Table of Contents
Knight of the Sea
If you’re looking for an OP14 Leader with an aggressive, high-skill playstyle and draw power that can keep pace with value-focused decks, OP14-040-jinbe is a strong choice. His solid performance on release has proven he can win against OP13 powerhouses like OP13-079-imu and OP13-002-portgasdace, while still going toe-to-toe with top OP14 Leaders such as OP14-041-boa-hancock and OP14-020-dracule-mihawk.
Welcome to your comprehensive deckbuilding guide for OP14-040-jinbe, a strong mono-Blue Leader in the OP14 format that rewards precise sequencing and bold decision-making. This guide breaks down the core strategies, essential card choices, and flexible tech options that define this intricate aggressive deck, built around Fish-Man/Merfolk synergy, versatile attackers, and reliable draw engines.
- Deck Core: Cards that are absolute must-includes or found in nearly every winning list.
- Tech Cards: Specialized options for fine-tuning your deck against specific matchups or for personal playstyle and surprise factor.
- Sample Decklists: Practical examples of how the cards are integrated, showcasing various builds optimized for different meta considerations and playstyles.
OP14-040-jinbe has a straightforward yet unique aggressive game plan that revolves around converting hand resources into powerful attack turns. Through Jinbe’s [Activate: Main] ability, you can trash 1 card from your hand to attach up to 2 rested DON!! cards to one of your Fish-Man or Merfolk Leader or Character cards. This effect can be used repeatedly as long as you have cards to discard and rested DON!! available, enabling explosive pressure during your turns.
This discard-heavy playstyle is well supported by {Fish-Man} and {Merfolk} cards that replenish your hand through their effects. Cards like OP14-042-arlong provide consistent searching, OP14-054-fisher-tiger helps refill your hand in the midgame, and OP14-049-jinbe serves as a strong late-game finisher that combines tempo and value to close out games efficiently.
Together, these cards keep OP14-040-jinbe decks consistent despite the heavy discard requirement. Jinbe’s powerful Leader effect turns every unit—even low-cost attackers—into legitimate threats that your opponent is forced to answer. If OP14-040-jinbe’s unique technique has caught your interest, get ready—we’ll break this deck down card by card and unleash the true power of the Knight of the Sea.
Core Cards
Every strong OP14-040-jinbe deck starts with a reliable core. Based on tournament results and high-performing builds, these cards have consistently proven essential—they enable clean sequencing, sustain constant offensive pressure, and allow Jinbe to fully capitalize on his fast, aggressive playstyle.
Low-Cost Staple
One of the deck’s primary low-cost attackers is OP14-051-hatchan, a 1-cost, 3000-power Character and one of the best targets for OP14-040-jinbe’s Leader [Activate: Main] effect. Thanks to Hatchan’s [DON!! x2][On K.O.] ability, he draws you 1 card when defeated, letting him replenish your hand while applying pressure as a 5000-power attacker. This synergy works perfectly with Jinbe’s discard-heavy playstyle, ensuring you don’t fall behind on card advantage even while fueling the Leader effect.
Run 2-4 copies as recommended.
OP14-050-chew is another 1-cost, 3000-power Character that provides solid early-game value. His [On Play] effect allows you to draw 1 card as long as your Leader is a {Fish-Man}, immediately replacing himself in hand while developing a low-cost attacker. With OP14-040-jinbe’s Leader effect, Chew can be powered up to 5000, letting him naturally hit common Leader power thresholds and remain relevant beyond the opening turns.
Run 4 copies as recommended.
The final low-cost staple and the deck’s only searcher is OP14-042-arlong, a 1-cost, 3000-power Character that plays a huge role in making OP14-040-jinbe decks competitive. His [On Play] effect lets you look at the top 4 cards of your deck, add up to 1 card with a cost of 2 or more to your hand, then place the rest on the bottom in any order, as long as your Leader is a {Fish-Man}.
This effectively turns Arlong into a universal searcher, giving you access to almost every key piece in the deck—including tech cards. He can find crucial 2000 counters like OP14-046-koala, premium removal such as OP04-056-gum-gum-red-roc, or your late-game closer OP14-049-jinbe. Thanks to this flexibility, Arlong greatly improves consistency and ensures you always have access to the right tool at the right time.
Run 4 copies as recommended.
