@10:20 They couldn't just counter with a 1k, because it was a 5k attack into a 4k Leader because of the Karasu* My bad guys (good catch comment section!)
10:20 when Betty swung for 5, Sabo was at -1000 from the Karasu On Play, so their only option was to play a 2k. But that matchup is crazy. Both are awesome decks, my wife pilots Betty and in OP09 it’s gonna be absurd.
For 2v2 you could make it so the teams put there life together in 1 pile together in the teams desired order (not looking at the life cards) just choosing whos taking a card to there hand 1st or if someones is playing yellow or something that has lots of triggers in there build, they can choose to have all of there life at the top or bottom of the pile for timing any potential triggers they might get where they want them early game or late game... or it could be a strict player A life card - Player B life card - player A - Player B and so on Then u can make a ruling about cards like Gedatsu and Yamato that take into account the number of life cards, you, your opponent or both teams have and make it so the effect resolves as X amount of life cards ÷2 rounded up to balance for the increased amount of life Whenever me and my friends play 2v2, 1 person always get targeted 1st and dropped to 0 before we even start attacking the other team memebers leader Having the teams sort there life cards into 1 pile dosnt allow for that strategy unless the team has chosen to stack there life cards in an order where 1 player will get all there cards 1st, giving this format an extra difference over the regular 2v2 format
I completely forgot St01 Luffy has supernova! Pairing him with Zoro&Sanji was so smart, now you can play cavendish, hawkins, and Kid at the least! You may have seen I was cooking PB Luffy and R Sanji, Im so excited to try this out!
I honestly think the zosan leader is just an insane combination leader for this format, I'm gonna test a version of it along with purple luffy (high life total with purple luffy just seems ridiculous) and the rush sanji leader being able to restand everyhing with the zosan leader also feels like a ridiculous aggro combo!
Ya it's very strong, probably my favorite deck so far. I'm hoping a very natural meta will form where you have the Straw Hats being more Fast and Aggressive, but kept in check by Navy with their Removal and Control Elements, and then The go-tall Ramp style decks like AKP can get too big for the Navy to deal with so it keeps them in Check, but it might be a little too slow for the Straw Hats. Then as long as all the other decks fall somewhere in between those 3 main ideas everything should be fairly self-regulating. We'll see how it goes :]
I wonder if zou would be allowed for stage for minks, since it's literally designed for them but is just an animal type. Still can't play carrot in the format anyways as there are no leaders that mix with her types
Ayyyy you used the conqueror's idea I mentioned for the 2 player mode name :)) makes me happy lol, love to see more of this format. It's incredible how well it all fits together, like how ST-01 luffy finally has a really solid purpose because it can lend it's spare don to the sanjoro leader, allowing it to activate it's when attacking effect more freely; and not even mentioning yet, the genius combo of green purple doffy and how well it's passive effect compliments blurple crocodile. EDIT: One thing I couldn't help but notice on both the recorded in person games is that you have your don facing away from you, is it just a preference thing that maybe helps you manage it better? Loving the video's Vv :) I just realised that you can't use red luffy's leader effect on another leader :(( sad times
So after re-reading the ST01 Luffy I probably can't attach it to Zonji in the way I was lol, but still a very powerful Effect I was messing that up >_< I always try to play with my Don cards upside down lol, because I like how they look better with that Black border with the, "+1000 Power Your Turn" on top lol. Hard to explain I just really like the way it looks :]
@@Vvulfrik Nah thats cool I get it with the Don cards, I wonder if you could get someone to print you a custom set with the don at the top the way you like it 🤔 that would be cool
@@gositonapencil9508 That would be 🔥Especially if I could get them with the White/Black/Gold theme I love so much haha. I'll have to look around and see if anyone can do that
Im loving all the creativity this format brings to the game. I definitely have some ideas and will be in the discord soon to discuss. I do have a question about one of the rules stated in the last video. It has to do with the 1 of Sec rare character that can be included even if it isn't one of your Leaders typings. Is that still a thing because my current East Blue build runs 7c Sogeking as my Sec rare but it isnt technically allowed as it isnt the types of any of my leaders. Is this still allowed?
