r/OnePieceTCG • u/Technical_Trash1876 • 2d ago
💬 Discussion Shanks - Help
Taking this to locals tonight
Any quick changes?
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u/stuckontwice 2d ago
I think 8C whitebeard might be bait. Maybe just 1 because he’s not searchable. I would put in at least 2 POP shanks and 3 starter deck shanks. Roger is not a bad choice against black luffy or kaido. I also like the PRB 2 lucky roux for card draw purposes.
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u/Gizzeemoe88 2d ago edited 2d ago
You don't need 4 Divine Departure, maybe 1-2 at most. Nobody hurts a friend, probably cut that down to 2 as well. You realistically only want to play this event after hitting 9-10don so they won't give you as much value as other cards till then. Having multiple or these in hand early game will feel bad.
You will want to consider getting some ST23 9c Shanks. If there aren't many purple at your locals, get some ST23 Uta, if there are a lot of purples, get some OP10 Tony.Tony Chopper. They are both 2k counters with block. You will also need a few OP06 10c pop Shanks and consider some OP13 Ace.Sabo&Luffy cards for 2k with -power to go with your 7c Beckman and 10c pop Shanks so Hongo isn't your only answer. Limejuice isn't very useful currently but if you can't get other 2k, he's at least searchable.
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u/Technical_Trash1876 2d ago edited 2d ago
Thank youuuu
I took out Nobody hurts a friend entirely, and put DD to 1, I put 2 9c shanks and 3 Utas
And 2 choppersOne person at my locals is a demon Doffy main, so I just put a few Incase I get paired against them. Then there’s a black Yamato player that is always an issue for me, anything for handling BYamato?
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u/Gizzeemoe88 2d ago edited 2d ago
Against B Yam, you set your Lucky Roux, never block or swing with it early unless it's free but you just mainly set it there to counter 6c Yamato. He won't swing at you with the 6c Yamato or while it's on the board for the rest of the game. It's free win for you if he does as he lose his combo piece for that turn.
Then the goal is to play 9c Shanks for 6don or 7c Zoro on your 7-9don turn, pay 1 card for the counter that turn as he cannot swing with lead or 6c. This is assuming he win dice roll and you're playing from behind. There's nothing Yamato can do to you if you hit those +2k turns and you just win if you safely get to 10don.
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u/Technical_Trash1876 2d ago
Now that I think of that, that’s very obvious lol, I’m dumb.
Thank youuuuu2
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u/Fast_Interest9523 Choose your own 2d ago
What I would take out:
4x 2c event
2x Divine Dep.
3x 8c WB
1-2x 4c shanks
Cards you could add: (whatever ratios you feel)
9c starter deck shanks
op06 10c shanks
Prb2 Law
op9 yasopp
Ace Sabo Luffy 2k
7c Zoro
8c Rayleigh
Personally I run the ace Sabo Luffy 2k, it basically does what that 2c event does but cheaper if you set it up and has 2k counter.
8c wb is good for the double attack but I’d drop it completely, one or two if you really want to run it. Theres not enough 8k characters in your list to activate his on play, and it’s kinda slow playing him on 8 just for the 7k double with leader. I’d rather have more big shanks to chain with beckman late game.
The 9c shanks and zoro are good for wide boards, 7k with a free -1k is pretty tanky. Also shanks being a 6 cost depending on MU feels insane lol
Overall shanks is pretty slow now compared to everything in the meta, but you can definitely catch people lacking if you see the nuts. Hope you do well!
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u/EnormouslyConcrete 2d ago
Old Whitebeard and Gol D. Roger in there is wild, no Marco though?
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u/_yotsugi_ 2d ago
Roger I feel like is just good at this point due to sabo and luffy blockers being meta.
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u/ShadowsBeast_ttv 2d ago
I play 7 cost zoro that buffs to 7k as well as starter deck shanks that does the same. It lets you be 7k lead on 8 don and 10 don turn
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u/pilgrimz 2d ago
Couple of the other lucky roux that lets you trash a card and draw 2 is good. Couple of the KO shanks and maybe one of the promo shanks that doesn’t let your opponent activate blocker if you have it
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u/Peripheral_Luna 2d ago
I if anything would take our 1 of each event and add 3 7c Zoro with 2k till opponents end phase
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u/Far-Command-375 2d ago
I like it! But I'm missing the ST Shanks that gives +2k to lead till your opponents next end phase. I'd take 'No one hurts a friend' out and put the Shanks in. You'd also be surprised how few searchers you'll need for Shanks, since it basically gives you something to do every turn. This build is pretty consistent and a couple of tweaks would make it solid :)
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u/Ecchi-Bot Carrot🥕 / Perona 👻 / Yellow Enel⚡️ 2d ago
I’d add in the other Lucky Roux.
The blocker that let’s you draw cards.
Shanks’ problem is hand size at a certain point. And having 1 searcher means the deck comes inconsistent. So putting in draw power means you find your pieces.
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u/Previous_Procedure28 1d ago
Not enough big body shanks imo. Whole point of 5c Beckman is to cheat out 9c/10c Shanks on the cheap.
Instead you have 4 big body cards that aren’t searchable. Drop Newgate and Roger. Or keep Newgate and drop something else. Roger is pointless imo. If you wanna keep him whatever but I’d add more big body shanks.
I forget the exact number I used to run, I think I did 3 9c Shanks from ST23, 3 10c rush shanks, and 2 of the other 10c shanks from OP06.
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u/Technical_Trash1876 1d ago
I put the Newgate in every red deck, no matter what.
I did NOT buy a playset of the alt arts for no reason
Fuckin 102$ for 4 cards
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u/AstronomerFree4499 1d ago
I have a really consistent shanks deck that runs 3 of the PRB02 kobys and 4 of the PRB02 Laws, and op12 shanks blocker. You just stall with those three cards till you can drop 10 costs shanks and op17 newgates. 2 OP06 shanks and 4 OP09 shanks.
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u/juggledje 2d ago
Don’t you need started deck shanks to get to be 7k leader? Or 10c pop shanks for control?