Core Utility Cards
The only staple 2000 hand counter in the deck, OP14-046-koala is a 2-cost Character with an [Activate: Main] effect that lets you trash her to give +2000 power to one of your {Fishman} or {Merfolk} Characters or Leader for the turn. While this effect can occasionally help push for lethal in niche scenarios, Koala’s primary role is being a searchable 2000 counter, making her a crucial defensive piece that also maintains the deck’s consistency.
Run 4 copies as recommended.
One of the deck’s most reliable board stabilizers is OP08-047-jozu, a 6-cost, 7000-power Character with a strong tempo-shifting [On Play] effect. By returning one of your own Characters to your hand, you can bounce an opposing Character with a cost of 6 or less back to its owner’s hand. This creates a meaningful momentum swing—removing blockers or disruptive pieces while letting you reuse your own utility cards for additional value.
His primary synergy target in the deck is OP14-042-arlong, allowing you to gain extra searches when replayed. Even bouncing 2000-power counters becomes impactful, as it effectively converts Jozu’s effect into added defensive resources.
Beyond utility, Jozu offers excellent staying power. With 7000 base power, he is difficult to remove efficiently, often forcing multiple attacks or heavy counter investment. This makes him a solid core option in OP14-040-jinbe decks.
Run 0-4 copies as recommended.
A powerful mid-game stabilizer, OP14-054-fisher-tiger is a 6-cost, 7000-power Character with a highly synergistic [On Play] effect that draws 3 cards as long as your Leader has the {Fish-Man} type. To balance this, his [End of Your Turn] effect forces you to trash cards from your hand until you have 5 cards remaining.
While this drawback slightly offsets his raw draw power, it naturally complements OP14-040-jinbe’s discard-focused Leader ability. The extra cards can immediately be converted into fuel for Jinbe’s [Activate: Main], turning Fisher Tiger into both a card advantage engine and an offensive enabler. As a 6-cost body, he also curves cleanly into Jinbe’s game plan, providing 6 rested DON!! to amplify your Leader or Characters and opening the door for explosive pressure—or even OTK potential—in the later stages of the game.
Run 4 copies as recommended.
Closer and Event Cards
The deck’s reliable and formidable closer, OP14-049-jinbe, is an 8-cost, 10000-power Character that perfectly synergizes with OP14-040-jinbe. He can gain [Rush] through discard effects—most notably via Jinbe’s Leader ability—allowing him to immediately apply pressure the turn he hits the field.
In addition, OP14-049-jinbe has a powerful [On Play] effect that rests 2 DON!! to draw 2 cards and return up to 1 Character with a cost of 7 or less to its owner’s hand. This creates crucial breathing room by refilling your hand while removing an opposing blocker or key unit. Common targets include cards like OP14-027-shanks from OP14-020-dracule-mihawk decks or OP14-105-gorgon-sisters from OP14-041-boa-hancock decks.
While this effect is most often used to disrupt the opponent’s board, it can also be applied creatively to your own units for added value. Bouncing OP14-042-arlong enables additional searches when digging for another Jinbe. Returning OP08-047-jozu lets you reuse his bounce effect in combination with a 1-cost unit, while bouncing OP14-054-fisher-tiger in the late game can completely refill your hand in the next turn.
This blend of tempo, flexibility, and resource advantage makes OP14-049-jinbe a true staple—not only in OP14-040-jinbe decks, but across blue strategies that want powerful bounce-based finishers.
Run 3-4 copies as recommended.
A powerful Event card in the deck is OP07-057-perfume-femur, a 2-cost finisher with a highly impactful [Main] effect. It gives +2000 power to your Leader or a {Seven Warlords of the Sea} Character, and if that condition is met, the selected card also becomes unblockable for the turn. This makes it an excellent late-game closer, especially against decks that rely heavily on [Blocker] units as their final line of defense, such as OP13-079-imu and OP13-002-portgasdace.
Beyond its offensive pressure, OP07-057-perfume-femur also offers strong value through its [Trigger] effect, which lets you draw 1 card and helps offset Jinbe’s discard-heavy playstyle. With both finishing potential and resource utility, this Event firmly cements itself as a core inclusion in OP14-040-jinbe decks.
Run 2-4 copies as recommended.
For answering high-cost threats, OP04-056-gum-gum-red-roc is one of the strongest removal tools available and a core control option in OP14-040-jinbe decks. For just 6 DON!!, its [Main] effect places any opposing Character on the bottom of the deck, cleanly bypassing [On K.O.] effects and K.O. immunity—making it one of the most reliable answers to late-game boss units.