Yes, the "Mercenary Rule" is what you are referring to, and it is still live in the game. You MAY choose to run 1 SEC that does not share types with your Leaders but does have to share a Color. So you can definitely do that with Sogeking in a deck that runs Blue as your 1-of Mercenary slot. It is counted towards your 50 card deck and is added into the deck like normal 👍 There was some discussion early on about maybe having it included OUTSIDE of the deck, but that didn't seem fair and almost worked as a way to just pick the best SEC available in your colors and have it be the card you could consistently ramp to or something like that. So it does have to be included in your deck, and because it does not share a Type it might get searched over, which is good for balance reasons.
@Vvulfrik Thank you for clarifying. It is part of the deck, so no issues there. I'm glad as it is also Usopp by the rules so I can use Usopp's Pirate Crew to pull it from the trash and get a repeatable bounce character that draws 2 trashes 2 for my self mill deck. I'll post my list later on the discord too.
Just some understanding questions: 1. Do the leaders when you get attacked get the stats of the leader with the most health? Like with Whitebeard and B/Y Ace, would you be defending as if you were 6k? 2. For this Doffi-Croc Leader combo, if you manage to be at 10 Don!! at the end of your turn does the stage go away or is it treated like something tha cannot be removed? A cool idea would be that the stages that were to be removed they get „frozen“ for a turn and cannot be used Otherwise pretty fun format and hopefully I get some people to play with :)
Btw I rewatched the video and spotted a clause about the second leader taking damage (corazon shinanigans) so I’d that the main leader/the first one is the one taking all the damage, so if the first leader is WB the power will be 6k, but if it’s ace, the power will be 5k (24:38 2f)
@@Mr.moaiman63825 that makes sense, I thought it would be like a general attack to the leader with most health in the case of WB and RPLuffy, thx a lot for the clarification :)
1. The Leaders both have whatever Stats are printed on them. So in the case of Whitebeard/Ace, Ace only has 5k and Whitebeard has 6k. Likewise, if you play cards like 9c Whitebeard they usually have their wording like this, "Up to 1 of your Leader gains +XXXX power." So you would of course want to give it to your Captain who will be taking the hits. That is why we have the Captain distinction and First Mate. Only the Captain can be attacked directly. If it were not like that, then people would always just attack whichever Leader has the lowest Power. But according to rule 2f, if your Secondary Leader were to be dealt damage for whatever reason, you still lose Life (as is the case with Rosinante) 2. If you end your turn with 10 Don!!, the Stage is destroyed, but the Rule 3c explains what happens next: If Your Stage would Leave Play because of any Effect it is instead turned Face Down on the Field; it is now "Broken" Rule 3d explains what you can do with Broken stages: On Any turn AFTER your Stage has been "Broken," you may pay to "Fix" it during your Upkeep Phase by paying it's Cost
I mentioned it somewhere in the discord with some ideas, but its been since lost in the see of comments, but what are your thoughts on having 6 generic 2 cost token stages, one for each color, that have a common effect of being one of the types of your chosen leader? I'm thinking they'd also be asterisk'd as can only be used in 3C2L format. Mainly because their are some types that don't have stages, as we know, and would give them at least something, and most others would have a secondary/tertiary option that may not necessarily be better.
I've considered this option as well, I'll definitely be keeping it in mind for the 3 Color combo's that don't have anything yet. In the meantime, if it's something you want to do locally by all means just tell people about it, I'm sure people won't mind
So according to the standard rules in OP:TCG neither Player can Battle on turn 1. This was an issue that came up with the new PRB-01 Red Sanji Leader. People were wondering if they went second and played out the 2c 3k (2k Counter) Sanji, if it was given Rush by the Leader and then Used the Activate Main to get +2k Power for the Turn and Attach 2 Rested Don cards could it Attack, and the answer is no. I believe the reasoning comes from this specific ruling: "6-5-6-1. Neither player can battle on their first turn." So in other words, you can technically Give your Sanji Rush on Turn 1 but they are not allowed to Battle on their first turn. So of course, we will also keep that rule in this mode for balance purposes. I know that was clumsy and confusing, but hopefully it made enough sense lol
Not important now but just remind your opponent that the Mr. 5 Gem card has to rest to use his ability to KO, allowing you to swing into it if he does decide to do that. I know you guys are using a lot of cards that aren't really played at a competitive level so effects get kinda lost in games. But man, if he could just keep popping cards that'd be sweet
I think 4 don in 1 turn is too over powered compared to another player only getting 1 in the same turn….. please explain how that would balance n e thing
Not sure what the issue is, can you give an example on how you think it is not balanced? Turn 1 the Don spread looks like this: 1 2 3 4 Turn 2: 5 6 7 8 Turn 3: 9 10 10 10 The main reason for the increase in Don Distribution/Allocation is to help speed the game up. Balance hasn't been an issue yet, I've watched people playtesting this game mode (Four Emperors Mode) on the Discord and it looks like an absolute blast.
