OP11-040

Blue Purple Luffy Guide: Best Decks & Strategy (OP11)

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Welcome to your comprehensive deckbuilding guide for OP11-040-monkeydluffy, the leader that defines the OP11 format. This guide dives into the core strategies, essential card choices, and potent tech options that define this powerful Blue/Purple Straw Hat deck. We'll explore:

  • Deck Core: Cards that are absolute must-includes or found in nearly every winning list.
  • Adaptive Core: Strong cards commonly used but can be swapped based on the evolving meta.
  • 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.

As the deck's centerpiece, OP11-040-monkeydluffy dictates the strategy by consistently providing vital card advantage and deck manipulation once you reach 8 DON!!. Its unique ability to look at the top 5 cards, add a "Straw Hat Crew" type card, and then meticulously stack or bottom-deck the rest is paramount. This ensures you reliably find your high-cost threats like OP06-119-sanji or OP11-118-monkeydluffy, maintain aggressive pressure, or set up crucial defensive plays for future turns.

Building your OP11-040-monkeydluffy deck requires careful consideration of each card choice, as its leader ability is incredibly powerful for consistency. This leader's unique stacking effect means you can almost consistently "see" most of your tech cards, even those you only run as 1-ofs or 2-ofs in your list. Furthermore, even non-"Straw Hat Crew" cards can technically be "searched" by strategically placing them on top of your deck for future draws after manipulating your top 5 cards.

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Here is a sample deck core to get you started! This article will provide an exploration of what each card adds to the deck, and what tech cards you might consider adding to complete your competitive list.

DON!! Generation & Acceleration: The Heartbeat of BP Luffy

In the OP11-040-monkeydluffy deck, DON!! generation is paramount to your success. The entire strategy revolves around rapidly accelerating your DON!! count to reach the crucial 8 DON!! threshold as quickly as possible. This is because your leader's powerful ability—the consistent top-5 deck look and "Straw Hat Crew" search—only activates when you have 8 or more DON!! cards on your field.

The primary goal is to hit 8 DON!! by the end of your 3rd turn, making your leader's ability active for your 4th turn. Here's how that typically plays out with ramp:

  • Going Second: An optimal hand could see you play two DON!! generators (such as EB01-061-mr2bonkurei-bentham, or utilizing the DON!! gain from certain event cards) by the end of your third turn. This allows you to accumulate 8 DON!! by the end of that turn, ensuring your leader's engine is fully online for your fourth turn.
  • Going First: To achieve this same powerful third-turn ramp-up, you'll typically aim for three distinct DON!! activators across your first three turns. This ensures you reach that critical 8 DON!! threshold by the end of your third turn, activating your leader's powerful effect without delay.

Because reaching 8 DON!! by the end of turn 3 (for turn 4 activation) is so vital for this deck to function at its full potential, we dedicate a significant portion of our card slots to reliable DON!! generators. These cards are the foundation upon which all your powerful plays are built.

Core DON!! Generators

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OP05-067-zoro-juurou excels at early DON!! acceleration. Play him on curve when going first to establish board presence. A great aspect of OP05-067-zoro-juurou is that after he attacks and gains a DON!!, your opponent often needs to attack him to prevent further ramp, making him a kind of pseudo-blocker. However, needing to attack first before getting the ramp makes him vulnerable to opposing early removal before you can extract full value.

Run 4 copies as recommended.

EB01-061-mr2bonkurei-bentham provides unconditional DON!! ramp; you simply play him and gain an active DON!! immediately, with no conditions asked. This makes him incredibly reliable. His attack copy effect can also be very important against decks with powerful late-game units, allowing you to mimic a high-power attack from your own character. Sometimes you can even hold off attacking with EB01-061-mr2bonkurei-bentham until your opponent plays a high-power unit to get the most value.

Run 4 copies as recommended.

OP11-080-gear-two is a vital dual-purpose card. While it contributes to early DON!! generation, it's also great for late-game defense. Typically, once you reach 8 DON!!, your primary goal becomes surviving long enough for your big attackers to finish off the opponent, and OP11-080-gear-two's +3000 power counter effect helps considerably in that phase. Its low cost makes it an efficient early ramp option too, but its defensive utility shines in the late game.

Run 4 copies as recommended.

Tech DON!! Generators

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OP10-079-god-thread is good against midrange decks that present targets with 5 cost or less, such as EB02-035-sanji-pudding from EB02-010-monkeydluffy. However, it can be useless against other decks that don't play suitable targets. If drawn in the late game when you already have 8+ DON!!, it can become a liability if there are no viable K.O. targets, as the ramp component is no longer needed.

Run 0-4 copies based on meta.

OP08-076-its-to-die-for provides flexible DON!! generation, potentially adding 1 or 2 active DON!! based on your opponent's board. Its low 3-cost makes it easier to combine with other ramp cards in the early game, which is especially helpful when you're going first and need to hit three ramp cards to reach 8 DON!! in a timely manner. However, like other ramp cards, it loses most of its value once you've already accumulated 8 DON!!, potentially becoming useless.

Run 0-4 copies based on personal preference.

