We don’t often see the Starter 10 Leader, Red Purple Eustass “Captain” Kid, in tournaments or on the SIM. However, at an OP11 Flagship event, RP Kid shocked players by defying the meta, defeating top Leaders and securing first place!
Eustass “Captain” Kid combines Purple’s ramp and defense with Red’s control and aggression, creating a balanced mix. The deck aims to play high-power threats while maintaining enough defensive cards to protect your Leader until a decisive finishing turn.
This list includes a few de-ramp effects, so timing is crucial—it’s best to save them for the late game to avoid hindering your next turn.
Leader

Red Purple Kid is a 5-Life Leader who loses -1,000 Power during your turn if you have 4 or more Life cards. This effectively means you’re playing with a 4,000 Power Leader in the early game, limiting your offensive pressure and sometimes preventing you from attacking the opponent’s Leader. However, once you drop to 3 or less Life cards, your Leader’s Power remains at 5,000.
When attacking with RP Kid, you can return 1 Don to gain +2,000 Power. This makes him a high-risk attacker, capable of knocking out a rested Character or pressuring the opponent’s Life card. The opposing player will need to use more Counter cards to block Kid’s attack, leaving them more vulnerable to your follow-up attacks.
Since activating the Power boost effect requires returning Don, it’s often best to wait until the late game to use it. Returning 1 Don too early can slow down your turns and limit your plays. But once you reach 9+ Don, returning 1 becomes negligible, allowing you to use the effect without drawbacks. The list has cards like Charlotte Pudding and 5-cost Eustass”Captain”Kid that give us Don when a Don is returned, removing Leader effect’s drawback and allowing us to activate it on earlier turns.
RP Kid

















How to Play
Searcher Events

Brand New World is a searcher card that looks at the top 4 cards of the deck to add a 4-cost or more card to your hand. It will help you plan your upcoming turns or even find a +2,000 Counter, Hitokiri Kamazo, when you’re playing defensively.
Its trigger effect is great in the later turns, getting to activate the Event without using any of your Don.
Ramp Cards


Charlotte Pudding is a ramp Character, but we aren’t actually going up on Don when activating her effect. Pudding‘s ramp effect activates when you return a Don, so if you have her in play on turn 2, you can activate your Leader effect for the +2,000 Power without falling behind on Don.
If we’re going second, then Mr. 2 Bon Clay is the ideal play, giving you an Active Don on the turn he’s played. He’s our best play to speed up our turns, playing higher-cost Characters a turn earlier.
Mr. 2 Bon Clay can match the Power of one of the opponent’s Characters when it goes for the attack, so its pressure relies on what the opponent has in play. When rested, Mr. 2 Bon Clay is extremely vulnerable with their 1,000 Power, so you’ll almost always let them go when the opponent attacks them.

5-cost Eustass”Captain”Kid is a 6,000 Power Blocker, protecting your Leader from an attacker. He also acts as Charlotte Pudding, ramping 1 Active Don when you return a Don through your Leader or a card’s effect. Unlike Pudding, you are gaining an Active Don with Kid, so you could attach it to another attacker, play more cards, or save it for your defensive turn to play a Counter event.

We usually play God Thread on Don 5/6 to KO a 5-cost or less Character and ramp 1 Active Don, allowing for a stronger upcoming turn. As for its Trigger effect, we’ll only activate it in the early/mid game when we need the extra Don, but in the late game, we’d rather add the card to our hand.
Control Characters


Benn.Beckman can trash an opponent’s Character with 6,000 Power or less, shifting the board presence in your favor. Since Benn.Beckman‘s effect trashes instead of KO, it bypasses Characters with a KO immunity.
Silvers Rayleigh gives one of the opponent’s Characters -3,000 Power and another Character -2,000 Power, then he KO’s a Character with 3,000 Power or less. This means with Silvers Rayleigh, you can KO a 6,000 Power Character after you’ve reduced its Power. The other Character will be vulnerable to our attacks if it’s rested, and even if it stays in play, it’ll have less offensive pressure since the Power reduction sticks until the end of your opponent’s turn.

OP11 is popular for its high-cost win conditions, so we have Shanks in this list, capable of KOing a 10,000 Power or less Character. Most of the Characters you’re up against will be at 10,000 Power or less, so the 10-cost Shanks will be a reliable answer to remove a win condition while remaining in play as a 12,000-power attacker.
Aggression Characters

5-cost Killer creates an aggressive turn, allowing you to restand your Leader Kid to attack with him a second time. This synergizes with your Leader’s effect, as you’ll gain +2,000 Power on your first attack to become a 7,000 Power Leader. Then, when Killer restands your Leader Kid, you can attack and activate his effect a second time, becoming a 9,000 Power attacker. We also make use of the attached Don on our Leader, using them offensively twice in one turn.
Killer is the go-to play in the later stages when you’re trying to play more offensively, pressuring your opponent’s Leader and even threatening to win the game. If there’s a rested Character we failed to KO on our first attack, Killer gives us another chance to attack that Character and control the field.

