The OP08 Leader, Charlotte Pudding, is making a strong comeback in OP11 with several new cards that enhance her strategy. As a Yellow-Purple Leader, she benefits from the synergy between these two colors, maximizing the potential of ramp mechanics.
Her game plan revolves around ramping quickly to play high-cost Characters, flooding the field with powerful threats that are difficult for opponents to remove. This often forces opponents to target your Leader aggressively, trying to take you down before your heavy hitters take control of the game. However, with the addition of OP11’s Charlotte Katakuri, they’ll have to break through a formidable defensive wall to reach your Leader.
With Purple Yellow Charlotte Pudding, you’re planning to go first, have 6-cost Charlotte Katakuri in play on turn 3, and on turn 4, you can play a 10-cost Charlotte Linlin, putting a big body, leaving your opponent shivering in fear! Let’s go step by step on how this deck works!
Leader

Charlotte Pudding is a 4 Life card Leader that ramps when she goes for the attack, but will have to turn the top 2 cards in your Life card face up to activate her effect. So we have to have 2 face-down Life cards when attacking for the effect to activate, and we can activate the ramp effect as early as turn 2.
Since you need face-down Life cards to activate Charlotte Pudding‘s effect, you’ll usually only activate it once per game. However, taking one hit from the opponent to add a face-up Life card to your hand and then using 6-cost Charlotte Katakuri‘s effect to flip the top life card face-down will allow you to reactivate Charlotte Pudding ramp effect when she attacks, giving you another rested Don.
The plan is to ramp early and play your 10-cost Charlotte Linlin a turn or two earlier to start carrying the game and trash your opponent’s Life cards.
Purple Yellow Pudding Decklist















How to Play
Early Searchers


Your 1-cost Charlotte Puddings let you search the top five cards of your deck for a {Big Mom Pirates} card to add to your hand. The Purple Pudding is restricted to cards with a cost of 2 or more, while the Yellow Pudding has no such restriction, allowing you to grab cards like Charlotte Flampe.
These Puddings help you find key pieces for your strategy, whether it’s 6-cost Charlotte Katakuri for ramp, Charlotte Linlin as a late-game win condition, or the 2-cost and 8-cost Charlotte Katakuris for a powerful combo play.
Ramp Katakuri

6-cost Charlotte Katakuri turns the top card in our Life Area face down and then adds 1 Active Don. We’re playing Charlotte Katakuri on turn 3, ramping 1 Don and enabling Leader Charlotte Pudding to attack and ramp a second time. This guarantees we can play our 10-cost Charlotte Linlin on the upcoming turn. We’re always preferring Charlotte Katakuri in our hand, since his synergy with Leader Charlotte Pudding is enough ramping to make our big plays, but if we don’t find him in the early turns, then one of our other ramp Characters can chime in to help.
Charlotte Katakuri‘s 7,000 Power is perfect for aggressive attacks, forcing the opposing player to play 2 Counter cards to protect their Leader. Since he’s extremely important for our game plan, we’ll mulligan for him and use our searcher cards to find him.
The Katakuri Combo

The 2-cost Charlotte Katakuri has a strong effect that cheats out the one of our 8-cost Charlotte Katakuris. If you play or have 2-cost Charlotte Katakuri on the field, you can activate his effect to trash him and play a Charlotte Katakuri with a cost of 3 or more that is equal to or less than the number of DON!! cards on your opponent’s field.
So if your opponent is at 8 Don or more, you can play 8-cost Purple or Yellow Charlotte Katakuri through the 2-cost version’s effect without using 8 Don, creating an opportunity to develop two Characters in one turn.
You can play 2-cost Charlotte Katakuri on earlier turns, setting up an even stronger future turn when you can activate his effect. However, depending on the matchup, there is a risk that your opponent KO’s or removes 2-cost Charlotte Katakuri, shutting down your set up.
You can still play the 2-cost Katakuri on Don 10 to cheat out an 8-cost version, leaving you with 8 Don to play another 8-cost Charlotte Katakuri in one turn.


8-cost Purple Charlotte Katakuri is your strongest defensive play, a Blocker with 8,000 Power to protect your Leader. Usually, you can’t attack with a blocker if you want to continue using them defensively on your opponent’s turn, but Charlotte Katakuri breaks those rules thanks to his effect.
At the end of your turn, you can set 2 of your {Big Mom Pirates} type Characters with a cost of 3 or more as Active. So Charlotte Katakuri can set himself and another {Big Mom Pirates} type Character as Active, allowing you to attack with Charlotte Katakuri and still have him as a blocker to protect your Leader.
Charlotte Katakuri is also ramping a rested Don at the end of your turn, so if you deramp a lot, Katakuri will help you recover that Don. However, this list doesn’t have deramping effects, so you won’t need the second effect.
Yellow 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.
10-cost Late Game


