 6-cost Enel.
Sanji Blocker

Sanji is a +2,000 Counter Character but can be played for his Blocker keyword. Since we’re almost always at less Don than the opponent, we can easily play him for 3 Don to protect us from an opponent’s attack.
Mulligan Tips
1-cost Character and 6-cost Enel are usually the cards you want to look for.
General Tips
- Maximize Don value. Since we can ramp with our Leader and attach rested Don, we need to maximize this effect. A lot of times, we want to play or return Don first before going for the Ramp effect, giving us access to more rested Don to attach to a Character.
- Protect Enel. Your high-power Enel will act as heavy hitters, so if your opponent tries to KO them through attack, we should try to protect them when possible through our Counter plays. Since they can’t be removed through effects, your opponent will have to either ignore them or commit high-power attacks to deal with them.
- Slow down the opponent’s aggression. We have multiple ways of weakening the opponent’s offense, either through blockers or preventing a Character from attacking, giving you more time until you can plan a winning turn.
Other Cards to Include

Gamma Knife returns 1 Don to give a -5,000 Power reduction to an opponent’s Character, perfect for putting it in range for your attackers to KO or for a removal play such as El Thor.
Closing Words
Enel has quickly become a top performer in OP15 meta, so learning how the deck works is important if you’re going to locals. The deck thrives on ramping Don and developing high-power Enel. Those Enels will stick to the board, and the only way to remove them is through attacks, which can be difficult, especially if they have Counter resources to protect them.





