Hey, I genuinely love the thoughts on the deck. Don't let the haters get to you. I think your guide was simple enough to explain the deck to complete beginners, and thoughful enough for even skilled Nami players to take something away from it. I experimented with it on the sim after watching, and realized that my normal lines are not going to serve me here. Replaying sections helped to change my normal Zeff/Brickfist mindset, which honestly felt really good. Nothing i hate more than a hand full of brickfists. Viewers need to realize that this composition is all about playing the numbers. Your mentioning of undercountering to optimize mill and then taking the life for triggers to refill hand size helped me see that. The inclusion of impel down 2k counters also threw my opponents off and I could tell they were unsure of how to swing because of them. I think going 4-1 vs RP law for the night speaks for itself. My main problem is memorizing the bottom of my deck with so many Buggys. It will get better, and 2 games last night were won because I knew exactly where my bottom decked pilaf and kayas were. Great guide, I appreciate your thoughts and hard work in putting this together. Would love to see some sim games if you are able to record or stream. Following in hopes of more Nami content!
White Snake and 7 drop Croc carried me at the Peoria regionals. Multiple times White Snake ended my opponents turn on the spot and even had a few times where my opponent forgot about the effect and wasted an attack. Now, while croc is hard to make stick in the matchups where it can stay on board it wins the game on its own. I was able to beat a Zoro player while having no life for two turns because I was able to remove his rush cards with the croc and piece together card draw without having to worry about my don count.
I agree completely c: the only reason Croc isn't in this build is that Sakazuki and RP Law are around, so I believe the chance of running into a match where it can be removed is too high to justify the slots. 2 copies gets added to the 07 build c:
I think Apis is very important to dodge Pudding and OP07 Law when playing against Blue, insight I stole from Aya Tora. Mr 2 can only do his discard on attack, so you cannot discard on demand and likely he will be removed in this meta.Furthermore if you must use the Apis this way she is both cheaper, on demand, and can arrange your bottom + add a East Blue for example Gavel, Rubber Band, Pilaf, Kaya, or even Boodle/Bell-mere Speaking on Bell-mere though, I think the Bell-mere is kind of a trap with R/P Law played so heavily, in the same way that I think Zeff is a trap. Arguably in that matchup Zeff gets more value than Bell-mere, since it has higher power (can't be cleared by R/P Law Otama, only Raise Max or Gordon) and a secondary effect that will do something. But personally I think both are bad. For the OP07 list in the comment I also think you want to keep at least 2 Karakusa Brick Fist even once you have Snake Dance because you want to return your Kaya on your turn against R/P Law or Black who will remove it before attacking so you cannot counter. I agree on everything else though, but I do not remember EB01 so much
I think this is a very insightful comment, but I'd like to clarify three points. When I say Mr. 2 is for hand control, I mean because he's a searchable 2k counter, not because of his effect. As a character with counter, he's never stuck in our hands, so we have an easier time activating Death Wink's conditions. On Bell-mere, she definitely should never be played in the RP Law matchup. Same as in the Sakazuki matchup. I'd rank them both the same in that matchup since they're both just 1k counters. For Snake Dance, you can still use it even if you don't have a character to return to your hand. If they KO Kaya, it's less ideal, but we can still get the counter off at least. All that being said, I'll consider your thoughts on Apis and Brick Fist. I had built the 07 deck with the intention of maximizing its win chance vs every deck that isn't RP Law, as I felt it was impossible to bridge the gap without significantly weakening the deck vs other matchups. Thank you for your input :)
@@WafflesTheAsianYenbear I understand. Of course it depends on your area. If you play at batoloco you will play vs a lot of black or r/p law, but if you go to cardbox in yokohama it's a lot more yellow. I think if you go up north there is a lot of green and off meta. You can still use the Snake Dance or even the overheat, for Black or R/P Law the karakusa brick can let you put Kaya back in your hand to either use as the 2k in emergency or to play out the following turn. So for me anyway I like to have 2 karakusa and 4 snake dance. For the situation where I want to bounce on my turn either to protect kaya or to send away blocker sanji, since I also use the crocodile and his banish is relevant vs yellow.
You never know what level people are coming in on c: sometimes it's important to explain what the cards do (especially when I'm covering decks with JP only cards). If you're not happy with that part, you're welcome to skip it. That's why I always include time stamps ❤️
The creator was thoughtful enough to include timestamps so that pros like you can get straight to the playstyle info. Really good stuff in here if you watch past the first 10 minutes!
Hi there! Welcome to the comments section! I've got some extra info and resources for you
Hey, I genuinely love the thoughts on the deck. Don't let the haters get to you. I think your guide was simple enough to explain the deck to complete beginners, and thoughful enough for even skilled Nami players to take something away from it.