New Casual Format Introduction Video: ua-cam.com/video/XkG8_aAoDTo/v-deo.htmlsi=Vc2ehQHhudN5V-zV
Deck List for the RGU Straw Hat/Supernova Deck (might be a few cards off):
2xEB01-003
1xEB01-006
2xOP01-013
2xOP01-016
1xOP01-024
1xOP01-025
1xP-006
2xST01-004
2xST01-007
2xST01-011
1xST01-012
1xST01-013
1xEB01-012
1xOP01-047
1xOP01-051
1xOP02-041
2xOP02-043
1xOP06-118
1xOP07-026
1xOP07-029
2xOP07-034
2xST02-007
2xST02-008
2xST12-008
2xST16-005
1xOP06-119
2xST12-011
2xOP01-029
2xOP04-016
2xOP02-068
2xOP03-057
2xOP04-056
@10:20 They couldn't just counter with a 1k, because it was a 5k attack into a 4k Leader because of the Karasu* My bad guys (good catch comment section!)
This looks fun and you put a lot of work and time into it
Call it the “Stampede” format, like the One Piece: Stampede movie!
10:20 when Betty swung for 5, Sabo was at -1000 from the Karasu On Play, so their only option was to play a 2k.
But that matchup is crazy. Both are awesome decks, my wife pilots Betty and in OP09 it’s gonna be absurd.
Ah good catch! I missed that
4 man gameplay soon 👁👁
That would be interesting
Working on it for sure 💪
@@thebanman2293 it’s a blast highly recommend it when you can find time to make a deck for it
Midnight for me, stayed up just for the vid. Love your dedication to the game
Appreciate ya 🙏
Y/B kyros and B/B Rebecca caught my attention. Scratches off the dust of most of those cards
For 2v2 you could make it so the teams put there life together in 1 pile together in the teams desired order (not looking at the life cards) just choosing whos taking a card to there hand 1st or if someones is playing yellow or something that has lots of triggers in there build, they can choose to have all of there life at the top or bottom of the pile for timing any potential triggers they might get where they want them early game or late game... or it could be a strict player A life card - Player B life card - player A - Player B and so on
Then u can make a ruling about cards like Gedatsu and Yamato that take into account the number of life cards, you, your opponent or both teams have and make it so the effect resolves as X amount of life cards ÷2 rounded up to balance for the increased amount of life
Whenever me and my friends play 2v2, 1 person always get targeted 1st and dropped to 0 before we even start attacking the other team memebers leader
Having the teams sort there life cards into 1 pile dosnt allow for that strategy unless the team has chosen to stack there life cards in an order where 1 player will get all there cards 1st, giving this format an extra difference over the regular 2v2 format
The 3C2L format sounds like a lot of fun Vv. I think that Blue/Black/Yellow Rebecca and Kyros Leaders sounds like a lot of fun
For 2 player mode you could name it. Pirate alliance like straw hat pirates and heart pirates alliance starting from punk hazard.
I completely forgot St01 Luffy has supernova! Pairing him with Zoro&Sanji was so smart, now you can play cavendish, hawkins, and Kid at the least! You may have seen I was cooking PB Luffy and R Sanji, Im so excited to try this out!
So many possibilities haha, but ya, the Supernova stuff is so nice with Zonji lol
2v2 could be named slmething like "Alliance Clash"
I honestly think the zosan leader is just an insane combination leader for this format, I'm gonna test a version of it along with purple luffy (high life total with purple luffy just seems ridiculous) and the rush sanji leader being able to restand everyhing with the zosan leader also feels like a ridiculous aggro combo!