Red Roc can completely swing matchups, whether it’s removing OP06-118-roronoa-zoro from Green decks, shutting down OP09-118-goldroger techs in Red lists, or answering massive threats like Edward Newgate in OP13-002-portgasdace builds. Its [Trigger] effect also bottom-decks a 4-cost or lower Character, giving it valuable defensive utility against early aggression. However, in boss-heavy matchups, it’s often best to hold Red Roc in hand to ensure you have a guaranteed answer when your opponent commits their win condition.
Run 2-4 copies as recommended.
Tech Cards
With the core of OP14-040-jinbe established, it’s time to explore the Tech Cards. These flexible options let you fine-tune Jinbe’s aggressive game plan, cover specific weaknesses, and answer key meta threats. The right tech choices help Jinbe maintain pressure, optimize sequencing, and fully capitalize on his innate attacking potential while enhancing his draw power.
Most Popular Option
The most popular and successful tech options available, ST17-002-trafalgar-law is a 4-cost, 5000-power Character with an extremely powerful [On Play] effect. If your Leader has the {The Seven Warlords of the Sea} type, you may return 1 of your Characters to its owner’s hand to return up to 1 opposing Character with a cost of 4 or less to their owner’s hand. This effect allows you to efficiently remove cheap [Blocker]s or key engine pieces from your opponent while simultaneously recycling your own units for additional value.
The self-bounce component creates several high-impact lines of play. Returning OP14-042-arlong enables repeated searches when digging for another 8c OP14-049-jinbe. Bouncing OP08-047-jozu lets you reuse his removal effect in combination with a 1-cost Character. In the late game, returning OP14-054-fisher-tiger or even OP14-049-jinbe can completely refill your hand on the following turn, allowing you to maintain pressure without running out of resources.
Thanks to its exceptional flexibility, tempo swing potential, and ability to generate repeated value through bounce interactions, ST17-002-trafalgar-law firmly cements itself as the most popular and reliable tech choice for OP14-040-jinbe decks.
Run 0-4 copies depending on personal preference.
Defensive Options
A searchable 2000 hand counter, OP07-047-trafalgar-law is a 4-cost, 4000-power Character with a situationally strong [Activate: Main] effect. By returning himself to the owner’s hand, you can force your opponent—if they have 6 or more cards in hand—to place 1 card from their hand at the bottom of their deck. This effect is particularly effective in the mid to late game, where it trims key options from value-oriented decks and disrupts carefully managed hands.
While the hand disruption can be impactful in the right matchups, Trafalgar Law’s primary role in OP14-040-jinbe decks remains as a searchable 2000 counter. This dual utility makes him a flexible and respectable tech option that contributes both defensive stability and occasional pressure on your opponent’s resources.
Run 0-3 copies depending on personal preference.
Another decent 2000 hand counter option is ST17-003-buggy. As a 1-cost Character, his [On Play] effect lets you rearrange the top 3 cards of your deck, offering minor deck-fixing value. While this effect can be situationally useful, Buggy’s primary role in the list remains simple—providing extra 2000 counter coverage when additional hand defense is needed.
Run 0-2 copies depending on personal preference.
One of the top tech choices for Blue decks, OP03-044-kaya functions as a solid 2000 hand counter with a useful [On Play] effect. She helps unbrick awkward hands by drawing 2 cards, then trashing 2 cards, giving you a better chance to find key pieces. Kaya also has added synergy with the deck, as she can be bounced back to hand with OP08-047-jozu or OP14-049-jinbe, letting you reuse her effect for additional filtering when needed.
Run 0-1 copies depending on personal preference.
A searchable 2000 hand counter, OP14-056-wadatsumi is a 3-cost, 5000-power Character with a unique restriction—he cannot attack by default. However, when a card is trashed from your hand by an effect such as OP14-040-jinbe’s Leader ability, that restriction is removed, allowing Wadatsumi to attack normally. While this interaction offers some synergy with Jinbe’s playstyle, Wadatsumi’s primary value in the deck remains his role as a searchable 2000 counter that adds consistency and defensive depth.
Run 0-4 copies depending on personal preference.
A flexible 2000 hand counter option, OP12-051-hina functions primarily as defensive padding rather than a core engine piece. As a 3-cost Character, her [Activate: Main] effect allows you to trash 1 card and rest her to remove the [Blocker] keyword from one of your opponent’s Characters, providing situational anti-blocker utility against decks that rely on defensive walls. That said, her main value in the deck comes from being a reliable 2000 counter when additional hand defense is needed.
Run 0-3 copies depending on personal preference.
