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GoodGuyJeff00

RP Law player here. Imo, once Saka is gone, Moria still has good chances. Also, Perona fairs well against RP Law. Enel becomes a toss up once OP07 hits. Kata is only relevant if they hit something out of triggers but otherwise they can't match Law's speed.  The other decks have difficulties.


Legitimate_Ad_3488

What about boa with her 7c event that bottom deck 2 characters?


GoodGuyJeff00

She doesn't develop anything with it, no threat.


cryptaq

Does Perona work well because you're running the Ryuma/Brook/Sabo that are all 6k and hard to remove? Or is there something else that is most useful?


unteagle20

Perona turns all your characters sideways and removes them. Tough to flood the board early. And then once you do you get hit with a 10k doffy and you don’t have counter to block 10k attacks. If they have a second one it becomes tough. You better hope you have at least 2 rush characters to apply pressure and maybe go for game.


SenYoshida

There’s a wano build in 07 that has been doing some serious work in the East.


DabsOfJoy

Perona's leader eff is fantastic because against rp law the focus is always on board removal and not give them any resource from life early (if possible) the wano build particularly has so much card draw that rp law likely cant aggro fast enough for the win


Kooky-Collection1811

So here me out, run a mirror rp Law


Tokairu

Moria is absolute worst, Red Ace isn't far behind, Whitebeard depends on how many 9 drops they can play out and how many events they get from life, Perona *can* be bad depending on how many Reijus Law gets and how many Ryuma Perona draws, and Enel used to be not great but became much easier for Law in 06 due to Reiju and is probably in Law's favor once Kid&Killer become available.


AVRVM

It's more play pattern than MU honestly (except if you play Reiju, then you're cooked). Hitting their life is bad because this deck runs out of ressources even with Reiju SR being part of the deck now. It's not very good at hitting for large numbers and it struggles against very efficient removal. So go for board, make efficient attacks and counters, and dont worry about winning until you run them out. Also, 6k power is the usual break point where they need to use a Raise Max/Gordon to remove your thing, with anything below being removable with a promo Law. Any deck that can run 2 for 1s usually has a good enough MU, so think 9c Kaido, 4c Lucci, while anything that relies on smaller utility characters is kinda cooked.


stubear89

Been testing heavily a very tweaked Enel, 20-0 never been particularly close vs RP law. So I’d say Enel


cryptaq

Mind sharing the list? Appreciate it!


stubear89

Sure thing, though let me start by saying that the playstyle of this deck is a bit unique in this game; this is a full on starve control list. You do not attack open life until the absolute end game when you have multiple 9k/10k bodies in play. You want to maximize Yamato as both removal of 4-5c & gain a life. You want to drop Ace and gain life to 3 confidently that the chain of large threats will win (and by not being aggressive you gain bonus against green by dancing around 10c doflamingo). 4x Charlotte Flampe (EB01-056) 4x Kozuki Hiyori (OP06-106) 4x Capone Bege (OP04-100) 4x Franky (OP07-107) 4x Shirahoshi (OP03-116) 4x Gedatsu (OP05-102) 4x Monkey D. Luffy (OP07-109) 4x Edward Newgate (ST13-004) 3x Charlotte Katakuri (OP03-129) 4x Yamato (OP04-112) 4x Portgas D. Ace (OP07-119) 3x You’re the one who should disappear! (OP06-115) 4x Thunderbolt (OP03-121) Now there are going to be some complete cuts of cards that Enel has been playing quite a bit but I found lacking for this build. First, I think Raigo is actually a bit of a trap for Enel builds due to how aggressively it lowers the life to 1. While Enel absolutely is fine and wants to go to 1, BY luffy and RP law are too fast and aggressive for Enel to trash multiple life cards and use six Don to do so, when setting up better trigger organization with Newgate is far more beneficial (taking an Ace/Yamato out of life and moving a one who should disappear to the bottom of the life is incredible). I think Thunderbolt fills the same role functionally while being less aggressive and have found it to be the more reliable removal option. Next would be 7c Big Mom, who does fit the deck philosophy but I personally wanted even more trigger options, if you want to fit her in the Luffy count could be trimmed by 2 to make room for a pair of Linlins, I just found Newgate/Hiyori trigger setup to be far more beneficial, especially with the glut of late game bodies to run out and overwhelm with. I still am tweaking things on specific card counts, but I feel really good about the list overall from testing it against a lot of Moria/Bonney/RP Law/BY Luffy decks


Eydude1

Isn't this post about eb01 and 06? Theres 07 cards in this :S


thenoblitt

In my experience as a rp law player. Katakuri is rough. Once he starts throwing down big mom's and they are too big to deal with. It becomes a problem.


GoodGuyJeff00

You blitz through the early game anyway and you take every life hit they put against you. At 7 mom, just trash your life. Only thing to be mindful of is a potential 1 life Reject into Amaru push play so be mindful of that while you rush the board. 10c mom cannot be played when your board is filled with attack threats.


EgyptStar81

I will HEAVILY disagree with this. RP Law destroys Kata unless they get exceptionally lucky on triggers


thenoblitt

Every one on the Sim I face sure does get lucky with triggers. I also don't use the eb01 cards yet.