10-cost Portagas.D.Ace gives you a Life card when he’s played, but will only gain Rush if you’re at 2 Life cards or less. So you have to be at 0 or 1 Life card when playing Ace to gain Rush. If you’re at 2 Life cards, you have to decide which is more beneficial, the extra Life card or the Rush attack, depending on the state of the game. You can choose not to gain a Life card with a 10-cost Ace, to gain Rush, and attack to either knock out a Character or put pressure on the Leader.
The 10-cost Charlotte Linlin is your most powerful play, and you’ll want to get her on the field as early as possible. She provides both offensive pressure and defensive stability by granting you a Life card while trashing one of your opponent’s Life cards. This not only weakens their defenses but also denies them an extra resource they would have otherwise added to their hand.
With 12,000 Power, Linlin is a scary attacker, and without a blocker, your opponent will struggle to stop her swings. A couple of attacks on their Leader can quickly create a win condition, especially if they lack the defenses to keep up.
Low-cost Blockers


If you don’t find the 6-cost Charlotte Katakuri by turn 3, Viola is an alternative. She flips all your Life cards face-down, allowing you to reactivate your Leader’s ramp effect. You’re not ramping for 2 Don, but the 1 Don you gain is still worth it if you’re going second.
Beyond that, Viola provides another valuable ability—letting you look at all of your opponent’s Life cards and rearrange them in any order. This gives you crucial insight into their resources while also allowing you to delay key card draws or trigger effects, potentially disrupting their game plan.
Viola being a 2-Don blocker means she can be played on Don 10 along with one of your 8-cost Charlotte Katakuri, having her on the field to shut down one of the opponent’s attacks.
As for 3-cost Charlotte Brulee, she’s a {Big Mom Pirates} Character, increasing the odds you don’t whiff when playing a searcher. Her trigger effect is what makes her a strong addition, letting you play her for free, which can save you from losing the game.
Counter Events

You’re the One Who Should Disappear is a Counter Event that lets you trash a card from your hand to give your Leader or a Character +3,000 Power. Its Trigger effect is extremely strong during your defensive turn. If it’s the last card in your Life Area, you can activate the Trigger effect to gain an extra Life card, forcing more attacks from the opposing player to win the game.
+2,000 Counters



All these Characters have a +2,000 Counter effect, so can be used to protect your Leader or Characters. However, they also have another use, depending on the game.
Zeus 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 you’re removing a Character from play and adding a face-up Life card to your hand, so you could then ramp with your Leader Charlotte Pudding.
Capone”Gang”Bege‘s Trigger effect shuts down one of the opponent’s Leader or Character cards from attacking. This can be insanely good in the late game when the opponent is trying to win the game.
Charlotte Flampe can be played to self-damage your Leader and draw an extra card. This is useful in slow matchups where the opponent is refusing to attack your Leader. Charlotte Flampe can also remove a face-up Life card to ramp a second time with Leader Pudding.
Mulligan
- Early Charlotte Pudding searchers to find the cards you need.
- Ramp 6-cost Charlotte Katakuri to make sure we get to 10 Don as quickly as possible.
Turn-Based Gameplay
Going First
- Turn 1 (1 Don): 1-cost Charlotte Pudding.
- Turn 2 (3 Don): Ramp with Leader, you can play 2-cost Charlotte Katakuri if you know your opponent can’t easily interact with it.
- Turn 3 (5 Don 6 Don): 6-cost Charlotte Katakuri, but make sure you take a hit from your opponent on turn 2 to ramp a second time with your Leader.
- Turn 4 (7 Don 10 Don): 10-cost Charlotte Linlin. Or 2-cost Charlotte Katakuri (to activate on the upcoming turn) + 8-cost Charlotte Katakuri.
- Turn 5 (9 Don 10 Don): Activate 2-cost Charlotte Katakuri + 10-cost Charlotte Linlin. Or, play 2-cost Charlotte Katakuri to cheat out an 8-cost version + play an 8-cost Charlotte Katakuri.
- Turn 6 (10 Don): Activate 2-cost Charlotte Katakuri + 10-cost Charlotte Linlin or Ace. Or, play 2-cost Charlotte Katakuri to cheat out an 8-cost version + play an 8-cost Charlotte Katakuri.
Going Second
- Turn 1 (2 Don): 1-cost Charlotte Pudding.
- Turn 2 (4 Don): Ramp with Leader, you can play 2-cost Charlotte Katakuri if you know your opponent can’t easily interact with it. Also, you can drop a 2-cost Viola to guarantee you can ramp next turn.
- Turn 3 (6 Don 7 Don): 6-cost Charlotte Katakuri + 2-cost Charlotte Katakuri (to activate on your turn 5, you can activate him on turn 4 to cheat out a 6-cost Katakuri for more aggressive turns).
- Turn 4 (8 Don 10 Don): 10-cost Charlotte Linlin. Or play 2-cost Charlotte Katakuri to cheat out an 8-cost version + play an 8-cost Charlotte Katakuri.
- Turn 5 (10 Don): 10-cost Charlotte Linlin or 10-cost Ace.
Other Cards to Include




- Charlotte Anana is a 1-cost Blocker to protect your Leader from one of the opponent’s attacks.
- 7-cost Sanji returns 1 Don to gain Rush and rested an opponent’s 6-cost or less Character, allowing you to attack it and try to KO it to control the mid-game field.
- Conquest of the Sea returns 2 Don to KO two 6-cost or less Characters. A perfect control event if your opponent has two Characters in play threatening to aggro you down.
- The 3-cost Charlotte Brulee fits for this deck, enabling ramp on turn 2, even when going first. However, sequencing is crucial when playing her.