Deck Guide

Buggy OP16 Deck Guide

Buggy OP16 is a wide-board blue deck that turns every removal exchange into more pressure. The list wins by looping value off its 2-cost starters, flooding Prisoners of Impel Down, and attacking over and over with a board that never really stays empty.

Buggy OP16 guide icon

Decklist

Main list for Buggy OP16 in the OP16 format.

Mulligan

The mulligan is very simple. More than anything else, the deck wants to see its 2-cost characters, because they're the most important cards in the first turns.

Cards to Prioritize

One of the best starts in the deck. It draws a card on play, swings at 6000 with just 1 DON!! attached, and once Crocodile removes it from your board, the leader turns that exchange into a Prisoner of Impel Down.

It plays the same early role as Mr.1. It draws a card on play, often attacks at 6000, 7000, or even 8000 depending on the matchup, and still turns into a Prisoner of Impel Down once Crocodile bounces it.

Even with 20 copies in the deck, having one in your opener is still great because it guarantees your leader effect is online the moment one of your characters gets removed from the board.

Ideal Hand

  • At least one Mr.1 or Mr.2
  • A Prisoner of Impel Down
  • Enough follow-up to keep developing the board on the next turns

The deck isn't looking for big cards early. It only wants to get its game plan online as quickly as possible.

Curve Guide

Going second is the recommended seat because Buggy has better results in that setup. Buggy's curve isn't really built for going first, so if you do have to go first, your early turns should be played based on the matchup.

Going Second

2 DON!!
Play Mr.1 or Mr.2. These are your best opening plays.
4 DON!!
You either deploy two more 2-cost characters or start attacking while keeping 1 DON!! on the leader so the effect stays live. If one of your characters gets removed, it immediately turns into a Prisoner of Impel Down.
6 DON!!
Crocodile is usually the best play here: bounce one of your 2-cost characters, play a Prisoner of Impel Down, replay the bounced character, and draw again. That's where the deck really starts snowballing.
8 DON!!
Miss Olive lets you bounce a character, play a Prisoner of Impel Down, then draw two and trash one. From there, the deck keeps stacking 6000-power swings while staying ahead on board and in hand.
10 DON!!
At this point your board is usually full. Keep attacking with everything and try to leave DON!! up for your defensive events whenever the game state allows it.
Late game
Buggy usually closes games by repeating wide attack turns. Once the board is built, the deck wins through volume and pressure more than through a single giant finisher.

Tech Cards

Alternative cards and flex slots for different OP16 rooms.

A good defensive option. It works as a blocker first, then turns into a Prisoner of Impel Down when it leaves the field. I still prefer the more aggressive version of the deck.

It gives unblockable to one of your characters while also being a blocker itself. It's very useful into decks that lean heavily on blockers, and very few opponents expect to see it here.

An excellent tempo option. By returning one of your own characters, you trigger a Prisoner of Impel Down and still bounce an opposing cost 6 or lower character. It's especially strong against big curve plays.

An interesting alternative. At 10 DON!!, all of your Prisoners of Impel Down become 7000-power characters. In counter, it also gives your leader +4000 power for just 1 DON!!.

Matchups

How the main OP16 leaders line up against Buggy.

Slightly Unfavorable
  • The matchup gets harder the better Teach players understand their deck.
  • Your results are better when Buggy goes second.
  • Develop your board quickly before Teach gets full control online.
  • Use your repeated 6000-power attacks to drain their hand before the blockers start stacking up.
Slightly Unfavorable
  • Rosinante protects its characters well, which makes Buggy's repeated attacks less efficient.
  • Gravity Blade is especially strong in this matchup.
  • Save Gravity Blade for key characters like Rosinante or Law.
  • Keep developing multiple Prisoners of Impel Down so the pressure never disappears.
  • Don't waste resources on character exchanges that don't actually improve the board state.
Unfavorable
  • Nami is tricky because Buggy leans on repeated 6000-power attacks while Nami can raise the leader's power and drag the game out.
  • Go second.
  • Keep the pressure high from the very first turns.
  • Push for 7000-power attacks whenever the window is there.
  • Use Gravity Blade Raging Tiger to remove the opposing cards that would snowball too much value.
Even
  • The matchup is very balanced overall, but Buggy's numbers improve when it goes second.
  • Pressure the game quickly with your 2-cost characters.
  • Try to keep a wide board so you can multiply the number of attacks each turn.
Unfavorable
  • Purple Enel can develop huge threats while generating a lot of value over time.
  • If Buggy can't keep the pressure on right away, Enel usually takes over the pace of the game.
  • Go first.
  • Put Enel under pressure before their setup is fully online.
  • Build a wide board so you can keep throwing multiple attacks every turn.
  • Use Gravity Blade Raging Tiger to answer the most annoying characters and hold tempo.

Tips

Core reminders for Buggy in the OP16 format.

Go second whenever you have the choice.

Always keep 1 DON!! on your leader so the effect stays available.

Don't be afraid to see your characters leave the board. They'll often be replaced immediately by Prisoners of Impel Down.

Your 2-cost characters are the real engine of the deck, so keep replaying them as often as you can in the early turns.

Use Crocodile and Miss Olive to recycle your characters while putting more Prisoners of Impel Down onto the field.

Slave Arrow is one of the best defensive tools in the deck because it protects you while also helping keep the leader effect active.

Gravity Blade is a great answer into several current meta decks, especially Rosinante, Red/Green Luffy & Ace, and Teach.

The deck wins mostly through repeated 6000- and 7000-power attacks, not through one oversized finisher.

If your board is already full, shift your focus to pressuring opposing Life instead of adding more characters.