Shanks OP09 Deck Guide
Shanks OP09 is a late-game red deck built to survive cleanly into 10 DON!!, then lock games up by chaining Ben Beckmann and different 10-cost Shanks based on the matchup. The list doesn't race often, but once the curve lines up, it becomes extremely hard to break through.
Decklist
Main list for Shanks OP09 in the OP16 format.
Mulligan
The mulligan is mostly about consistency. You almost always want to start with at least one search card so you can find Ben Beckmann OP16-012 quickly and line up the rest of your curve.
Cards to Prioritize
One of the best opening plays. It searches a Red Hair Pirates character while also leaving behind a body that can pressure smaller opposing characters later in the game.
The other essential search card. Even when the trigger could matter, it's often better not to fire it so you keep the search effect and raise your odds of finding Ben Beckmann OP16-012.
If you already have a searcher, keeping a 4-cost blocker is usually excellent. Lucky Roux PRB02-003, Lucky Roux OP09-015, and Shanks OP12-008 all help stabilize the opening and bridge you cleanly into the next turn.
Ideal Hand
- A searcher: Uta or Come On!! We'll Fight You!!
- A 4-cost blocker
- A clean curve into Ben Beckmann and then 10-cost Shanks
This deck is built to survive cleanly into 10 DON!!. If the hand follows that curve well, you should almost always keep it.
Hands to Send Back
- No searcher at all
- No realistic curve into your setup turns
- Mostly late-game cards with no clean way to get there fast
The absolute priority is still consistency. Finding Ben Beckmann OP16-012 quickly matters a lot more than starting with multiple expensive cards.
Curve Guide
Going second is better in most matchups because it lets the deck follow its best curve cleanly: 2, 4, 6, 8, then 10 DON!!. That sequence gets your blockers online before Ben Beckmann and the different 10-cost Shanks take over. Enel is the big exception where going first is usually better.
Going First
Going Second
Late Game
Tech Cards
The list is tuned for consistency, but these slots matter a lot depending on the room.
Matchups
How the main OP16 leaders line up against Shanks.
- Your goal is to cut down the early pressure with your Shanks blockers.
- Use Koby to remove Lafitte and the other small characters.
- If Teach plays Shiryu, you can punish the window with Shanks ST23-002 into Roronoa Zoro to pressure the board back.
- Save Shanks OP06-007 to KO their Marshall D. Teach bodies once they land.
- This matchup is difficult, but it's very playable.
- Go first.
- Get to Shanks ST23-002 and Roronoa Zoro quickly so your leader stays at 7000 power.
- Use Koby and Lucky Roux OP09-015 to handle their smaller characters.
- Force Enel to spend removals before your 10-cost Shanks come down.
- Nami runs a lot of On KO effects, which makes Ben Beckmann OP09-009 especially punishing.
- Use Ben Beckmann OP09-009 to trash Nami, Marco, and other annoying characters.
- Raise your leader to 7000 to cut down the pressure from opposing attacks.
- Keep Shanks OP06-007 ready to KO Edward Newgate after a power drop from Hongo if needed.
- The matchup is easier when you go second.
- Your blockers and 7000-power leader do a lot to cut down Luffy's smaller attacks.
- Trash Boa Hancock quickly with Ben Beckmann OP09-009 or KO it with Shanks OP06-007.
- Use Koby to pick off the small characters.
- Keep attacking Life instead of trying to starve Luffy.
- This matchup depends heavily on how quickly you can remove Cavendish.
- Make Cavendish your absolute top priority.
- Use Koby to KO Leo and Rebecca before you play Ben Beckmann OP09-009.
- Rockstar is one of the best tech cards you can have here.
- Yamato leans on repeated attack turns, which makes your 7000-power leader especially valuable.
- Raise your leader to 7000 as quickly as possible.
- If you can, use Lucky Roux OP09-015 to stop 6-cost Yamato from getting its effect.
- If the opponent starts chaining unblockable Yamatos, turn the game into a damage race.
- Shanks has enough tools to survive until its 10-cost Shanks take over the game.
- Save Shanks OP06-007 to KO Edward Newgate.
- Use your blockers to slow the opening turns.
- Once your 10-cost Shanks are online, keep the pressure up without overcommitting.
- Your game plan stays solid because of the blocker count and the size of your late-game threats.
- Use Lucky Roux OP09-015 to KO opposing characters.
- Keep raising your leader's power.
- Save Shanks OP06-007 for Law & Bepo.
- Turning your leader into a 7000-power leader cuts down a lot of the opponent's pressure.
- Get to Shanks ST23-002 or Roronoa Zoro quickly.
- Protect your blockers.
- Wait for your 10-cost Shanks to take full control back.
Tips
Core reminders for Shanks OP09 in the OP16 format.
Your goal is to survive to 10 DON!!. The deck isn't trying to win quickly. It wants to take over the game step by step by chaining Ben Beckmann OP16-012 into 10-cost Shanks, so every resource decision should serve that plan.
Consistency is everything here. That's why the list plays 8 search cards. Finding Ben Beckmann OP16-012 matters more than squeezing value out of a trigger, even if that means not using the trigger on Come On!! We'll Fight You!!.
Always match your blocker to the matchup. Shanks OP12-008, Lucky Roux OP09-015, Lucky Roux PRB02-003, and Tony Tony.Chopper all do different jobs, and the right blocker at the right time often decides the game.
Take full advantage of your 7000-power leader. Shanks ST23-002 and Roronoa Zoro make the leader much harder to pressure in an OP16 format filled with 5000- and 6000-power swings.
Don't rush your biggest cards. In a lot of matchups, it's better to play Shanks ST23-002 or Roronoa Zoro before the 10-cost Shanks so the opponent has to spend their removals on those earlier threats first.
Going first isn't nearly as punishing as it used to be. Roronoa Zoro gives the deck a real odd-DON!! curve and fixes what used to be one of Shanks' biggest structural problems.
Think about power reduction before you go for the KO. Cards like Hongo and Ace & Sabo & Luffy let Ben Beckmann OP09-009 and Shanks OP06-007 reach the thresholds they need to answer much bigger characters.
Shanks rewards strong decision-making. The deck doesn't really have free matchups or impossible matchups. Most of your wins come from picking the right card for the matchup and managing your resources cleanly all the way to the late game.