Deck Guide

Marshall.D.Teach OP16 Deck Guide

Marshall.D.Teach OP16 is a late-game control deck that cares far more about hitting its curve than pushing early damage. The list wins by sequencing Jesus Burgess into Shiryu into both Teach bodies, then locking the game down once 10-cost Teach hits the field.

Marshall.D.Teach OP16 guide icon

Decklist

Main list for Marshall.D.Teach OP16 in the OP16 format.

Mulligan

The mulligan is very simple: more than anything else, the deck wants to make sure its curve is covered.

Cards to Prioritize

One of the two most important mulligan cards in the deck. It helps filter your hand and makes it much easier to find the missing pieces that keep your curve intact.

The other key keep. Fullalead smooths out your opener and helps you find the next step of your curve faster. I'd rather keep a searcher plus Fullalead than a hand that already has Burgess but no setup.

Ideal Hand & Search Priorities

  • My Era Begins!! and Fullalead
  • Jesus Burgess for the 4-DON!! turn
  • Enough setup to lead into Shiryu and then both Teach bodies

The goal is simply to make sure your curve is covered all the way into the late game.

Hands to Send Back

  • No My Era Begins!! and no Fullalead
  • No realistic way to hit your curve
  • A hand made up mostly of late-game cards

The deck works because of its consistency. Missing a DON!! checkpoint slows your whole plan down.

Search Priorities

What you search depends directly on the matchup. Your searchers are there both to complete your curve and to find the right 1-cost character for the spot.

  • Van Augur when power reduction matters most
  • Doc Q to remove certain low-cost characters
  • Vasco Shot when you need to slow specific threats, especially Rosinante

Curve Guide

Going second is the recommended seat in most matchups. It gives you faster access to the key cards in your curve and lets Teach set up the full game plan without falling behind. Teach'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 with Van Augur, Doc Q, or Vasco Shot.

Going Second

2 DON!!
Your priority is to play My Era Begins!! and Fullalead. These cards set up the rest of your curve, and if your hand is already fine, you can instead search for the most relevant 1-cost character for the matchup.
4 DON!!
Jesus Burgess is the best play in the deck here. I almost always want Burgess on this turn because it starts controlling the pace while setting up your later power turns. If you don't have it, just keep developing cleanly without breaking your curve.
6 DON!!
This turn belongs to Shiryu. It's the key bridge into the midgame and keeps your plan moving without forcing awkward sequencing before the double-Teach turns.
8 DON!!
Your priority is 8-cost Marshall D. Teach. This is where the lock starts to come together, and I really value respecting this curve more than filling the turn with multiple smaller plays.
10 DON!!
The 10-DON!! turn is all about the blocker Marshall D. Teach. This is your main win condition. Once it lands, the opponent's offensive options shrink hard and most games swing permanently in Teach's favor.
Late game
Once 10-cost Teach is in play, the goal is to keep full control of the game's pace. Keep leaning on your triggers and control effects so the opponent never gets a clean way back into the game.

Tech Cards

Alternative cards and flex slots for different OP16 rooms.

A very good option against decks that flood the board early. It buys time and improves your control of the game's pace. I'd look at it first if the format gets more aggressive.

It adds more consistency by making the deck's key cards easier to find. Even so, I prefer the current list because the search package already feels sufficient to me.

This Shiryu is a real option depending on the meta. It offers more control into certain boards, but I still prefer the main version because it lines up better with the overall game plan.

Wyper is a meta call for very aggressive rooms. I think it's a good removal card, but not versatile enough for the main list right now.

Boa Hancock can improve slower matchups by adding more value. Even then, I think the current list is already stable enough, and I'd rather not change the curve.

It's another defensive option that can help your survivability in a few difficult matchups. I still prefer keeping a higher character count instead of loading up on extra defensive events.

Black Vortex is worth considering into decks that rely heavily on their effects. The card has real upside, but I don't think it's mandatory in the current build.