A searchable 2000 hand counter, OP07-047-trafalgar-law is a 4-cost, 4000-power Character with a situationally strong [Activate: Main] effect. By returning himself to the owner’s hand, you can force your opponent—if they have 6 or more cards in hand—to place 1 card from their hand at the bottom of their deck. This effect is particularly effective in the mid to late game, where it trims key options from value-oriented decks and disrupts carefully managed hands.
While the hand disruption can be impactful in the right matchups, Trafalgar Law’s primary role in OP14-040-jinbe decks remains as a searchable 2000 counter. This dual utility makes him a flexible and respectable tech option that contributes both defensive stability and occasional pressure on your opponent’s resources.
Run 0-2 copies depending on personal preference.
Utility Options
If you want another searcher, OP07-046-sengoku is a solid tech option. As a 1-cost Character, his [On Play] effect lets you look at the top 5 cards of your deck, add 1 {The Seven Warlords of the Sea} card to your hand, then place the remaining cards on the bottom of the deck. This gives the deck additional access to key pieces like OP14-049-jinbe, which is essential for closing out games, slightly improving overall consistency.
Run 0-2 copies depending on personal preference.
A possible contender for the deck’s most popular tech option, OP14-043-aladine is a 4-cost, 5000-power Character with a highly impactful [On Play] effect. He allows you to play up to 1 {Fishman} or {Merfolk} Character with a cost of 3 or less from your hand, ideally deploying one of your low-cost staples such as OP14-042-arlong or OP14-050-chew to immediately gain value and board presence.
In addition to the tempo gained on entry, Aladine’s [On K.O.] effect provides further value in the mid to late game, helping maintain pressure even after he’s removed. This combination of immediate development, synergy with Jinbe’s core package, and delayed payoff firmly establishes Aladine as a legitimate and highly attractive option for OP14-040-jinbe decks.
Run 0-4 copies depending on personal preference.
A standout 4-cost option from the Blue card pool for OP14-040-jinbe decks is OP06-047-charlotte-pudding. Her disruptive [On Play] effect forces your opponent to shuffle their entire hand back into the deck and redraw five cards, completely wiping out carefully sculpted hands. When timed correctly, Pudding can instantly swing the tempo—removing access to key counters, finishers, or defensive options right before Jinbe commits to a decisive push.
She is especially powerful against hand-heavy matchups such as OP13-002-portgasdace and OP14-041-boa-hancock, where opponents rely on sustained draw engines to stabilize the game. Pudding also punishes decks like OP13-079-imu and OP07-019-jewelry-bonney that thrive on holding multiple answers, turning that advantage into a liability.
Because Jinbe excels at capitalizing on brief windows of weakness, 4c Pudding fits perfectly as a high-impact utility card—resetting the opponent’s resources and opening the door for explosive, game-ending attack turns.A 4-cost, 4000-power/1000-counter character with Wisdom attribute and Big Mom Pirates types, OP06-047-charlotte-pudding disrupts via [On Play] (Opponent returns entire hand to deck, shuffles, draws 5). Hand reset tech for OP14-040-jinbe-devastates combo decks holding bombs, punishes overextension after your ramp turns.
Run 0-4 copies depending on personal preference.
If you want another strong offensive option, P-048-arlong is an excellent addition to the list. As a 3-cost, 4000-power Character, he comes with a potent [DON!! x1][When Attacking] effect that forces your opponent to place 1 card from their hand at the bottom of their deck, as long as you have 4 or more cards in hand. This pressure often puts opponents in uncomfortable situations, costing them key defensive pieces or late-game threats.
Thanks to OP14-040-jinbe’s Leader ability, attaching DON!! is extremely easy, allowing Arlong’s effect to stay consistently online. This natural synergy turns him into a disruptive mid-game attacker that not only contests the board but also steadily degrades your opponent’s hand quality—perfectly aligning with Jinbe’s aggressive, discard-driven game plan.
Run 0-4 copies depending on personal preference.
Another solid option if you need a reliable attacker is OP14-045-kuroobi. He is a 3-cost, 3000-power Character that can gain [Rush] when a card is trashed from your hand by an effect, making him a natural beneficiary of OP14-040-jinbe’s Leader ability. This interaction allows Kuroobi to immediately threaten the board while also receiving rested DON!! from Jinbe, effectively turning him into at least a 5000-power rusher that can swing into most Leaders in the game.