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ST04-014-lead-performer-disaster is one DON!! more expensive than OP08-076-its-to-die-for, but it has the added benefit of drawing a card, so it never feels completely useless as it replaces itself. However, similar to other pure ramp events, in the late game, your DON!! is usually used to play high-cost boss units, so the ramp effect becomes largely irrelevant once you've already reached 8 DON!! or higher.

Run 0-4 copies based on personal preference.

OP01-106-basil-hawkins ramps by adding a rested DON!! on play. Similar to OP08-076-its-to-die-for and ST04-014-lead-performer-disaster, it provides ramp but its primary benefit is its 1000 counter, allowing you to still discard him for defense in the late game even if his ramp effect is no longer useful. However, his generic effect and awful 2000 power stats mean you're almost never playing him for his body or attack value. This makes him a tech choice for decks heavily prioritizing DON!! count over immediate board presence, but there are often much better options for character-based utility in the deck.

Run 0-4 copies based on personal preference.

Big Bosses & Finishers

Ramping to 8 DON!! rapidly is the foundational strategy for OP11-040-monkeydluffy, enabling your leader's powerful card advantage engine. However, accumulating this large amount of DON!! is not an end in itself; it is merely the means to an even more critical objective: deploying your impactful, high-cost "boss" units. They are your primary win conditions, allowing you to convert your DON!! superiority into overwhelming board presence, powerful attacks, and decisive swings that pressure your opponent and close out games. Having access to these finishers at the right time ensures that your early game ramp translates directly into unmanageable threats in the late game.

Core Bosses

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OP06-119-sanji is the cornerstone of the deck's high-pressure strategy. He is incredibly synergistic with OP11-040-monkeydluffy's effect, as you can strategically stack the top of your deck to guarantee playing a powerful follow-up threat, such as OP08-069-charlotte-linlin or even another 9-cost character, turning 9 DON!! into multiple high-power threats in a single turn. This makes him a primary engine for rapidly establishing an overwhelming board and pushing for lethal damage.

Run 4 copies as recommended.

OP08-069-charlotte-linlin offers incredible sustain, disrupts opponent's board, and provides a huge body that demands an immediate answer. Notably, with your leader's ability to stack the top cards of your deck, you can strategically place trigger cards like OP04-056-gum-gum-red-roc into your life area with OP08-069-charlotte-linlin, ensuring their powerful trigger effects can activate when taken as damage.

Run 4 copies as recommended.

Tech Bosses

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OP09-119-monkeydluffy is a vital closer, able to swing immediately and maintain hand advantage, forcing your opponent into a defensive bind. Furthermore, his 10000 power statline is critical in mirror matches and against other late-game decks, as it allows him to more easily trade with or overpower common 8000 or 9000 power boss characters.

Run 0-2 copies depending on the meta.

OP11-067-charlotte-katakuri This is my favorite card in the deck (and his card text almost feels like it belongs in Green, which is perfect for a Green player like me!). He can re-stand himself for defense, or re-stand other powerful units like OP08-069-charlotte-linlin, protecting them from further attacks. This re-standing capability is key: it lets him exert pressure on offense with his 8000 power statline while still being available for defense against your opponent's aggression. Additionally, he adds up to one DON!! card from your DON!! deck and sets it as active, which is crucial for maintaining your DON!! count even after using cards like OP09-078-gum-gum-giant during your opponent's turn.

Run 2-4 copies depending on personal preference.

OP11-118-monkeydluffy is incredibly useful for bypassing annoying blockers when going for lethal damage. It's also excellent for disrupting aggressive strategies or stopping board presence against decks that rely on powerful 4-cost units like OP09-086-jesus-burgess from OP09-081-marshalldteach. The combination of immediate pressure, soft removal, and DON!! efficiency makes him a potent threat.

Run 0-2 copies depending on the meta and preference.

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OP01-070-dracule-mihawk is a powerful control tool that also functions as a formidable boss unit. His [On Play] effect can deal with major midrange threats that your opponent presents such as EB02-035-sanji-pudding or OP06-035-hody-jones.

Consider running 0-2 copies for high-impact removal and a strong body.

OP10-046-kyros offers a similar control utility to OP01-070-dracule-mihawk but can be played earlier, allowing you to remove problematic utility characters as soon as they hit the board. He is sometimes a good mid-game unit to play when you don't draw your DON!! rampers.

Consider running 0-2 copies for flexible removal.

2000 Counters

Core 2K Counters

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ST18-001-uso-hachi is a staple 2000 Counter whose effect can also be used in the late game to rest an opponent's character, helping you bypass blockers.

OP07-064-sanji primarily serves as a searchable Straw Hat 2000 Counter. In rare situations, his [Blocker] ability can allow him to be played as an emergency defender.

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P-053-nami is another 2000 Counter, often used purely for its searchable counter value. On rare occasions, her [On Play] effect can bounce a low-cost blocker, helping you go for game.

OP11-053-tony-tonychopper is a straightforward saerchable 2000 Counter. At 5 cost with 6000 power, he can provide a solid mid-game body if you need to establish board presence.

Run minimum 8 2k counters (usually a playset each of ST18-001-uso-hachi and OP07-064-sanji. Add copies of P-053-nami or OP11-053-tony-tonychopper depending on personal preference.

