Blue/Purple Vinsmoke Reiju Deck Guide

Join Sorry as he explains how to pilot Blue Purple Vinsmoke Reiju.

Heya everyone, Sorry here! Vinsmoke Reiju, one of our new OP6 Leaders, is all about the draw value. Blue/Purple Reiju Germa 66 is about setting up the right pieces to dominate the board's presence. It's a difficult deck to master and get the hang of tracking cards in Trash and maximizing that advantage.

In this guide, I'll explain Reiju's game plan, essential cards to get the early game rolling, and tips against popular matchups.

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Gameplan

Early Cards

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These are crucial cards to set up your game plan. Depending on your hand, OP06-078-germa-66 can find you the right card to start the game rolling. As for OP06-079-kingdom-of-germa, this is the best card you'll want to see in your starting hand. It offers card draw and lets you Trash cards strategically. The cards you'll Trash will still find use in this deck.

Small Vinsmokes

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Reiju joins forces with Germa 66 Characters like Vinsmoke Reiju, Yonji, Niji, and Ichiji as part of her strategy.

At first glance, the low-cost Vinsmoke Characters may seem lackluster in the deck, but they can pull their high-cost counterparts on the board from both hand or trash. However, this comes with the drawback of using a Don!!! -1, making it harder to set up future plays. The Don!!! -1 synergizes with Leader Reiju's ability, giving an additional card draw.

The Carry Small Vinsmokes

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Each higher-cost Vinsmoke has a unique ability that contributes to your strategy. I'll go through each one of them and explain them further!

OP06-069-vinsmoke-reiju: Your card draw engine! The +2 card draw and your Leader's draw ensure you don't run out of resources and open different plays for future turns. Be mindful of Reiju's condition; holding more than 5 cards prevents further card draws.

OP06-067-vinsmoke-yonji: Acts as a blocker, making it awkward for your opponent to set up attacks. Since you'll be using up Don!!! -1, Yonji will likely always have 6000 Power.

OP06-065-vinsmoke-niji: The KO effect isn't that great in this deck since we lack the tools to reduce the cost of Characters. However, you'll definitely find use of the return ability. There are a lot of Characters with 4 cost in the game that you can get rid of for the turn. This ability can either be used defensively, to slow down the opponent's aggression, or offensively, to remove a blocker and pave the way for your attacker to strike the opponent's Leader.

Before I get to Ichiji, it's important to note that all three previously mentioned cards have a +1000 Counter. This means we want to use those counters to protect our Leader or Characters. This will send those cards to the Trash, which we'll later get back on the board with our low-cost Vinsmoke characters. This maximizes the value we can get out of our cards.

OP06-061-vinsmoke-ichiji: Unlike other Vinsmokes, Ichiji does not have a Counter effect. We still want to Trash him and get him back on the board through, OP06-060-vinsmoke-ichiji, so we'll use OP06-079-kingdom-of-germa for that.

Ichiji is your strongest Vinsmoke and you'll rely heavily on him to put pressure on the opponent and set up winning plays. The -2000 Power on a Character can make it easier for you to KO them with an attack. The real deal is the Rush Ichiji activates, giving you a 7000 Power swing that could either go directly onto the Leader or a Character to stabilize the board.

The Board Domination

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This is your insane late-game swinger to build up the board with multiple low-cost Vinsmoke Characters, which you'll later play their high-cost versions and activate their abilities for more value.

This is your strongest late-game play, but can be challenging to set up with -1 Don!!! your Vinsmokes are activating in the mid-game. You don't want to go too crazy with that ability, to not end up struggling in the later stages of the game.

For example, if you're going first, using -1 Don!!! will not delay your Vinsmoke Judge play, since you'll have exactly 8 Don!!! on turn 5. If you're going second, you can use -2 Don!!! and still set up your Vinsmoke Judge on turn 5.

Now this isn't to say that you must play Vinsmoke Judge always on turn 5. If necessary, you can delay Vinsmoke Judge a turn to keep up with the opponent's board development.

2K Counters

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These cards are generally used as Counters to protect your Leader or Characters. You would only play Kaya if your hand is awful and you need to look for the right pieces.

General Tips

  • Prioritize trashing your higher-cost Vinsmoke characters (not Judge) as you'll get to replay them through their lower-cost versions of themselves.
  • If you already have Kingdom of Germa set up on the board, you can Trash another copy of it in hand for a card draw.
  • Before activating their ability, you can attack with your lower-cost Vinsmoke Characters. For instance, suppose 4c Vinsmoke Ichiji has been on the board for a turn. 4c Ichiji's 4,000 Power + 1 Don!!! can threaten a Leader's Life or KO a Character. If you activate Ichiji's ability, you'll get the 7c Ichiji with Rush, ready to go for another swing.