Matchups

How the main OP16 leaders line up against Teach.

Mirror Match
  • The mirror is mostly about resource management and trigger management.
  • Choosing the right cards to put back into Life matters a lot.
  • Respect your curve all the way to 10-cost Teach.
  • Don't rush 10-cost Teach if waiting one more turn gives you a cleaner, higher-value setup.
Unfavorable
  • Teach can slow the game down and redirect attacks well, but Yamato's ultra-explosive turns are still very hard to handle.
  • Slow the game down as much as possible.
  • Prioritize your curve over aggressive plays.
  • Save your resources for Yamato's biggest threats.
Favorable
  • Teach has a lot of control tools that make Nami's game plan much harder to execute.
  • Don't rush.
  • Keep developing your board while controlling the opposing threats.
  • Use your triggers to keep the resource lead.
Favorable
  • Enel is a positive matchup for Teach.
  • If you control the pace of the game, Teach naturally limits Enel's strongest turns.
  • Play around your curve.
  • Save your control effects for the most important threats.
  • Don't let Enel take the tempo back.
Unfavorable
  • Luffy is extremely fast, which is a real problem for Teach early on.
  • Teach still has tools to stop Luffy from fully developing, but only if your curve stays intact.
  • Keep advancing your curve.
  • Don't waste your control cards too early.
  • Get to 10-cost Teach quickly so the explosive Luffy turns become harder to convert.
Slightly Unfavorable
  • Rosinante isn't easy, but the matchup is very winnable.
  • I especially like Vasco Shot here because it slows their development efficiently.
  • Search Vasco Shot early.
  • Don't let Rosinante settle into a comfortable board state.
  • Respect your curve all the way to 10-cost Teach.
Slightly Favorable
  • The numbers favor Teach, mostly because the deck is good at slowing Shanks down.
  • Control the pace of the game.
  • Preserve your resources for the late game.
  • Make 10-cost Teach your top priority.
Slightly Favorable
  • Teach can slow Ace's aggressive plan down well if it survives long enough to reach the late game.
  • Don't get dragged into a damage race.
  • Stabilize first, then take over with Teach.
  • Manage the early threats instead of trying to fire back immediately.
Slightly Favorable
  • Teach has enough control to limit the value Boa generates and slowly pull ahead.
  • Don't over-invest into your board.
  • Save your key cards for the important turns.
  • Build toward your late-game lock one step at a time.
Unfavorable
  • Lucy is tough because it pressures quickly while also building a wide board that Teach struggles to contain in the early turns.
  • If Teach doesn't find the right stabilizing cards fast, Lucy often closes the game before the control plan is fully online.
  • Slow the pace down however you can.
  • Answer the threats one by one.
  • Respect your curve all the way to 10-cost Teach.

Tips

Core reminders for playing Teach well in the OP16 format.

Don't try to win quickly. Teach is built to slow the game down first, then take permanent control once 10-cost Marshall D. Teach comes online.

Respect your curve whenever possible. The deck is designed to chain Jesus Burgess into Shiryu into 8-cost Teach into 10-cost Teach. Missing one of those checkpoints makes the deck much weaker.

Adapt your searches to the matchup. Van Augur, Doc Q, and Vasco Shot all do different jobs, so always take the one that answers the opposing deck best.

Manage your trigger cards intelligently. The cards you put back into Life can completely change a game, so think carefully about which trigger gives you the highest-value setup.

Don't waste your control effects. Your resources are limited, so save them for the characters that actually threaten your game plan.

Learn when to starve your opponent. In some matchups, it's better not to attack Life so you can delay opposing triggers and keep control of the pace.

10-cost Marshall D. Teach is your main win condition. Don't slam it down too early if waiting one more turn gives you a much stronger setup.

Resource management is what separates solid Teach play from excellent Teach play. The deck rewards sequencing, restraint, and good Life management more than flashy turns.