Utility Cards

Core Utility Cards

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OP11-054-nami is an absolute contributor for consistency in this deck. Her [On Play] ability can help search for OP06-119-sanji early, and even setup to maximize his [On Play] ability even without using OP11-040-monkeydluffy's effect. This synergy is especially vital in games where you don't draw enough ramp cards and can't reach 8 DON!! quickly, Her [Blocker] keyword also provides immediate defense upon play, making her a versatile inclusion.

Run 4 copies as recommended.

OP06-047-charlotte-pudding forces your opponent into a hand reset that can disrupt their plans by cycling away cards they've been holding, potentially giving them a less optimal new hand. This effect becomes even more punishing if you've aggressively attacked their Leader early, forcing them to take life and increase their hand size. Playing OP06-047-charlotte-pudding then forces them to shuffle their entire hand back and draw only 5 new cards, resulting in a significant card advantage loss if they had more than 5 cards, cycling away key resources they just drew or had been saving.

Run 2 copies as recommended.

OP09-078-gum-gum-giant is considered one of the most powerful cards in the game currently, this 1-cost Purple event offers exceptional hand replenishment and filtering. In the late game, it provides what sometimes feels like never-ending counter power and hand cards.

Run 4 copies as recommended.

Tech Utility Cards

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OP04-056-gum-gum-red-roc is incredibly useful against powerful boss units like OP01-051-eustasscaptainkid-701 or any other large character your opponent plays to try and maintain their board presence. Its [Trigger] can be setup by OP08-069-charlotte-linlin for spot removal when hit from life, adding to its versatility.

Run 0-2 copies depending on meta.

OP06-058-gravity-blade-raging-tiger is excellent for clearing their board against aggressive swarm strategies or dismantling a carefully constructed mid-range board (for instance, multiple copies of OP09-086-jesus-burgess). Its [Trigger] can also be setup by OP08-069-charlotte-linlin, similar to OP04-056-gum-gum-red-roc.

Run 0-2 copies depending on meta.

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OP03-072-gum-gum-jet-gatling is very good for clearing up "bricked" counterless cards in your hand. Beyond its counter value, its [Trigger] can sometimes be excellent for gaining active DON!! early.

Run 0-2 copies depending on personal preference.

OP01-119-thunder-bagua can be used for additional defensive power and its DON!! gain effect allows for emergency DON!! ramping. Its [Trigger] can also help accelerate your DON!! count, directly supporting your overall ramp strategy.

Run 0-2 copies depending on personal preference.

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OP08-050-namule can be considered a cheaper version of OP11-054-nami, offering similar hand-sculpting utility but at a lower cost. For players looking for an extra cheap [Blocker] for early defense, he provides a solid option that can sometimes also filter your hand and set up your deck for future turns.

Run 0-2 copies depending on personal preference.

OP01-073-donquixote-doflamingo lets you look at the top 5 cards of your deck and precisely order them, placing them at the top or bottom as you choose. This acts as a "semi-searcher" in the first few turns, allowing you to find early ramp pieces you need or to put unwanted cards at the bottom of your deck if you don't want to draw them, optimizing your future draws.

Run 0-2 copies depending on personal preference.

OP05-073-miss-doublefinger-zala is often used purely for its counter value, she can also be used for emergency DON!! ramping if needed.

Run 0-2 copies depending on personal preference.

Sample Deck Lists

Here are two distinct approaches to building your Blue/Purple Luffy deck. While both harness the leader's immense power, they offer different philosophies on consistency and adaptability, allowing you to choose what best fits your playstyle and the current meta.

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This decklist truly shines by maximizing OP11-040-monkeydluffy's incredible search ability. It leverages multiple 1-of and 2-of tech options, transforming your deck into a versatile arsenal. This strategic choice grants the pilot flexibility, allowing you to adapt your searches and find the perfect answer, no matter what opposing deck you're facing. This approach offers dynamic gameplay, rewarding pilots who can anticipate and react to their opponent's strategy.

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In contrast, this second list opts for a more traditional, yet highly effective, approach. Instead of relying on numerous single copies, it focuses on greater consistency by utilizing playsets (4 copies) or 2-ofs of key cards. This ensures that you're more likely to draw into your core pieces naturally, providing a predictable and robust game plan every time.

A shared strategic choice: Notice that both lists, despite their different approaches, opted for a playset of OP10-079-god-thread. This is a direct response to the significant threat of EB02-010-monkeydluffy's EB02-035-sanji-pudding and similar powerful mid-range targets commonly seen in the OP11 meta.

Conclusion

OP11-040-monkeydluffy stands as the strongest leader in the OP11 format, making it crucial to master its unique playstyle. Your deck's construction should directly reflect the meta you anticipate, strategically leveraging your leader's unparalleled ability to consistently search and stack your deck. This targeted consistency allows you to reliably access crucial tech options and game-ending threats, adapting your strategy to any opponent. By understanding and maximizing this unique synergy of ramp, search, and powerful finishers, you'll be well-equipped to dominate any challenge. Embrace this formidable archetype and prepare to conquer the seas!

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