Mulligan

I'll usually look for OP06-078-germa-66 or OP06-079-kingdom-of-germa in my starting hand as these cards help you shape up the mid-game. This deck needs the right pieces at the right time to initiate its game plan, and if you don't have that early card draw, you will struggle.

If you have both versions of OP06-069-vinsmoke-reiju you could keep the hand, as she will offer that early draw to set up the mid-game.

Popular Matchups

Black Moria

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  • This will be a grindy game where winning the board matters.
  • OP06-093-perona trashing a card is fine since you'll get to replay the Vinsmoke Character later on.
  • Use Vinsmoke Niji's effect to recall 4c OP02-096-kuzan and shut down the -4 cost reduction.
  • Vinsmoke Niji can also recall a 4c OP02-114-borsalino, making it easier for you to attack.
  • You want to keep up with their 8c OP06-086-gecko-moria play, this means going for the 8c Vinsmoke Judge play is crucial.

Yellow Katakuri

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  • It's fine to take the first hit early on to play around OP05-102-gedatsu.
  • Don't let them win the board, focus on killing their Characters over targeting Leader as you take the game to the late stage.
  • Play for Vinsmoke Judge since you'll heavily rely on the board swarm to put pressure.
  • Vinsmoke Niji can deal with cards 3c OP03-113-charlotte-perospero, OP06-104-kikunojo, and OP04-104-sanji.
  • 10c OP03-114-charlotte-linlin is the worst to deal with. You'll rely on Yonji as a blocker to survive the late-game big hitters. OP05-115-two-hundred-million-volts-amaru can still be a nightmare and sets up the winning play for the opponent.

Green Yellow Yamato

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  • The biggest threat is the Double Attack Leader OP06-022-yamato will threaten. Use your counter to shut it down and buy you more time to prolong the game.
  • They can play a bit aggressive and will try to close out games as fast as possible. They don't have the tools to deal with a wide board of attackers.
  • OP06-035-hody-jones can rest your Niji blocker, paving the way for both OP06-035-hody-jones and OP06-022-yamato Leader to strike your Leader.
  • OP06-118-roronoa-zoro striking multiple times is another threat to watch out for.

Red Purple Law

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  • This is a difficult matchup since ST10-001-trafalgar-law's ability can return 3 Don!!!, this shuts down your high-cost Vinsmoke's abilities.
  • They'll plan to go wide on the board and swing on your Leader. Preserve your health with counters and try to pick off their Characters on the upcoming turn.
  • You'll be able to activate your first Vinsmoke's ability before the opponent starts returning 3 Don!!!. Use Niji to KO targets like 2c OP01-013-sanji or 1c OP06-016-raise-max.
  • Going for Vinsmoke Judge play will be difficult, especially since you'll be more focused on matching the opponent's board.

Yellow Enel

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  • Put them down 2 Life Cards and then start building up the board. You want to set up one powerful turn to close out the game. Having them at 1 Life is acceptable, but keep in mind that a OP04-112-yamato turn will give them back 1 Life Card.
  • Deny Enel from activating his effect if possible. However, if you're confident you can threaten to take the Life Card that Enel adds, it might be worth going for it. This will likely force a defensive OP03-123-charlotte-katakuri play or a OP04-112-yamato on the upcoming turn.
  • Vinsmoke Judge is a crucial play to dominate the board and set the barrage of attacks.
  • OP05-115-two-hundred-million-volts-amaru can deal with Vinsmoke Yoji and create an opportunity for the opponent to close out the game. You don't really have the tools to deal with beefy Characters, so you want to close out the game before they start swinging.

Closing Words

Vinsmoke Reiju has been one of my favorite decks to play, you can throw out Counter cards and still not run out of value thanks to both your Leader and Vinsmoke Characters' effects.

If you want to keep up with my content, consider following me on Twitter!

Sorry
Sorry

Alaa "TricksterSorry" Yassine is a competitive CCG player. His passion for card games ignited during his childhood, with favorites such as Yu-Gi-Oh and Pokémon. After playing Hearthstone casually for a couple of years, he decided to take it a step further with Legends of Runeterra, competing in major tournaments and achieving multiple accomplishments. Now, he delights in exploring various card games and mastering them.

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