Purple Luffy Deck Guide
Comprehensive guide to building and piloting Purple Luffy (OP05-060) in One Piece TCG. Learn optimal ramping strategy, card choices, and how to overwhelm opponents with big bodies.
Quick Overview
Purple Luffy is a ramp-focused deck that accelerates DON generation to play high-cost bodies faster than opponents. The deck uses its leader effect to ramp while building overwhelming board presence that forces opponents to deal with your threats before attacking your life.
Leader Card
Monkey.D.Luffy (OP05-060)
The leader effect ramps DON by resting a character. Use this aggressively on turns 2-4 to reach big bodies like Katakuri and 9c Rush Luffy faster than opponents. Be mindful of your life total as you slowly damage yourself with each activation.
View full card details →Core Cards
Trafalgar Law (OP09-069) ×4
Turn 1 priority. Search for key pieces and ensure consistent starts. Essential for finding your game plan cards.
View card details →Gum-Gum Giant (OP09-078) ×4
Key removal event. Can KO 6-cost or less characters. Requires 1 active DON, so plan your ramping accordingly.
View card details →Charlotte Katakuri (OP11-067) ×4
First priority on turn 3-4. Strong 7-cost body that pressures opponents and forces removal. Critical to establishing board dominance.
View card details →Monkey.D.Luffy (OP09-119) ×4
Better than Kaido - draws a card and doesn't sacrifice DON. Primary win condition that applies pressure while maintaining card advantage.
View card details →Sanji (OP09-065) ×4
Controls opponent's board with rush. Strong tempo play that can swing games.
View card details →Mr.2.Bon.Kurei(Bentham) (EB01-061) ×4
Essential turn 2 ramp card. Accelerates your gameplan to reach big bodies faster.
View card details →Tech Card Options
Miss Doublefinger(Zala) (OP05-073) 4 copies
2000 counter and emergency ramp option. Provides defensive utility while maintaining ramp capability.
View card details →Zoro-Juurou (OP05-067) 2 copies
Emergency searchable ramp with counter. Helpful as last-ditch ramp option when needed.
View card details →Uso-Hachi (OP05-061) 4 copies
2000 counter. Defensive card that helps protect your life while ramping.
View card details →Sanji (OP07-064) 4 copies
2000 counter and blocker. Protects your board and leader from aggressive strategies.
View card details →Gameplay Strategy
Early Game (Turns 1-3)
Your goal is to ramp VERY fast and get to big bodies faster than everyone else. Do your game plan consistently and do it better than opponents.
Turn 1: Search with Law. Find your ramp cards or key pieces like Gum Gum Giant.
Turn 2: Play ramp card (Bon Clay, Miss Doublefinger, or Basil Hawkins) and ramp with leader effect. Start accelerating your DON.
Turn 3: Ramp with leader again. If you played Zoro-Juuro turn 2, ramp with it. Play Katakuri (FIRST PRIORITY) or Luffy Tarou or Sanji depending on board state and hand. Protect your leader as you're slowly killing yourself.
Mid Game (Turn 4)
This is where Purple Luffy becomes unfair. You should have enough DON to play 9-cost bodies while opponents are still at 6-7 DON.
Turn 4: Play 9c Rush Luffy, Katakuri, Luffy Tarou, or Sanji depending on board state. Ensure you have 1 active DON for Gum Gum Giant - you may need to ramp with leader a 3rd time if you have GGG in hand and no active DON.
Key Decisions:
- Don't be afraid to take a life from an attack if you need to find a card
- Protect your leader but remember opponents HAVE to deal with your bodies before your life
- Resource management - you're the beatdown
Closing the Game
By now you should have overwhelming board presence with multiple big bodies. Your opponent is forced to deal with your threats before attacking your life. Continue applying pressure with Rush characters and removal.
Important Notes:
- Make your deck as consistent as possible - avoid 1-of cards
- Kamazo doesn't help your strategy - it's not progressing your game plan
- 9c Luffy is better than Kaido (draws a card, doesn't sacrifice DON)
- 1-copy "When you're at sea" is basically just a worse Law searcher
Mulligan Guide
General
Always keep Law searcher. Look for ramp cards (Bon Clay, Miss Doublefinger). Keep Gum Gum Giant if you have ramp. You need consistent starts to execute your game plan.
vs Aggro
Keep: Law, ramp cards, 2000 counters (Usohachi, Sanji blocker). Mulligan: High-cost bodies without ramp, slow cards. You still need to ramp but need defense too.
vs Control
Keep: Law, ramp cards, Katakuri. Mulligan: Defensive cards, excess counters. Race them - get big bodies down before they stabilize.
vs Midrange
Keep: Law, ramp cards, removal (GGG). Mulligan: Situational tech. You want to out-tempo them with faster big bodies.
Matchup Guide
Red Film Luffy
Favorable (60-40)You ramp faster than them. Race with bigger bodies. They need to deal with your Katakuri and 9c Luffy before attacking your life.
Additional removal for Uta if needed.
Yellow Katakuri
Even (50-50)Careful resource management. Don't overextend into board wipes. Your ramp advantage lets you rebuild faster. Save counters for key turns.
Consider hand disruption if available.
Blue Control
Favorable (55-45)Apply early pressure before they stabilize. Your big bodies force awkward answers. Protect key threats with counters.
Anti-control tech cards or additional threats.
Mirror Match
Even (50-50)Whoever executes their game plan better wins. Consistency is key. Don't miss ramp opportunities. First to stick big bodies usually wins.
Consider more removal or bigger finishers.
Budget Options
Purple Luffy is relatively budget-friendly compared to other meta decks. Most cards are from OP05 and reasonably priced. Here are the main considerations:
Impact: None - Same card, different art. Function is identical.
Impact: None - Same card, different art. Function is identical.
Impact: Minor - Slightly less optimal but still competitive. Prioritize 2000 counters on key defensive cards.
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