Ya it's very strong, probably my favorite deck so far. I'm hoping a very natural meta will form where you have the Straw Hats being more Fast and Aggressive, but kept in check by Navy with their Removal and Control Elements, and then The go-tall Ramp style decks like AKP can get too big for the Navy to deal with so it keeps them in Check, but it might be a little too slow for the Straw Hats. Then as long as all the other decks fall somewhere in between those 3 main ideas everything should be fairly self-regulating. We'll see how it goes :]
I wonder if zou would be allowed for stage for minks, since it's literally designed for them but is just an animal type. Still can't play carrot in the format anyways as there are no leaders that mix with her types
Ayyyy you used the conqueror's idea I mentioned for the 2 player mode name :)) makes me happy lol, love to see more of this format. It's incredible how well it all fits together, like how ST-01 luffy finally has a really solid purpose because it can lend it's spare don to the sanjoro leader, allowing it to activate it's when attacking effect more freely; and not even mentioning yet, the genius combo of green purple doffy and how well it's passive effect compliments blurple crocodile.
EDIT: One thing I couldn't help but notice on both the recorded in person games is that you have your don facing away from you, is it just a preference thing that maybe helps you manage it better?
Loving the video's Vv :)
I just realised that you can't use red luffy's leader effect on another leader :(( sad times
So after re-reading the ST01 Luffy I probably can't attach it to Zonji in the way I was lol, but still a very powerful Effect I was messing that up >_<
I always try to play with my Don cards upside down lol, because I like how they look better with that Black border with the, "+1000 Power Your Turn" on top lol. Hard to explain I just really like the way it looks :]
@@Vvulfrik Nah thats cool I get it with the Don cards, I wonder if you could get someone to print you a custom set with the don at the top the way you like it 🤔 that would be cool
@@gositonapencil9508 That would be 🔥Especially if I could get them with the White/Black/Gold theme I love so much haha. I'll have to look around and see if anyone can do that
3C2L is kind of a dope name
💯I really like it lol
It also sounds very similar to 3d2y, which makes a lot of sense!
why not name the format VV
like ayeee fooo lets play "im downnnn regular or VV?"
Im loving all the creativity this format brings to the game. I definitely have some ideas and will be in the discord soon to discuss. I do have a question about one of the rules stated in the last video. It has to do with the 1 of Sec rare character that can be included even if it isn't one of your Leaders typings. Is that still a thing because my current East Blue build runs 7c Sogeking as my Sec rare but it isnt technically allowed as it isnt the types of any of my leaders. Is this still allowed?
Yes, the "Mercenary Rule" is what you are referring to, and it is still live in the game. You MAY choose to run 1 SEC that does not share types with your Leaders but does have to share a Color. So you can definitely do that with Sogeking in a deck that runs Blue as your 1-of Mercenary slot. It is counted towards your 50 card deck and is added into the deck like normal 👍
There was some discussion early on about maybe having it included OUTSIDE of the deck, but that didn't seem fair and almost worked as a way to just pick the best SEC available in your colors and have it be the card you could consistently ramp to or something like that. So it does have to be included in your deck, and because it does not share a Type it might get searched over, which is good for balance reasons.
@Vvulfrik Thank you for clarifying. It is part of the deck, so no issues there. I'm glad as it is also Usopp by the rules so I can use Usopp's Pirate Crew to pull it from the trash and get a repeatable bounce character that draws 2 trashes 2 for my self mill deck. I'll post my list later on the discord too.
You could run BY Linlin and op09 Shanks both are 4 emperors or ST 13 Sabo and EB Kreros
Just some understanding questions:
1. Do the leaders when you get attacked get the stats of the leader with the most health? Like with Whitebeard and B/Y Ace, would you be defending as if you were 6k?
2. For this Doffi-Croc Leader combo, if you manage to be at 10 Don!! at the end of your turn does the stage go away or is it treated like something tha cannot be removed? A cool idea would be that the stages that were to be removed they get „frozen“ for a turn and cannot be used
Otherwise pretty fun format and hopefully I get some people to play with :)
I was thinking about BY ace and WB as well!!! Using WB's effect to take the flipped life instead of trashing it is gonna be awesome
Btw I rewatched the video and spotted a clause about the second leader taking damage (corazon shinanigans) so I’d that the main leader/the first one is the one taking all the damage, so if the first leader is WB the power will be 6k, but if it’s ace, the power will be 5k (24:38 2f)
@@Mr.moaiman63825 that makes sense, I thought it would be like a general attack to the leader with most health in the case of WB and RPLuffy, thx a lot for the clarification :)
1.