Monkey D. Dragon is a Rush attacker that goes for a 9000 Power attack. Additionally, he can attach 2 rested Don to your Leader or one of your Characters. This allows for an extremely offensive turn, lining up two high-power attacks that challenge your opponent and deplete their resources.
+2,000 Counters



All three of these Characters are +2,000 Counters, but you might find yourself in situations where playing them on the field benefits you more than holding them in your hand.
Otama can reduce the Power of an opponent’s Character by 2,000, which can be comboed with Benn.Beckman or Silvers Rayleigh to KO higher Power Characters.
In the late game, Uso-Hachi can rest an opponent’s Character with a cost of 5 or less. He’s perfect if there’s a blocker in the way preventing you from striking their Leader.
Hitokiri Kamazo‘s effect activates when you return Don, so you can easily activate the KO effect when you attack with your Leader. You can only KO a 2-cost or less Character, so, in most matchups, you won’t need it. However, some decks rely on 2-cost Blockers like Donquixote Rosinante, which Hitokiri Kamazo can remove. Also, it can be an answer against Black Teach‘s Doc Q.
Events


We have multiple cards in this list with no Counter effect, so having Gum-gum Jet Gatling can be useful to gain +3,000 Power by trashing a card from your hand.
Judgment of Hell returns 1 Don to activate, potentially shutting down two of the opponent’s attackers, reducing their Power by 3,000.

Sheep’s Horn rests an opponent’s Character with a cost of 6 or less. You can use it to rest a Character and focus your attacks on it to control the field, forcing the opposing player to have the Counter resources to protect their Character. However, it can be an answer for a Blocker standing in your way from winning the game.
Mulligan
- Going first: Charlotte Pudding and 5-cost Eustass”Captain”Kid or God Thread.
- Going Second: BRAND NEW WORLD and Mr. 2 Bon Clay.
Turn-Based Gameplay
Going First
- Turn 1 (1 Don):
- Turn 2 (3 Don): 3-cost Charlotte Pudding or BRAND NEW WORLD.
- Turn 3 (5 Don): Eustass”Captain”Kid or God Thread.
- Turn 4 (7 Don): Benn.Beckman.
- Turn 5 (9 Don): Silvers Rayleigh or Monkey.D.Dragon + Leader effect.
- Turn 6 (10 Don): 10-cost Shanks + Leader effect. You can later play Killer and attack twice with Leader Kid.
Going Second
- Turn 1 (2 Don): BRAND NEW WORLD
- Turn 2 (4 Don): Mr 2 Bon Clay.
- Turn 3 (6 Don): Eustass”Captain”Kid or God Thread. If you ramped last turn, you can play Benn.Beckman.
- Turn 4 (8 Don): Silvers Rayleigh or Monkey.D.Dragon. If you ramped last turn, you can activate Leader effect.
- Turn 5 (10 Don): 10-cost Shanks + Leader effect. You can later play Killer and attack twice with Leader Kid.
Matchups

Blue Purple Monkey D.Luffy will drop big bodies as win conditions, so 10-cost Shanks is a premium card for this matchup, removing their high-cost carries. Since their Leader has only 3 Life cards, your Leader Kid‘s effect is valuable to pressure them, especially with Killer giving you a second attack. Monkey.D.Dragon is your best play over Silvers Rayleigh, enabling that Rush turn to aggro the opposing player.

Green Purple Monkey.D.Luffy is an aggressive Leader, gaining more Don in the late game to make more plays. They heavily rely on Sanji & Pudding for the ramp back, so we want to remove it from play using cards like God Thread. Since Sanji & Pudding has 7,000 Power, we’ll have to combo Otama with Benn.Beckman or Silvers Rayleigh to put it in range, which can be a slow play, so God Thread is the best answer.
6-cost Monkey.D.Luffy is there win condition, which we can’t afford to leave on the field. Its ability to attack twice will be problematic and can create an opportunity for them to win if we’re at 1 Life card.

Red Roronoa Zoro plays aggressively, going wide on the field and lining up multiple attacks. OP08 Tony Tony Chopper is a must remove before he attacks and gives them more Characters on the field. We might be forced to activate Leader effect on earlier turns to make sure we KO a rested Character or even play Killer before we’re at 10 Don.