Monkey.D.Luffy EB02 Deck Guide
Reference guide for Monkey.D.Luffy EB02-010 in the OP15 format with the full list, mulligan priorities, curve checkpoints for going first and second, late-game routes, and matchup plans.
Decklist
Main list for Monkey.D.Luffy EB02.
Options & Tech Cards
Alternative cards and tech options.
Mulligan
If you start with these cards, you're already in a very strong position. If not, don't panic: having 1 or 2 searcher characters is usually enough for a good start. This deck can find the cards it needs fairly easily thanks to the large number of search cards it runs. Merry Go isn't mandatory in your opening hand, but it lets you cycle your hand by drawing 1 card while also preparing protection for your board against opposing removal effects.
Curve Guide
Turn-by-turn curve reminders for going first or second.
Curve 1st
Curve 2nd
Tips
Important reminders for the sequencing and defensive turns.
Going second is usually the better side for this deck.
Going second is better because on turn 3 you can do the Sanji & Pudding EB02-035 x2 combo, which lets you use the leader effect without losing DON!! each turn. You can also do the Sanji & Pudding EB02-035 + Zoro-Juurou ST18-004 combo, or Monkey.D.Luffy OP13-118 + Zoro-Juurou ST18-004. Going first isn't dramatic either. There are still a lot of things you can do.
Use the first two turns to stack your searchers.
During the first two turns, your goal is to play searcher characters so you can prepare your turn 3 and the rest of the game. Because the deck runs a large number of search cards, it's usually fairly easy to get the cards you need in hand.
Don't be afraid to take an early life if it fixes your hand.
Don't be afraid to take one of your lives early to have a strong hand. Starting from turn 3, your leader will constantly be 6k, so it becomes harder for your opponent to take your life.
Use Mamaragan early if it protects your hand quality.
If you have Mamaragan OP15-078 in hand early, don't hesitate to use it as a counter against small attacks at the start of the game. Use it until you have 6 DON!! total on your field. On top of giving you a free +1k counter, it also draws 1 card, which gives you even more chances to find what you want.
Blocker Nami can secure the final defensive turn.
If you end up in a difficult late-game situation, you can play Nami OP14-031. She is a blocker that reactivates 5 rested DON!! at the end of the turn, which means you don't have to worry as much about how many DON!! you need to keep up to use Gum-Gum Giant OP09-078 and I Know You're Strong... OP13-040.
This deck punishes mistakes in sequencing.
It's important to plan your actions carefully during your turn and do them in the right order. If you forget a step or mix up the order of your actions, you can lose a large part of your turn's value and put yourself in a very difficult position for the rest of the game. With this deck, everything is about timing. If you play it perfectly, you can beat almost any deck, but it's hard to play very well and even one mistake can put you in a very difficult spot.
Matchups
Key leaders for the matchup spread. The linked stats page shows Monkey.D.Luffy EB02 win rates going 1st or 2nd into the main meta leaders, which helps frame when the deck wants pressure versus stabilization.
- Go second.
- Freeze the board.
- Don't attack the board. It's useless here.
- Go second.
- Force the opponent to attack with the 9k Sabo, then freeze the board.
- Use Merry Go to protect your Sanji & Pudding from Gravity Blade.
- Go first.
- Freeze the board and attack life.
- The opposing leader effect is a problem, but it's manageable.
- Go first.
- Attack the 1-cost and 2-cost characters to try to wear the opponent down.
- Don't attack their Enels. You'll wear yourself out for nothing.
- Go second.
- Freeze the board and attack life.
- Don't attack the board. Your opponent's characters have On K.O. effects, and it'll backfire on you if you K.O. them.
- Go second.
- Edward Newgate at 12k is a problem.
- Freeze the board and attack life so your opponent doesn't have too many cards in hand by the late game.