On top of his offensive pressure, Kuroobi also provides value on defense and resource management thanks to his [On K.O.] effect, which replenishes your hand. This combination of immediate aggression, synergy with Jinbe’s discard engine, and card replacement makes Kuroobi a well-rounded mid-game attacker that maintains tempo without sacrificing card advantage.
Run 0-4 copies depending on personal preference.
For aggressive Life card manipulation, P-009-trafalgar-law is an excellent tech choice. As a 6-cost, 7000-power Character, he brings a highly disruptive [On Play] effect that forces your opponent to add 1 card from their Life area to their hand if they have 6 or more cards in hand. This interaction puts opponents in an uncomfortable position—either they maintain a large hand and get punished by accelerating their Life loss, or they are forced to play inefficiently to avoid triggering the effect.
This pressure pairs exceptionally well with OP14-040-jinbe’s Leader ability, which enables powerful, DON!!-enhanced attacks. By forcing opponents to defend repeatedly while threatening direct Life damage, Trafalgar Law amplifies Jinbe’s aggressive game plan and punishes decks that rely on hoarding options.
Run 0-4 copies depending on personal preference.
Considered one of the most widely used tech cards in blue decks, OP06-058-gravity-blade-raging-tiger is a 7-cost Event with an exceptionally powerful board-control [Main] effect. It allows you to place up to two Characters with a cost of 6 or less on the bottom of their owner’s deck in any order—giving OP14-040-jinbe a strong answer to decks that rely on establishing key mid-cost threats, such as OP13-002-portgasdace and OP14-041-boa-hancock.
It also features a valuable [Trigger] effect that bottom-decks a Character with a cost of 5 or less for free, which can create massive tempo swings when revealed at the right moment. Despite its high cost, Gravity Blade remains an excellent tech option for OP14-040-jinbe decks that want reliable answers against wide boards built around impactful mid-range units.
Run 0-1 copies depending on personal preference.
Sample Deck Lists
Decklist Placement: AreaQualifier(9-2); Placement: Top 8 - BandaiTokyo(1185) - Sekiatsu
This build leans toward a balanced control approach, combining reliable defense with strong hand and board disruption. Cards like ST03-008-trafalgar-law and ST17-003-buggy provide defensive stability, while OP07-047-trafalgar-law, OP06-047-charlotte-pudding, and OP06-058-gravity-blade-raging-tiger reinforce hand and board control. The inclusion of OP07-046-sengoku adds extra consistency, rounding out a well-balanced and adaptable playstyle.
Decklist Placement: FS EX(5-0); Placement: Top 4 - BandaiTokyo - Arlong_niki
This aggressive-focused build leans into pressure by including reliable attackers like P-048-arlong and OP14-045-kuroobi. It further amplifies offense with P-009-trafalgar-law and OP06-047-charlotte-pudding, applying Life and hand control to punish opponents who stockpile counters—resulting in a sharper, more punishing attacking game plan.
Decklist Placement: FS(4-0); Placement: 1st Place - Cardshop - Ayakana
If you prefer a more defensive approach, this build reinforces the deck’s already strong offense by incorporating a higher count of reliable 2000 hand counters alongside the core cards, improving survivability and late-game stability without sacrificing pressure.
Conclusion
As we wrap up this OP14-040-jinbe guide, Blue Jinbe stands out as one of OP14’s most explosive and skill-expressive aggressive Leaders. The deck is built around a high-tempo, discard-driven gameplan: convert hand resources into massive power spikes, overwhelm the board with repeated attacks, and force opponents to answer threat after threat before they can stabilize. Jinbe’s Leader ability turns rested DON!! into immediate pressure, allowing even low-cost {Fishman} and {Merfolk} Characters to scale into legitimate high-power attackers.
What truly elevates Jinbe is how well his core cards support this risky-but-rewarding style. Efficient searchers like OP14-042-arlong, refill engines such as OP14-054-fisher-tiger, and powerful closers like OP14-049-jinbe ensure that discarding cards is rarely a downside. Instead, it becomes a resource—fueling explosive turns, enabling Rush threats, and opening lethal lines that few decks can defend against. Combined with strong bounce and control tools from the Blue card pool, Jinbe remains fast, flexible, and dangerous at every stage of the game.
If you’re drawn to a deck that rewards precise sequencing, aggressive decision-making, and the ability to turn small advantages into sudden victories, OP14-040-jinbe is an excellent choice. Master the timing of your discards, recognize when to push all-in, and unleash the full force of Fish-Man Karate—because with Jinbe at the helm, the tide is always ready to turn in your favor.