I experimented with it on the sim after watching, and realized that my normal lines are not going to serve me here. Replaying sections helped to change my normal Zeff/Brickfist mindset, which honestly felt really good. Nothing i hate more than a hand full of brickfists. Viewers need to realize that this composition is all about playing the numbers. Your mentioning of undercountering to optimize mill and then taking the life for triggers to refill hand size helped me see that. The inclusion of impel down 2k counters also threw my opponents off and I could tell they were unsure of how to swing because of them. I think going 4-1 vs RP law for the night speaks for itself.
My main problem is memorizing the bottom of my deck with so many Buggys. It will get better, and 2 games last night were won because I knew exactly where my bottom decked pilaf and kayas were.
Great guide, I appreciate your thoughts and hard work in putting this together. Would love to see some sim games if you are able to record or stream. Following in hopes of more Nami content!
This is a very sweet comment
damn bro i just started playing, ty for ur guide it was really good, also that nami leader card at 00:17 is so cool how can i get it?
Thank you very much c: I got my Nami from this wonderful artist ko-fi.com/s/bf99f52168
Great guide!
Thank you :3
Is that the Frieren intro as an 8-bit song?
That it is! :3
White Snake and 7 drop Croc carried me at the Peoria regionals. Multiple times White Snake ended my opponents turn on the spot and even had a few times where my opponent forgot about the effect and wasted an attack. Now, while croc is hard to make stick in the matchups where it can stay on board it wins the game on its own. I was able to beat a Zoro player while having no life for two turns because I was able to remove his rush cards with the croc and piece together card draw without having to worry about my don count.
I agree completely c: the only reason Croc isn't in this build is that Sakazuki and RP Law are around, so I believe the chance of running into a match where it can be removed is too high to justify the slots. 2 copies gets added to the 07 build c:
Love it ❤❤
I think Apis is very important to dodge Pudding and OP07 Law when playing against Blue, insight I stole from Aya Tora. Mr 2 can only do his discard on attack, so you cannot discard on demand and likely he will be removed in this meta.Furthermore if you must use the Apis this way she is both cheaper, on demand, and can arrange your bottom + add a East Blue for example Gavel, Rubber Band, Pilaf, Kaya, or even Boodle/Bell-mere
Speaking on Bell-mere though, I think the Bell-mere is kind of a trap with R/P Law played so heavily, in the same way that I think Zeff is a trap. Arguably in that matchup Zeff gets more value than Bell-mere, since it has higher power (can't be cleared by R/P Law Otama, only Raise Max or Gordon) and a secondary effect that will do something. But personally I think both are bad.
For the OP07 list in the comment I also think you want to keep at least 2 Karakusa Brick Fist even once you have Snake Dance because you want to return your Kaya on your turn against R/P Law or Black who will remove it before attacking so you cannot counter.
I agree on everything else though, but I do not remember EB01 so much
I think this is a very insightful comment, but I'd like to clarify three points. When I say Mr. 2 is for hand control, I mean because he's a searchable 2k counter, not because of his effect. As a character with counter, he's never stuck in our hands, so we have an easier time activating Death Wink's conditions.
On Bell-mere, she definitely should never be played in the RP Law matchup. Same as in the Sakazuki matchup. I'd rank them both the same in that matchup since they're both just 1k counters.
For Snake Dance, you can still use it even if you don't have a character to return to your hand. If they KO Kaya, it's less ideal, but we can still get the counter off at least.
All that being said, I'll consider your thoughts on Apis and Brick Fist. I had built the 07 deck with the intention of maximizing its win chance vs every deck that isn't RP Law, as I felt it was impossible to bridge the gap without significantly weakening the deck vs other matchups. Thank you for your input :)
@@WafflesTheAsianYenbear I understand. Of course it depends on your area. If you play at batoloco you will play vs a lot of black or r/p law, but if you go to cardbox in yokohama it's a lot more yellow. I think if you go up north there is a lot of green and off meta.
You can still use the Snake Dance or even the overheat, for Black or R/P Law the karakusa brick can let you put Kaya back in your hand to either use as the 2k in emergency or to play out the following turn. So for me anyway I like to have 2 karakusa and 4 snake dance. For the situation where I want to bounce on my turn either to protect kaya or to send away blocker sanji, since I also use the crocodile and his banish is relevant vs yellow.
I would love to see an OP07 update video
Don't worry c: it's coming. It's already set up and ready to go. I just am waiting for the set to officially release ❤️
@@WafflesTheAsianYenbear nice can’t wait.
Bro i like your video. Kindly make a op08 red purple luffy update.
Will do c: it's been a deck I've been playing a lot with, so I'll put it into the list of vids
Gameplay??
Another comment suggested that. I explained why I didn't include it here in my reply, but I will be including it in future guides :)
I thought this was guide not reading the cards word for word to us.
You never know what level people are coming in on c: sometimes it's important to explain what the cards do (especially when I'm covering decks with JP only cards). If you're not happy with that part, you're welcome to skip it. That's why I always include time stamps ❤️
The creator was thoughtful enough to include timestamps so that pros like you can get straight to the playstyle info. Really good stuff in here if you watch past the first 10 minutes!