Red Sanji Deck Guide – One Piece Card Game

The Red PRB01 Sanji deck is all about aggression, giving Rush to key Characters and attacking the moment they hit the field. It keeps up relentless pressure, aiming for multiple attacks each turn to wear down the opponent’s Leader.

While the deck thrives on aggression, it also includes a few removal options to KO enemy Characters. This makes it harder for opponents to keep up in the aggression race or remove your rested Character.


Leader

PRB01-001

Red Sanji is a 5 Life card Leader with an effect that lets you give an 8-cost or less Character without an On Play effect the Rush keyword. This means we’ll favor cards with When Attacking, Activate:Main, and Vanilla cards to get the most out of our Leader effect. You don’t have to use any of your Don to activate the effect, so we can be extremely aggressive, immediately attacking with the Character we play.

The Rush attack adds more aggression to our strategy, dropping the opposing player low on Life cards quickly, and lining up a strong turn to close out the game.

This deck plays fast, and your opponents will often find themselves low on Life cards, shifting to a defensive play pattern and trying to stabilize the game.

Red Sanji Decklist

Cards: 51
PRB01-001
1
OP01-016
4
OP01-013
4
ST21-003
4
OP10-005
4
OP10-011
4
ST21-015
4
OP04-013
3
OP05-008
2
ST21-014
2
OP08-014
4
OP10-014
4
OP09-009
4
OP08-118
2
OP09-004
1
OP09-118
1
ST21-017
3

How to Play

Early Searcher

OP01-016

Nami looks at the top 5 cards in your deck and lets you add a {Straw Hat Crew} type card to your hand, such as Sanji, Roronoa Zoro, or Monkey D.Luffy.

Low-cost Aggressors

OP01-013
OP10-005

2-cost Sanji is a +2,000 Counter card, but we’ll often play him as an aggressor. Sanji is only a 3,000 Power Character, but activating his effect will self-damage your Leader to give +2,000 Power and attach 2 rested Don. So for 2 Don, you’re setting up a 7,000 Power Character, which will gain Rush through your Leader effect.

Since Leader Sanji is a 5 Life card Leader, we’re not too worried about losing a Life card to create an aggressive turn. The 2-cost Sanji can be played early or late game to help close out games.

As for 3-cost Sanji, he’s a 3,000 Power Character who gains 3,000 Power during your turn. So you’re able to use him aggressively for a high-power attack, but he will be a vulnerable target during your defensive turn.

Aggressors

ST21-015
OP05-008
ST21-014

4-cost Roronoa Zoro is a 5,000 Power attacker that gains Rush if you attach 2 Don to him. However, since he doesn’t have an On Play effect, we can give him Rush through our Leader effect, allowing us to attack with him without the 2 Don attachment. Zoro can be a nuisance for the opposing player, since they usually don’t want to KO him. On KO, Roronoa Zoro activates his effect to cheat out a 6,000 Power or less Character from your hand, which means you can play 5-cost Luffy, 5-cost Pell, or 6-cost Wapol, developing a bigger threat on the field after Zoro is KO’d.

We want to attach 1 Don to Chaka to activate his Main effect, letting us attach 2 rested Don to our Leader or one of our Characters, which enables an extremely aggressive turn. Your opponent can’t afford to leave Chaka on the field for too long and will likely shift their focus to removing him.

As for 5-cost Luffy, he’s a Rush attack that attaches 1 rested Don to your Leader or a Character when he attacks, enabling a stronger offensive turn that forces more Counter plays from the opponent. If Luffy sticks on the field, you’ll keep gaining that Don attachment, forcing more Counter cards and making it harder for your opponent to survive your offensive attacks.

Removal Characters

OP04-013

Pell‘s KO effect activates when attacking, but you have to attach 1 Don to him. When attacking, Pell can KO a 4,000 Power or less Character, perfect if you’re trying to remove a pesky blocker in play. The list has multiple cost-reduction effects like Wapol, Silvers Rayleigh, and Gum-Gum Mole Pistol that you can combine with Pell to KO higher Power Characters.

You can activate Pell‘s KO effect on the turn he’s played, giving him Rush through your Leader Sanji‘s effect.

OP09-009
OP08-118

Benn.Beckman is great for removing a 6,000 Power Character. He has an On Play effect, so you can’t give him the Rush keyword, but removing a Character, especially since he trashes instead of KO can be extremely good to slow your opponent down.

Silvers Rayleigh also has an On Play effect, so we can’t give him Rush, but he targets two of the opponent’s Characters, giving 1 Character a -3,000 Power reduction and the other a -2,000 Power reduction. He then KO’s a 3,000 Power or less Character, helping you remove a threat from the field. Since we’re reducing the Power of another Character, we can either KO it with Pell‘s KO effect, attack and KO it, or ignore it. Ignoring it is still not the worst outcome since the Power reduction will stick on the opponent’s upcoming turn, which means it will present less offensive pressure for that turn.