The Leaders both have whatever Stats are printed on them. So in the case of Whitebeard/Ace, Ace only has 5k and Whitebeard has 6k. Likewise, if you play cards like 9c Whitebeard they usually have their wording like this, "Up to 1 of your Leader gains +XXXX power." So you would of course want to give it to your Captain who will be taking the hits.
That is why we have the Captain distinction and First Mate. Only the Captain can be attacked directly. If it were not like that, then people would always just attack whichever Leader has the lowest Power. But according to rule 2f, if your Secondary Leader were to be dealt damage for whatever reason, you still lose Life (as is the case with Rosinante)
2.
If you end your turn with 10 Don!!, the Stage is destroyed, but the Rule 3c explains what happens next: If Your Stage would Leave Play because of any Effect it is instead turned Face Down on the Field; it is now "Broken"
Rule 3d explains what you can do with Broken stages: On Any turn AFTER your Stage has been "Broken," you may pay to "Fix" it during your Upkeep Phase by paying it's Cost
@ reading the rules explains the rules hahaha, nonetheless thanks for the explanation, excited to give this a try :)
I mentioned it somewhere in the discord with some ideas, but its been since lost in the see of comments, but what are your thoughts on having 6 generic 2 cost token stages, one for each color, that have a common effect of being one of the types of your chosen leader?
I'm thinking they'd also be asterisk'd as can only be used in 3C2L format. Mainly because their are some types that don't have stages, as we know, and would give them at least something, and most others would have a secondary/tertiary option that may not necessarily be better.
I've considered this option as well, I'll definitely be keeping it in mind for the 3 Color combo's that don't have anything yet. In the meantime, if it's something you want to do locally by all means just tell people about it, I'm sure people won't mind
Oh for sure. If my locals is down to try this format and it comes up we'll see how it goes. @Vvulfrik
Question on don growth. If player 3 gets 3 don, is Zoro rush allowed to attack? I imagine Player 3 turn 1 can’t attack but wants to ask.
So according to the standard rules in OP:TCG neither Player can Battle on turn 1. This was an issue that came up with the new PRB-01 Red Sanji Leader. People were wondering if they went second and played out the 2c 3k (2k Counter) Sanji, if it was given Rush by the Leader and then Used the Activate Main to get +2k Power for the Turn and Attach 2 Rested Don cards could it Attack, and the answer is no. I believe the reasoning comes from this specific ruling:
"6-5-6-1. Neither player can battle on their first turn."
So in other words, you can technically Give your Sanji Rush on Turn 1 but they are not allowed to Battle on their first turn. So of course, we will also keep that rule in this mode for balance purposes. I know that was clumsy and confusing, but hopefully it made enough sense lol
Not important now but just remind your opponent that the Mr. 5 Gem card has to rest to use his ability to KO, allowing you to swing into it if he does decide to do that.
I know you guys are using a lot of cards that aren't really played at a competitive level so effects get kinda lost in games. But man, if he could just keep popping cards that'd be sweet
Crazy game
How does black maria work in 4v4 who do you choose to match don levels to?
Haven't experimented with it, but you'll be able to pick for now
Lleeeeetttssss gggggooooo
four emperors was a better name imo
I think 4 don in 1 turn is too over powered compared to another player only getting 1 in the same turn….. please explain how that would balance n e thing
Not sure what the issue is, can you give an example on how you think it is not balanced?
Turn 1 the Don spread looks like this: 1 2 3 4
Turn 2: 5 6 7 8
Turn 3: 9 10 10 10
The main reason for the increase in Don Distribution/Allocation is to help speed the game up. Balance hasn't been an issue yet, I've watched people playtesting this game mode (Four Emperors Mode) on the Discord and it looks like an absolute blast.
Vv's CCCLLT or as a maths teacher : v² : c³l²t¹