Power Reduction

OP08-014

Wapol‘s When Attacking effect reduces the Power of one of the opponent’s Characters by 2,000, while gaining 2,000 Power on himself to become an 8,000 Power attacker. That Power increase sticks until the end of the opponent’s turn, so he’s a tough Character to KO through attacks.

We can give Wapol the Rush keyword through Leader Sanji‘s effect to make use of the -2,000 and +2,000 Power immediately. This should help us remove a Character either through attacking it or combing Wapol with one of our removal plays.

Vanilla Characters

OP10-014

6-cost Franky is an 8,000 Power Character to give Rush to, going for an aggressive attack to pressure the opponent’s Leader. The 8,000 Power on Franky can be tough for the opposing player to Counter, but also it won’t be easy for them to remove him from play.

Late Game Rush

OP09-004
OP09-118

10-cost Shanks is a Rush attacker, capable of going for a heavy hit to take a Life card or KO a rested Character. He’ll also reduce the Power of all of the opponent’s Characters by -1,000, making it harder for them to get their attacks through.

As for Gol.D.Roger, he keeps the Rush attacks going! His 13,000 Power Rush attack is the strongest in this deck and hard for most decks to Counter. We usually wait to play Gol.D.Roger until the opponent has 0 Life cards, making their Blockers useless. If the opponent is at 0 Life cards use a Blocker while Gol.D.Roger is in play, they automatically lose the game.

+2,000 Counters

ST21-003
OP10-011

The ST21 Sanji can be used for his On Play effect, letting you choose a Character with 6,000 Power or more, and during this turn, that selected Character can’t be blocked. So now you have a great finisher to win you the game on the spot if your opponent is at 0 Life cards.

4-cost Tony Tony Chopper can come in handy as a blocker to help protect us from one attack and give us an extra turn to win the game.

Events

ST21-017

Gum-Gum Mole Pistol reduces the Power of one of the opponent’s Characters by 5,000, and if you have a 6,000 Power or more Character in play, you can KO a 2,000 Power Character. So with Gum-Gum Mole Pistol, you can KO a Character with up to 7,000 Power.


Mulligan

  • Going First: 1-cost Nami, 2-cost or 3-cost Sanji, 4-cost Zoro, 5-cost Luffy, Pell.
  • Going Second: 2-cost Sanji, 4-cost Zoro, Chaka.

Turn-Based Gameplay

Going First

  • Turn 1 (1 Don): 1-cost Nami.
  • Turn 2 (3 Don): 3-cost Sanji, 2-cost Sanji.
  • Turn 3 (5 Don): 4-cost Zoro, 5-cost Luffy, or Pell.
  • Turn 4 (7 Don): Benn.Beckman, Wapol, or Franky.
  • Turn 5 (9 Don): Silvers Rayleigh.
  • Turn 6 (10 Don): Silvers Rayleigh, 10-cost Shanks, or aggro your opponent with Rush.

Going Second

  • Turn 1 (2 Don): 1-cost Nami or 2-cost Sanji and wait till the next turn to attack.
  • Turn 2 (4 Don): 4-cost Roronoa Zoro.
  • Turn 3 (6 Don): Chaka, Pell, or Franky.
  • Turn 4 (8 Don): Silvers Rayleigh, Benn.Beckman, or Wapol.
  • Turn 5 (10 Don): Silvers Rayleigh, 10-cost Shanks, or aggro your opponent with Rush.

Other Cards to Include

OP01-017
ST21-010
P-013
OP01-022
  • The Nico Robins are here to KO low Power Characters, especially blockers, allowing you to attack the opponent’s Leader directly. Since they don’t have an On Play effect, you can give them Rush and attack with them on the turn they’re played. However, you can have the on the field and hold off their attack for the upcoming turn when you can attach Don and have a Power reduction card to combo with them.
  • OP01 Robin requires you to attach 1 Don to KO a 3,000 or less Power Character. As for ST21 Robin, she has a harder effect to activate, requiring you to attach 2 Don to her before attacking, but she can KO a 4,000 or less Power Character, so a better option against high Power Characters.
  • 1-cost Gordon can reduce the Power of an opponent’s Character by 3,000, allowing you to KO a 6,000 Power Character with OP01 Nico Robin, and up to 7,000 Power Characters with ST21 Nico Robin and Pell.
  • 4-cost Brook can reduce the Power of two of the opponent Characters by 2,000, making them easier targets to KO through an effect or attack.
ST01-014
P-080
OP07-015
  • Guard Point is a Counter Event to protect us from an opponent’s attack, giving your Leader or one of your Characters +3,000 Power.
  • 7-cost Monkey D.Luffy is a Vanilla card that gains Rush through Leader Sanji‘s effect, ensuring you have a heavy hitter ready to strike.
  • Monkey D.Dragon is our strongest Rush attacker at Don 8/9, going for a 9,000-power attack to threaten the opponent’s Life card. Monkey D.Dragon also empowers your Leader or one of your Characters, attaching 2 rested Don to one of them to go for another heavy attack. So with the 8-cost Monkey D.Dragon, you’re creating two high-power attacks to drop your opponent in the danger zone.